Monday, 23 April 2018

Necromunda Scenery 01

I have finished painting all of the scenery items that I got with the Necromunda starter boxed set. In this post, I'm showcasing the smaller items. The doors and barricades will appear in a later post. Without further ado, here they are.
You get four crates in the set and they have been very cleverly designed. They are double-sided with separate lids. On one side, two of the crates are loaded with guns, and another two are filled with ammo. The guns in the crates are identical, as are the two ammo crates. I painted the guns in different colours for some variety. I have placed a lid on top of one of the ammo crates to show what it looks like in situ.
The reverse side of the crates are blank, as shown by the crate at the far right. However, you do have the option of adding booby traps to them. From left to right are a Frag Grenade trap, a Melta Bomb trap and a Gas Bomb trap. The only way to find out what is in a crate is to open it. I like this element of uncertainty, although if you're using booby traps, you should know where you've placed them.
At the far left are a pair of door terminals, used for locking or unlocking doors. The set comes with four of these terminals. To show that a door is locked, they can be placed on both sides of a door or only one side, thus making it very secure. I have stuck my terminals onto 20mm diameter MDF bases.
The scenery item second from the right is a gang relic. A gang relic always belongs to one gang or the other; if the scenario has an attacker and a defender, the relic belongs to the defender. Add 2 to the Cool and Leadership checks for fighters while they are within 6" of a gang relic owned by their gang. I stuck my relic on a 20mm diameter slottabase.
Finally, at the far right is the beast's lair. Only one of these will ever appear in a scenario, and then only if it is part of the scenario. The beast can attack any fighter who starts or ends a move within 6" of it. The beast is very fearsome indeed. It attacks with Strength 6, AP -2, Damage 3 and has the Knockback trait, originating from its centre. Fighters can attack it but must subtract 2 from their to hit rolls. The beast has Toughness 4 and 3 Wounds. If its wounds are reduced to 0 it is removed from play.
Although designed for use with Necromunda, I see no reason why these items couldn't be used in other games.

