Sunday, 26 September 2010

Boombunnies of Khorne

A few of you will have seen this scenario already, but got into a conversation with another blogger about squig based scenarios and so am posting this for his benefit. It's a scenario I came up with a little while ago hoping to do an Easter weekend apocalypse game, but in the end I couldn't organise the game in time, so it went on the back burner (maybe next year :oP)

Anyway, to the scenario...

Apoc Scenario: Warp Rift Rabbits

Background

War is raging on a world. The armies mass for titanic battles. The rage and hatred finds a weak spot, and tears a small hole in the fabric of reality through to a dimension of pure rage. A dimension of violence and hatred. A dimension, of the most vicious ill tempered rodents you ever heard of...

Battle is joined for the fate of the planet. But a deadly foe divides the forces. Can the armies control the warp rift and deny their enemies an exotic is somewhat risky biological weapon? Or will yet another land become overrun with...BOOMBUNNIES OF KHORNE!

Basic Rules

Apoc mission with some fifth edition modifications.

Use standard rules for which units count as scoring. Only units above half strength will count unless a strategic asset dictates otherwise.

Standard bidding procedure, however the losing side WILL have the opportunity to sieze the
inititiative.

Deployment will be standard apoc. The warp rift will be in the direct centre of the battlefield, and
will count as both neutral objectives. As such it is a vital objective (worth 2) and cannot be corrupted and despoiled.

Any psyker within 6” of the warp rift gains +3str to any str based psychic power, up to a maximum of 10. However, ANY roll of a double will trigger a perils of the warp attack. Any item that lets a psyker roll additional dice and discard/reroll can be used to avoid this fate.

At the start of the game there will be d6 Boombunnies deployed from the warp rift. An additional d3 Boombunnies will appear every player turn. The details for Boombunnies are given below.

Standard apoc scenario for game length, though estimate 4 turns per side.

Boombunnies of Khorne – cos even blood gods have a sense of humour.

Aeons ago a verdant world was full of happy smiling woodland creatures. It was like something from a disney movie, without the vomit inducing songs. One species rose to dominance at the expense of the others. The planet was overrun with a subspecies of rabbit. Of course, no sentient species lived there, so no one cared. Then the eye of terror erupted into existence, and swallowed the world.

Tzeentch looked upon the world, and decided he couldn’t make the creatures look any more
ridiculous than they already do. Coming from a god whose greater daemon tends to look like big bird, that’s saying something...

Slaneesh looked at the world, and decided that the idea of linking sex to rabbits was a bit of a
cliche...

Nurgle looked upon the world, and saw much that he could corrupt among those white cotton clouds and white cotton tails...

Unfortunately he was beaten to it by Khorne, who didn’t go in for all this looking and thinking
malarkey... not when you could hurl yourself into battle with an axe in each hand and a bloodthirsty scream on your lips.

After the first couple of hours and million or so dead rabbits, Khorne paused. There were no worthy adversaries here. The creatures had very little blood to spill, and the fur soaked most of it up. They could also breed quicker than he could kill them. He’d be here for an eternity. Khrone then had an idea. It is believed it was his second. Ever. He took the harmless, timid, easily confused creatures, and imparted some of his rage to them. They were now occassionally timid, certainly easily confused and startled, but also extremely angry! Khorne gazed across the fields of his influence, as the little blighters got so irritated with each other, they fought, and would get so enraged they would swell up with sheer fury and pop. Khorne found this hilarious, and watched for quite a spell.

Boombunnies of Khorne – special rules

WS___BS___S___T___W___I___A___LD___Sv
_5____0___4___4____1___9___D6__10___4+ inv

Boombunnies are Monstrous Creatures and are Fearless.

Every turn each Boombunny moves 2D6” in a random direction. Any unit it makes contact with it counts as having charged. This also applies to any unit contacted by an irritated boombunny reaction roll.

The soldiers quickly learned that these rabbits are not to be trifled with. When ordered to engage the creatures, unless the soldiers feel they are in iminent danger anyway, will tend to make only enough of an attempt to keep their superiors happy, whilst hoping not to attract the attention of the beast itself.

When shot from more than 12” away the creatures inv save becomes 2+ to reflect the fact that the soldiers are aiming in it’s general direction but actually hoping to miss.

