Friday, October 29, 2010
Penny Arcade
Thursday, October 28, 2010
Long Overdue Return
Sunday, June 13, 2010
Brewhouse Bash!
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.
Saturday, May 1, 2010
Expanding Gorkamorka Part II
over in your Gorkamorka games.
The controlling player of this tile may generate an additional d6 teef at the end of their
turn.
frequented by the celebrities of Gorkamorka
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
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