Friday, 20 April 2018

Black Scorpion Lawmen 01

Being without my computer for ten days was a major bummer, but on the plus side it did allow me to spend a heck of a lot of time on my gaming hobby. I've been painting lots of Wild West figures as well as making buildings and scenery for my upcoming Weird and Wild West projects. I mentioned in a recent Monthly Musings that I had received over 100 figures for the Black Scorpion Tombstone Kickstarter project. I also already had quite a few other Tombstone figures that I'd bought before the Kickstarter began. With so many figures to paint, I decided I had to make a start on getting them painted. Let me just say right from the start that I absolutely love the Black Scorpion range of resin-cast Tombstone figures. The detail on them is amazing and they are simply a joy to paint. In this post I'm going to concentrate on some of the Lawmen figures, starting off with the Earp brothers and their good friend, "Doc" Holliday.
This picture above was taken from the Black Scorpion webstore and shows the original sculpts for the three Earp brothers and "Doc" Holliday. I'll be honest, I think they are just okay. Not bad, but not brilliant either. Perhaps, sculptor Adam Clarke, felt the same way because last year he re-sculpted them and produced these four superb figures you see below. In my opinion, they are a vast improvement over the originals. They look far more dynamically posed. I think the new "Doc" Holliday figure is outstanding.
From left to right are town Marshal Virgil Earp, his two deputies, Morgan and Wyatt Earp and John "Doc" Holliday, who at the time of the famous Gunfight at the O.K. Corral, was appointed as a Special Policeman by Virgil, essentially meaning he was also a deputy.The Earps are all armed with two Colt .45 Pistols and "Doc" is armed with a 12g Shotgun and a Colt .45 Pistol.
The Gunfight at the O.K. Corral was a 30-second shoot out between lawmen and members of a loosely organized group of outlaws called the Cowboys that took place at about 3:00 pm on Wednesday, October 26, 1881, in Tombstone, Arizona Territory. It is generally regarded as the most famous shootout in the history of the American Wild West. The gunfight was the result of a long-simmering feud, with Cowboys Billy Claibourne, Ike and Billy Clanton, and Tom and Frank McLaury on one side and the Earp brothers and "Doc" Holliday on the other side. All three Earp brothers had been the target of repeated death threats made by the Cowboys, who objected to the Earps' interference in their illegal activities. Billy Clanton and both McLaury brothers were killed. Ike Clanton claimed that he was unarmed and ran from the fight, along with Billy Claiborne. Virgil, Morgan, and Doc Holliday were wounded, but Wyatt Earp was unharmed. The shootout has come to represent a period of the American Old West when the frontier was virtually an open range for outlaws, largely unopposed by law enforcement officers who were spread thin over vast territories.
Moving on, we have another real life lawman, Sheriff Patrick Floyd Jarvis Garrett, better known as "Pat" Garrett. He achieved fame by pursuing and eventually killing the notorious outlaw, William "Billy the Kid" Bonney on 14 July, 1881. In November of 1880, Garrett was elected as sheriff of Lincoln County, New Mexico. Although Garrett's term would not begin until January 1, 1881, he was eager to capture the fugitive "Billy the Kid", and persuaded Sheriff Kimball to appoint him a deputy sheriff for the remainder of Kimball's term. Garrett was further aided when he obtained a deputy U.S. Marshal's commission, which allowed him to pursue the Kid across county lines. Garrett and his posse stormed the Dedrick ranch at Bosque Grande on November 30, 1880. They expected to find the Kid there, but only succeeded in capturing John Joshua Webb, who had been charged with murder, along with an accused horse thief named George Davis. Garrett turned Webb and Davis over to the sheriff of San Miguel County a few days later, and moved on to the settlement of Puerto de Luna.  There a local tough named Mariano Leiva picked a fight with Garrett and was shot in the shoulder. On July 14, 1881, Garrett visited Fort Sumner to question a friend of the Kid's about his whereabouts and learned he was staying with a mutual friend, Pedro Menard "Pete" Maxwell. Around midnight, Garrett went to Maxwell's house. The Kid was asleep in another part of the house, but woke up in the middle of the night and entered Maxwell's bedroom, where Garrett was standing in the shadows. The Kid did not recognize the man standing in the dark. He asked him, repeatedly, "¿QuiĆ©n es?" (Who is it?), and Garrett replied by shooting at him twice.The first shot hit the Kid in the chest just above the heart, killing him. He is armed with two Colt .45 Pistols.
The final two figures are fictitious figures created by me. Wearing the black duster is Marshal Kingston Regis, a patient and determined man, who has some experience in the latest detective techniques. He is armed with a .44 Winchester Rifle and a Colt .45 Pistol.
At the far right is Sheriff Harrison Coburn, who is actually from the Black Scorpion Collectors range and not the Tombstone range. He is ambidextrous. He has a Knife tucked in his left boot and he carries a 12g Scattergun in his left hand. The long-barrelled pistol held in his right hand is a .45 Colt Buntline Special with its 12" long barrel. The gun was allegedly used by Wyatt Earp, but there is hardly any evidence to show that this was true. Fans of old Western films may remember that Colonel Douglas Mortimer (played by Lee Van Cleef) used one in the film, For a Few Dollars More (see picture below).
I have created character cards for all seven of these lawmen to use in Six Gun Sound. I'm building up quite a cast of characters for this game, which I hope to showcase real soon. You can buy six of these seven figures from the Black Scorpion webstore. The Earps II cost £9.60 for all four figures, Pat Garrett costs £4.50 and Sheriff Coburn costs £4.50. The unnamed lawman figure whom I called Kingston Regis is not currently available.

Wednesday, 18 April 2018

Vampifans Views 105 - Back to Blogging

Hi, folks. First of all, an apology for my lack of posts this past week or so. I have had some serious problems with my computer and it had to be taken away to get repaired. This is the second time in the past seven months I have had computer problems. I am thinking it might be time to get a new computer sooner rather than later.
Anyway, I should get back to blogging again very soon as I have a load of new material to show you. Also, I will be spending most of this afternoon checking out the blogs I follow and commenting on them as normal. Ten days without my computer felt like an eternity. On the plus side, I got a lot of painting and modelling done, so it wasn't all bad news. You'll be seeing the fruits of my labour on my blog.
For those of you who e-mailed me to enquire about my absence and my health, many thanks. I really appreciated it. Let me reassure you all that my health is fine. Alas, the same could not be said about my computer.
Kindest regards from Bryan aka Vampifan.

