Here's that C20 Marsh Troll I mentioned at the end of my previous post.
He's a fairly charming sculpt, nice and chunky, steadily advancing and looking to snag somebody with that gaff. I like that he's also brought along some fish in his net. What better way to spend a failed Stupidity test than with a snack and a bit of a lie-down?
He needs bridge to lurk beneath...
Oddball Situations and Special Operations
Wednesday, March 11, 2020
Sunday, January 5, 2020
Trolling for Views....
Here's a pair of Aly Morrison C20 Trolls that I painted up for an OWAC squad sprint back in the Fall, a Hill Troll and a Warrior Troll. They're wonderful models, although a bit smaller in stature than the later 4th Edition Stone and River Trolls by Michael Perry.
Oldhammer Meta Tactica!
I'm a big fan of running solo trolls for a few reasons:
1) They can move as independent characters, with no need to wheel or pull any special maneuvers. Perfect for attacking an enemy in the flanks.
2) Given that they're one of the few units in a Goblinoid army that's not affected by Animosity, you can position them between units that would be in danger of charging or shooting at each other.
3) Even a single troll can make a useful tarpit with its regeneration or take out a character with a well-timed vomit attack.
There's always the danger of your solo troll staring off into space or eating grass for a couple of turns, but if you're playing Goblinoids, you're probably not too fussed about reliability. Go play Elves or Dwarfs if that's your bag!
________________________________________________________
I've got a Marsh Troll on my OWAC3 painting pile, but I'm still looking for the Cave Troll. Maybe I'll get lucky and find one in 2020. This batch of C20s is a fun little range.
Ready to fail Stupidity tests all day and night. |
I'm a big fan of running solo trolls for a few reasons:
1) They can move as independent characters, with no need to wheel or pull any special maneuvers. Perfect for attacking an enemy in the flanks.
2) Given that they're one of the few units in a Goblinoid army that's not affected by Animosity, you can position them between units that would be in danger of charging or shooting at each other.
3) Even a single troll can make a useful tarpit with its regeneration or take out a character with a well-timed vomit attack.
There's always the danger of your solo troll staring off into space or eating grass for a couple of turns, but if you're playing Goblinoids, you're probably not too fussed about reliability. Go play Elves or Dwarfs if that's your bag!
________________________________________________________
I've got a Marsh Troll on my OWAC3 painting pile, but I'm still looking for the Cave Troll. Maybe I'll get lucky and find one in 2020. This batch of C20s is a fun little range.
Wednesday, January 1, 2020
Looking Back on 2019
Well, that was a year. While I didn't do much blogging in 2019, I was actually quite productive from a hobbying and gaming perspective. Hobbywise, I participated in the second Old World Army Challenge (completing a Night Goblin army), managing to paint a 1200 point army in six months. After that, I lost some momentum due to health issues and didn't get much painting done until October/November (some artillery and trolls for the goblins). In total, I managed to paint 94 minis. That's a definite improvement over my output in previous years.
It turned out that gaming was a big part of 2019 for me. I was able to attend all three of the East Coast HMGS conventions: Cold Wars, Historicon, and Fall In! The goblins saw plenty of action, mostly against Blue in VT's Dwarf army, but also making common cause with the Lead Collector's Orcs against He of Three Names' Dark Elves.
What's on the agenda for 2020?
On with 2020!
It turned out that gaming was a big part of 2019 for me. I was able to attend all three of the East Coast HMGS conventions: Cold Wars, Historicon, and Fall In! The goblins saw plenty of action, mostly against Blue in VT's Dwarf army, but also making common cause with the Lead Collector's Orcs against He of Three Names' Dark Elves.
Stone Trolls drown the Dwarf general in vomit at Cold Wars 2019. |
A giant and goblins advance under the harsh lighting of Historicon 2019. |
Warrior Troll giving some pesky Troll Slayers what for at Fall In! 2019. |
What's on the agenda for 2020?
- OWAC3, this time with Orcs!
- Oldhammer Siege at Cold Wars 2020 (need to paint some siege equipment for this).
- Paint up some opposition for my goblinoids, in the form of some old school adventurer types and miscellaneous Empire minis.
