Showing posts with label Orcs and Goblins. Show all posts
Showing posts with label Orcs and Goblins. Show all posts
Thursday, August 29, 2013
Today's Update: The Sguig-a-thon Nears its End
Well, actually I'm a little over half way through the squig herd. The squigs above have been matte varnished, and I've also added gloss varnish to the tongues, gums, and any other "slimy" parts. There will be a Squig Hopper mixed in as part of the herd, but since there's a goblin riding it, and I'm presently painting the goblins, that mini will not be shown until I've finished the herd and I show it off entirely.
There has been another development. My GW order arrived the other day, and so I've divided the Mangler Squig mini (they can sort of bee seen in the top left corner) and placed it on two bases. After doing that I added some extra mayhem in the form on additional Squig Hoppers to the minis.
I also have put together the movement trays for my regiments.
Everything, Night Goblins, Mangler Squigs, Trolls, and movement trays have been sanded and most of that stuff has been primed. I drybrushed the sides of the movement trays, but they're kind of boring, so you'll only see them in action with my regiments on them.
Now I just need to resist the temptation to paint the Manglers or the two Trolls instead of putting a dent in the Night Goblin horde. It's a lot of minis to paint, so I'm going to break the regiment up into batches so that I don't go mad painting them and abandon the army altogether again.
For now, however, it's time to get prepped for work.
Hopefully I'll have the army ready to be displayed before I get married in October. Here's hoping, eh?
Thursday, August 22, 2013
Squiggy Squig-Squig
Yep, I'm working on my Squig Herd. I had to tweak a couple of minis (the goblins on rocks) because they were getting in each other's way.
A little re-priming and voila! Minis ready to paint.
The squigs on the right have their skin finished, and the ones on the left do not. The difference is subtle, but it's there, trust me.
On the modeling front I've finished the Night Goblin horde unit. I'm now waiting on the shipment I ordered from GW (Mangler Squig, troll, movement trays, and sand). Normally I would balk at $8+ for a tub of sand, but the initial minis have the same stuff on them, and I don't want the current ones to look different. It's the same reason I'm using GW primer rather than my usual Rust-Oleum primer.
I'm moving forward, but I'd be lying if I said the upcoming gigantic regiment of gobbos wasn't intimidating. Regardless, I'm bracing myself for the upcoming "goblin-a-geddon".
A little re-priming and voila! Minis ready to paint.
The squigs on the right have their skin finished, and the ones on the left do not. The difference is subtle, but it's there, trust me.
On the modeling front I've finished the Night Goblin horde unit. I'm now waiting on the shipment I ordered from GW (Mangler Squig, troll, movement trays, and sand). Normally I would balk at $8+ for a tub of sand, but the initial minis have the same stuff on them, and I don't want the current ones to look different. It's the same reason I'm using GW primer rather than my usual Rust-Oleum primer.
I'm moving forward, but I'd be lying if I said the upcoming gigantic regiment of gobbos wasn't intimidating. Regardless, I'm bracing myself for the upcoming "goblin-a-geddon".
Tuesday, August 20, 2013
The End is Nigh-Er
Another step closer to finishing my Night Goblin army, as Demitra provided me my Orcs & Goblins book as well as two boxes of Night Goblins. Soon (like tonight) I'll have a horde of little evil creatures bent on trying to achieve something on the field of battle. All I need now are the Mangler Squigs and one more troll. Demitra is going to (in theory) hook me up with a Stone Troll, and then I'll be ready.
Muahahaha!
Muahahaha!
Monday, August 19, 2013
Mas Goblins
Another picture post today, This one is of the two Night Goblin archer units I finished today.
To be honest, the front unit was almost painted and just needed two archers as well as the stars painted onto their clothes. After that a layer of Dullcote. The rear unit only had their bows done. They were a bit of a trial to finish, but now it's "treat time". I'll be painting up my squig herd next.