Friday, 6 April 2018

Shadows of Brimstone Heroes 04

Still sticking with Shadows of Brimstone, here are four more Heroes to use in the game - the Frontier Doc and the Jargano Native, both with male and female versions. I recently bought these four figures from a seller on eBay for a very reasonable price. He had glued them, painted them and stuck then on two pence pieces. I don't know what he glued them with (probably polystyrene cement) but they just came apart in my hands. Also, the paintwork was sloppy and amateurish. The basing was unusual but I went along with them, although I did add my own sand and gravel to the bases. I used superglue to stick the figures back together, which is recommended for resin figures and gave them brand new paint jobs. I am very happy with how they turned out.
If there's one thing that the Old West frontier is known for, it's being deadly! Whether it comes from the barrel of a gun, the bite of a venomous snake or being crushed by the constricting grip of a slimy tentacle, death lurks around every corner. That's why frontier docs are so commonplace throughout the West. They may not be the toughest or the fastest, but the doctor is vital for patching you up and keeping the Hero posse going one bandage at a time. These are resin castings, each coming in two pieces, with the arm holding the collection jars being separate. The collection jar is a special piece of Starting Gear that helps define the character. These are superb sculpts and will no doubt, see use in other Wild West games. The standard of sculpting with the new resin figures for Shadows of Brimstone is very high. Height-wise, they are very compatible with the Tombstone figures from Black Scorpion or the Knuckleduster 32mm scale range of Wild West figures.
Legend has it that the ancestors of the tribal native humans of Jargano were originally from Earth, finding their way through an ancient portal and becoming trapped on the other side. Struggling to survive for millennia against aggressive tribes of Serpentmen and all manner of vicious and primal creatures of the swamp, these native hunters of Jargano have become renowned for being perhaps the deadliest and fiercest warriors of any world. The Jargano native is a savage and primitive hunter from the murky swamp world of Jargano. Still bearing his or her tribal weapons and gladiatorial skills, learned in the savage, pre-historic lands of his home, the Jargano native is an expert tracker, hunter and hand-to-hand fighter. Though they do not understand written language or technology, their keen senses and combat reflexes make them a fierce addition to any posse. These resin cast figures came in three parts with both arms being separate pieces. The person who sold them to me had added a bow and quiver of arrows to the back of the male warrior. I thought that this was an excellent idea, as they are skilled in archery. Note that their daggers have been painted to represent flint and not metal. I have painted them with bronzed skin, so they could double as native Americans in a standard Wild West game. Another option is to use them in a pre-historic setting, where they'd fit in perfectly.

Monday, 2 April 2018

Shadows of Brimstone - Old West Allies 01

As I mentioned in my last Monthly Musings post I have been doing a lot of work on my Wild/Weird West project, including painting lots more figures. The eight figures I'm showing here are classed as Old West Allies, and whilst they were produced by Flying Frog Productions for their Shadows of Brimstone game they are generic enough to be used in any Wild West game.
When Dark Stone was first discovered in the area around Brimstone, outsiders flooded in, looking to get rich. Now, they come looking to make a name for themselves (and maybe get rich along the way too). Though many of those that arrive are true Heroes in their own right, most are common folk with dollars in their eyes, blinding them to the horrors that await. Hiring themselves out as henchmen, they join up with posses heading into the dark mines. The flood of fortune seekers and merchants have also brought with them supplies and pack mules to carry the load, blacksmiths to support the effort and forge the "black rock", and faithful dog companions to help in hunting through the dark places of the world.
At the far left is, of course, a blacksmith. With the discovery of Dark Stone and the rush to get rich, blacksmiths have become a good ally to have at your side. Between shoeing horses, forging the black rock and maintaining weaponry, there is more call than ever for a good blacksmith than ever before. A rugged and sturdy fighter, a blacksmith can hold his own in a fight, but can also work with Dark Stone in the field to enhance the rest of the posse's attacks. This is a one-piece casting made of plastic and he is my first Old West blacksmith figure. I recently bought the Sarissa MDF blacksmith's building, which I have yet to make, so he'll be right at home in there.
The next three figures are assorted henchmen. Mercenaries and hired hands, henchmen are the easiest ally to find. Everyone and their brother it seems (often literally), has come to find their fortune in the battered lands around Brimstone. But most do not realise the terrors that dwell down in the mines, and the probable gruesome fate that awaits them. These plastic figures came in three parts - one single common body and legs, a choice of two right hands (one holding a pick, the other a pistol) and a choice of three heads. I used all three heads and both hands, but rather than duplicate the the weapons, I cut the third henchman's arm off at the elbow and remodelled it with Milliput so that his hand is resting against his pouch.
Dogs are a common sight on the frontier, helping to guide cattle, protect territory, or just roaming the streets of every settlement as strays. There is no ally more loyal than the faithful dog, sniffing out valuable treasures, running ahead to scout the area for threats, or holding off hordes of creatures with their fearsome bark. This was also a one-piece plastic casting and is such a versatile figure that he could be used in so many games and genres.
Pack mules are the work horses of the Old West. Loaded down with all manner of tools, gear, supplies and loot, a pack mule can be indispensable for hauling around the extra equipment and treasures collected throughout an Adventure. Though slow and non-aggressive, a pack mule can be easily spooked, kicking wildly as it finds its way out of danger. This plastic figure came in four parts - right and left body and right and left equipment packs. It is the only pack mule I have and oddly enough, it is my favourite figure out of this set. The dog comes a close second. These are the six figures that you get in the Old West Allies boxed set.
Included in the boxed set are cards for Ally Specialities, giving them different abilities or gear and modifying their cost to hire. In addition, there are different types of henchmen you can hire. Figures for some of them are available from the Flying Frog webstore, which is where I got mine. The Mexican bandido is known only as Loco, although I gave him the surname of Lopez, as it is nicely alliterative. He is basically a lesser version of the Bandido Hero with his pistol and dynamite. He is a two piece resin casting, with his sombrero a separate piece.
Another specialist ally currently available is the mutant blacksmith. His lower face and the right side of his torso are covered in tentacles. He would most likely be found in one of the mutant towns that are cropping up around Brimstone. He is a one piece casting made of resin.
These are extremely useful figures and I am very pleased that Flying Frog are producing these generic Old West figures. Not only are they are a useful addition to Shadows of Brimstone, but they will certainly see use in my more normal Six Gun Sound campaign. I just need to give them names.

