Friday, October 29, 2010

Penny Arcade

Penny Arcade recently posted this comic which I thought was very relevant.

Thursday, October 28, 2010

Long Overdue Return

I am sorry that I haven't posted anything in a long time, but I have been fairly busy doing nothing. Now that the season is changing and the leaves are falling I am ready to get into the swing of things and gear up for some Gorkamorka games. To kick things off I decided that it would be a good idea to paint up a gang for Gorkamorka. So I have the first five recruits below. For the paint scheme I am planning on going with a red Evil Sunz look. Hopefully I will get some of them done and post some pictures by next week.

I got all these guys from the closing event for the Glen Burnie battle bunker. It was 20 dollars to fill a large bag with as many sprues as you could for 20 mins. In addition to these guys I got a lot of good bitz and a complete old ork bike and an inordinate amount of orc chariot sprues. A sad day but at least I made off with a lot of loot.

Sunday, June 13, 2010

Brewhouse Bash!

So sorry for the long delays between posts. I have been a very lazy git as of late but I hope to have some more content posted on a regular basis more often.

This post is an announcement of a new project that I have started. A very long time ago Games Workshop released a standalone game in White Dwarf I believe called "Brewhouse Bash". The premise of the game is a simulation of a orky bar fight. The only problem is that to use the board that they provide requires the Gorkamorka bases and much smaller orks than the modern ork. So with that in mind I decided it would be fun to create a board for it.



These are some pictures of some of the floor flagstones that I made. They are roughly the size of a orc warhammer base. By my calculations I will only have to make about 170 more!

Saturday, May 1, 2010

Expanding Gorkamorka Part II

As promised In this part I plan to outline some ideas for the terrain features to fight
over in your Gorkamorka games.
Scrap heaps:
This area is loaded with scrap and is a good place to find someone to fight because of it.

The controlling player of this tile may generate an additional d6 teef at the end of their
turn.

Campsite
This area is a good spot to take a break from the desert of gorkamorka and is often
frequented by the celebrities of Gorkamorka
The controlling player may add +1 when rolling for special characters(both for searching and as an underdog).

Tar Fields
This area has many pools of tar bubbling noxious fumes in the air. The putrid smells and the tar slicks make it difficult to traverse

Players trying to take another turn after winning at this tile need to roll a 6+ instead of a 4+

Secret Ammo Cache
Some clever nobz store weapons and ammo out in the desert in case of an emergency.

The controlling player always pass an ammo roll on a 2+

Fungus Cavern
In some dark cool caves out in the desert of Gorkamorka Ork spores can take root and over time give rise to a yoof

At the end of the controlling players turn, if they haven't attempted to take extra tiles they may search for a yoof On a 5+ the player gets a free yoof to their roster.

Brewhouse
Out in the desert some enterprising orks set up brewhouses and slop shops for the for the warriors in the desert to relax, open a bottle of fungus beer, and kick some worthless grotz

Controlling player can reroll head wound rolls and old battle rule rolls at the start of each battle.

These are a few possible tiles that I came up with. The tar pit one might be a little weak and the the cave might be too good. I am a little hesitant to make it too easy for people to gang up on the best mob. I feel that the extra experience and teef(if you win) are enough of a balance.

As far part three I would like to create scenario tables for each tile and special rules for the muties and rebel grotz. As always feedback is greatly appreciated


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.