Friday, November 18, 2011

New resin Vehicles!

So when I was at Rock Con I picked up some awesome stuff in the silent auction and from the vendors. These are the resin vehicles I got, I decided to finally pull them out of their bags and wash them so I can get to work on putting them together and painting them.

I got an original Forgeworld resin drop pod in the silent auction. Its smaller than the new plastic ones and has 5 marines in harnesses inside. I found the old rules for it the other day and noted how it could only hold 5 marines. Well, I am going to use it as a regular drop pod once I get it together, hell it IS an official model after all!



So I also picked up 5 Ramshackle games vehicles. The Armored Toad and regular Toad were display models, so they were already assembled and only 8 bucks each.



I also got a Badger a Death Rod and a Quad. All of these were on sale for 20% off I think it was. They were too good of a deal to pass up.





Here is a final shot with everything laid out:




Now you may be wondering why I have all of the Ramshackle Games stuff. Which by the way here is the link to their site: Ramshackle Games

Well I got these vehicles because I plan on assembling them and magnetizing different 40k weapons to them and using them in games of Book of the Arbitrator. I can wait to get them painted up! I hope to have at least a couple of them done by December 3rd, which is when I will play through the final two scenarios I posted up here a while ago.

I will keep updating with my progress.

Laters.

Painted Minotaurs

I took some pictures of my painted Minotaurs last night. Some pics are better than others be eh what can ya do.

These are some shots of the army deployed and ready to go to battle.







Here is my Land Raider Proteus, I used an old landraider model I got for cheap and put new weapons on it.



Next up is a Predator and a Rhino.



Next we have a couple of Land Speeders.





My Land Raider Crusader.





One of my Rhinos.





A Dreadnought with a Multimelta.



Next up is one of my Riflemen Dreads and a squad of assault terminators advancing.



Here are some shots of my Sternguard. Right now I have a seven man squad with 3 combi-plasma and 2 plasma guns. I have plans to expand the squad and also create a second squad probably with different weapons.





Here is my standard librarian in power armour. He always rides with the stern guard either in a rhino or in the land raider Proteus.



This is my Terminator Armoured Librarian with a Storm Shield. The second pic shows the Storm Shield better. I bought a box of Grey Knight Terminators and converted them for my Librarian and Moloc.






And last but not least is Lord Asterion Moloc, Master of the Minotaurs, Satrap of the Daedelos Krata, Bringer of Wrath.





Tuesday, November 8, 2011

RockCon 2011 has come and gone already

Well somehow another RockCon has come and gone already. Its amazing how quickly that weekend goes. I had 5 great games of 2,000, 3,000, and three 4,000 points. I played the Minotaurs in every game. I brought my Apostles of Contagion but never got a chance to play them everyone wanted to play my Minotaurs.

I did get a couple of pictures of my army so I'll post them up here.

Here is shot of the 4,000 points:



Here is another shot of my deployment in a game using the Spear Head deployment zones.



I now have several weeks until I go to Madison to finish my two scenarios for Book of the Arbitrator with my friend. Until then I will be blogging about new vehicles and rules for the Book as well as putting more pictures up of my Minotaurs.

Friday, October 28, 2011

Book of The Arbitrator Games

So this past Friday night me and my friend played through the first two scenarios that I had posted up earlier on this blog. We had a good time but it took us longer to play them then I had anticipated so we only got through the first two. It ended up being 1am a lot sooner than I thought it would and I was fairly drunk and tired by then so we called it.

We were not too familiar with the Necromunda rules or the Book rules so we had to look up quite a few rules, slowing our games down a bit.

Scenario 1 was all about avoiding the authorities whilst also finding loot counters which would get our little crews the info they needed to find the wrecked alien space craft.

We deployed 6 guardsmen in the middle of the board and took turns controlling them between turns. It worked out fairly well but when we decided to kill them with our crews we really had no problems dispatching them.

I started out with a pretty dispersed deployment putting my Inquisitor and assassin along with a couple other guys with lasguns and a flamer to my left. The Ogryn and heavy stubber fellow in the middle and my Eldar female with a crew of lasguners and hth guys to my right.

The plan was to advance up the flanks and let the heavy weapons cover the middle.



Inquisitor and Heavy Stubber man surveying the field.



The local authorities preserving the rule of the Imperium.



Miss Alisa T'kar and company advance up the right flank.



An aerial view of the battle field around turn 2 or 3.



The authorities attempt to question the Rogue Trader, but he will have none of it and dispatches them swiftly.



My Inquisitor at one point moved up close enough to one of the enemy crew and got hit with a web pistol! he stood there immobilized for a turn and decided to call off the mission. We voluntarily routed after 4 turns after having acquired 2 loot counters to the rogue trader's 3 and hoped for the best.



After rolling a d6 and adding experience points and loot counter's I had won the first battle. I added some new abilities to a couple of my crew who went up a level.

And then we re set up the board and my crew was off to find the space craft with the rogue trader in hot pursuit!



My crew started off running down the road trying to get out of town.



The Eldar set up position if a ruined building waiting for me to pass by and spring their ambush.



My Inquisitor and Ogryn take up the lead carefully advancing down the dark city streets looking left and right for any signs of the enemy.



Hearing something to his left, my Inquisitor bursts out from cover and runs into the open, spotting the shifty Rogue Trader.



The trusty Ogryn henchman turns the corner to back up his leader and trys to loose some shots at the Rogue Trader.