Friday, 30 March 2018

Vampifans Views 104 - Monthly Musings 75

Doesn't time pass quickly when you're enjoying yourself? It hardly seems a month has passed by since my last Monthly Musings. As always, I start with a picture of Vampirella. This is the second of my pieces of artwork by Spanish artist, Manuel Sanjulian, whose paintings graced many a cover of the original Vampirella monthly magazines in the 1970's. I wonder if one of the two panthers behind Vampi aren't her friend and ally, Pantha, in her animal form?

As is usual these days, this has been another very busy month for me, hobby-wise. My enthusiasm for the new Necromunda sci-fi skirmish game is still very high. I recently finished painting the four new Forge World Bounty Hunters and Hive Scum, so I'll be showcasing them soon. I've ordered second boxed sets of the Escher and Goliath gangs as well as two sets of Orlock gangers. I want to expand the size of my gangs. These new plastic figures offer so much customisation. For the Eschers in particular, I wanted to make some more gangers to use the two weapons included in the boxed set that weren't used by the 10 figures I did make.
Forge World Escher Weapons set 2
Just as I was thinking about what to do with the other 8 gangers Forge World announced the release of not one but three blister packs of Escher weapons to arm your gangers with. Talk about overkill! There did seem to be a fair bit of duplication amongst the three sets so I only ordered one of them - set 2 if you're wondering which one (see picture to the right). I liked that set best of all because it offered alternative heads as well as weapons.
I still have lots more of my old Necromunda metal figures to show you and I will get round to it sooner rather than later. A couple of days ago I received my pack of 200 rare earth magnets from China, and so I will be able to magnetise my scratch-built Underhive scenery and get them all painted. I must admit, I'm not looking forward to painting 60 pieces of scenery, but it has to be done. I'm currently painting the barricades and doors that came with the new starter set box.

For my WOIN blog and The Ace of Spades Campaign, I have been digging out some of my old sci-fi figures and rebasing them on MDF bases. I can't wait to show them on my blog but at the same time, I don't want to interrupt what is going on in the Alien Base scenario for my The Ace of Spades Campaign. Playing and writing up this campaign is so much fun. If you are following this scenario, you can see the level of tension mounting as the crew delve deeper into the apparently abandoned alien base. There is a very palatable sense of growing dread.

However, what has been taking up most of my time this past month has been my Wild West project. I have made four new buildings, all made of MDF - a sheriff's office and jail, a land office, an undertaker's and a small double storey building under construction. My town is growing. The sheriff's office and jail were produced by TT Combat and the other three by 4Ground. I am also busy making lots of card furniture items for the interiors of my Wild West buildings. I am getting very close to posting my first Wild West batrep. I have also been painting lots more Wild and Weird West figures, which I plan on showing you very soon. I can tell you that my first batrep will feature the Two Hour Wargames rules, Six Gun Sound. There were two versions of this set of rules. The original set, subtitled Blaze of Glory, were highly detailed, which I certainly approved of. The more recent version was much more streamlined and was designed for fast play. What I have done is to take elements from both sets to come up with my own set of hybrid rules. I also designed my own character record sheets, similar to the ones I designed for All Things Zombie. So far, I have created stats for 48 Grunts and Stars, more than enough to get me started. Six Gun Sound will only feature traditional Wild West scenarios. The Weird West stuff will be covered by either Dracula's America, High Moon or Shadows of Brimstone. I like all three sets of rules. This project has been a long time coming and now, at last, it should come to fruition.

