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What are you doing today hobbywise?

Had a game of Victory at Sea with one of my local friends (Yep, back on dry land after the Jetty World Tour 2021!). While my IJN fleet lost to the RN, both my opponent and I definitely agreed that Japanese torpedo spam is utterly insane. :D

I also made up my mind to buy myself my own copy of the Necromunda rulebook (getting tired of the PDF), Orlock wreckers and arms master, and two other kits for Necromunda-specific conversion projects (GSC neophytes for armoured undersuit bodies and maybe weapons, and stealth suits for the base of a Van Saar Arachni-rig conversion).
 
More firsts since returning from my deployment.

This afternoon (PST) I'm playing my first Age of Sigmar 3.0 game with my Seraphon since the deployment.

The list is as follows:

Thunder Lizard
Battle Regiment
Saurus Oldblood on Carnosaur (General, Prime Warbeast) 270
Bastiladon (Solar Engine) 235
5x Saurus Knights (Warspears) 110
5x Saurus Knights (Warspears) 110
5x Saurus Knights (Warspears) 110​
Warlord Battalion
Skink Oracle on Troglodon (Hand of Glory, Fusil of Conflagration) 270
Stegadon with Skink Chief (Sacred Stegadon Helm, Sunfire Throwers) 305
Skink Starpriest (Tide of Serpents) 130
Skink Starseer (Bind Endless Spell) 145
Stegadon (Skystreak Bow) 265​
Scenery
Realmshaper Engine 0​
Endless Spell
The Burning Head 20​
Total: 1970/2000pts

It's likely not an optimal list, but I wanted to drag out the big dinos for some fun all the same while building with a "take all comers" mentality. I honestly don't know what to expect out of my opponent playing a new Slaves to Darkness list he's recently itching to experiment with, so I'm not sure how effective some of these options will turn out to be.

Feel free to nitpick my choices if you think that there is anything I could do to improve its composition.

I may also get another Necromunda game in as well.
 
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Seems like a really fun list! I think it should do well :)
Kind of. Still struggling with using command abilities, commands, and monster rampages, which in a few ways cost me the game.

Quite pleased to see the carnosaur actually be able to make back its points value chewing through a 20-block of chaos warriors though, even with a 6+ FNP, and survive to the end of Turn 4. I've typically been accustomed to the thing dying quickly without a kill to its name.

The trog is a definite keeper in future lists. My opponent was kind of shocked by Comet's Call being what it is on a model with a +1 to casting and dispelling rolls.
 
Did a little bit more conversion work for my Van Saar gang. Since they don't have model support for a dedicated sniper rifle (Long Rifle or Long Las), I fashioned my own out of a Van Saar lasgun and hacked parts from a spare tempestus scions hotshot lasgun.

20210908_113012.jpg

Role wise, I'm planning on running the conversion as a modular las rifle (that is, purchasing a Long Rifle and a Lasgun with hotshot power pack and eventually telescopic sight, and using this to represent both of them).

Why the Long Rifle and not the Long Las? In Necromunda, the two are not identical stat-wise, even after factoring their respective weapon qualities (the Long Rifle has Knockback [it can push its target back 1" following a Strength-based minigame], while the Long Las has Plentiful [it automatically reloads following a turn where it ran out of ammo]). Long Las have shorter ranges (36" to the Long Rifle's 48"), and lack AP (the Long Rifle has AP -1 by comparison). Coincidentally, the Long Rifle has the same S4 AP-1 Ammo4+ characteristics of a Lasgun with a hotshot power pack, making them a good pairing in this case.

The Lasgun being equipped with a telescopic sight instead of the Long Rifle may seem counter-intuitive here, but it comes down to where they get their bonuses to hit in, since the telescopic sights in Necromunda treat the weapon as always being within its short range up to its maximum range. Lasguns gain +1 to hit within their short range (<18"), while the Long Rifle only gains its +1 to hit within its long range (>24").

It's not the first time I've converted weapons for my Van Saar either. A long while back I converted a shoulder-mounted lascannon out of a rad cannon for an earlier Necromunda campaign. more recently, due to not being able to find any Las Sub-Carbines in my bits at the time, I fabricated my own.

20210908_113254.jpg
 
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I'm out of town in business again, so I have time to paint. I got my five Savage Orcs finished, finally. And I got one of the trolls mostly finished last night, then finished it earlier this evening. I'm now working on the other troll and a savage orc shaman that I've had for a bit. If I can get them done and basecoats on the last ten orcs, I'll have a good looking army almost ready for Saturday's WHFB tournament.
 
Very happy for you to have a Fantasy tournament!! Awesome!

(also very jealous :sorry:)
Thanks! There is a small group in the area that still plays and I've been invited a few times. It's going to be 1600 pt games this time, so a bit smaller, but I think it will be fun. I'm bringing a orc and goblin 'ard boys list again, so three blocks of various types of orcs and some characters.
 
Did a little bit more conversion work for my Van Saar gang. Since they don't have model support for a dedicated sniper rifle (Long Rifle or Long Las), I fashioned my own out of a Van Saar lasgun and hacked parts from a spare tempestus scions hotshot lasgun.

