Sunday 20 May 2012

Gaming with my Son - Bloodbowl 2nd Edition

As my Blood Bowl painting efforts continue I managed to gee up some enthusiasm from the eldest to have a game, it was either that or 40k and he opted for the fantasy American Football. Of course I've only ever played 2nd Edition and I don't have the current 'Living Rulebook' for modern play so we stuck with what I know. In the past we just did the basic rules but I decided to up the ante and go with the advanced set and we had elves versus skaven, here's the end of my Son's first turn, no head to head shenanigans in 2nd Edition, and I never liked the kick-off rules brought back in with the Blood Bowl companion.


A number of his skaven ran upfield with his thrower hanging back completely undefended, lets just say he was very new to the game.


You don't see that every day, a three armed, be-tentacled giant mutant rat!


After some deft play and a few blocks one of his Skaven was deaded, 2 K.O.ed and 2 stunned but he'd still managed to slip through my defensive line and thrown the ball to a scuttling little rat fella - 1-0 to the skaven.


So, next round and I start off with the ball. 


At the end of the first turn my elves are heading upfield, I suppose this illustrates we they all start in the middle now.


Some punishing blocks put a lot of my elves on the floor, I'm not even sure where the ball is, it seemed to bounce around that pile of flattened individuals in the middle.


I think this picture pretty much describes what happened, the catcher managed to break free for the end-zone and my thrower managed to get in a simple pass to gain a draw.


That was it, we packed up after that. I think it was a fun little game. I know the new rules have that if you fail a block, throw or tackle etc. and it's a turnover from playing Blood Bowl on the DS but I kind of enjoyed the original you get to keep on blocking, rolling armour saves next block and on and on. The new rules add more tension, any fail could be your doom but it ends up a bit more tactical, a bit more like chess. Every move has to be made with 'what will happen if I fail?' in mind and so you have to try and plan your moves in a set order. It's interesting and perhaps more of a challenge but I feel 2nd Edition is a little quicker because if you do fail so what you just make your next block. It's like in 40k when you have a target you absolutely must kill and so if one thing misses you fire at it with another until you bring it down. Could you imagine if your turn in 40k was over if a unit missed? Of course they're different game mechanics and amounts of figures involved but it's an interesting thought.

Friday 18 May 2012

'nids part 38 - The ebay goodness just keeps on giving

With the Warrior/Hive Guard conversion frenzy and the five new Termagants I forgot to show off the second reason I bought my bitz pack [after the Hive Node objective markers] Ymgarl Genestealers. OK there's none of the Tendril faces but the extra carapace armour and Scything Talons should differentiate them or at least when the armour is blue you'll definitely see a difference.


Of course one issue is I only have 4, but perhaps another bitz purchase should solve that issue and who knows what else I'll benefit from because of it?


Don't forget my  Ymgarl Genestealers. Mutation counters

Wednesday 16 May 2012

'nids part 37 - Devilgaunts

My Devgaunts continue apace. Purchasde from my gaming and car sharing buddy Mark they've had all the washes and the chitin highlights done.


I love devourers, they work out expensive at 5pts a piece but a unit of 10 with 30 shots sure does focus folks attention elsewhere.


They make nice formations too.


Next up is the Toxin sacs, 2nd highlights, Bonewhite and claws.



As with the Broodlord, instant update! Originally I was neat with the Toxin Sacs, Dark Angel green only going in the  exposed part of the sac with the liver fleshy bits still showing but then as I put more highlights on  I thought 'sod it' lets have them all 'glowy' or implying the toxicity of the sacs suffuse both the fleshy bits as well as the orb glands that produce the poisons.


and I love 'em, hence why I used the green on the Broodlord. The colour fits in really well with my existing scheme and also allows me that opportunity to separate out units should I choose to field 2 squads of 10.


Poisened Toxin Sacs - yummy!


Claw highlights, Boenwhite and bases still to do.

Monday 14 May 2012

Terrain is everything - Dawn of War Plasma Generator part 10

I've glued it together. I bit the bullet and just did it as I've so much on my plate at the moment I just want to feel like something is done and dusted but I don't know if you can see but something has changed since last we saw the Plasma Generator...



... do you notice just how big the air bubbles are at the top, compare them to the previous post and you willl see somehow the gel is evaporating and the hot melt glue seal isn't sufficient to prevent oxygen getting in.

 

I'm not sure what to do about it, I'm as surprised as you that it actually happened. The only silver lining is if I leave it upside down for long enough when we play I can leave it upright and the terrain actually moves throughout the game! Yeah, not much of a silver lining




Saturday 12 May 2012

+++ Data Blurt - The Free Radical Collective bring Power to the People! +++



+++ The Free Radical Collective have succeeded where others have failed! We bring the power to the people of Ferron Proxima! No more do we rely on the Energy Cartels or the Adeptus Mechanicus! We bring you progress! We bring you power! We bring you the Plasma Generator! +++

+++ Uploaded and ready, admech unapproved! Progress is power! Power to the people! Point your cogitators here and support the Free Radical Collective! To hell with the Omnissiah! +++
Other STCs are available



Thursday 10 May 2012

100 Not out

Wargames Workshop
I'm not sure hwo it's happened or which one of the faithful followers it was but I just hot 100 followers. Thank you all for visiting and enjoying the content enough to feel you didn't want to miss one of my ramblings. You're all special, I've a flipbook full of each individual profile picture that I keep next to my bed, or not?!

It's been around 19 months since I started the blog and although I may have occassionally suggested that I wouldn't be able to keep up with it I'm still here and so are you. My interest in gaming is greater than it ever was and although the hobby side of things peaks an troughs, like most things, I should hopefully have plenty of peaks to ride out those shallow periods. I've got loads of things I want to share, more fluff, more 'nids, and more STC's depending on whether Avro Vulcan ever sends them to his dead-drop or have those shadowy figures bent on his destruction finally succeeded? Hopefully we'll find out.

Thanks everyone.

'nids part 36 - Nu Broodlord

Amongst all the Hive Guard shenanigans I've still been working on the Broodlord [not to mention Devgaunts, five extra Termagants, Hive Node objectives and even a Spore Mine].


This Broodlord has had his Bonewhite and Ultramarine base, the liver coloured soft tissue bits and then the sepia and Devlan Mud wash. The first set of Chitin highlights are in place and it's going smoothly.


Back view, "why? WHY? WHY?"


And the left side view.



Here's a quick update, all the claws are 'blacked', the Chitin has had it's second highlight and his tongue has been painted green.


Again the green is something that looks cool, maybe cooler than the pink tongues. If I'm using a second Broodlord it will be with my Toxin Stealers anyway so the green tongue helps differentiate the Toxin brood from the Adrenals.


Next up, Bonewhite highlights, claw highlights and the base.