With today being Good Friday I wish you all a very happy Easter. 

Sunday, 25 March 2018

Necromunda: Redemption Gangers 01

I'm still sticking with Necromunda for the time being and in this post I want to showcase my original Redemptionist gang who were known as the Triple K Gang. They finished eighth out of twelve when I ran my first campaign. Sadly, I can't put names to any of these figures as the player who ran them kept his gang roster sheet and I didn't get a copy.
At the far left is a Redemptor Priest, the leader of a Redemptionist gang. This particular Priest is armed with a Melta-Gun, an Autopistol and a Sword.
At the far left is another Redemptor Priest. He is armed with a Hand Flamer and a Sword. For the Redemptionists, the whole of creation is riven with vile corruption that can only be cleansed through blood, faith and fire.
In the centre of this group is a special character known only as the Arch Zealot. He is one of the most famous and feared of all Redemptor Priests in the Underhive. He is a mystic and a prophet of the Redemptionist cause, leading a solitary existence in the Underhive. He wanders constantly from place to place, preaching to Redemptionists and whipping them into a state of intolerant fury which almost invariably ends at the very least in a lynching, and more often than not in wholesale slaughter and genocide. His views are considered to be rather - erm - extreme, even by his fellow priests and some would say that he should be banished from the Redemption cause altogether. The Arch Zealot denounces all who voice such opinions as weak-willed traitors, and such is his following amongst the common mass of Redemptionists that those who argue against him either quickly recant or are lynched by an angry mob whipped up into a frenzy of blood lust by one of the Arch Zealot's rabble-rousing speeches. He is armed with a Flamer, a Stub Gun Pistol and a Sword.
The Redemptionist gang does not have any heavies. What they have instead are Zealots and Deacons. At the far left are two Zealots. Zealots are crazed individuals touched by the Emperor's fury. They are so filled with bile and anger that they are in an almost permanent state of rage. The most common Zealot weapon is the Eviscerator, a giant double-handed Chainsaw fitted with an Exterminator flame cartridge to slice and burn the unbelievers into charred lumps (for their own good, of course). The Zealot at the far left is armed with such a weapon.
His colleague is carrying a Massive Axe instead. Both of them are also armed with Stub Gun Pistols.
The Deacons attend to the secular affairs of a Crusade, silencing dissenters, controlling the crowds while the Priest preaches, protecting his person from defilers and so forth. Deacons are confirmed Brethren who are fanatically loyal to the Redemption and completely trustworthy in the Priesthood's eyes. Their faith is rewarded with a position of responsibility and the best weaponry. The Deacon second from the right is armed with a Grenade Launcher and an Autopistol.
The Deacon at the far right is armed with a Flamer and a Stub Gun Pistol.
The standard gangers of the Redemption are known as Brothers and the juves as Novices. Collectively, they are the Brethren, the great mass of supporters from the Underhive who have dedicated themselves to the path of righteousness.
At the far left is a novice armed with a pair of Autopistols and a Sword.
Next to him is a brother armed with a Shotgun modified with an under-slung Exterminator (a one-shot Flamer), a Stub Gun Pistol, Frag Grenades and a Flail.
The brother in the centre of this group is armed with a Hand Flamer and a Knife. This figure was a Cultist I converted from the Citadel Chainsaw Warrior range.
The brother second from the right is also a conversion. He is based on the brother at the far left in the two photos below. I swapped his Autogun Rifle for a Frag Grenade. He is also armed with an Autopistol and a Knife.
At the far left is a novice armed with an Autopistol, a Stub Gun Pistol and a Knife.
At the far left is a brother armed with an Autogun Rifle with Exterminator, and a Knife.
The next two brothers in line are each armed with a Shotgun, a Bolt Gun Pistol and a Knife.
Second from the right, this brother is armed with an Autogun Rifle with under-slung Exterminator, an Autopistol and a Knife.
Finally, at the far right is a brother armed with a Hand Flamer, an autopistol and a Knife.
The Redemptionists are one of the Outlander gangs and as such, are considered as Outlaws. The Redemption is a powerful force amongst the Houses that control Necromunda, with active or covert followers in all of them. House Cawdor has dedicated itself to the Redemptionist cause entirely and is effectively controlled by the Redemption. There the path of righteousness is at its purest with regular public witch hunts and mass burnings of heretics and mutants. The Brethren of Cawdor are so pure that they view even Redemptionists from other Houses as little better than sinners.
The Redemptionists are an interesting gang and I have mixed feelings about them. I like them better than the Cawdors but I dislike all religious fanatics. They are a gang I'd enjoy playing against but they're not a gang I'd want to play myself.

