A full two months after the last game (oops), we had @wobin over for another #WarhammerQuest game! We did another Deliverance journey, where you need to stay ahead of the Suffocating Gravetide curse and warn the citizens of its approach, and we absolutely smashed it despite the Vargskyr making an appearance. We found from the last one of these we did that as long as you can get sufficiently ahead at the beginning it's not too much trouble to keep clear of the Gravetide, it's when you get stuck fighting hostiles and can't make any forward progress that you really end up in trouble.
To be fair, @yayKM's character was VERY heavily wounded in that fight, but thankfully I had a very convenient healing potion equipment I was able to give her and she rolled very well and was able to recover all the wounds she'd lost. We did a lot better this game, everyone ended up inspired, and my dwarf Dagnai singlehandedly faced down an entire room of zombies and skeletons and took most of them out, barely taking a scratch in return!
The next game is going to be a rough start though, I rolled EXTREMELY poorly on the event table at the end of the game, and THE big bad, Radukar the Wolf, is going to make an appearance at the beginning of next game despite him ordinarily not showing up until we're Level 3 (we're Level 2 right now). 😬
#WarhammerCommunity
I took my shiny new Intercession squad out for the first time tonight and was victorious, winning 16-11 over the filthy Chaos cultist heretics!
It was definitely an awful start though, absolutely atrocious dice rolling. At the start of turn two, my leader Sister Sarine fired her plasma pistol and of the four dice hitting on 3+, only ONE was a success (which was duly saved). Then she charged into combat, rolled five dice that would normally hit on 2+ but needed 3+ instead because of an aura effect the Chaos mutant I was fighting had, and EVERY SINGLE dice was a 2. 😑 She and my grenadier Sister Decima ended up getting killed within the first couple of activations of turn two, and two of the giant mutated Chaos Torments had spawned and it was looking very bad. Fortunately after that I was able to rally a bit and my dice rolling turned around, and player of the match goes to my remaining Assault Intercessor Sister Genevane who accounted for two Blessed Blades, a cultist, AND one of the huge Chaos Mutants.
Being able to move a full six inches — actually seven because I took the Chapter Tactic that gives an extra inch of movement — instead of the slow plodding four of the Death Guard meant I was able to move around the map a fair bit more, and the bulk of my victory points ended up being from scoring objectives. I definitely enjoyed playing the Intercession team and they don't have _too_ many things to remember. I think my plan is going to be to pretty much take the exact same equipment and tac-ops each time until I get a proper handle on them.
We had our rematch of the Death Guard vs. Tyranids vs. Strike Force Justinian tonight, and because tomorrow is a public holiday we all stayed slightly later and managed to finish the whole game, AND I won 8-7-4! 🎉 (We _did_ slightly fuck up one rule up about injuries and so my Heavy Gunner did better in close combat versus the Space Marine leader than he should have, and ended up killing the leader.) Instead of ten Genestealers, my friend playing the Tyranids took three Tyranid Warriors instead and used, uh... some different type of Aliens miniature for them that looked very cool.
The Death Guard felt extremely thematic, it was just a slow, steady, plodding advance across the battlefield, and they were hard enough to kill that they were difficult to dislodge from the objectives once they were on them. My plasma gunner was my MVP, he only shot three times but each one was a killing shot, taking out two Space Marines and a Genestealer. I also took the dual-plague-knives Fighter for the first time and he did okay, but he _definitely_ served well as an extra close-combat threat beyond just my leader. The Disgustingly Resilient rolls were a lot swingier this game than usual, I either did fantastically well (my Plasma Gunner took nine damage from the Space Marine sniper and would have died but ended up rolling so well he only took four, and subsequently ended up vaporising the sniper in his own activation), or really badly (my Fighter took something like ten damage in his first melee combat and saved NONE of it), with nothing in between.
As with the first game, we had a couple of very cool cinematic moments, my Fighter facing off against one of the Warriors and a Genestealer, and one of the Space Marines shooting at another of the Warriors while one lurked behind him ready to pounce.
And with that, the Intercession team is complete! So very happy with how these came out, but let me tell you, I am not doing this much edge highlighting ever again. 😂
My converted Intercession team is now completely done bar the basing and decals! 🎉 The magnifying headset and the absurdly fine brush I bought were definitely both excellent purchases, there's no way I'd have been able to get the eyes done this well otherwise.
I included the second photo because I just CANNOT get the edge highlighting properly visible when they're sitting on the table like in the first photo.
Another Sunday, another game of Kill Team!
I didn't actually play tonight because I didn't have a great night's sleep last night and absolutely did not have the mental capacity for it, but I DID supply the terrain and it looked absolutely fantastic. It was Plague Bearers vs. converted Skaven Adeptus Mechanicus, but because there were 12 Plague Bearers and 11 AdMech we only got through two turns, final score was 5-4.
Making slow but steady progress on my Intercession ladies. The bit that's REALLY going to slow me down is when I get to doing the edge highlighting on their armour. 😬
We continued our Warhammer Quest campaign today with @wobin by defeating the mighty Vargskyr!
It was a very interesting variation on the standard journeys: instead of the hostiles we faced being randomly selected from the encounter deck, we started out with all six corpse rats and all six dire bats, divided into two groups, plus the Vargskyr itself. The Vargskyr didn't start on the battlefield and they represented it striking stealthily from the shadows by making its activation involve rolling the D12 and whichever of the lychgates (the red door things on the edges of the tiles) was on the die, the hero closest to that would just straight up take a damage, no saving throw or anything. To actually get it to come out in order to damage it, you had to get to the "mysterious objects", which are the skeletons and the columns with the raven on top, at which point it'd pop out and absolutely wallop the hero that activated it, then vanish as soon as any damage was done to it, and you'd have to get to the next mysterious object, and so on.
It started out looking VERY rough, almost everyone was at half health quite quickly, but thankfully we were able to rally and once we got through the initial hostiles that started on the battlefield we had some very lucky rolling where the hostiles _didn't_ respawn when it was their turn to activate. After that it was a case of getting enough damage onto the Vargskyr which we were able to do (and once all the mysterious objects were gone it'd remain on the battlefield so we could really wail on it).
So now we're all at Level 2, so there'll be more hostiles to face, and the Vargskyr will actually potentially come back as one of the hostiles drawn from the encounter deck when we play our next regular game! 😬
My Kill Team terrain is DONE! Absolutely fucking stoked at how good it looks, I even painted the screens up to look like, well, screens! Other than the screens, all I did to the rest of it was a drybrush of Ironbreaker plus the rust pigment. I wasn't looking forward to having to individually apply pigment fixer to everything but fortunately using a solid thick coat of matte varnish via the airbrush has done the trick just as well, and with far less effort. The hazard stripes above the doors look so good too, and I made sure I dabbed them with rust pigment so they looked properly worn like the rest of it.
Also after our last game of Kill Team (https://virtualwolf.org/media/posts/2542), I decided I wanted to add a bit of extra pizzazz to my Into The Dark terrain because it looked a bit dull next to my friend's set that he put a fair bit more effort into.
One of the things he did that I particularly liked was adding hazard stripes to all the walls above where the doors are, because it's VERY easy to miss the fact that there's a door there and suddenly your opponent opens one right next to one of your operatives and you're like "...oh, shit." Very happy with my hand-painting efforts for the hazard stripes here, I also did some drybrushing with silver (I had done zero drybrushing at all until this point) and used the MIG brand rust pigment to add some extra grime and wear, and it looks mint. Left is before, right is after.
Now I just have approximately twelve million more pieces of this terrain to do. 😅