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Author Topic: A Fistful of Grimdark: A 40k based Galactic Heroes Thread  (Read 1468 times)

Offline pixelgeek

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #15 on: August 11, 2025, 03:30:56 AM »
Looks like a fun game even with the deployment issues.

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #16 on: August 14, 2025, 04:22:34 PM »
We've had a bit of a lag before we finish up our game, but I got these done a few days back.  The first Necrons I've ever done:



All of them are recovered models I bought used.  Fortunately I happened to have some green acrylic rod from a different project lying around and could easily get the barrels cut to size.
On time, on target, or the next one's free

Offline Aethelflaeda was framed

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #17 on: August 14, 2025, 05:05:16 PM »
Marines with jump packs might have been given a special flight or jump trait with bonus moves or even an anywhere on the board initial deployment “landing”.  That would have alleviated some of the disparity in move rates. It also makes for a tense Arnhem like situation if they can land far ahead from their non jump pack equipped friends and have to fend off the closer xenos until relief shows up!
Mick

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Margate and New Orleans

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #18 on: August 14, 2025, 05:28:13 PM »
Marines with jump packs might have been given a special flight or jump trait with bonus moves or even an anywhere on the board initial deployment “landing”.  That would have alleviated some of the disparity in move rates. It also makes for a tense Arnhem like situation if they can land far ahead from their non jump pack equipped friends and have to fend off the closer xenos until relief shows up!

I plan on doing something like the later at some point.  Have a scout squad with a teleport homer that can portal in marine reinforcements.  It should help get them upfield quicker, as you note, and make for a more difficult counter from the op for.  Basically have the scouts infiltrate within a certain range, and starting on turn 2 or 3 they can deploy the homer and roll for the marines to arrive.

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #19 on: August 17, 2025, 10:14:45 PM »
Adding to my eldar pirates with some 3d prints (I have 2 more banshees, 3 more wraithguard, and 2 warp spiders still to go).  The not-banshees are lovely models, but the wraithguard, while they look very nice, are a terror.  The spines on the back just mate up flat to little nubs instead of going into slots.  I forsee lots of breakages with them.   

It is a pretty glaring design flaw.  A simple hole that the spines fitted into would have done a great deal to make them tenable models.


Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #20 on: August 19, 2025, 06:12:11 PM »
I recently received the kroot kill team boxed set, and have my first 4 done.  There is the main shaper, but I'll be using the one with the vulture as a shaper sometimes as well.  Hence the 1.25" base on him as well.

Pretty happy with these, I borrowed the idea from the Army Painter Krootox but used some different paints (I don't like the army painter paint products, and generally prefer vallejo for paints).


Offline Aethelflaeda was framed

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #21 on: August 19, 2025, 06:19:43 PM »
Quote
It is a pretty glaring design flaw.  A simple hole that the spines fitted into would have done a great deal to make them tenable models.

A 22 or 24 gauge drill bit with a pin vise and some snippets of brass wire will make you some decent pegs.

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #22 on: August 19, 2025, 07:33:31 PM »
They have a funny ridge line with little nubs that the spines mount to.  The spines themselves are very narrow, and with printed resin more likely to chip apart than drill a hole in them.  Same with the nubs on the spine.

To make it work, you'd need to either carve the mounts on the body off and then drill in or drill next to the little ridge/mounting points.

It could be done, but really points to the designer going for cool vs durability/playability.

Offline Aethelflaeda was framed

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #23 on: August 19, 2025, 07:59:02 PM »
perhaps some reinforcing fillets alongside then.  Green stuff or even gel superglue or pva might work.  Maybe a brass auxilliary spikey, spine or two upright and drilled-in adjacent to each side of the fins such that the fin is supported.  brass wire can take on a curve…antennae like.

Offline Rick

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #24 on: August 19, 2025, 08:05:43 PM »
Personally, before you do anything with them, I'd be tempted to put a thin layer of superglue over the delicate spines - this will fill in any microscopic fractures and strengthen them against a bit of wear and tear. It's fiddly but it may help.

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #25 on: August 19, 2025, 08:50:55 PM »
Thanks for the recommendations.

I've given the super glue suggestion a go, so fingers crossed.  I may also give them a coat of Mod Podge Matte after everything is done to add a little more belt and suspenders to it.

Offline Maniac

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Re: A Fistful of Grimdark: A 40k based Galactic Heroes Thread
« Reply #26 on: August 22, 2025, 04:22:11 AM »
After we finish our game up, we will try a scenario I've been thinking of based on the Secret Level 40k episode.  The Xenos controlling a point that the Imperium needs to bring a relic to.

