Saturday, October 2, 2021

Friday, October 1, 2021

40K Friday - Necrons Necrons Necrons

 


So this is the swore-I-wasn't-going-to-do-that army I mentioned in an earlier post. Since I went ahead and did it I thought I would try and get it built, painted, and up as a playable army this year, with Halloween as a sort of target date to play a first game ... being creepy undead robots and all. 

My biggest problem with starting a new army is sticking with it long enough to achieve that result because typically I start buying units and they end up in a partly finished state as new codexes come out and I get distracted finishing up "closer to completion" units for other armies. This year I did not want to do that.

The main considerations to achieve that goal are to get everything built, keep the paint scheme fairly simple, and keep the basing fairly simple too. So far ...

  • Everything is built except for 20 out of the 60 warriors that will be the core of the force, a triarch stalker, and a canoptek doomstalker.
  • Everything built is base coated with a silver spray that I like. 
  • Basing materials have been acquired and await usage. 
This is all of the Indomitus stuff plus a few fun extras like a Command Barge and a Doomsday Ark. No old "rod" models here. 

I'm leaning towards a terminator type theme with these guys - shiny silver bodies (maybe with a blue tint), red eyes, sandy desert base with at least one skull on each base and maybe some tufts too. I'd like to put some ruined building bits on them too but they may just be for the bigger models as I don't want to complicate the scheme too much. 

I am not doing the traditional "green glow" thing with this army. It's cool and all but I want them to look different. Of course this means I can't really use any painted mini's I might come across so everything in this army will be done by me, for good or ill. 

Anyway that's the update so far. Once I get a chance to play with the eyes and figure out what I want to do with the guns I'll start cranking them out and sharing the progress in another update.

Tuesday, September 28, 2021

Babylon 5 Reboot with JMS

 


Well this is not something I expected to see. Details are here

  • Positive: It looks like JMS is charge
  • Neutral: It looks like they are aiming to re-tell the original story. Is that something we really need? Could we not get a "Next Generation" type new chapter building on the old?
  • Red Flag: It's on the CW.  

So ... wow. Unexpected news I would say is generally good, could be terrible, but also could be spectacular. I rate the original as a top 3 Science Fiction series, maybe the best ever. I hate to see someone messing with it but if that someone is the original creator, well, I have to give it a chance. 

Plenty more to come here I am sure.

Monday, September 27, 2021

Next Year's Campaign - Temple of Elemental Evil 5E

 


So yes - next year (after Deadlands at least) I expect to dive back into 5th Edition with something big. To me the biggest advantage of 5th is the ease with which a lot of old school stuff translates into it without a lot of recalculating and Goodman Games has been doing it right with this series. In an interview I saw one of the writers on this project mention that if the original version had 17 goblins in a cave the new version has 17 goblins in the same cave. Sure, they will have 5th edition stats but they didn't go through and try to reconfigure it to fit 5E's encounter standards and to me that's a feature - heck that's the right way -  not a bug.

It is a straight-up linear presentation. Starting with the introduction, essays, and interviews - including one by Jon Petersen going through the saga of Gygax and TSR and the temple -and then moves right on into a reprint of T1, then a reprint of T1-4 ... so yes you get Hommlett twice, effectively. This takes up 220+ pages in the first volume and if you do not own a copy of the originals this is as good a version as you could ask for. 

The 5E version starts in Book 1 and then continues into Book 2 with the monster and magic item conversions at the end. 


I have only skimmed it at this point but I know this adventure fairly well and it looks solid. Fleshing out the elemental nodes alone is a big improvement.  I played parts of it in 1st and 2nd, ran some of it in 2nd, ran "Return to" in 3rd, converted it myself and ran a chunk of it in 4th ... it's been a part of every edition in some way for me. 

Now I am not one of those people who will claim this is the best adventure ever made. It does have flaws. It can turn into a grind with 4+ dungeon levels in the main temple. That said the beginning (Village + Moathouse)is a great start to a campaign and the temple itself gives you an epic quest to attempt and a helluva story to tell if you pull it off. Treating the temple itself as more of a death star infiltration at first rather than a frontal assault can be a lot of fun for the players and the DM both. There is the whole mess of the Zuggtmoy/Iuz/Elder Elemental God thing the DM needs to think through as well if you want it to make sense in your head but it's been run many times without that breaking it so maybe that only matters to me. 

I do have a Deadlands campaign to run - more on that later - but I am looking forward to sharing this monster with my current group.