The creature responds to loud noises, and can be unpredictable. Their reactions vary from trying to hide, or flee, to charging headlong at it’s percieved aggressors, right up to the extreme reaction of being so enraged as to physically explode!

Whenever a loud noise occurs within 12” the beast will react in an unpredictable manner. Loud
noise could be a unit opening fire or a vehicle driving past. If a beast wanders within range of a
vehicle, assume the engine is idling, and it will only attract the creatures attention if it moves or
fires. Weapons with the sniper rule do not attract the beasts attention, as they are presumed to be silenced.

Resolve the movement, or shooting, before making the beast reaction roll. If the beast has to make a save, add +1 to the result. If it has been wounded by a psychic attack, add an additional +1 to the result. (The khornate hatred of magics!) Assuming the beast hasn’t been killed in the attack, roll on the beast reaction table below.

2D6 - Reaction
2/3 - Cower. Digs down for a 2+ cover save.
4/5 - Panic. Runs 2D6 in a random direction.
6/8 - Charge. Charge 12” at source of irritation.
9 - Poof. Small blast centred on bunny. Str D
10 - Pop. Large blast centred on bunny. Str D
11 - Bang. 7” blast centred on bunny. Str D
12 - Boom. 10” blast centred on bunny. Str D

In death, the bunny is still a threat. Often the rage explodes from the bunny. If not that, the smell of the carcass is unbearable. Furthermore, they sometimes head back to the big bunny field in the warp... and that is not a place a mortal would wish to follow them to.

If a boombunny is killed, whether in combat or from shooting, roll on the following table and apply the result.

1 - The Boombunny goes back to boombunny heaven. Place a vortex grenade template where the bunny died. This follows the rules for vortexes from the next player turn.
2 - The bunny deflates, and releases a god-awful smell. Any unit in base contact must immediately retreat as if they’d failed a morale test, even if Fearless. The unit regroups automatically once the fallback move is complete.
3 - Apply the Poof result from the irritated bunny reaction table.
4 - Apply the Pop result from the irritated bunny reaction table.
5 - Apply the Bang result from the irritated bunny reaction table.
6 - Apply the Boom result from the irritated bunny reaction table.

Many forces have an interest in this world. Some for the side of good, some for disorder, whilst
others... well you never can tell can you?

Armies will be put on certain teams, and depending on how many players we get for each side,
the “neutrals” can be assigned to a team.

Forces of Good
Space Marines (and all variant chapters)
Witchhunters
Imperial Guard
Daemonhunters

Neutral
Tau
Necrons
Eldar*

Forces of Disorder
Orks
Chaos Space Marine
Chaos Daemons
Tyranids
Dark Eldar*

*These armies will not be on the same side... if there is a dark eldar player then the eldar will help the imperium. If there isn’t a dark eldar player, the Eldar will aid whichever side happens to work out best in the long run for the Eldar...

Thursday, 23 September 2010

That Belated Tutorial - Halo Ghost

Ok, so I know I promised a soon to follow tutorial to make this a couple weeks back, but my 9yr old brother in law came to stay for the week, and he was a lot harder to deal with than I anticipated. Anyway, today he is gone, so today I bring you that much belated tutorial.

First off, preparation. For this model you will need one Tau Piranha and one Space Marine Bike. I also used an Imperial Guard Heavy Bolter, and a couple of IG Sentinal Missile Launchers. Neither of these are necessary, you can use the weapons provided by the piranha quite well, I just wanted different weapon systems for the build I'm doing.

Of course, you won't need all the bitz from the bike and Piranha, just the bitz shown below.




A few of these bits had to be trimmed/filed down some. The space marine legs had to be shaved back to be level with the knee (use the piranha body as a guide to how narrow they need to be) which looks a little odd but will be hidden by the model. I trim the parts off the bike designed to hold wheels (for obvious reasons) and I adapted the guns to hold the heavy bolter. I also have some magnets I got from ebay that I will use to make my missile launchers removable - again, this bit is entirely optional. I then proceeded to glue any obvious halves together (bike, space marine body, missile launchers...) I also shaved the tau iconography off the shoulder pads, and trimmed the marine backpack mounting from the marine rear body. The results are below.




I plan to glue the drones in place as part of the chassis, so was able to use them as my missile launcher mounts. With this in mind, I glued magnets in the hole normally reserved for the flying base.



With preparation complete, it was on to assembly. To start, I glued the sides and back piece to the piranha body.



