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Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Monday, 22 August 2016

The Sinister Secret of Saltmarsh (U1): the adventure begins.

One of the coolest things about Stranger Things is that it's rekindled my kids' interest in DnD, and ever the opportunist I've planned out a campaign from level 1 to 12, squeezing in all the classic modules in the Greyhawk setting. And what better place to begin than U1- The Sinister Secret of Saltmarsh.



The characters, 6 in total are:
Loren: half-elf Paladin of Pelor (a Crusader) from Celene
Loki: human ranger from Duchy of Geoff
Emelia: half-elf thief-magic user from County of Ulek
Vicdak: half-Orc fighter-cleric of We Jas. His mother was Suel, hailing from the Wild Coast
Crue: elf Magic-user, from County of Ulek
Elangos: half-elf drow assassin (Flan origins on human side, from Duchy of Tenh, then onto Greyhawk city)



A rather bizarre group, with Elangos obviously masquerading as a fighter-thief type, with the dark Flan skin hiding his shameful Drow connection. Plenty of fun stored up for later in the campaign there (especially when they get to D1-3).

So the premise is that they are accompanying a cleric of Pelor called Gideon, who is delivering a secret message from the church in Ulek to some merchants in Hold of the Sea Princes, at Bale Keep. The first five are comrades, with Elangos employed by the Sea Prince merchants to guard the message. Gideon leads them overland through Keoland, via Dreadwood, to the marshy land on the edge of the Azure Sea.

The camp is disturbed by (apparent) bandits whom the party defeat but the horses scatter. Gideon's message is taken by a dark garbed figure, who calls an illusion of a stone dragon to cover his escape. Then he disappears into thin air!


Irritated by this Scooby-Doo style villain, the gang descend into the fishing town of Saltmarsh. Initially staying with the Blacksmith and his family, they sneak around and spy on a council meeting hearing an old sailor rattling on about ghosts and flashing lights at t'old manor. Eager to question him, Elangos and Emelia kick off a tavern brawl so as to snatch the sailor. He reveals the mysterious going on up at t'manor. The local constabulary give chase, and the pair do a runner over the rooftops.

Next day the fuzz turn up where they're staying, and after some Paladin sweet talking, go to the Council. They argue a fair bit, but ultimately offer to fund the characters to nose around the Haunted House. And so into the adventure!




It's soon apparent there's more going on than simple Scooby-Doo, and giant spiders and bugs. They go to the cellar pretty quick, find a secret passage into rooms used by smugglers. The legacy of the alchemist, a bunch of skeletons, and some golden apples. Then they find a passage and stairs to the hidden caves wherein an illusionist (the dude from earlier), with two gnolls, and a bunch of smugglers are laying in wait...



A great scrap ensues, with the characters victorious and they retrieve their message as well as clues about the Sea Ghost, the smugglers ship. The Council pay them to seek out the smugglers, and on the night the boat arrives they arrange signalling from the house whilst they row out. Gideon uses silence o mask their covert approach, and they board the ship via portholes. Sneaking through the rear of the ship, they tackle a bunch of crew in the hold, and then storm the deck. The battle is pretty close up above, but helped by a Sea Elf Oceanus. Just when the battle is almost won, three lizardmen burst out, and they win by a slim margin, but with no deaths on their side.


The adventure ends with a victorious return to Saltmarsh and a bundle of cargo to sell. And, of course, curious information about the  lizardmen and their purchase of weapons from the smugglers. Which leads neatly into the next module in the series, U2- Danger at Dunwater.

All in all a totally great time with old school AD&D, and one we hopefully will continue through until the Giants-Descent-Drow modules!

Tuesday, 10 March 2015

Da Secret Waaaggghhhh.

The ongoing addiction to plastic crack has meant that Charlie and I have six armies on the go in 40k. This means great variety to the games, and a great motivation to paint as when I get bored with one style is change to another.

The most recent pair are Space Wolves and Orks, via the Stormclaw box set I got for my birthday. Space Wolves are fab- I love the Viking ethos and the detail of the miniatures. But Orks are my fave at present- the style of the figures, the bonkers codex, and the flexibility during modelling and painting all appeal.

So here's the progress so far. The colour schemes of the main tribes didn't appeal, as they repeated colours from the other armies (yellow from Eldar, red/blue from Chaos) or was not to my taste (black for Goffs). So I did my own- purple and red, with a few chequers as I got more confident with it. 

