Wednesday, 19 July 2017

Its choppa time!

Last night we played our first game of Warhammer 40k, 8th Edition. The Dark Templar brought his infamous Dark Templar marines to the table and I dusted off my trusty Orks. He has been building this army for as long as I have known him.

My Orks
I brought 30 Boyz, 30 Stormboyz, 15 Lootas in a Battlewagon along with a Warboss. Nothing complicated so that we could get a feel for the game.

It wasn't long before I was using my chopper like a can opener on those lovely shiny marines.

30 Stormboyz will make a mess alright
To be fair we were just messing around. This is not the 40k we are used to at all! We were learning the new rules and unlearning everything we thought we knew and still making tonnes of errors. Our dice rolling was also shockingly poor, I mean seriously!

It was good fun but it did feel odd.

A picture speaks a thousand words
 How did it work out? Take a good look at the picture and judge for yourself. A satisfactory collection of heads to be sure.

Thursday, 29 June 2017

Deff Rolla

I have spent some time looking at some of the heavy metal options for the Orks. I do like a big bit of kit on the table and for whatever reason I seem to have a lot of good luck using them in game especially the Deff Dread.

However a particular option for the Battlewagon has caught my eye and it feels like a proper Ork addition to a vehicle - the Deff Rolla!

Deff Rolla
In the 8th Edition the Battlewagon has a WS and can therefore get stuck into Melee. Now there is a big change! So what can it do?

It has a WS of 5+ so a bit crap, it will need to roll 5 or above to hit. On the up side it has a S8 and 6 attacks. All in all, not great. Until you read the Deff Rolla rules. It has the Strength of the User, in this case 8, AP-2 and you add 3 to the hit rolls.....what?!

So now you get 6 attacks, hitting on a 2+ with a Strength of 8 so that it is double most infantry Toughness meaning 2+ to wound and AP-2 significantly reduces the armour save. Even against marines that is some serious damage. 6 Attacks needing 2+ to Hit, 2+ to Wound and armour save of 5+.

I think I need to get me one of these beauties! Bitz Box here I come.

Tuesday, 27 June 2017

8th Edition Tankbustas

As those that know me will testify, I just love the Tankbastas. I love the very idea of them. They want to go out there and maul vehicles. It is so understandable and just so Orky! They have rokkits and rokkit pistols and tank hammers and bombs of every sort and of course my real favourite Squig bombs!

The Best!
There can be 15 boyz in the unit and you can add 2 squig bombs for every 5 boyz. The boyz are all armed with S8 Rokkit Launchas. They can swap in close combat stuff but I prefer to attack from distance. As usual the downside here is the BS of 5 meaning you need 5+ to hit. So that is an average of 5 hits per turn for the 15 boyz probably needing 3+ to wound but....

Each squig bomb, and there are six, has a BS of 2 and a range of 18". They are single use as explode  with the bomb. They have S8, AP-2 and D6 damage. Now that is pretty cool indeed and their deaths are ignored for the purposes of morale.

If we close the distance to the target the boyz can use Tankbusta Bombs with R6", Grenade D3, S8, AP-2 and D D6. Not bad for Orks and the D3 grenade is a big help to increase the volume of hits as is the D6 damage, especially against multi wound vehicles.

Da Boyz
The unit also benefits from 'Ere we go (re-roll failed charge rolls) and Mob Rule (use the leadership characteristic of any unit within 6")

The thing that really sets them apart though is the Tank Hunters rule. This means that they can  re-roll failed hit rolls when attacking vehicles. Oh yes indeedy folks. This really gives them an edge. In effect it doubles the number of hits achievable.

And for the Squigs .... they hit on a 2+ with a re-roll. In my book that is six guaranteed hits then. For shooting this is as good as it gets!

Now just imagine that there is a particular vehicle that you really want to take out. Weirdboy use Da Jump to move the Tankbustas within 9". Deploy the Bomb Squigs and throw the Tank Busta bombs. So what are we talking as averages against a T7 vehicle?

Bomb Squigs - 6 hits needing 3+ to wound so that is 4 wounds D6 should make it 12 and AP-2 should mean only a 6 will save so with 2 saves that is 10 wounds.

Tankbusta bombs - 5 hits, re-roll the 10 miss's another 3 hits, thats 8, D3 grenade should make it 16 hits needing 3+ to wound call that 10 wounds, D6 should make it 30 and AP-2 should mean only a 6 will save so with 5 saves that is 25 wounds.