Back to the grind.
To be honest, the front unit was almost painted and just needed two archers as well as the stars painted onto their clothes. After that a layer of Dullcote. The rear unit only had their bows done. They were a bit of a trial to finish, but now it's "treat time". I'll be painting up my squig herd next.
Back to the grind.
Thursday, August 15, 2013
More Gobliney Goodness
This one isn't a rant about army composition and tactics. This one is an actual showcase of painted miniatures.
As I said in my last post, I've been painting up Night Goblins. Some were already painted and required just the odd touch-up here and there:
While others had languished in a partially painted limbo inside my gaming closet:

It seemed a shame to let Skarsnik just sit there unused, unloved, and unpainted, so he was a top priority.
Blogger does weird stuff from time to time, and today it decided to mess around with my pictures. Any way, the above Night Goblins are my next planned target.
Not a lot of text today, I prefer to let the pictures speak for themselves.
...And it's time to head off to work
As I said in my last post, I've been painting up Night Goblins. Some were already painted and required just the odd touch-up here and there:
While others had languished in a partially painted limbo inside my gaming closet:
It seemed a shame to let Skarsnik just sit there unused, unloved, and unpainted, so he was a top priority.
Not a lot of text today, I prefer to let the pictures speak for themselves.
...And it's time to head off to work
Thursday, August 8, 2013
A Break From Mystery: Night Goblins
| Skarsnik & Gobbla |
Dudes that all look the same.
Luckily my army list has quite a few characters in it, as well as a good number of Squigs. This helps to break up the monotony a bit, and with an army that relies on Horde formations in order to function, this is a great big deal. I thought that all Clanrats looked the same. No. All Night Goblins are the same dude over and over. I don't care if they have slight variations in pose, or the boss on their shield varies a bit between minis, I have 120 miniatures from the old "Battle for Skull Pass" box set, and the spearmen are all the same. The archers are all the same. They're all essentially the same goblin wearing the same black robe with the same armament from gobbo to gobbo.
But that's okay. I love the fluff behind the Night Goblins. I love the way they play on the table. You can be so insidious and constantly mess with your opponent. The army is pretty inept, to the point where if you can't cripple your opponent on the way in and then hammer him with all your best stuff once he make it to you, you have lost the game. There's no heroic last stand with this army. There's no valiant warrior cutting swathes of enemies down with every strike.
| Another inept green evildoer. |
...And dying...
...And let's not forget the running away.
When things go right however, and they tend to have to go more or less flawlessly, there's joyous cackling. And I mean a lot. This is an expert's army. Not only does it tend to get unruly, but you have a limited pallet of troops to draw from. If they're not ill tempered little green dudes in black robes or giant man-eating (and goblins too if they're not careful) fungoid monstrosities (and in my case dimwitted trollish pets) they're out. I probably wouldn't include the Trolls if not for one coming in the Battle for Skull Pass box, but if Games Workshop says they're fluffy for a Night Goblin army, who am I to argue? Plus the minis are really cool.
The limitations on the army make it function in a very specific manner. Stand your ground (usually), release the Fanatics, and then rush the now softened enemy with the big stuff.There are variations on this, and my army uses a particular one that has... Questionable morals at best (I'm not cheating, but the way I employ my regiments is at times perhaps a bit gamey). But hey, I'm playing goblins, and there are always plenty more where they came from, right?
| The origin. |
I'm hoping I'll be able to get a game or so in before my free time goes from dwindling to non-existent (the wedding planning is a complete time vampire).
Demitra gave some rumblings about his Empire army, but it would require a large investment of time, effort, and money on his part, and he basically said for me not to hold my breath, so I'm not going to. It would be nice to have another sparring partner as my usual WHFB partner had another kid recently (ish) so he's kind of out of the picture for a bit.
Oh, by the way, the mystery project has been completed, and I have begun a rundown of it, but this was more pressing today, so it has been pushed back.
