Year: 2016

Building up the AdMech and a Battle Report

OK so here is my first hobby post in a long time, but here goes!

At my local gaming club, the Durham Raiders, we are running a little escalation league for Warhammer 40,000, you start at 500pts, then 850pts, followed by 1250pts, and finally 1850pts. we are doing this in order to encourage people who got a new army for Christmas, or might have a long term project that has sat on the shelf for a while unstarted.

I fall into the later category, when the Skitarii and later the Cult Mechanicus armies hit the shelves, I ended up buying a load of units for each, I had always wanted an Adeptus Mechanicus army, but like many things it got put on the shelf, though they did get further than most of my stalled projects in that they got built and primed, well all bar the Kastelan Robots which are still sealed in the box on my shelf.

And so they sat unloved in a box with just a few units getting painted, specifically the Kataphron Destroyers which ended up being used as allies to my Space Wolves in a cheesetastic list so that I got some Grav weapons in my list, and being the cheapskate I am, I just used the Magos Dominus with Rad-Cleanser from Forgeworld, from my on-again, off-again Mechanicum army for The Horus Heresy, rather than go out and buy the admittedly quite nice Tech-Priest Dominus in plastic.

So for the first month, I present my army!

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So we have here a Tech-Priest Dominus, and two units of three Kataphron Destroyers, one with Heavy Grav-Cannons and Cognis Flamers and one with Plasma Culverins and Phosphor Blasters, and these all together come in at 470pts.

Played three games with them, one against Tyranids in which I was quite quickly beaten mostly by a flying Hive Tyrant and a Carnifex all on their own which was fairly brutal. My second game was against Dark Eldar, in which I pretty much dominated the game, despite losing the three Grav Kataphron Destroyers in turn two, I ended up tearing apart my opponents Archon, Kalibite Warriors, Raider and Venom in the following two turns.

My last game was one where they really shone, I fought against Space Marines, for which the army contained a Chapter Master, Sternguard Squad, Drop Pod, and two squads of Scouts, one with Sniper Rifles, again I lost two Kataphron Destroyers quite quickly, this time the Plasma ones, but after that my Grav Destroyers just rolled around the board sweeping up the rest of his army. I really felt bad about it, but there came a moment when he had an objective, I had none and we had to roll to continue the game, had it ended there I would have lost, but thankfully for my, the game continued which allowed me to clear the objective of that last troublesome Scout squad and claim victory for myself by tabling him.

So the games went well, and I still get the feeling that Cult Mechanicus is very much a glass hammer of an army, when it hits well, it hurts my opponents badly, but when it takes a lot of fire, it can struggle to stay in the game.

Moving Forwards to 850pts

For the next stage I am adding a unit each of Fulgurite Electro-Priests and Corpuscarii Electro-Priests as well as add a detachment of Skitarii with a unit of Vanguard and a unit of Rangers.

So onward with the painting and this week I started with getting the Fulgurite Electro-Priests painted up whilst I watched The Man in the High Castle on Amazon Prime.

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I am not going to even pretend to be a great painter, or even a good painter, but I am rather pleased with these. And if you look in the background you can see the next unit, some Vanguard in various stages of completion. I had already completed 5 of the Vanguard in June last year and figured it would be easy enough to work on these and bring them up to full strength, so that is what I did, and I am pleased to say that I finished them tonight.

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This unit of Vanguard have been equipped with an Enhanced Data Tether, Plasma Caliver and Arc Rifle, whilst the Vanguard Alpha has an Arc Maul and a Phosphor Blast Pistol. I know its not an optimal set-up, but I liked the way the bits looked on the models and for me that is quite important.

So that’s where I am at the moment, sitting on the painting tray right now I have an Ultramarines Storm Eagle, something I want to finish off for the Horus Heresy Weekender I am putting on in 3 weeks time, for which there are still two tickets available if anyone fancies coming along to it, you can find info on the event Facebook page here, or on the Folkvangr Events website here.

Oh and my Ultramarines were featured on a battle report by the Dark Artisan yesterday, which you can view below.

I picked the scenario for this one, purposefully giving myself a huge disadvantage, but it fitted the fluff of our game, and that’s something which I love, I don’t play Horus Heresy to win, I play it for fluffy narrative games, and this was a particularly good one.

Until Next Time

Secret Hitler & Newcastle Gamers

IMG_7330Today has been a rather fun day, firstly we drove to Newcastle to see my adorable little nephew who was born on Christmas Eve, and as per usual I was a puddle of mush with him. We left him with a Serenity plush toy, just to make sure we have a future browncoat in the making.