Next came the tricky stage. I put the legs in from underneath, then hooked the saddle under them while bringing the bike in from above. I then put glue on the piranha floor piece, and brought it up from beneath. A little glue dribbled down the inside of the body where the legs are flush against it will hold your man in place quite well. I then glued the body and arms in place before the glue was dry on the legs, in case I needed to reposition them slightly. This is the tricky bit with any biker though, not just this project! :oP




I then took one of the heads bought especially for this project, from pig iron productions. This doesn't fit perfectly in the space marine collar, so a small dab of green stuff needs to go in for this to sit in. I then tidy the green stuff around the edges.



I added the Tau backpack and shoulder pads to the marine body. I plan to do the same thing for the rest of the marines (spartans) in this project :o)

I then secured my gun in place in it's mounting. I then dry fit the wings, as I would have to trim these just a little to get round the gun mounting. In the second image below, the wing on the right has already been trimmed - not much needs be removed.



Next I glued the drones in place as missile launcher holders. Finally, I cut some plasticard to fill the back of the cockpit (where the second Tau would normally sit) You'll need to put a piece in the top and on the rear. I recommend doing the top first, as this lets you poke a file in the rear to help you get the positioning right (a mistake I made with the prototype, but managed to salvage well enough!)

The other mistake I made with the prototype was to glue the flying base stand piece to the ghost... BEFORE I undercoated it. So one of my ghosts will have a black tipped stand, but the other I will definitely do clear. Here's a final few shots of the model.


Tuesday, 14 September 2010

Winds of War - Land Speeder


Next year ken and I are attending Winds of War at Bracknell Forest Gamers. We plan to do a Halo theme, and this is the first model produced - one Ghost shaped Land Speeder. It's armed with Heavy Bolter, and while they aren't necessary for the tournament I also magnetised a pair of missile launchers.

I still have to make another one of these, and for that I will take step by step pictures and write up a tutorial, both for ken to follow and any other interested parties. More on this project to follow...

Sunday, 12 September 2010

Escalation Update


These little beautys are actually for escalation next year, but converted them today so thought i'd show them off. Got one more to convert, i'll do it tomorrow. As for this years escalation, i've painted the squad of boyz I needed, but as i've put plenty of ork pics up before I thought i'd put these up instead.

Monday, 6 September 2010

Escalation 2010

So, Ken twisted my arm a little and we now have tickets for Escalation 2010, an event held by Bracknell Forest Gamers My plan had been to do a guard army for this, though with getting married and moving house and what have you, there is no way I can complete this army in time. So, that's on the project board for next year - in the meantime I'm gonna take my Tale of Four Gamers Ork army for this year.



I'll be using mostly what I've already painted. I need to paint up a few more boyz, a few deffkoptas, and I WANT to paint up some different objectives for an amusing little theme for them, but more on that when I have some models to show. In the meantime, to the list!

Round 1
20 Boyz inc Nob with Power Klaw and Bosspole – 160
10 Lootas (1 Mek) – 150
10 Burnas – 150
10 Gretchin 1 Runtherd – 40

Some good firepower, a couple of scoring units, and burnas to draw my opponents attention from said scoring units.

Round 2

Wazzdakka Gutsmek – 180
10 Boyz inc Nob with Power Klaw and Bosspole – 100
Dedicated transport – Truk red paint, ram, boarding plank and armour plates – 60
10 Boyz inc Nob with Power Klaw and Bosspole – 100
Dedicated transport – Truk red paint, ram, boarding plank and armour plates – 60

Some mobility to the list along with a couple more scoring units. I tend to take mobs of 12 in truks but with trying to get exactly 500 points a time 12 boyz at 6 points each just provides a real headache! Wazzdakka will turbo boost around tank hunting for me, hoping his 3++ save and T6 will keep him safe.



Round 3

11 Warbikers inc Nob with Power Klaw and Bosspole – 315
Looted Wagon, ard case, red paint, grots, stikbombs and big shoota – 65
Battlewagon, ram, red paint, grots, stikbombs, 2 big shootas – 120

In round 3 Wazzdakkas mates turn up to give me a highly mobile and tough scoring unit. The looted Wagon can potentially take a unit where they need to be or hold aunit with slightly better protection on a home objective. And the battlewagon lets the boyz from round 1 finally mount up!



