Tuesday, December 27, 2016

2016 - Wrapping up the year

End of the year.
Not much communication this month, it was all about plotting for Xmas, hiding toys and making secret plans.

A quick recap of the year

Video Games:
Colonization, because I can't get enough of it. I used the R&R mod and usually team up with another random computer player with domination as an aim.
Mordheim City of the Dead, after failing miserably with Skaven and Sisters, I built up a mercenary team and finished the campaign.
From left to right: Tamme Feuerhertz, Jogger, Gogol, Captain Mc Douglas, Popol Grossfrap, One Eye, Bob Francis, Lologolas, Eul' Jeunot




I really enjoyed Mordheim, but I am skeptical about what publisher do these days about DLC and stuff. The game would greatly improve by opening up modding.

Battlefleet Gothic. The latest game I am playing. Trying to hold the Gothic system against everybody, I get more accustomed to some of the small strategic decision (which system to defend for instance). I build my fleet around firepower, castle mode: All the ships together, ganging up against single enemy and destroying small ships as fast as possible and moving up the ladder.

Miniature games:
Bolt Action - Partisan vs German. Only one game of Bolt Action this year. My partisan fought against german elite units. I almost wiped the Germans, but with the scenario rule, it ended up as a tie.
Fantasy Campaign (3 episodes so far). I am planning to play at least 1 game before year end.
Star Wars Campaign (3 turns, but with the new movie, the mojo is coming back).
boardgames game (Space race, Citadelle, Settlers of Catan, Monster Cafe, Entdecker)
Basing (Morikun's challenge). I did the challenge. I stopped seriously basing my models some times ago, and switched to clear bases. Taking the challenge was fun, but I've lost the mini somewhere.

Painting:
I painted more 1/72 vehicles. To be honest, I don't know why I am painting them as nobody play them around me. Maybe because it always end up in 1/72.
I painted more fantasy than anything this year, and more in WIP. It was followed by genestealers and aliens. I have space marines waiting for proper heads, which is to say beaky helmet for me.
Terrain-wise, this has been a dungeon year with most of my tiles painted and all the props done.

Youtube wise, I have spent the past year enjoying Morjax (here) take on "the Walking Dead", the video game, and watch Military History Visualized (here)

Finally, we went to Beijing for Xmas and enjoy some snow there. On the airplane, some entertainment where I saw the category for Ghostbuster 2016: DO NOT USE. I watched it and agreed completely. A really sad reboot.


Sunday, December 4, 2016

Darker Omen: Part 3. The Trap part 2 (AAR)

For rule information here
Part 1: Here
Part 2: Here
Part 3, Part 1: Here

 that cultist was good at killing troopers....

 multiple double rolled at the same time, and all generated cultists. After that the militiamen failed to activate for several turns.

 End right when the situation was under control, guessed what event happened? Alien appeared.

 Random event, dwarf adventurer REP 5 appeared.
 Militia finally starts to appear when rolling doubles, but also, another alien.

 The dwarf killed the first alien and seemed to be able to handle the other one, but then, random event, another alien arrived.
 The dwarf died. If no human on the board, the game should be finished. But then, I rolled doubles and more humans arrived.


 The 2 bowmen failed their horror tests and left.


Stay tuned for the next game :)


Wednesday, November 30, 2016

Darker Omen: Part 3. The Trap (AAR)

For rule information here
Part 1: Here
Part 2: Here








 At that particular moment, I rolled 3 double, resulting in 3 cultists appearing (west street and south street x2)


To be continued...

Thursday, November 24, 2016

Darker Omen: Part 3. The Trap (teasing + pre game info)

Part 3 is coming soon.

"Brothers, the Great Beast has awoken. Behold its might!"

After almost 2 month busy with work and then trying to boost my mojo, I finally gathered the courage to take my stuff from the store room and layout the terrain.

Replaying Mordheim City of the Dead helped a lot, I'd say.

The scenario will be simple. At dusk, a kid saw a monstrous beast near a well at the market. The militia promptly sent a task force to trap the beast. They have evacuated the neighborhood and placed a cultist of the Great Beast they had captured previously as a bait near the well. While the militiamen wait for the monster, reinforcement are on the way. But the cult has also learned of the trap and is coming to free their brother and also stop the militia from hurting their God reincarnated.
To play that scenario, I twisted the rules a little bit.
That is one scary well

I still use the Two Hour Wargames rulesets (using Swordplay)

Random Event:
1/ When I roll double on activation dice, Cultists or Militiamen will arrive.
  • roll dice for Cultists or Militiamen, highest roll enter
  • Roll 1 dice. 
    • 1-2: 1 enters
    • 3-4: 2 enter
    • 5-6: 3 enter
  • Roll scatter dice to show the direction

2/ When activation dice added up show 7, draw an Alien card (32 cards with different events, from Nothing to Alien appears).


Cultists special rule:
The Cultists of the Great Beast are drugged and kind of berserk. To show this:
  • If the Cultists activate this turn, they add 1 more dice to their attack roll
  • If a cultist is KD, at each Cultist activation, roll 2 dice. On Double "1" the cultist is back u
Disabling Knock Down (KD) cultists.
After a successful fight and without live cultist in sight. the militiamen will arrest any KD cultist with bonds. On each Militia activation, any militiaman in contact with a cultist will arrest the cultist and disable him. Once disabled the cultist is removed from play.

Monday, November 21, 2016

Too much work... but finally some hobby's done

Yeah, real life sucks. At the same time, that how I can fund my hobby time.

I have finished 11 penitents using different bits from different sets.
I will use them in the next episode of the campaign. I painted more tiles too and a well.

The second on the left will be central in the next scenario







Monday, October 17, 2016

Darker Omen: Part 2. Underworld (AAR)

 Mission: Kill 5 PEFs and leave.











Note: They meet a group of adventurers and Erner won the challenge. They decide not to fight and let the adventurers to go.


 random event: Jeffary ran away.
 Random event: Sober and Rogulf argued for 2 turns.

 Random event: Rogulf will attract all attackers.

 Random event: An alien appeared.
 Just as Erner was about to leave, random event: Alien appeared a 1d6 square, or in that case: 1 square from Erner.
Random event: The Alien left. Erner has been killed/abducted and Jeffary saw it.