The Rogue Trader throws several gas grenades towards my Inquisitor and he and his crew decides its not worth pursuing the Trader and more and they continue down the road, the end in sight!



One of the Eldar attempts to sneak up on my crew but the Inquisitor spots him...



'''and makes short work of him.



At this point my crew is only about two turns away from the board edge and the Rogue Trader's crew has been severely mauled. We decided to call it with me once again being the victor.

The after action report on the Rogue Trader's crew wasn't encouraging. He had several of his henchmen die from their wounds and he didn't acquire much money.

I had several members of my crew gain new abilities and we were ready to defend our information, to the death in the third scenario.

The Rogue Trader's crew would get reinforcements including a ruffian and several citizens wielding knives as well as some transportation for the next scenario.

However, as I stated above it was rather late and we were both pretty tired so we called it a night.

I want to play the next two scenarios soon so hopefully we can get back together and finish them up. It was quite a blast.

The Book of The Arbitrator gets a big thumbs up from both of us.

Friday, October 21, 2011

My crew is done! and so is the crashed space craft

Last night I finished the bases on my Inquisitor and his motley crew of misfit adventurers. These guys were fun to do because there weren't really that many of them and they were fairly easy to paint up.

Let me know what ya think.

Here are the main characters:



Next up we have Sargent Bruhm Hulka and crew:



Then we have Alisa T'Kar and her firesupport crew:



Fyord Fairlain and Rocky:



I also painted up the crashed space craft:








So tonight is the night. I will be taking pictures and I will post up battle reports on Monday.

Cheers for now!

Wednesday, October 19, 2011

Alternate Scenarios for Friday

Well, as things tend to happen when more than one of my gaming friends is involved, one of them dropped out of the game for Friday.

So I've had to rewrite the scenarios. Really only 3 of them because the first one works just fine for two players.

So new Scenario 2:



Setting up the Scenario:
So one of the two crews has gotten the information about where the Space Craft has landed. The other crew is chasing them down. The crew that has the information is the one that got the most experience points from the first scenario. That crew deploys their entire crew first in the 16" X 8" rectangle as shown above.

The crew thats in pursuit has tried to set up an ambush. The player controlling the ambushing crew splits up their crew into 3rds. That player then rolls a d8. That first 3rd of their choice is then deployed after the other crew into the rectangle associated with the number rolled on the d8.

The crew that is setting the ambush goes first and get +1 on all their initiative rolls on turn one.

Starting on turn two the ambushing crew rolls for their reserves using the standard 5th edition 40k reserves rules. When a unit arrives that player then rolls a d8 for that unit and it is deployed in the rectangle associated with the number rolled.

Ending the Scenario:
The crew with the information must make it alive all the way across the board and move off the edge of the board within 2" of the road. If the crew bottles they lose the scenario and will receive only +1 experience for each surviving unit. If they make it off the board then they receive +1 experience for each unit surviving and +1 for their leader.

If the ambushing crew takes any prisoners they receive an extra +1 experience. They also receive +1 experience for each unit surviving and +2 for their leader if they prevented the other crew from exiting the board edge (basically killing all of the crew or having them bottle.)


Scenario 3:



Setting up the Scenario:
The crew that earned the most experience points from the previous scenario now faces a crew that is angry and has decided to make this their Alamo! The crew with the most experience deploys first in the circle as shown above, they may fortify the area with whatever is deemed necessary it is an old abandoned Imperial Guard output so make it look cool!

The other crew rolls a d6 and deploys second in one of the two rectangles indicated above. This crew is allowed a couple of extra Henchmen bought from any entry in the Encounters section of the Book Of the Arbitrator totaling about 150 for this scenario only.

Either crew may include vehicles so long as neither crew is rated more than 200 more than the other crew excluding additional henchmen from above.

Ending the Scenario:
The crew in the circle must survive 8 turns without bottling. If they bottle then they earn only d6 experience points. If they don't bottle then each surviving unit earns +1 experience and the leader earns +2 experience.

The attacking crew earns +1 experience per surviving unit. If the they force the other crew to bottle then their leader earns +2 experience.


Scenario 4:



Setting up the Scenario:
The crew with the most experience points moves onto the table from the right shown by the arrow and gets first turn. They also receive +1 initiative for the scenario.

The other crew deploys second 12" from the left board edge.

Both crews may use vehicles in this scenario.

The Waking Aliens:
Every turn a unit is within 6" of the ship add +1 to the activation counter. When the counter reaches 4 roll a d4 and then for the number rolled roll a further 2d6 and a scatter die. Measure from the center of the ship and place a Robot there. Repeat this process at the beginning of the turn every time a multiple of 4 is reached on the activation counter until all 4 robots are deployed.

At the beginning of each turn the robots move d8 inches in a random direction determined by a scatter die. They will never charge anyone but will shoot at the nearest model at the beginning of each turn after they move.

The robots have the profile of a Space Marine Scout and they carry a Pulse Carbine. They never bottle and aren't afraid of creatures that cause fear. They only go away if their wounds are reduced to zero and will fight in hand to hand if charged. They count as having a knife in hand to hand.

Finding the Artefact:
A unit must be inside the main chamber of the Space Craft for one full turn and must do nothing for that whole turn to find the Artefact. Once it is found that unit must move back to the deployment zone or the board edge of that crew to win.


There we go 3 modified scenarios for 2 players.