The Questers of Magod vs. Da Cuttas Ov Da Jibb
Scenario: Convoy (Digganob, scenario 2)

In the first clash between the two underdogs of the GoMo campaign there’s everything to play for as they meet in the desert. Da Cuttas Ov Da Jibb (recently renamed for clarity) are attempting to haul their looted/stolen/found booty back to Mektown only to be attacked by Da Skid’s mounted menace, The Questers of Magod. So, who will win – pirate orks or mutant cowboys?

setuptent-1 Here’s the setup, with muties indicated by the yellow arrows. The freeboota trukk is in the centre, indicated by the red measuring ruler. They’re carrying three pieces of scrap and a skeleton crew. They take the first turn, seeing the muties closing in.

Attempting to get into a better position for escape the orks get themselves onto the safer side of the difficult terrain and barricades – better one mutie than three, right lads?

Roja mans the harpoons and goes for the mutie with the huge plasma staff thingy (a Jezzail) but the trukk’s a boneshaker and his shot misses, impaling the nearby tent.

mutie-move-1Wabdash has better luck and manages to give him a flesh wound but Commissar Statistix isn’t going down without a fight, clearly.

Not to be left empty handed the muties close the gap while their heavy support, Commissar Statistix, holds steady, planning his shot.

When the time is just right he takes his shot, damaging the harpoon gun onboard Da Jolly Squig. The damage isn’t extensive but it should make it even harder for the freebootaz to use their best ranged weapon.

DAT CHEEKY ZOGGER!
-Da Kaptin

IMG_2453Da Cuttas Ov Da Jibb grin as their driver guns Da Jolly Squig’s engine and tries to make street pizza of Commissar Statistix, who passes his initiative test easily and deftly dodges. Da Kaptin wants his revenge though and puts the mutie down with a lucky shot from his shoota.street-pizza

Pyoor skill, yer git!
-Da Kaptin

 

 

The muties pull it together though and get into range and open fire and damage Da Jolly Squig’s wheels, shaking up the crew but not scaring them off.

Immobilise their transport, brothers, they must not escape!"
-Seeker Magnus

 

mutie-volly

freeboota-chargeCovered by hail of harpoons and kannon fire from the crew the landing party disembark, charging towards the nearest mutie, Commissar Statistix. Using their recently acquired growler squigs they take the Keeper down, ouch!

Their trukk is now temporarily immobilised as the driver was one of the crew who disembarked (represented by the model “Grob”). The muties have got the mob where they want them now, but can they claim the upper hand?

 boom-citydamn-armour The muties open fire on the landing party as best they can but it’s no good, Steerrraaagh! and Da Kaptin are too gnarly. An explosion from Magnus’ fusil hits the freeboota leader full in the chest but once the smoke clears and the echoes die away all that can be heard is the taunting laughter of Da Kaptin.

Yarrharrrharr! DAT ALL YE GOT, YER PANZIES?!
-Da Kaptin

Steerrraaagh! charges Magnus, the mutie Seeker, and gets in two powerful blows but it’s no good, his armour is just too tough and it’s not long until skill prevails and the ork goes out of action. One casualty each!

slow-speedMeanwhile one of the mutie Snagas is getting into some cover nearby and taking shots at Da Kaptin, eventually giving him a fleshwound, no armour protecting him from that.

Taking the hint, Da Kaptin boards Da Jolly Squig again and yells at the gunner to grab the wheel. After a few slow speed manoeuvres they’re eventually back to facing a useful direction – time to squish some mutie scum!

While they’re doing that they’re having some issues, mainly because Baccus is dodging between the rock spires in the distance taking  potshots at them. That hit-and-run riding skill he’s got is proving very handy.

reefUnfortunately for the freebootaz, they’re about to find out why the gunner is just that..

Firing up the thrusters it’s only a few seconds before there’s an almighty crunch of tortured metal. Well, that’s the thrusters gone.

Arrr! We’ve run aground, Cap’n!
-Soon to be keel-hauled stand-in driver

The muties rain fire on the stricken vehicle but apparently Magnus has other ideas, missing completely and destroying the poor tent. Oh the humanity!

 

mutie-meleetent-2Disembarking once again, Da Kaptin charges Mol and after a struggle takes him down with a heavy blow to the head. One lump or two?

With only the Seeker and a lone Snaga left on the board, the muties have had enough, they decide to cut their losses and bottle out.

They may scare easily, but I suspect they’ll soon be back, and in greater numbers..

 

 

Result: Victory to Da Cuttas Ov Da Jibb

In the post game sequence Mol was found to have a headwound from the bludgeoning he received, but he wasn’t disheartened. Quite the opposite, it seems to have knocked some confidence into him, enough to challenge Magnus for leadership! Ultimately Magnus proved to be a better shot, but it took several rounds to establish who was better.

The mutie Keeper, Commissar Statistix, also ended up with a headwound. That could be an issue in future..

By comparison the mutie mob had an uneventful time, as Da Cuttas Ov Da Jibb may have won, but that wasn’t enough for the first mate. He wasn’t in the battle, but he did get to go in for a spot of serjery, emerging with tracks instead of legs and a steel skull. The increased leadership this gave him made him challenge Da Kaptin for command, a pitfight which he won. Da Kaptin ended up in Da Dok’s Serjery too afterwards, finding himself the proud owner of a gyro-stabilised monowheel, even though his old legs were just fine.