Then I went along to Newcastle Gamers whilst the girls went up to see Lindsay’s granddad, and my awesome mates, Drew, Kyle and Steven (Geek Apocalypse) were there. Upon arrival we quickly began with a couple of games of Drew’s print and play version of Secret Hitler.

IMG_7331Secret Hitler is a secret identity deduction game, much like The Resistance or Warewolf, but is set in the days of the Weimar Republic, its written by Max Temkin of Cards Against Humanity fame. The basics of the game are that you are secretly divided into two teams, liberals and fascists, with the fascists having Hitler on their team as well, in each round a player takes on the role of president and he nominates a chancellor, who the players then vote to accept or not. Once that is done, the president picks up three policy cards, and discards one, he hands the remaining two over to the chancellor who puts one into law.  These policies could be liberal or fascist policies, the aim of each side being to introduce more policies of their group, but there are more fascist policies out there than liberal, and fascist laws can be beneficial to the liberals as they allow them to for example identify which party a player belongs to, or allow the outgoing president to select his successor.

The aim for the fascist side is to introduce 5 fascist laws, or get Hitler into power once 3 fascist laws have been enacted, for the liberals, they need to pass 6 liberal policies into law, both are more difficult than they sound. I understand the subject matter may be uncomfortable for some people, but the theme fits, it shows us the dangers of slipping into fascism and how people like Hitler were able to take advantage of the Weimar Republic and its imperfect form of democracy.

IMG_7332Secret Hitler successfully Kickstarted at the end of 2015, and I am pleased to say I am a backer, in at a level which gets me the game in a lovely wooden box, but once its published in the second half of this year, I seriously recommend you take a look at it because there are serious lessons to be learned from Hitler’s rise to power even today, and to top it all off, it just so happens to be a brilliant game, that takes the idea of The Resistance and completely improves that games issues.

Whilst I was there I also got in a game of Superfight and Ladies and Gentlemen, games I played for the first time and very much enjoyed, particularly Ladies and Gentlemen which has been on my radar for some time now.

Game Details
NameSecret Hitler (2016)
Accessibility ReportMeeple Like Us
ComplexityMedium Light [1.74]
BGG Rank [User Rating]242 [7.51]
Player Count (recommended)5-10 (6-10)
Designer(s)Mike Boxleiter, Tommy Maranges and Max Temkin
Artists(s)Mackenzie Schubert
Publisher(s)Goat Wolf & Cabbage, (Self-Published) and Print & Play Productions
Mechanism(s)Hidden Roles, Player Elimination, Team-Based Game, Traitor Game and Voting

12 Days

Today myself and the girls I live with had a game of 12 Days, a game I have been trying to get hold of for a couple of years now, and got a reprint in December 2015 thanks to Calliope Games.

Its a charming little game written by James Ernest of Cheapass Games and Mike Selinker of Lone Shark Games, ands despite the PnP version having been available for ages, the art of Echo Chernik has a certain appeal.

The game is described on Board Game Geek as

The holiday-themed 12 Days takes the familiar “Twelve Days of Christmas” song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.

The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player:

  1. Gifts a present to the player to his left,
  2. Opens presents and tries to win the day with the best present, and
  3. Buys a new gift to refill his hand.

More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round’s holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.

After twelve rounds, players score points for each holiday card they’ve collected. In addition, whoever holds the most gift cards for each rank scores as many points as that rank, with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!

image1So we set the game up and had a little game, I focused on collecting the 11 and 12 sets which Lindsay was handing over to me without issue, but I wasn’t winning many day cards, so I ended up passing some 11 cards to Megan, and playing some low cards too early on.

Later in the game I noticed Megan was on low day card points and Lindsay was racing ahead, so I played a Mrs Clause to give Megan points in order to deny them to Lindsay.

In the end, I was on 42 points, Megan 43 and Lindsay 52.

I really enjoyed playing the game and although its going to get packed away in the Christmas box and put away in the attic until December, I expect a good number of games when it comes out.

Game Details
Name12 Days (2011)
ComplexityLight [1.22]
BGG Rank [User Rating]3325 [6.53]
Player Count3-5
Designer(s)James Ernest and Mike Selinker
Artists(s)Echo Chernik
Publisher(s)Calliope Games, Cheapass Games and Gamesmith, LLC
Mechanism(s)Auction/Bidding and Set Collection

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