Saturday, November 26, 2011
Squig Racing!
What This Is
Welcome to the revised and condensed edition of my somewhat locally famous squig racing rules. I have made this game much easier to play by removing any unnecessary complication from the rules. These rules remain fast, fun, and frequently fatal. You’ll require three six-sided dice (d6), a “scatter” die, a ruler or tape measure (at least 18”) and a squig hopper model for each player. A gaming table full of terrain is the best surface to play on, but any flat surface will do.
Whenever you roll two or more dice, add the scores together to get the final value. Two dice will be abbreviated 2d6, and three dice 3d6.
The Rules
Agree on a course for the players to race around, and if needed jot the course down on a piece of paper.
All the players line their squigs up at the starting line, and roll 2d6 for each player, re-rolling any ties. This is called the Initiative Roll. The highest score has to go first. Play continues down the initiative ranks until all the players have moved their models.
To move a model, first declare whether your rider will Reign In his squig, Move Normally, or Hit his squig. Next, declare what direction your squig will move. When a rider Reigns In his squig, he rolls 1d6 to move, Moving Normally allows the rider to roll 2d6, and Hitting a squig makes the player roll 3d6. A model moves in the nominated direction a number of inches equal to the value rolled in a straight line. If a player rolls a double (both dice the same value) the squig decides it would rather move in another direction. Roll the scatter die and move the squig in the direction indicated. Should the player roll triples (all three dice come up the same value) the squig tires of the abuse from its rider, and eats the offending goblin. Remove the model from the race.
Squigs are assumed to jump high enough to clear any terrain feature in their way.
Should a squig land in a non-liquid terrain feature it suffers a collision. If a squig lands on another racer, both suffer collisions. A collision causes a racer to roll 2d6 and find their score on the following table:
Collision Table
2 SPLAT! The squiq has met an unfortunate end. Remove your model from the race, as it becomes a puddle of squig and goblin goo.
3 WHAM! The squig slams headlong into the obstacle, knocking the rider senseless. The model does not move until the player can roll a 4+ on a d6 at the end of a turn.
4 THUD! The squig lands heavily, stunning both squig and rider. The model may not move until the player can roll a 2+ at the end of a turn.
5 WHAP! The goblin is left slightly dazed. The model may not move again this or next turn. If the model suffers another collision, any score other than a 2 is ignored.
6-8 BOING! The squig lands and immediately jumps again. Roll 2d6 and move the model in a random direction determined by rolling the scatter die.
9 WHOAH! The goblin loses his grip and scrabbles to regain control of the unruly squig. The model moves randomly until the owning player can roll a 2+ at the end of a turn.
10 AIEE! The goblin is thrown from the squig and begins chasing down his prized steed. The model moves randomly until the owning player can roll a 4+ at the end of a turn.
11 PHEW! Somehow the squig lands without any incident. The model suffers no effect.
12 YEEHAW! The squig is inspired to move faster! The owner may immediately move their model normally, even out of turn.
Moving due to collisions does not count as the model’s movement for this turn, so a player that has not moved yet may still move at his initiative.
Note that a result that requires a score to be rolled on a die in order to end may not be rolled for at the end of the turn it is inflicted.
If both models roll a result where neither hopper moves out of the way, reduce the distance moved by the model moving into the occupied position until there is room for the model.
If a squig lands in a liquid terrain feature (a lake, river, swamp, magma, acid, etc.) it sinks like a rock killing both squig and rider. Remove the model from the race.
Should a model bounce in such a way that it would land off the table, he has clearly fallen off the edge of the world, and the model is removed from the race. Alternately, the players may agree before the race that the race is taking place in a cavern or pit and instead of falling off the model stops at the edge of the table and suffers a collision.
Winning the Race
The first player to complete the course or the last player to remain alive wins the race. If the last remaining squigs are removed from the race at the same time (usually from the racers colliding), everybody loses.
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