Once the parts from MaxMini arrive there’ll be some fresh bionik orks on the table, no waiting around!

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15 Feb 2010

More serjery supplies!

Filed under: Modelling, News

Holy f*cking ass-crackers!

No sooner had I posted about the awesome new bitz sculpted by Kromlech when a new announcement went up, with new, awesomely fantastic, replacement legs!

From left to right, if I’m any judge at least, we have De-Lux Kicking Legs, Traks, and Telescopic Legs. Technically the De-Lux Kicking Legs should come as individual legs, but I think they can be let off the hook as the original GoMo models for same were not individual legs.

I think my favourite is the traks, they look fantastic. I’d love to tell you if they’re going to release any for the others (Peg legs, Gyro-Stabilised Monowheel, and Wheels) but I’ve no idea, we’ll just have to wait and see.

They’re not available in the MaxMini store yet but I imagine it won’t be too long before you can get your grubby mitts on them.

In the meantime, enjoy a close-up view of the legs (clicky to embiggen):

12 Feb 2010

Da Bandits

Filed under: Experimental, Scenarios

2008_3_scrap1Here’s another scenario from Gubbinz, a chase scenario this time with scrap counters too.

As I’ve not played it, I’m afraid I’ve not got much to say, although it sounds quite fun to me so perhaps I’ll get a chance to give it a shot.

Written by Jonathon Williams.

A new scenario in which a Mek convoy, laden with scrap, becomes the target of a bandit attack, in a high-speed chase across da Skid.

Download PDF

11 Feb 2010

Da dok’s got new parts

Filed under: Modelling, News

One thing that is even less available these days than six-shootas and kannons is bionikz. Whilst Orks are easily available, if you need to fit them with a shoota arm you’re out of luck, unless you’re willing to convert the part from scratch.

Well, MaxMini.eu are releasing some conversion bits sculpted by Marcin Szmyt over at Kromlech.

I don’t think the shooty arms are available just yet but I don’t imagine it’ll be too long until they too are available in the Maxmini store.

I also hear that there are further bits to come, which makes me happy.

They’re priced at €5.65 for a bag of five randomly selected arms, or $8.36 (US). Not too shabby!



11 Feb 2010

My Digga Shaman – Virgil

Filed under: Modelling

IMG_2420

Something that I technically probably knew, but had always overlooked with regards to GoMo’s standard Ork mobs is the fact that they are entitled to hire Diggas.

It is mentioned in Da Uvver Book, but no rules are supplied, however they do exist on page 27 of Digganob as a bit of an afterthought:

HIRING DIGGAS
An Ork mob may hire Digga warriors, in the same way it hires other fighters. The mob must have a Slaver to include Diggas. If the mob has a Slaver it may hire Digga-Boyz, Digga-Yoofs and a single Shaman, although his services are rarely needed to actually keep them under control. A hired Digga is treated like any other mob member and is chosen and equipped from the Diggas for Hire list as normal.

When working in the scrap mine. Digga-Boyz and Digga-Yoofs may dig D3 teef worth of scrap. A Shaman will not dig but may conduct a ceremony of searching This works exactly as normal and allows the Orks to add 2D6 teef to their income if successful.

If a mob falls so low that it has to resort to hiring Diggas, it is likely to lose .1 lot of respect from other Orks. For this reason, an Ork mob with Diggas fighting for it must follow the Digga rules for visiting the Meks. This means that until its mob rating reaches 200 it must deduct -1 for any rolls on Da Big Day chart. Note that the mob’s Spannerz may still fit gubbins as normal though.

IMG_2422My mob, Nazgrab’s Yella Deff has previously hired grots, picked out by the mob’s ruthless slaver, Grimfang.

After a rocky start, Nazgrab has managed to get quite a rep around Mektown, giving him enough respect to hire Diggas without fear of anyone laughing at him, well, at least to his face.

However, why bother hiring weedy Diggas unless they can do something special?

In a brewhouse near the Job Pole he stumbled across a shady Digga carrying a rather brutal looking staff. A few teef and a human-sized shoota changed hands and Virgil was on board. So far he’s just got a knack for finding scrap, but perhaps he’ll acquire some additional abilities as time goes on, we’ll see.

In terms of the actual model, he’s a bit of a history lesson. His body comes from an old (Necromunda) Delaque heavy from the mid-nineties, so old that I’m fairly convinced he’s actually cast in lead. He has plastic hands from multi-part Imperial Guard Catachan Jungle Warriors released in the late nineties or early 2000s. Attached to his waist are a set of Ork bullets from 3rd edition, around 2001 I think, the first modern multi-part Orks. He’s holding a shoota from the Gorkamorka boyz sprue from 1997 and his Findin’ Rod is made from a Grot Prod from the modern plastic Gretchin sprue. How’s that for nerdy knowledge?

Here he is painted up. He’s not brilliant, I know, but then again it’s been about a year since I last painted humans and I’m just not that great at painting.

IMG_2426 IMG_2425