So, the alpha version:

Scenario:  A Rift In the Heavens

Backstory: The Xenos player has discovered a portal system on a planet on the rim of the galaxy.  If they can harness this technology, it would be a huge asset as they could almost instantly move troops across planets to support their offensives.  As such they have dispatched an investigatory party to determine its military usefulness.

The Imperium player knows that it is actually a rift into a fell region of the warp.  It is imperative that they stop the Xenos incursion and bring the relics of St. McGuffin back to the planet and insert them into the holy shrine.  A millennium earlier McGuffin sacrificed themselves to seal the rift, and only by returning these relics can the Imperium hope to stop a breach into the material realm.

Map/Setup:  Place a gate or similar terrain piece in the center of the table.  This is the portal into the immaterial plane that the main Xenos force starts at.  Place a control console, stone, or similar item within 6" of the portal.  This is where the Xenos are trying to activate the tech and learn about its function.  Their primary force starts within 6" of the portal.  Their second force starts within 6" of the table edges.  These are pickets, stationed to try an warn of any incoming hostile forces.

The Imperial player starts with a scouting force (storm troopers, scout marines, etc) 12" or more away from any xenos model (xenos deploy first).  They then have a 2nd force that can either come on from one table edge at the start of turn 2 or can use a teleport homer to portal onto the battlefield.  If they choose to drop-pod (i.e. table edge), on turn 2 they can pick any table edge and deploy the 2nd force within 3” of each other and the table edge.  Deal cards to that force as normal and play from there.  If they choose the teleport homer option determine which member of the infiltrating party is carrying it, and that model must spend 2 actions at any point to bring the supporting marines in on a 6+, 4" away from the model and the portal (draw a direct line from the portal to the model, and then extend 4" further out).  Place the 3” blast template centered on this spot and all models must fit within the template.  All models arrive on that turn, but may not activate until the following turn.

Special Conditions:

The Xenos player needs to continue to use the portal over successive turns to learn its secrets.  This is dangerous, albeit unknown to the Xenos.  On each turn the Xenos must push their luck to try and garner useful information.  They must collect 4 turns of successful usage of the console to glean the necessary knowledge while the Imperium must stop them.

Each turn the Xenos attempt to use the console roll as follows:
Turn 1:  3+
Turn 2:  5+
Turn 3: 7+
Turn 4: 8+
Turn 5+:  9+

If the roll is unsuccessful, roll on the following table:
1-2:  Nothing Happens
3-7:  -1 on the next roll
8+:  A Demons/Monster appears through the portal

The Xenos may add +1 to any roll for each model within 6"  of the portal which spends both both actions supporting the activation of the console.  This may be declared before their card comes up.  I.e. the model using the console uses a king, and a supporting model uses a 10 and a 3.  They play their cards when the activating model uses the console and use both actions to support them.

If an Imperium player is within 6" of the portal, the Xenos player is -1 for each model.

If a monster/demon has stepped through the portal, the Xenos or the Imperial player are now at a 8+ to complete either using the console or trying to insert the relic (if on turn 5 or later an additional -1)

The Imperium player has to designate a marine model to carry the relic.  It must spend an action to place the relic in the associated niche (determine it's location, within 8" of the portal at the start of the game) to stop the portal.  If they place the relic (2 actions once in contact with the niche), the portal cannot be activate as long as the relic is there.  A model may remove the relic as an action if in contact with the niche.  The relic must remain in place for 2 turns to actively shut the portal down.


Monster:

The monster will attempt to move into close combat with the model with the relic.  If this model is not within movement range it will attack the nearest model to the portal.  It is hostile to all parties.  Use one of the specialists from either the Demon or the Hive Beast lists for the monster.



Sub-plots:

Imperial:

The Leader of the Imperial forces has been in this situation before.  Unfortunately it went badly, and demons/monsters burst forth into the material plane.  This resulted in exterminatus being called in on the planet and the civilian populace being massacred.  As such they are overcome with guilt in their failure to act quickly.  If a monster is present, roll as follows:

1-6:  Model may act normally
7+:  The commander must move towards the Monster/Demon and initiate close combat if possible.

If the commander is within 6" of the portal, the commander gains +1 to CC and +1 to Wound.

Xenos:

The Xenos player must nominate a model at the start of the game.  This model has to start in contact with the console.  It is the technician/scientist/specialist/etc that has been sent to learn about the portal.  This model is obsessed with learning.  It may not voluntarily leave contact with the console.  It must, if able, attempt to use it's actions to utilize the portal.  It will not move away unless the relic has been placed in the niche.  At any successive point after removing the relic, if the Xenos faction has not been successful, it must move back to the console and attempt to use it again. 

If 2 or more monsters/demons are active at the same time it realizes the futility of the mission and will attempt to obtain control of the relic and place the relic itself.  It must act to obtain the relic and must target an enemy carrying the relic if able.

 

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