Now purple to Orks is a colour of sneakiness, after all you've never seen a Purple Ork. Red is for speed- because it... Just is. So I present the fledgling Ork Tribe- Da Secret Waaagghh. An off-shoot of the Goff clan, so focused on big Choppas and Klaws, replete with huge Nobz, and a huge warboss.

Da Big Boss, Morgok Goregargler, leads the tribe. Formed from the remnants of a Goff horde slaughtered by Krom Dragongaze's Space Wolves, Morgok decided that his Orks needed to combine sheer strength and brutality with cunning. By painting their armour purple it would allow them to sneak close enough to the enemy to unleash a mighty Waaagghh and rip them to shreds. This purple was good enough to let them run down the middle of a battlefield without problem- at least in Morgok's twisted brain it was...

Morgok

Morgok wears mega armour, with a massive Power Klaw and big shoota built in. He usually leads his trusted Nobz into the fray, laughing at the bolter rounds skittering off his armour. 


Although convinced of the might of Orks, Morgok's hatred of the Imperium has meant he has allied with Chaos Marines a number of times in the past.

Gort Da Shredda

Morgok's trusted lieutenant is Gort , a massive warboss with a huge buzz saw grafted into his cybork power klaw. Gort's love of pain means he shuns mega armour and sees each bolter hole in his green flesh as a medal to be proud of. His faithful attack squig, NumNum, drags him across the battlefield with zeal.


Morgok's Mutilators 

The elite Nobz are the backbone of Da Secret Waaagghh, whether kicking the Boyz into shape, or as a distinct unit charging by Da Big Boss's side. They carry a mix of Big Choppas and Klaws. Currently I have eight, one having a combi-flamer for fun, and the Boss Nob (yet to paint, has a Waaagghh banner for Da win).






Da Boyz

I've got 36 of these dudes now, and have made it through 9 so far- a quarter done!!
They are mainly Slugga Boyz, with some shootas and big shootas. Gonna foot slog them across the field with a mighty Waaagghh!!


Da Kanz

The only heavy support so far, the Killa Kans, I really enjoyed painting. I think the clunky home made style is v Orky, even if they're not so robust in games as Dreadnoughts.



The Kans are piloted by the Mucuz brothers, three Grots who are convinced they are triplets. Not renowned for their bravery, they prefer to hang back and fire at a safe distance.

Scuzbucket's Stormboyz

My fave unit so far, the Stormboyz roar through the air in clouds of smoke and fuel. Led by the fearsome Nob, Scuzbucket, whose power klaw has an affinity for Space Marines, they are the main strike force for Da  Secret Waaagghh.







And Da Rest

Left to paint (not including 20+ Boyz) are a Runtbot (probably proxy a Kan or DeffDread), a Commisar, a Deffkopta, Boss Zagstruck, and 10 Gretchin with their runtherd. I'll post those as I do them, although I might have an Ork break and paint Tau and Wolves next.

Next steps for the army are Lootas and maybe some Ork planes and more Deffkoptas. Also, a Mek and Nob Bikers... Gaaahhh, damn that plastic crack...

Wednesday, 11 February 2015

WH40K family tournament 1: Scars vs Orks

So in the interest of further drawing my children into the world of fantasy I’ve decided to play a little tournament with them in Warhammer 40k. The principle is to run 1000pt battles with armies chosen at random from our six forces: Space Marines (white scars), Eldar, Chaos Marines, Space Wolves, Orks and Tau. We’ll each do a home and away, and one wildcard allows you to choose your favourite army rather than what you’re allocated. They’ll be objective games with 3pt allocated to an objective capture in each half, 1 for keeping it safe, 1 for units destroyed and 1 for the usual Slay Warlord, First Blood and Linebreaker. 

 The first battle was between me and Charlie. He was delighted to pick Orks, and I picked SM—so a classic battle on the Orks home turf. 

 Charlie ran (with a fair few proxys as we’re just starting this army): 2 warbosses (both in mega-armour with cybork, Power Klaw, Big shoota); 3 mega-nobs (PK, BS); 20 Boyz (Ard armour; one rocket, one big shoota) and 2 nobz (PK); 3 killa kans (2 BS and one RL); and a Gorkanaut. He proxied the meganobs with normal nobs, and the Gorkanaut for a… Dalek. I ran Khan, a terminator squad (with Assault Cannon); biker unit (2 plasma; six riders + one attack bike with MM); Tac squad (ten guys; sergeant with Lightning Claws; 1 plasma cannon; 1 flamer; split into combat squads and with razorback, with Heavy Bolter); 2 landspeeders (Typhoon launchers and Multi-melta). And White Scars tactics. The setting was a ruined town, with my objective being a wounded marine of importance, and Charlie’s an Ork Commissar. 