- Try and get a Warhammer Fantasy Roleplay campaign going to scratch the Old World itch.
I couldn't resist, plus it was tax-free. |
On with 2020!
Monday, November 4, 2019
Indulging My Fantasy...
Long time no blog.
So I've kind of changed my focus over the past year. I ended up participating in the second Old World Army Challenge.
As a result, I found myself really being drawn to Warhammer Fantasy Battle, initially 4th edition (my OWAC entry was a 4th edition Night Goblin army), but now edging closer to 3rd as my primary ruleset. It helps that this is the primary ruleset used by my semiregular opponents in the "Oldhammer in the New World" scene, a lingua franca with D6s, as it were.
I've always been a fan of the humble goblin, unreliable scum that they are. However, the 3rd edition list found in Warhammer Armies is lacking a bit in gobbo variety compared to later editions. To that end, I'm thinking of including a unit of half-orcs. I've got a few Citadel half-orcs that I was planning to use as characters, but I think I'll use the "soldier orcs" from Asgard Miniatures as my rank-and-file (sculpted by Jes Goodwin and still available through the Viking Forge). One nice benefit of half-orcs is that they're not affected by animosity, as near as I can tell from my understanding of the rules.
Now the list in Armies does specify at least 20 common orc boyz and 20 arrer boyz, so it would be worthwhile to at least have those on hand to fill out the force. Like most in the Oldhammer sphere, I don't particularly care for the modern GW Orc/Orruk (however, I am fond of Brian Nelson's early fantasy orcs and Gorkamorka stuff). I'd rather stick to 1980s sculpts for their wiry menace and general wretchedness. Luckily, I've got a set of Ruglud's boyz and a set of Harboth's archers to this end.
So that's the loose plan. Keep the focus on the goblins (war machines and wolfboyz incoming), but branch out into orcdom, just a bit.
So I've kind of changed my focus over the past year. I ended up participating in the second Old World Army Challenge.
As a result, I found myself really being drawn to Warhammer Fantasy Battle, initially 4th edition (my OWAC entry was a 4th edition Night Goblin army), but now edging closer to 3rd as my primary ruleset. It helps that this is the primary ruleset used by my semiregular opponents in the "Oldhammer in the New World" scene, a lingua franca with D6s, as it were.
I've always been a fan of the humble goblin, unreliable scum that they are. However, the 3rd edition list found in Warhammer Armies is lacking a bit in gobbo variety compared to later editions. To that end, I'm thinking of including a unit of half-orcs. I've got a few Citadel half-orcs that I was planning to use as characters, but I think I'll use the "soldier orcs" from Asgard Miniatures as my rank-and-file (sculpted by Jes Goodwin and still available through the Viking Forge). One nice benefit of half-orcs is that they're not affected by animosity, as near as I can tell from my understanding of the rules.
Now the list in Armies does specify at least 20 common orc boyz and 20 arrer boyz, so it would be worthwhile to at least have those on hand to fill out the force. Like most in the Oldhammer sphere, I don't particularly care for the modern GW Orc/Orruk (however, I am fond of Brian Nelson's early fantasy orcs and Gorkamorka stuff). I'd rather stick to 1980s sculpts for their wiry menace and general wretchedness. Luckily, I've got a set of Ruglud's boyz and a set of Harboth's archers to this end.
So that's the loose plan. Keep the focus on the goblins (war machines and wolfboyz incoming), but branch out into orcdom, just a bit.
Thursday, July 6, 2017
Checking In
After burning some sage and applying some sacred oils, it appears that my laptop's machine spirit has been appeased enough to allow for some blogging. Not much to report since the last post; we had another baby right before Christmas, and my hobby corner was inaccessible/totally disorganized due to a prolonged ceiling leak and subsequent roof repairs. I'm also taking the opportunity to do a bit of a hobby reevaluation and reorganization, since decades of buying minis has led to a lot of stalled and/or abandoned projects. The grand Rogue Trader/Oldhammer 40K project will continue on, as ever, supplemented/rejuvenated by Shadow War: Armageddon. Strange feeling to buy a new GW product, and now I'm feeling tempted by some of the 8th edition 40K stuff (I really need to get strict with myself about painting my current minis before acquiring more).