In summary - No more vehicle - it is merely a pile of smoking metal with some very happy Tankbusta Boyz standing nearby taking selfies.

Friday, 23 June 2017

8th Edition Loota's

It is a well known fact that Orks are CRAP at shooting. BS of 5 so needing 5+ to hit after which you have to Wound and then the opposing unit gets a chance to make armour saves. The math tell you that this does not add up to much damage.

So how on earth do you get to lay down some serious ranged damage. May I have the pleasure of introducing the Ork Loota.

The unit can include 15 Loota's They are armed with Deffguns with R48", Heavy D3, S7, AP-1 and D2.

Things to note: -
1) 48" range. You can stand outside the range of most opposing units and still be effective. This is an important advantage.

2) Heavy, D3. You roll one dice and apply the outcome to the entire unit. So you will have either 15 shots, 30 shots or 45 shots. Volume baby. Likely 33% hit so 5, 10 or 15 hits. Lady luck will have play her part. Heavy makes the unit static so consideration can be given to put the unit in a transport for added mobility and protection. Likely a Battle Wagon to optimise the number of troops in the unit.

3) S7 so when to hit you are likely to be doing damage. Probably wounding on 3+, 66%.

4) D2 so that is doubling the damage if the target has multiple wounds.

5)AP-1 reduces the armour save by one.

That is some tasty output.

Up to 3 Loota's can be replaced with Spanner's. Spanners come with the Mekaniak special rule that allows them to repair a vehicle would once per turn. So it might be worth swapping out one of the Lootas for a Spanner. Bearing in mind that we want these guys operating from distance consideration could be given to arming him with a Souped-up-weapon. Maybe a Kustom Mega Blasta with R24", Assault 1, S8, AP-3, D D3. I think I would likely stick with the Loota's myself.

I think it is safe to say that many an Ork general will be including some Lootas.

Thursday, 22 June 2017

Da Boyz are back in town - WAAAAAAGH!

This blog started as a Waaaaagh so this brings us full circle.

It had to happen, the 8th edition has been published and I have been to get my copy. So what does it mean for the green skins? It's all change in the 40k world but is it a good thing? 7th edition was a disaster for Orks. They were pretty unplayable. These are my first thoughts on the new rules.

My beloved 'Ard Boyz are gone. They have been a mainstay for years and, if I am reading the codex right, they the are gone. RIP. They were the first thing I went looking for. Downhearted, I flicked on through the pages. Things got better, much better.....

Da Boyz
First up, Da Boyz are now S4 and I like it.

The Mob Rule ability means that the units can use the number of models in the unit instead Leadership for morale. The allowable unit size is up to 30 so this is encouraging the Green Tide. We can be Fearless again. Superb!

Note all template weapons are gone from the game so no need for all that spacing out Da Boyz to maximise the 2" allowable gap. Much better for the green skins and for playing generally.

Move is reduced to 5", boo hiss. There is now an Advance option where the unit can move forward a further D6". Charge is a 2D6 test and the 'Ere We Go ability allows this to be re-rolled. There is a 3" Piling In allowance and a Heroic Intervention allowance of 3" for Characters.

So basically move 5", Advance D6 say 3" (8" total), Charge 2D6, with re-rolls, should be 8" (16" total), to Move within 1" of the enemy (17" total) then everything else comes Piling In and uses Heroic Intervention for characters. Yip - that is potentially a good long way!

Disembarking vehicles has to be done before the vehicle moves. So no more racing Da Boyz forward in Trukks and jumping out for some choppa fun. Alternatives need to be found.

Wierdboyz can now choose their Power of Waaagh discipline. Da Jump is a real possibility as a unit can be moved to within 9" of the enemy.

Stormboyz are interesting too. They have a 12" move. They can Advance and Charge the same turn (with some downside but ...). They also have 'Ere we Go and Mob Rule. Upto 30 in a unit. Gosh. So using 12" instead of 5" above thats 24" total. Potential to be in combat during the first turn.

Kommandos can sneak in behind the enemy. He, he. I have used this to my advantage before.

When it is all done units can Consolidate a further 3" towards the enemy.

I have been having a look through the latest fight rules the first thing that strikes is that Initiative is gone so Da Boyz can hit first when they charge. A proper first for Orks. Yipee!

Overwatch is still a pain, but such is life.