Wednesday, 21 March 2018

Necromunda: House Delaque Gangers 01

And so I come to the last of my reviews of the six main gangs who appeared in Games Workshop's sci-fi skirmish game, Necromunda and these are the House Delaque gangers. When I ran my first Necromunda campaign in the mid 1990's, House Delaque was the second most popular choice of gang behind House Van Saar. Three of my players chose Delaque gangs and they were called the Emperor's Sons, who finished third out of twelve, the Black Pebbles, who finished fifth and the Long Riders who finished last. Sadly, my players kept their gang roster sheets, so once again, I can't give names to the figures shown. Two of my players used my painted Delaque gang and one bought and painted his own Delaque gang. In this post, I'll be showing my own figures, who were all produced by Citadel Miniatures.
At the far left is Kellerman, the Emperor's Sons gang's leader. He is the only person from that gang whose name I can remember. Big Fub from House Goliath and Kellerman had quite a rivalry going on as they frequently traded insults and threats. Kellerman is armed with a Boltgun Rifle, a Slug Pistol, Frag Grenades and a Knife.
Next to him is an alternative leader figure, who led the Black Pebbles gang, and he was called Mario Van Pebbles after the actor, Mario Van Peebles. Mario is armed with a Plasma Pistol, an Axe, Frag Grenades and a Knife.
Next up are the three heavies. In the centre of the group of five, this heavy is armed with a Lascannon and a Las Pistol.
Second from the right, this heavy is armed with a Heavy Flamer and a Lasgun Rifle.
The heavy at the far right is armed with an Autocannon and a Shotgun.
Citadel produced eight different figures for the gangers but I have ten. The ganger at the far left is a juve whom I converted when he attained ganger status. He is armed with a Lasgun Rifle, a Las Pistol and a Knife. He is based on the third juve in line in the photo below. I cut off his right arm at the elbow, and remodelled it to hold his Lasgun. I also added his pouch that is slung over his shoulder.
Next to him is one of the Necromunda hired guns, who looked just like a Delaque. All I had to do to convert him, was to paint him in the same colour scheme as the rest of my Delaque gang. He is armed with a pair of Bolt Pistols and a Knife.
In the centre of this group, this ganger is armed with a Lasgun Rifle, a Las Pistol and a Knife.
Second from the right, this running ganger is armed with a Shotgun, an Autopistol and a Knife.
Finally, at the far right, this ganger is armed with a Lasgun Rifle, Las Pistol and a Knife.
Continuing with the gangers, the chap at the far left is armed with a Shotgun, a Las Pistol, Frag and Krak Grenades and a Knife.
Next in line, this ganger is another one armed with a Lasgun Rifle, Las Pistol and Knife.
The ganger in the centre of the group is armed with an Autogun Rifle and a Knife.
The ganger second from the right is firing a Lasgun Rifle, and he also has a Las Pistol and a Knife.
The ganger at the far right is firing an Autogun Rifle, and he also carries an Autopistol, Frag and Krak Grenades and a Knife.
I finish off with the five juve figures. At the far left, this juve is firing an Autopistol and a Slug Pistol.
To his left, this juve is armed with an Autopistol and a Knife.
The juve in the centre is armed with a Slug pistol and a Knife. This is the figure whom I converted into a ganger.
Second from the right, this juve is armed with a pair of Las Pistols.
Lastly, the juve at the far right is armed with an Autopistol and a Knife.
The Delaques are a good gang, in my opinion. They specialised in sneak attacks and proved to be worthy opponents in my campaign. I deliberately painted them with dark brown skin to add some ethnic diversity to my gangs as I didn't want all Caucasian gangs. Yet again, these are all very well sculpted and I really love their long coats. I am very curious to see how the new plastic versions will look.
Although I have now shown my own figures for the six main Houses, this is not the end of my reviews of my old Necromunda figures. Still to come are reviews of the lesser gangs like the Ratskins, the Redemptionists, the Scavvies and the Spyrers. Plus, there are the bounty hunters, hired guns, psykers and beasts to showcase. Add that lot to the new figures being produced by Games Workshop and Forge World and you can see that I have loads of Necromunda material to keep me busy for a long time.

