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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Argonor on 08 May 2011, 06:03:54 PM

Title: VUK Cult de Ghouls Q
Post by: Argonor on 08 May 2011, 06:03:54 PM
Has somebody made some (available) rules for the Ghoul King?
The Degenerate, likewise? I have some West Wind Evil Henchmen that seem to fit the bill...

I found this (quote from Uncle Mike):
'A Degenerate is a Human model...stats for Degenerates and Ghoul King will appear in Shocking Tales #2...' Aaaarrrggghhh....  ;D

Please give me the base points for the models, at least, so I can plan which and how many models to paint. Please. Pleaassse!!

EDIT:
Seems that ST2 has begun shipping - maybe I'll get through this, anyway  lol
Title: Re: VUK Cult de Ghouls Q
Post by: Uncle Mike on 10 May 2011, 01:16:02 PM
Hey Argonor,

The Ghoul King is a 10BP model (with Command...) and the Degenerate is a 2BP model...
Title: Re: VUK Cult de Ghouls Q
Post by: Argonor on 10 May 2011, 01:34:35 PM
Ah, thanks!  :)

1 hr left before heading back home on the commuter train (trip takes about 1 hr, including walking to the station and picking up my youngest daughter from kindergarden at the other end) - then 1 hr work in the garden before heating the pasta sauce and boiling the spaghetti, after which it is probably time to read Peter Pan and Wendy (100 ys ann. unshortened edition) to my eldest daughter - and THEN, at between 8 and 8:30 p.m. I'll be able to first work a bit on the bases of a couple of models, and then finish planning the Cult de Ghouls. Will have to paint quite a few minis for that one, maybe I should consider some Humanoid cultist to bring up the points....

Plan is to undercoat the two unpainted models (the Mummy Magus, and the Cult Leader) for the Death Cult tomorrow (along with a couple of Street Judges for Judge Dredd TMG), and then start painting them alongside prepping the rest of the Cult de Ghouls minis. Also have to prepare a game of SA for Sunday, and if the stars come into position, a friend and I might get demos of SA and F&F running at our old club the weekend after. I should have ordered that tee after all  lol  Well, maybe next time.

I feel The Secret Fire burning in my veins atm - have to keep the momentum! If I can keep the motivation running alongside my garden work, there might still be hope for my gaming life. And, after all, at some point all the heavy garden work for this season will be done, and I'll be able to sit down at the painting desk directly from work. I think.
Title: Re: VUK Cult de Ghouls Q
Post by: Argonor on 11 May 2011, 01:35:08 PM
No, after doing a proper calculation, I actually only need to paint a Ghoul King and a Ghoul for the CdG...  :o
Title: Re: VUK Cult de Ghouls Q
Post by: LidlessEye on 11 May 2011, 02:56:26 PM
The way we've built the Ghoul King, you'll probably want to have at least three Ghouls to take full advantage of his abilities  ;)
Title: Re: VUK Cult de Ghouls Q
Post by: Argonor on 12 May 2011, 08:17:03 AM
The way we've built the Ghoul King, you'll probably want to have at least three Ghouls to take full advantage of his abilities  ;)

That is EXACTLY what I'm aiming at. Divine inspiration...?  o_o

I have 2 ghouls painted from former appearances in SA. And 2 more were already prepped and primed. Was starting to trim the Ghoul King yesterday evening, but I gave up due to eye strain about 2/3 through. Will finish the task today, Elder Gods willing...

I actually have so many pulp/monster minis in the Lead Alps that I probably only need to supplement with a few robed cultist here and there to build even more cults after these two. I hope to include VUK in a series of game-demos I'm going to run in a club in Svendborg, starting a couple of weeks from now, and then probably about once a month over the summer.