Round 4

20 Boyz inc Nob with Power Klaw and Bosspole – 160
Battlewagon, deffrolla, red paint, grots, stikbombs, 2 big shootas – 135
4 Deffkoptas, 4 twin linked rokkit launchas, 1 buzzsaw – 205

And finally in round 4 some more boyz come rolling in with their own wagon, and some deffoptas round out the points.



Anyway, that's my army. With less than 6 weeks to paint 12 boyz, 3 deffkoptas and a couple objectives, I should be able to manage it. Provided I don't get distracted by something shiny... like the stuff Ken and I are working on for Winds of War 11, also at BFG... I'd better not tell you about that yet, otherwise I'll end up working on that project instead! :oP

Wednesday, 1 September 2010

Murphys Law

Attended the club on Monday night, facing Nige with 2500 of Ogres against my Empire forces. Technically I won the first game - the roll of mission gave us the army breaking point one. For a game of this size your breaking point is three, your fortitude is two for the general plus one for every standard. If fortitude reaches breaking point you lose. Due to poor army design on Niges part, his fortitude at deployment was three... so, I won! :oP

I magnaminously challenged Nige to a rematch, and we rolled for the mission again. This time we rolled Dawn Attack. This is where you roll off for where the units from your army show up. I deployed first. I ended up with both cannons on my right flank (with a decent cross field shot) protected by a unit of swords with detachment of handgunners. I had my general, BSB and big unit of spears over on the left flank (typical) along with the other unit/det of swords/handgunners. The flagellents took the centre, and the two mortars and two hellblasters also took the centre. I had two Shadow wizards offering augment/hex support.

Nige ended up with his hobgoblins on his right, both units of leadbelchers on his left, and everything else coming straight down the middle.

Murphys Law - anything that can go wrong, will. This is pretty much what happened from turn two onwards.

I let my flagellents charge his massive unit of ogres (18 or so strong) knowing they would die, but hoping to take plenty down with me. I had my shadow wizards poised to (potentially) reduce his toughness by D3, reduce his strength by D3, or let my flaggellents use their LD for str (10) All I needed was say 5 or 6 power dice to get one of these spells off for sure. Not too much to ask for surely? Seems it was. I rolled 3 on the winds of magic. My wizards channelled nothing (depsite using four on the Arcane Ruins) I even used my power stone, and still couldn't get a spell off. The flaggellents were without support when they needed it most. Still, if they could make the 3+ required to get rerolls to wound it might still work out. Nope. Got a 1. So they have hatred... which they have anyway. Oh dear.

In return, Nige tried a spell that inflicted 2D6 str 2 hits (no armour save) on my swordsmen. I let this pass through. He rolled 8 hits. Needed 5s to wound, he'd get a couple I thought. 7 wounds later, we have a failed panic check, and the swordsmen run... taking both cannon crews with them! The leadbelchers merely rubbed salt in the wound, eliminating my right flank by turn 2.

My swordsmen on the left flank did manage to chase the hobgoblins away, and reform themselves ready to charge the flank of the Ogre unit. They then failed their charge from 8 inches away. Thus the ogre unit charged my spears. This is where I started to bull it back. Niges general issued a challenge. My general accepted. Thanks to the potion of swiftness he was I7. No vhs for me this time (that was on a random wizard) this time my general had the mace of Helstrum - allowing him to sacrifice his normal attacks and make a single S10 D6Wounds attack. Thank heavens the warrior preists get a reroll to hit - the ogre general was smashed to pieces. The ogres won this fight (by 1) but thanks to the BSB the unit stuck around. The next round the shadow wizard finally got the spells off to reduce the S and T of the ogre bulls, allowing the spearmen and late arriving swordsmen to beat the ogres in combat and chase them off in the final turn of the game. With the unit fleeing and counting as destroyed, there was a mere 25 point difference in victory points. A draw.

Overall, with how disasterous this game was (summed up best by my ten handgunners, needing 4s to hit, rolling 4 ones, 5 twos and a three) I am more than satisfied with a draw. I wouldn't change the list all that much to be honest, as it is a fairly decent balanced list. With a bit better luck from the winds of magic, I would have done better. I quite like using Shadow, as with the augments and hexes it is a good balanced lore (heavens being better against flying things, light against evil things, metal against armoured foes - Shadow doesn't really have a favourite opponent)

We'll see how next week goes.