Saturday, 17 March 2018

Necromunda: House Van Saar Gangers 01

Way back in the mid 1990's when I ran my first Necromunda campaign, the gang that proved most popular with my players was House Van Saar. They were noted for their ranged attacks and access to archeotech gear. Four players chose Van Saar gangs and they were called the Assassins, the Desert Rats, the Cereal Killers and the Van Dams. They had mixed fortunes in my campaign. The Assassins were forced to retire, the Deserts Rats finished fourth out of 12, the Cereal Killers were seventh and the Van Dams were eleventh. My players kept their own gang roster sheets and figures, so in this post I'm going to show my own Van Saar figures but none of them were named and they were never used by me. These are all metal figures produced by Citadel Miniatures.
 At the left are the two gang leader figures. Both are armed with Las Pistols and chainswords. The chap at the far right also has a Melta-Gun and the figure next to him has a Plasma Pistol.
Next up are the gang's two heavies. The ganger second from the right is wielding a Plasma Cannon and a Las Pistol, whilst his colleague is armed with an Autocannon and a Las Pistol.
Moving on, we have the regular gangers. At the far left, this ganger is armed with a Bolter Rifle, a Las Pistol and a Knife.
Next to him, this ganger is armed with a Lasgun Rifle, a Las Pistol and a Knife.
Second from the right, this ganger is armed with a Shotgun, a Las Pistol and a Knife.
The white-haired ganger at the far right is armed with an Autogun Rifle and a Las Pistol with a Scope Sight.
The ganger at the far left of this group is armed with a Lasgun rifle and an Autopistol.
To his left, this ganger is armed with a Shotgun, a Las Pistol, Frag Grenades and a Knife.
The ganger who is second from the right is armed with an Autogun Rifle, a Las Pistol and a Knife.
The gang's sniper at the far right is armed with a Lasgun Rifle with Scope Sight, a Las Pistol, Frag Grenades and a Knife.
Finally, are the gang's six juves. The juve at the far left is armed with an Autopistol and a Club. The next two in line are armed with a Las Pistol and a Knife. These are both the same figure but I repositioned the arms of the one third from the left.
The juve third from the right sports a pair of Slug Pistols.
To his left, this juve holds a Slug Pistol and an Autopistol.
Finally, at the far right, this juve is armed with an Autopistol and a Knife.
As is usual with these original Necromunda figures, they are all extremely well sculpted. I can certainly see the appeal of this gang but their style of play didn't suit my own tactics. Despite there being four Van Saar gangs in my old campaign, I can't remember any outstanding moments with any them. They were rather bland. I honestly can't remember the names of any of their leaders. Sure, they were great at ranged combat and generally reliable but they all lacked personality.
Whilst I never got to use this gang myself in my Necromunda campaign, a couple of my players used them instead of going out and buying their own figures. This was quite common with my group! However, those of you who follow my WOIN blog, will recognise these figures as the mercenary company led by captain Erik Finn in my Raid on Sterling scenario.
I have just seen previews of the newest Van Saar gangers that are coming out soon for Necromunda: Underhive and I must admit, I am very impressed with them. What pleased me the most was the fact that they feature male and female gangers in the set. That's a first for a Necromunda gang! I'll definitely be buying them as soon as they are released... but not from Games Workshop! Why pay their prices when other companies offer them for 20% cheaper?

