Saturday, 12 June 2010

Friday, 11 June 2010

Slaanesh's Garden of Unspeakable Delights


Slaanesh's Garden of Unspeakable Delights.

It is fun to devise chaos special chaos scenary for those situations where Chaos Marines or Daemons are fighting on a planet (place?) that is already chaotic. Chaotic terrain should not be just chaos-looking but also dynamic - in a corrupt sort of way. A number of of manufacturers make evil-looking plants so I have given some thought to a Garden of Slaanesh, where the flora is corrosive.

General Rules.
1. Slaaneshi plants can be added to any army that incorporates Slaanesh chaos marines or daemons.2. Slaaneshi plants do not take up any force slots but do cost points are considered for victory points as the scenario dictates.3. Slaaneshi plants are individuals. Each one is a unit in itself. They never join other units, characters or plants.
4. Slaaneshi plants have an invulnerable 5+ Save.
5. Immobile Slaaneshi plants may be placed in Reserve and Deep Strike (they grow out of the ground).

------------------------------------------------------------------------------------------

The Keeper of the GardenThe Keeper is a Herald of Slaanesh dedicated to tending Slaanesh's Garden.

WS 5, BS 3, S 3, T 3, W 2, I 7, A 3, Ld 10, Sv 5+

He has a bolt pistol and a warp whip that makes his attacks 'Rending', the Aura of Acquiscence and is mobile.
Cost 50 Points.
-------------------------------------------------------------------------------------

SnapDragon

A Snapdragon is a large, mobile, biting and crushing plant.

WS 3, BS 2, S 5, T 4, W 3, I 3, A 3, Ld 7, Sv 5+

Cost 40 pts

-----------------------------------------------------------------------------

Scuttlers



Scuttlers are mobile arthropodic plants.

WS 3, BS 2, S 3, T 3, W 1, I 3, A 1, Ld 6, Sv 5+

Cost: 5 points

------------------------------------------------------------------------------------------

Bombadiers

Bombadiers are large immobile plants that throw exploding fruits containing explosives, corrosive juice etc.

WS 1, BS 3, S 3, T 3, W 2, I 3, A 0, Ld 6, Sv 5+

Fruit: Range 24", Str 4, AP 6, Heavy 1 Blast.

Cost: 25 Points.

---------------------------------------------------------------------------------
Shooter


Shooters are immobile plants that project a thin, highly destructive beam of sound, coherent light, warp energy, ion spray etc.

WS 1, BS 4, S 3, T 3, W 2, I 3, A 0, Ld 6, Sv 5+

Fruit: Range 36", Str 9, AP 3, Heavy 1.

Cost: 30 Points.

--------------------------------------------------------------------------------------------
Pod Plant

Pod Plants grow daemonettes. At the start of each chaos turn roll a D6. A five causes a pod to drop, place a daemonette by the pod plant. On a six place two daemonettes, the pos had twins. The daemonettes cost no points, are basic (no upgrades) and give victory points when destroyed as the scenario dictates. Treat them as individual characters.

WS 1, BS 1, S 3, T 3, W 2, I 1, A 0, Ld 6, Sv 5+

Cost: 40 Points.

-----------------------------------------------------------------------------------------
Perfume Plants



Perfume plants are immobile and release a scent of Slaanesh that renders an area equal to a large blast marker placed over the plant difficult terrain.

WS 1, BS 1, S 3, T 3, W 2, I 1, A 0, Ld 6, Sv 5+

Cost: 5 Points

----------------------------------------------------------------------------------------

Ambush Plants



Ambush plants form a mycelial net underground. They thrust through the earth when disturbed with poisoned spikes, corrosive pollen, strangling threads, stinging and biting swarms etc.

They cannot be attacked. They render an area equivalent to a large blast marker centred on the plant dangerous terrain.

Cost: 10 Points

----------------------------------------------------------------------------------------

The models shown above are all from Ramshackle but there are others on the market from, for example, Fenryl.

I have not yet tested any of this so please feel free to criticise.

Wednesday, 9 June 2010

Kill Team - Battle Missions - A Review


I picked up the Battle Missions book when it came out and was pleased with it. It reminded me very much of an old style book I had by Charles Grant, which had a whole series of randomscenarios for pickup games.




However, today I want to talk about one of the three 'extra' scenarios at the back of the book - Kill Team.

This idea has been around for a while. The idea of using small forces for a quick game of 40K on a small table. This is the latest incarnation of the idea by Jervis Johnson and it is quite brilliant. Jervis has obeyed the simple rules of KISS - or Keep It Simple Stupid!

Kill Team is a 200 point game where players select a force from 0-2 Troops, 0-1 Elite and 0-1 Fast Attack. I have found it useful to allow choices from understrength squads or it can be difficult to use points.

You play until a player loses half the number of figures/bases/vehicles are destroyed, whereupon he takes an army morale test at the start of his next turn using the highest Leadership in his army, subtracting one from the leadership for each additional turn. The first army to fail the test loses.

There is only one special rule - Every Man for Himself. I will quote it in full: "All models operate as individual units in this mission, even if they were chosen as part of a squad or squadron. In addition, when a model shoots or fights in an assault it may split its attacks up amongst any eligible targets if desired."

That's it - just one simple rule change and everything falls into place. Jervis is a bloody genius. The implications can be tricky to get your head around. One temds to revert back to squad-thinking.


Anyway, a game is shown below. Iused my muty guardsmen bolstered by a single ordinary chaos marine and one heavy weapon base with missile launcher. My opponent Shaun, used Eldar, basic troops and snipers. This is actually the third game we played - we had trouble interpreting the one special rule in the first two (I was also comprehensively beaten in those).


One point is that you need plenty of terrain. This shows my set up forces in a quarter of the board.


My forces advance in two waves with a couple of flamethrowers in the front wave. Shaun's snipers shot up some of my troops but missed all the important targets -- hur, hur.


My flamethrowers, grenade launcher and chaos marine did the biz. I used the missil team as a sniper with excellent results. I lost about ten troops out of twenty-seven. Shaun's Eldar started with seventeen and failed his second morale test.

This really is great fun. It allows you to try unusual forces and combinations. A game last about an hour.

Jervis - you are a bloody genius mate - finally, a 'kill team' that works.

Sunday, 6 June 2010

Hammers Slammers - The Crucible


My Hammers Slammers rules and source book is released from Pireme this month. This is a reedited hardback wrap up of the first two volumes.

There is a PDF for all the new cards and play sheets here:

http://www.hammers-slammers.com/the_crucible.htm


Heavy Metal.

Slammers Rolling Hot


Molt Guerilas teleport in to ambush a column.



Sunset Watch.

Saturday, 5 June 2010

Grey Aliens Flying Saucers


Grey Aliens speed across the surface of the Grey Cloth Moon. The one behind has raised his energy dome to protect the pilot from turbulence. They are looking for cows to dismember or wheatfields in which to make crop circles. Occasionally, they will stop a car and subject the inhabitants to a 'medical examination'. Yeah, right, like a girl's never heard of that one before.

Ramshackle Steampunk/ Gun Servitor


This is a Rmshackle games steampunk miniature that I have just finished. I thought that it would make a good servitor, as well as a steampunk heavy weapon automaton.


Friday, 4 June 2010

Grot tanks




Da Grot Tanks are on advance order at Forge World. Da Mek will knock you up a set of four for da princely sum of £58.

PS: For American visitors, the £ is down to $1.45 so now is a good time to order.