Anyway, Shadow War got me thinking of Necromunda (surprising, I know), and now an old friend and I are kicking the tires on playing some Necromunda in the near future. We're both a bit rusty on painting, so we're just in the "building and acquiring" terrain stage for now. I'm working on repainting some scatter terrain at the moment, since you can never have enough cover. Hopefully have some pictures by the weekend, and more frequent blog updates after that.
Anyway, Shadow War got me thinking of Necromunda (surprising, I know), and now an old friend and I are kicking the tires on playing some Necromunda in the near future. We're both a bit rusty on painting, so we're just in the "building and acquiring" terrain stage for now. I'm working on repainting some scatter terrain at the moment, since you can never have enough cover. Hopefully have some pictures by the weekend, and more frequent blog updates after that.
Saturday, October 15, 2016
Back From The Warp
Holy Hell, it has been a long time. A very long time, indeed. During the interregnum, I've managed to get married, have a kid, paint some minis, play some games, and attend three Oldhammer USA weekends. I've certainly got a backlog of blogging to do. May as well work our way backwards with Oldhammer USA 2016 and "Hotelhammer."
My most recent game of Rogue Trader was an after-hours affair between myself, AirborneGrove26, and Blue in VT. Rather than retire after a full day's gaming, we thought it best to roll some dice and push some lead into the wee hours.
Luckily, I had brought my Citadel grass mat (why oh why did they ever stop selling these?) and a small selection of scenery. We each had roughly 200 points of troops with which to battle over the planet of Marriott V. A quick roll on the Rogue Trader scenario generator determined that we would be battling over a shipyard. That seemed pretty implausible given our available scenery, so we instead played a scenario adjacent on the chart, a raid to sabotage an enemy secret weapons facility. So it was that Captain Banebridge would lead his Imperial Guardsmen against Drekker Dundee and his Safari for control of the chemical weapons stockpile, guarded by Blue's Multicolored Marauding Marines.
Just before dawn, the Imperials and the safari company converged on the renegade compound. It was lightly defended, with the traitor marines deployed in a dispersed defensive formation--the carryall scheduled to move the weapons stockpile was late. Had it been intercepted by the enemy?
Banebridge and Dundee's forces slowly advanced on the renegade compound; the Imperials wearing down the renegades through volleys of las-fire and the occasional mental blow from their sanctioned psyker, while the safari company moved into close combat and meltagun range.
In the melee between Dundee's beastmen and a renegade, it was discovered that some of the barrels contained hallucinogenic gas! One of the beastmen caught a whiff and fled toward the table edge.
Dundee's Orks attempted several flash grenade attacks on the valiant guardsmen, but their photo-visors allowed them to keep their eyes on the prize (literally). Eventually, the Orks were whittled down by Imperial weight of fire. The sanctioned psyker dispatched Dundee's bull-headed right-hand man and his greenskinned grenadier. With the emergence of the full-strength Imperial tactical squad from the bush, the profit-minded safari guide decided to cut his losses and flee back into the hinterlands. Banebridge and his platoon had seized the weapons depot!
An excellent skirmish, the kind Rogue Trader is perfect for. Despite the age of the ruleset, it really works well at smaller scales, and the game went fairly quickly. Indeed, we probably spent more time just shooting the shit in conversation than actually playing (it's always nice to be able to geek out about vintage GW stuff in real life). Kudos to Airborne and Blue for a great and memorable game!
My most recent game of Rogue Trader was an after-hours affair between myself, AirborneGrove26, and Blue in VT. Rather than retire after a full day's gaming, we thought it best to roll some dice and push some lead into the wee hours.
It's always important to have a rules reference sheet and a cup of coffee handy when discussing the finer points of the Oldhammer Contract. |
Luckily, I had brought my Citadel grass mat (why oh why did they ever stop selling these?) and a small selection of scenery. We each had roughly 200 points of troops with which to battle over the planet of Marriott V. A quick roll on the Rogue Trader scenario generator determined that we would be battling over a shipyard. That seemed pretty implausible given our available scenery, so we instead played a scenario adjacent on the chart, a raid to sabotage an enemy secret weapons facility. So it was that Captain Banebridge would lead his Imperial Guardsmen against Drekker Dundee and his Safari for control of the chemical weapons stockpile, guarded by Blue's Multicolored Marauding Marines.