View attachment 98410

Role wise, I'm planning on running the conversion as a modular las rifle (that is, purchasing a Long Rifle and a Lasgun with hotshot power pack and eventually telescopic sight, and using this to represent both of them).

Why the Long Rifle and not the Long Las? In Necromunda, the two are not identical stat-wise, even after factoring their respective weapon qualities (the Long Rifle has Knockback [it can push its target back 1" following a Strength-based minigame], while the Long Las has Plentiful [it automatically reloads following a turn where it ran out of ammo]). Long Las have shorter ranges (36" to the Long Rifle's 48"), and lack AP (the Long Rifle has AP -1 by comparison). Coincidentally, the Long Rifle has the same S4 AP-1 Ammo4+ characteristics of a Lasgun with a hotshot power pack, making them a good pairing in this case.

The Lasgun being equipped with a telescopic sight instead of the Long Rifle may seem counter-intuitive here, but it comes down to where they get their bonuses to hit in, since the telescopic sights in Necromunda treat the weapon as always being within its short range up to its maximum range. Lasguns gain +1 to hit within their short range (<18"), while the Long Rifle only gains its +1 to hit within its long range (>24").

It's not the first time I've converted weapons for my Van Saar either. A long while back I converted a shoulder-mounted lascannon out of a rad cannon for an earlier Necromunda campaign. more recently, due to not being able to find any Las Sub-Carbines in my bits at the time, I fabricated my own.

View attachment 98412

Nice Van Saar work on those weapons! Still got to complete mine...

...I assembled a few Eliminators (space marine snipers) yesterday and am going to attempt some spray paint for a cool effect once my template gets here.

In other news, I also bought a copy of Stargrave!
 
While on the flight home, I quickly wrote up the following Mordheim Eshin list in Battlescribe:

++ Warband (Skaven ) [500pts] ++

+ Heroes +

Assassin Adept [95pts]: 20x Experience
. Equipment: Fighting Claws

Black Skaven [50pts]: 8x Experience
. Equipment: Fighting Claws

Black Skaven [50pts]: 8x Experience
. Equipment: Fighting Claws

Eshin Sorcerer [105pts]: 8x Experience
. Equipment: Halberd
. Magic: Eye of the Warp

Night Runners [17pts]
. Equipment: Fist, Free Dagger, Sling

+ Henchmen +

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

+ Stash +

Stash [3pts]: 3x Gold, 99x Warband Rating

++ Total: [500pts] ++​

Will be playing it for the first time tomorrow with a couple of proxies (damn monkey-rat night runners... also, no extant models with fighting claws in my collection yet) though trying to do my best to make it WYSIWYG (gonna use my arch-warlock for the Eshin Sorceror for instance).

For those of you who have played, what are your thoughts on this starting list? Anything to change moving forward?
 

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While on the flight home, I quickly wrote up the following Mordheim Eshin list in Battlescribe:

++ Warband (Skaven ) [500pts] ++

+ Heroes +

Assassin Adept [95pts]: 20x Experience
. Equipment: Fighting Claws

Black Skaven [50pts]: 8x Experience
. Equipment: Fighting Claws

Black Skaven [50pts]: 8x Experience
. Equipment: Fighting Claws

Eshin Sorcerer [105pts]: 8x Experience
. Equipment: Halberd
. Magic: Eye of the Warp

Night Runners [17pts]
. Equipment: Fist, Free Dagger, Sling

+ Henchmen +

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

Verminkin [30pts]
. Equipment: Free Dagger, Sword

+ Stash +

Stash [3pts]: 3x Gold, 99x Warband Rating

++ Total: [500pts] ++​

Will be playing it for the first time tomorrow with a couple of proxies (damn monkey-rat night runners... also, no extant models with fighting claws in my collection yet) though trying to do my best to make it WYSIWYG (gonna use my arch-warlock for the Eshin Sorceror for instance).

For those of you who have played, what are your thoughts on this starting list? Anything to change moving forward?

Yes, here is a thought. Buy a box of the Skaven Blood Bowl team and convert them into Night Runners. They fit the task PERFECTLY. :D
 
Today?

Nothing hobby-wise, aside from checking LO.

Life has become very, very, VERY busy.

Still need to finish my Hierotitan basing and then decide if I'm going to collect another army... My four sets are currently staring at me in disbelief given their lack of usage :(
 
Deciding between whether to do big hats or no hats for my chaos dwarf 3D printed army

Hmm. For Chaos Dwarves, I would always vote big hats, but that is nostalgia coming from me and may not fit your desires/aesthetics.
 
I GMed a pretty interesting session last night in the Fallout: Ronto GURPS campaign I'm running.

The group is currently clearing a raider group out of a shopping mall alongside a squad of ghoulified former Canadian militia, and they got into a firefight with some of the raiders in a Build-a-Bear-like shop on the second floor. The one whose primary damage means involves punching people in the skull got lit up at point blank range with a short-barrelled M2 Browning, effectively leaving him without a torso to speak of and thus "dying". The gadgeteer in the group noted that their head was still intact, through serendipity discovered that one of the raiders was a synth, and painstakingly transplanted the head onto the synth body to save buddy's life.
 
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