Tuesday, 13 March 2018

Necromunda: House Cawdor Gangers 01

In my last two posts I showcased my favourite Necromunda gang - House Escher. In this post I'm going to review my least favourite gang - House Cawdor. They fared very badly in my old campaign from the 1990's. They were used twice in my campaign. One of my old gaming buddies, Ken, used them at the start of the campaign and took such beating that he was forced to disband them and take a new gang. He then chose the Redemptionists, who were even more religiously fanatical than the Cawdors. Halfway through the campaign, when most of my players were taking second gangs to start with because their first choices had became so powerful, I decided to have a go with House Cawdor to see if I could do better than Ken. I lost nine out of my ten fights. Oh dear! Basically, I think that House Cawdor are crap! This is my House Cawdor gang that I'm showing and they were laughably called the Punishers. The Punished would have been a more appropriate name!
At the far left is Brother Coromell, a gang leader figure, who was used as an ordinary ganger because I much preferred the other gang leader figure. What was I thinking?! Coromell is armed with a Bolt Gun and a Power Sword.
Standing next to him is Father Paraden, the gang's first leader. He was such a disaster that another ganger challenged him for the leadership of the gang, and unsurprisingly, beat him. He would often get wounded and miss the next fight, which did not endear him to the other men in his gang. Paraden slunk off into the wastelands and was never heard of again. As shown, he is armed with a Bolt Gun, an Autopistol and a Chainsword.
Next up are three heavies. In the centre of this quintet of figures is Big Brother Dupaynil, who is armed with a Heavy Stubber, an Autopistol and a Knife. He was not used in my campaign. Note that all of my heavies were called Big Brother instead of Brother.
Second from the right is Big Brother Argray, who ended up being captured by House Escher. No rescue mission was made to recover him, so who knows what his fate was? It doesn't bear thinking about! He was armed with a Heavy Bolter, an Autopistol and a Knife.
At the far right is Big Brother Gerstan, who is armed with a Grenade Launcher, an Autopistol and a Knife. His Grenade Launcher could fire Frag, Krak or Hallucinogenic Grenades. He ended the campaign with a serious leg wound.
Moving on, we have the rank and file gangers. At the far left is Brother Quinada, who is armed with a Lasgun Rifle, an Autopistol and a Knife.
Next to him is Brother Sanborn, armed with an Autogun Rifle, an Autopistol and a Knife. He was not used in my campaign.
Nor too was the next ganger in line, Brother Garley, who was armed identically to Brother Sanborn.
Second from the right is Brother Ingrich, who is armed with a Lasgun Rifle, an Autopistol and a Knife. He was another figure who did not appear in my campaign.
At the far right is Brother Currald, who is armed with an Autogun Rifle, an Autopistol and a Knife. The sharp-eyed amongst you will recognise him as an old Grenadier Scavenger figure, who is now available from EM4 Miniatures as Scavenger with Assault Rifle. You have to admit, he does look just like a Cawdor ganger.
Continuing with the gangers, here we have Brother Dallish at the far left. He was armed with a Shotgun, an Autopistol and a Knife. Note the deliberate use of the past tense for describing his weapons. In a fight against a Van Saar gang, he was ambushed by an unseen monster and devoured! That was a most unusual way to die!
Second from the left is Brother Klepsin, who is armed with a Lasgun Rifle, an Autopistol and a Knife. He was not used in my campaign.
Second from the right is Brother Tollwin, who is armed with a Lasgun Rifle, an Autopistol and a Knife. He suffered a head wound and at the start of each fight he had to roll 1d6. On a roll of 1-3 he acted Stupid and on a 4-6 he would Frenzy.
Last in line is Father Follard, formerly known as Brother Follard. He was the ganger who challenged Paraden to the leadership contest. In the Punishers' eighth gang fight, Paraden was once again absent, recovering from a wound. Follard, as the most experienced ganger, took command against the House Orlock gang, Murder Inc. and achieved the Punishers' one and only victory of my campaign. He is shown armed with a Shotgun, an Autopistol and a Knife. When he became gang leader he bought a Chainsword as well as Frag and Krak Grenades to add to his personal arsenal.
Finally are the gang's juves. At the far left is Little Brother Varian (yes, the juves were called Little Brothers). He is armed with an Autopistol and a Knife.
Next to him, Little Brother Tailler is also armed with an Autopistol and a Knife. He was not used in my campaign.
At  second from the right is Little Brother Billis, who, once again is armed with an Autopistol and a Knife. He was not used either.
Last up, is Brother Paskutti, who managed to attain ganger status and thus dropped the "Little" from his title. He is armed with a Plasma Pistol and a Sword. Note that he is a converted figure. He was originally armed with a Slug Pistol, which I cut off and replaced once he became a ganger.
Despite my antipathy towards this gang, these are all nicely sculpted figures. As I said at the start, the two Cawdor gangs that took part in my campaign suffered an unbelievable amount of defeats. Ken's gang was so badly battered, with so many wounded gangers missing from action, that he sensibly disbanded it to begin afresh with a new gang. I thought I could do better. After all, my Escher and Goliath gangs finished in first and second place in my campaign, so I was a good player, but I just couldn't get a break with this gang. Not only did they lose nine of their ten fights but three of their five territories were taken from them by other gangs. That was just so pathetic! Clearly, my experience of this House has clouded my judgement of them. But quite frankly, I'd rather play any other gang than a House Cawdor gang. That said, I am curious to see how they fare in the new Necromunda rules. It's hard to imagine how much worse they could be!