And so to dice......Da Boyz get 2 attacks, plus an attack for using a Choppa (3A's), plus an attack for Green Tide (being more than 20 models in the unit) (4A's), A Wierdboy with Warpath plus another attack (5A's), add Ghazghkull Thraka with his Great Waagh so Da Boyz can Advance and Charge in the same turn and you also get plus one attack for every model in the unit (6A's). I am making that 180 attacks plus the extra ones for Nobs and Boss's etc. Throw in a Waagh Banner and you get plus one to the hit rolls. I mean seriously! (not sure how this will work out points wise but even the thought of it.....)

I think I am going need some more dice and a bloody big bucket to throw them :-)

I am also going to need more models and I just never thought that would be the case with all the Orks currently in my possession.

Da Boys are back in town - Waaaaaagh!!

Sunday, 16 April 2017

Monty Python - a day out with Zombicide Black Plague

A day of fun and frolics and all in the name of Monty Python and the Holy Grail. A little light background information for those that need some prompting. 'Run away' goes the cry. Myself and the Dark Templar paid a visit to Michael Awdry of 28mm Victorian Warfare fame.

I played 'lucky' Tim the Enchanter and Sir Galahad.

Tim the Enchanter and Sir Galahad
The models are Michael's pride and joy and it was his idea to substitute for the Black Plague models. What things of beauty they are. We partnered them with the appropriate cards from Zombicide Black Plague and we were good to go.
The rest of the crew
For those with a good eye you might want to check out Michael's post when they were shown to the world. Some lovely pictures of each model that really does his paint job justice. Arthur king of britons and One, Two ... Five.

Back to back
The models were a joy to play with and soon we were taking down zombies, runners and everything that the game could throw at us.
Sir Galahad standing tall
We blew the first game. Entirely too confident and full of mirth and risk takings we hit the reset button started again. This time we proceeded with a little more caution and began to 'tool up'. We laughed and joked and got stuck in.

A line of Abominations
We were playing multiple abominations and multiple necromancers and they just seemed to come all at once. Truly amazing.

We stuck to our task racking up the kills. Tim managed to get the Earthquake spell, which was new to me. The spell allows you to knock over all actors in a square such that they lose their next activation. Huge impact! I loved it. 
Sir Lancelot at work
Sir Lancelot was the hero though. He ventured out to take on the abominations which were worth 5 points each and so he soared towards Ultra Red.

By the end we were just having so much fun and when we did hit Ultra Red it was like someone had turned on a fire hose of zombies. We even thought we were going to run out of models at one stage. We didn't and finally we completed the mission.

A fabulous day out. A huge thank you to Michael. 

The Dark Templar has got a load more survivors that arrived in the post and I can't wait to try them out. But that is for next time....

Wednesday, 12 April 2017

Quest 7 - Blood Red - AGAIN

Yes its true we appeared to have met our match. Last week we played this quest and failed. We just couldn't figure out how it was possible to achieve a win. So the DT retired to the rule book. We had been playing with all 36 Necromancers instead of just 6! Whilst this may have made us 'hardcore' it definitely explained the loss.

So this week would be different! Now we know the rules and have discussed the quest and examined our options. This week would be different. We dealt the survivors randomly only accepting ones that we had not played recently. The aim of the game is to get all the survivors to Ultra Red! Thats a lot of killing.

Things started well. We moved forward and opened a building and started searching. Some decent weapons began to appear. We even got a torch and passed it around, as you do. Then for the first time ever the Abominarat appeared. When it enters the game it is one zone away from the noisiest square. Big surprise for Gregoire and Lord Bazak!!!

Abominarat appears
Luckily, we were up to the task and really felt like we had dodged a bullet. We pushed on and then the Ablobination made a return. His long reach makes him dangerous.

Ablobiation enters the fray
Armed with the Vampiric Crossbow Lord Bazak dealt with the threat from range. This was quickly followed by the first entry of the Abominotaur. We were afraid of this guy. He can crash through buildings. Gregoire and Dr Stormcrow were very close. We had a quick read of the rules to make sure we understood how he plays.

Abominotaur says Hi
We were lucky because he does not smash ramparts and he was penned in. Scowl was dispatched to help. The Abominotour was a distraction though and soon we had a couple of Necromancers on the table. Grin managed to make it off the board (five entry points) but we finally dealt with the beast that is the Abominotour.

Then low and behold the Abominatroll paid us a visit! He gets three activations if he has line of sight so it is important to stay hidden.

Abominatroll joins in the fun
Evil Troy was also on the board and heading for an exit. We couldn't just charge out into the open or the Abominatroll would be on us. Things were certainly hotting up. We exited Yellow and entered Orange. The pressure was building. Steady, steady.

