Thursday, April 29, 2010

Killa Kans Complete!

My second post has been a long time in coming, but it is finally here. Having acquired a camera, I thought it would be a great opportunity to show pictures of the killa kans I assembled. And show them I shall.

The unit:

Here is killa kan #1:

And killa kan #2:

And killa kan #3:

I am very pleased with their overall appearance, particularly their air of simplicity. With all the shoulder pads, skyscraper-like exhaust pipes, and armored jaws I think GW’s killa kans come across a little cluttered. I also think the rocket launchers look better when they are not attached to a piston-driven arm like the claws (probably because they resemble the old metal ones).

Having had such a good time assembling the plastic killa kans, I am a little worried I will not have the fortitude to assemble anymore of the metal ones…

Tuesday, April 13, 2010

Expanding Gorkamorka Part 1

In an attempt to use the planetary empires set I just purchased and to help give the GM games better sense of a campaign, I am trying to develop a map based rule system. The idea is to tie the games together more and have the players fight over territory. First off these rules are not yet finalized and need to be play-tested so feel free to leave any changes that you think may be necessary.

Setup:

I recommend that the board be made up of 3-4 tiles for each player. The players take turn placing the tiles until they are all placed following the rules found in Planetary Empires or Mighty Empires. After the Tiles are set up each ork player takes turns placing a fort to represent well their fort! Then players choose other terrain features to battle over.

The Campaign:

Winning the campaign involves taking over all the tiles. Players take turns starting with the first player, this player is considered the attacking player and should be treated as such for all scenarios. The attacking player may choose to attack any territory that is adjacent to their own. After the tile has been selected roll on the appropriate table to determine the scenario.

If the attacking player wins the scenario, they may choose to attempt to take another tile that is adjacent title to one of his own. The attacking player rolls a d6 and on a score of 4+ play another scenario. This may happen as may times as the attacker chooses although the attacking player may not go to Mektown, and cannot buy equipment, go to the meks, docs, or recruit new ladz. They may generate income as normal. A players turns ends after the attacking player chooses not to attack or fails the 4+ roll.

So there is the initial rules breakdown, I am not sure if after rolling to continue attacking if they should generate income or not. Next post will outline some of the terrain features to fight over

Thursday, April 8, 2010

Muties Explained

So one of the projects that I am working on for Gorkamorka is a mutie mob. The muties are a mob that are found in the Digganob supplement. They are a ragtag band of mutants that have a bitter hatred towards the orks for crashing the the muties spaceship into the planet.

Currently there are no models for the mutants, so I was planning to make some snaga models. Snagas are the smaller quicker muties. I plan on using some beastmen heads and arms, kroot torsos and some of the bitz that they come with. For legs I am going to try the wood elves riders legs. The mutie beast is going to be a cold one. Hopefully I will be able to get some trimming done this weekend and post some pictures of my progress.

Thursday, April 1, 2010

No one will ever believe you....

This post covers my initial impressions, and rants, about creating Gorkamorka (GM) gangs and some of the strategies involved. I reserve the right to take back anything I say if it turns out that I am completely wrong.

Choppas are pretty boring.
Yeah it's true everyone has them and I can't really blame them. Initially you really feel like you need the strength bonus to be able to wound anybody. Plus the minus to armour save is great and they are really cheap too. I just really feel like the game would be a little more exciting if somebody used a spear or something. You can only wound on a 2+ so eventually it may end up not being a big deal. I am hoping the increase in odd mobs will be an encouragement to try different things like chains, or prove that blocking is worth it and maybe have mobs incorporate shields.

Maybe Morkers are cool too?
I am pretty sure that Eric is a Morker, but the other two gangs are Gorkers in my gaming group. It seems to me that many of the skill tables are largely ignored and re-reading them would probably be a good thing, as I am sure there are some good skills to learn and try out. Besides you don't need 4 guys in your mob to have chuck.

Shooting is fun.
I am a Warrhammer 40,000 player and I am quite used to not shooting, but it seems to have a lot of potential in GM. The lads can get a great ballistic skill and become skilled sharpshooters. Also, when you do well you feel like a kid with an ice cream cone. In some ways I would like to make a new list that focused on shootin' the place up, you know, just for fun.

Money is hard to get, harder to keep.
The income table is a twisted evil experiment that the game developers created. No matter how you shake it you'll only end up with about 7-11 teef. So every little bit counts, but at this point I haven't found the best ork economic system yet.

The More Trukks the Merrier.
Getting multiple trukks lets you have the freedom of doing more things and can pay off in dividends with winning scenarios, I am looking at you Convoy. If I were to do it all over, I think I would forgo the early big shoota and try to get another trukk or trakk to give my mob some more flexibility.

Well those are my initial thoughts feel free to pick them apart.