Round 1—I went first. I raced up my left flank with the speeders, and Razor. I left the flamer squad with my objective in the ruins of a cathedral. The bikes and Khan raced across the centre. I got a lucky pot shot with one Typhoon on the Gorkanaut where it peered from behind an old silo, and got a hull point off and ‘crew shaken.’ My plasma cannon squad deploy from the razorback into the central ruins. 


 Charlie’s Gorkanut lumbers into cover with the Meganobz and bosses, eager for the termies to appear and start a klaw-fist battle. The Boyz moved up Charlie’s left flank alongside the ruins, looking for ‘umies to smush, and leaving the Kans with the commissar. The Kans fire a rocket and shoota at the squad in the ruins—and kill the dude with the plasma cannon and his buddy. Nooooooooo!!!


 Round 2- The bikers veer from the centre and down onto the right flank and start firing on the Boyz. I nail a few, but I’m on the edge of my charge distance and didn’t fancy charging a wall of overwatching shoota boyz. That proved to be a mistake. The speeders move around to try and get a bead on the Gorkanaut, and the Razor heads around to try and get towards the Meganobz. The Khan is eager for Ork blood, and prepares Moonfang. The terminators… don’t arrive. Balls.

 The Orks declare unleash a rain of dakka, the declare a Waagghhh. The sheer volume of shots rip apart the bikers, followed by the charging mass of Boyz. Two Nobz hurtle into Khan, who manages to survive the onslaught, wounding one of them. The bikers fair less well and are wiped out, with a few Orks going down too. Khan pulls away from the massacre, slamming the bike into reverse in a spray of mud (and bits of White Scar). The Gorkanaut comes out from its hiding hole, and sends a volley of shots at the speeders, exploding one. The Kans shoot at the squad in the ruins, killing another marine. 



 Round 3- Khan screeches to a halt and then revs his bike, before hurtling across the centre of the board towards where he knows the bosses to be skulking. In a crackle of energy the Terminators deep strike behind the Ork lines close to the Meganobs and Bosses. They fire storm bolters and cannon, but some excellent rolling by Charlie means only one Meganob is wounded. As they’ve just arrived, the terminators can’t charge and they can only watch as the two bosses and three meganobz activate their power klaws… The squad by the objective know they are better use across the field, and run to try and help their comrades. The two marines in the ruins break cover and scamper across the open ground towards the Kans, krak grenades at the ready. The Razorback screeches around the ruins towards the Ork boyz and shoots a few down with the heavy bolter. The speeder gallantly attacks the Gorkanaut, but the typhoon and melta only strip a hull point off with a glance. The heroic marines look in awe at the enormous Ork walker… 


 The two Nobz charge the Razorback and open it up with their Power Klaws, and smush the marine drivers. The Razorback is destroyed. The gretchin in the Kans chuckle as they unleash a wall of dakka on the two marines in the middle of the field, leaving only smoking white boots. The Bosses and Meganobz charge into the terminators. The melee is swift and brutal—one Meganob dies, and four terminators, leaving one brother to make his stand. With a clatter of dice, the Gorkanaut annihilates the land speeder, unleashing a ‘wagghh’ of delight at the shower of smoking space marine tech raining around. 

 Round 4- in a last ditch move of heroism, Khan charges across the field towards his terminator brother. His bolter fails to wound, but his mighty sword cuts into the bosses and meganobs. The terminator strikes at the bosses, but fails to kill them. In a hum of Power Klaw his armour is destroyed and he dies in his captain’s arms. The final battle—two warbosses and a meganob against a wounded Khan can only have one conclusion. Despite inflicting wounds on a warboss, Khan falls to the onslaught. The battle is over for the White Scars—and reluctantly I call the game. 


 A resounding victory for the Orks—Charlie gains 7 VPs, and I had 1. Although a fun game, I reflected upon my poor tactics. I’d have been better not hurtling forwards and picking away at the Ork horde, using my speeders against the Kans so as to get his objective, and not worrying about the Gorkanaut so early. Or perhaps the terminators may have been better used against the Kans, and the speeders against the Nobz as they lacked invulns to the meltas. Charlie plays well, especially as he hadn’t used Orks before and the Gorkanaut is awesome (although a 60 quid model—maybe next Xmas….).