Its getting interesting
Evil Troy makes it off the board under cover of a hordes of zombies (six entry points). If another necromancer makes it off the board, its over. Enter the Queen. 

Gregoire heroically took down the Abominatroll and we took a breath. Fallstaff and Meriell took out the Queen. Sigh of relief.

This was it, the next couple of turns would decide it. We took a step back in case the zombies got an extra turn and drew the zombie cards.

'All standard walkers get an extra turn'

Phew we were glad we had taken that step back.

'All standard walkers get an extra turn'

Damn, damn and double damn. They were on us.

Falstaff and Merrill were first to roll and phew they survived. Having armour and deflecting dagger proved helpful.

Scowl, Gregoire and Dr Stormcrow
However our second group was overcome. We took one more wound that than we had available and that was it. We were undone.

It had been a spectacular game. Truly, we had so many abominations to deal with and in the end it was the zombies that got us.

A little read of the rules in relation to abominations showed us that we had been playing them wrong. As with the necromancers we had all the cards in the deck and we should only be adding a select few.
We have been making this game a lot harder than it was supposed to be.

Adjustments will be made for the next game, but what fun we had. Spectacular. I have got to say that Zombicide Black Plague is just one of the best games ever invented!

Monday, 10 April 2017

Abominatroll - Arrrgh!

Gaming has been getting into a weekly routine which is just brilliant. We are playing Zombicide Black Plague. The Dark Templar has been keeping the blog alive with tales of some of our exploits. We have been enjoying the different abominations that visit and the scale of some of the models is just fantastic.

A couple of weeks back the Abominatroll visited us not once but twice in the same game. He can only be killed by Dragonfire and has 3 activations if he has line of sight. Scary!

To honour his enthusiasm I got the paints out.


He is one big dude. And when you start to work up close you find that there is incredible detail. CoolMiniOrNot have excelled themselves. A really enjoyable project.
On the board
Looks better on the tiles. Love the scale. The sword looks like a pin that could do no damage.

Over the shoulder

Friday, 17 March 2017


An enjoyable project and I wasn't sure how the man would turn out.

But here he is in all his glory. He is brimming over with annoyance and attitude. 'Here zombie, zombie. I've got a surprise for you' As he waves his torch into the dark recesses and brandishes his trusty axe ready to mutilate whatever scurrying mess happens to cross his path.

I can almost hear that Sean Connery, Scottish accent from here.

A welcome addition to the growing band of painted Survivors. I did consider giving him a liberal splattering of blood. His role in the last game seemed to warrant that but then the thought of the mess I might make if it went wrong deterred me. I have let a little blood dribble onto his robe and foot though ;-)

The Ambush

This week we had another game of Zombicide Black Plague. We played the next scenario - The Ambush. There are only six tiles and it all looked pretty straight forward. In fact there only needed to be two survivors remaining alive to win. Capture the four objectives and scoot off the board through the two towers. As we discussed things at the start I joked that it seemed really easy and I didn't understand why we only had to get two survivors off the board, when it is usually six. Over confident, we started the game.

We played the same rules with regards to survivors. We choose one each and then the rest were random. I took Recap Rodney and was dealt James and Lucas. James comes with an search function. I really like him and had considered him for one of my starting characters when the game first arrived. Lucas has Born Leader and we made great use of that in this game.

The Dark Templar choose Cadence and was dealt Mizar and Ostokar. Cadence has Marksman and can choose her target from range, which can be very handy. Mizar gets a free magic action, which I love and is the reason that I have him in my survivor groups. He is painted too which is always nice. Ostokar has Zombie link.

So the thing about this board is that it is small and therefore the distance to the survivors is small. Factor in opening a couple of doors and suddenly you are swamped. Also two of the spawn points are within 4 squares of one another so that can be real Necromancer trouble. A necromancer arrived and we had to send a poorly armed group to deal with him.

We got into immediate trouble. We just couldn't deal with everything and perform search actions to find better weapons.

A fatty and a few wolves really put us in a bad place and then Redcap Rodney was down - noooooooo!

Finally James got a couple of searches and began to hand out better weapons. We used Born Leader to give the best positioned and best armed survivor the max chance of dealing death. Cadence was in good form and Ostokar was fantastic. We picked the Speed spell which was cool.

But then poor old Lucas got isolated and things were not looking good for him. He had one more turn and then he would be toast. In fact we were struggling to identify a path to the final objective. Then we found an invisibility spell. Hurray! Lucas disappeared. Beautiful. And he snuck towards the final objective. It was just brilliant. There was light at the end of the tunnel.