Oldhammer After Dark. |
Just before dawn, the Imperials and the safari company converged on the renegade compound. It was lightly defended, with the traitor marines deployed in a dispersed defensive formation--the carryall scheduled to move the weapons stockpile was late. Had it been intercepted by the enemy?
Dogface hears something, out in the bush. |
Banebridge and Dundee's forces slowly advanced on the renegade compound; the Imperials wearing down the renegades through volleys of las-fire and the occasional mental blow from their sanctioned psyker, while the safari company moved into close combat and meltagun range.
Dundee's beastmen seize the initiative. |
In the melee between Dundee's beastmen and a renegade, it was discovered that some of the barrels contained hallucinogenic gas! One of the beastmen caught a whiff and fled toward the table edge.
Dundee's Orks move on the Imperials. |
Dundee's Orks attempted several flash grenade attacks on the valiant guardsmen, but their photo-visors allowed them to keep their eyes on the prize (literally). Eventually, the Orks were whittled down by Imperial weight of fire. The sanctioned psyker dispatched Dundee's bull-headed right-hand man and his greenskinned grenadier. With the emergence of the full-strength Imperial tactical squad from the bush, the profit-minded safari guide decided to cut his losses and flee back into the hinterlands. Banebridge and his platoon had seized the weapons depot!
An excellent skirmish, the kind Rogue Trader is perfect for. Despite the age of the ruleset, it really works well at smaller scales, and the game went fairly quickly. Indeed, we probably spent more time just shooting the shit in conversation than actually playing (it's always nice to be able to geek out about vintage GW stuff in real life). Kudos to Airborne and Blue for a great and memorable game!
Wednesday, April 2, 2014
Set New Coordinates...
In the not so grim darkness of the very near future...
I'm moving house! My lovely girlfriend and I are moving into a lovely apartment with a very lovely little office that gets lots of sunlight. In the interim, this will unfortunately require me to pack up my hobby projects and materials. I may try to keep a few minis and paints out to work on when I have a spare moment, but it's hard to justify such frivolities when there's so much other work to do. First world problems.
This is a bit of a placeholder post, as I had hoped to update in March, but scouring the online classifieds, viewing apartments, and beginning to purge and pack took most of my attention. I've been giving a lot of thought to how to pursue my Rogue Trader project. I can't seem to stop acquiring suitable models, GW and otherwise, so I'll have a nice variety of forces to choose from. I may roll up a random scenario using the scenario generator and assemble models and scenery according to that. I'm still mulling over whether to go "pure" Rogue Trader, using only the original rulebook, or add in rules and army lists from the various supplements, of which there are many. Regardless of which iteration of the vehicle or robot rules I choose, I think I definitely want to keep marines Toughness 3 with a 4+ save, it just seems truer to the rulebook's artwork that way.
Well, that's it for now. I should hopefully resume regular blogging once I've settled in and fully unpacked at the new place.
I'm moving house! My lovely girlfriend and I are moving into a lovely apartment with a very lovely little office that gets lots of sunlight. In the interim, this will unfortunately require me to pack up my hobby projects and materials. I may try to keep a few minis and paints out to work on when I have a spare moment, but it's hard to justify such frivolities when there's so much other work to do. First world problems.
This is a bit of a placeholder post, as I had hoped to update in March, but scouring the online classifieds, viewing apartments, and beginning to purge and pack took most of my attention. I've been giving a lot of thought to how to pursue my Rogue Trader project. I can't seem to stop acquiring suitable models, GW and otherwise, so I'll have a nice variety of forces to choose from. I may roll up a random scenario using the scenario generator and assemble models and scenery according to that. I'm still mulling over whether to go "pure" Rogue Trader, using only the original rulebook, or add in rules and army lists from the various supplements, of which there are many. Regardless of which iteration of the vehicle or robot rules I choose, I think I definitely want to keep marines Toughness 3 with a 4+ save, it just seems truer to the rulebook's artwork that way.
Well, that's it for now. I should hopefully resume regular blogging once I've settled in and fully unpacked at the new place.
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