Overall the game was tense. James became a hand to hand master and mowed down the zombies buying precious time. He became a legend in his own time, rushing into Orange level which just increased the volume of zombies descending on us.

James - 'I got this'
It was great fun and there was a huge sigh of relief when we finally crawled off the board. Whew!

The stars of the night were James and Ostokar and so they have pushed their way onto the painting table.

You have got to love this game.  It plays so differently depending on the items you find. You have to adjust your playing style to suit. Be wary of this scenario.

Wednesday, 8 March 2017

Ablobination in da house

So last night saw the first game of Zombicide Black Plague using all the cards I have available. We had wolves, new bosses and lots of Necromancer options. We were really looking forward to it. We decided to play the Evil Twins scenario. There were four objectives and two of them are Abominations. The aim was to claim the objectives, kill the abominations and get off the board.

We decided that the two of us playing would have six survivors in total. We could choose one each and the remaining four were random. I choose Genevieve and the DT choose Morgan. This added something to the game as we had to alter our play style to the skills of the survivors and the weapons we discovered.

We also played the NCP's and as such we had a vault deck. Anyone killing all five types of zombie was entitled to a card from that deck.

There are two vaults in the scenario and each has a random vault weapon.

So the big question was - which, if any, of the big boys would turn up.

Actually the first thing that we discovered that with all the new Necromancer cards in the game there are lots and lots of free moves for the Necromancer. Its like they are sprinting. This took us by surprise and it wasn't long before one made it off the board. We now had five spawn points and the pressure was on.

We discovered one of the Evil Twins and killed him. Hurray. But then the Ablobination showed himself. He has a reach of one square and will make short work of any survivor. Montalbon (below) beat a fast retreat from the open door in front of him.

The game proved to be great fun. All is good once you stay at Blue level. After that it all kicks off. We made a slow start but finally discovered some decent weapons. There were volumes of zombies by this stage and it wasn't long before we sailed through Yellow and into Orange level.

Magic was not a big factor as we didn't discover and good weaponry. We had Morgan and Milo. Both did very little damage, intact Morgan spent most of his time shooting his long bow.

Glynda proved to be great fun and did Gilbert. Genevieve did really well as she got a good bow early and Montalbon was using his Hit & Run ability to great effect.

We ran out winners in the end of what proved to be a fun evening. I felt that the Blob had earned some paint and so he will ooze his was in games in the future in full technicolour!

Some paint for the Blob
And from the back
The zombies are definitely more intimidating when they have got paint on them.

Tuesday, 7 March 2017

Look out behind you

Mizar had been busy mowing down zombies with his magical spells. There had been rumours of huge zombies in the area but so far he had not seen any.

Look out behind you

Wednesday, 18 January 2017

Bloodbowl returns

Well 2017 is upon us and the Gamesworkshop has dusted itself down and finally rediscovered Bloodbowl! I purchased the new box set before Christmas and like an excited child enjoyed the whole 'unboxing' experience.

The pitch is a lot bigger and the models are set on larger bases. I think this is a good thing as it is easier to place the ball on the base. A practical thing but useful none the less.

The dice are cool but I must admit that having a Bloodbowl symbol as the six on the D6 dice means that I often pick them up instead of Block dice and I find that annoying. I have taken to splitting the colours so that I use the green Block dice and then the Blue D6 dice. It feels wrong but it is a practical solution.
Human Catcher
I love the human models. I have started to paint the team and I am enjoying finding all the lovely detail especially around the hands and straps and stuff.

The new models just clip together, no need for glue. It seems to work really well. I must admit to being disappointed by the Ork models tough.

Ork models

They are all a bit bulky and they are leaning over and there is a bit too much armour plating. Now I am an Ork at heart but I just can't seem to light any enthusiasm for them. Maybe they will grow on me but ..... there's not enough Ork for me.

Locally there is an increase in the number of people showing interest in playing. We may have 6-8 people which would be amazing so we are considering setting up a league or mini tournament. I also bought the Supplement and as we leafed through it last night we noticed that a number of the traditional teams are not present. The Amazons are a prime example.

Myself and the Dark Templar had a short game just to get back into rules and stuff and it wasn't long before we were remembering how much we love the game. I played the human team, from the box, and the Dark Templar played his Dark Elves. A human victory, 2-1 but really it was about re-learning the rules and boy did we make some mistakes. Bring on 2017 and some serious Bloodbowl fun.