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Author Topic: Tuesday Night Gentleman's Club: Kulten  (Read 38150 times)

Offline gmanrocks

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #45 on: 05 November 2013, 01:43:17 PM »
Looks great. In fact, this thread made me buy the book today!...Which is paying my working day along nicely :)

A quick question though.

Quote
A Cult Leader at 5RP  fits the bill nicely as he has a great Resolve stat and the Command skill.

Are Cult Leaders available for Dagonites? I didn't see them in the congregation list. And if they're not, does that mean that only their Magus has the Command skill?

Sorry if I've missed something :P

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #46 on: 05 November 2013, 02:48:19 PM »
Cult Leaders are available but not in the Congregation. If you read directly under Minions (Pg. 39) you will see that they can be purchased from the Bestiary. The problem here is that since they are not part of your Congregation they can only gain two skills through play...just be like me and have them die every other game...that should help!  :-[ :?

Offline gmanrocks

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #47 on: 05 November 2013, 03:19:03 PM »
Cult Leaders are available but not in the Congregation. If you read directly under Minions (Pg. 39) you will see that they can be purchased from the Bestiary. The problem here is that since they are not part of your Congregation they can only gain two skills through play...just be like me and have them die every other game...that should help!  :-[ :?

Ahhhhh cool! I noticed minions but was wondering what the difference between them and Congregation was, must of totally missed it. It serves me right for trying to read it sneakily at work  :D

Offline LidlessEye

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #48 on: 05 November 2013, 03:51:47 PM »
Ahhhhh cool! I noticed minions but was wondering what the difference between them and Congregation was, must of totally missed it. It serves me right for trying to read it sneakily at work  :D


'Tis a bit tucked away in the Skills section on Page 65.  Cult Leaders as Congregants is one of my favourite things about my Arcane Seekers list.  I can nominate seven models a turn!

Speaking of that Cult Leader, I completely cheated last time we played Mike.  He was my last model alive, and I won the game by gunning you down with a .30 cal I couldn't have fired without a loader.  Whoops!  Good thing that one didn't 'count'...

Offline Kamandi

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #49 on: 05 November 2013, 04:26:40 PM »
Hey Peabody!

I'm up for a game of this if we can get our act together. My place is available - email me if you have time for a game.

Fletch, Away!
"Something had happened in the dim past...! A natural disaster coupled with Radiation! The people in the bunkers lived out their lives and died dreaming of a day of return---The radiation would be gone---and the world would be left waiting---"

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #50 on: 05 November 2013, 05:26:31 PM »
Should have the rest of the battle report up this evening. Also, Lidless, I'm always glad to hear any example of how I might not have lost.  lol Hopefully we can get together and play a proper game sometime next week. Revenge!...I hope... :P

Offline Mr. Peabody

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #51 on: 06 November 2013, 02:48:18 AM »
Fletch, I look forward to it. Life is completely upside down right now, caught between moving house and working on a film-set. I'm living out of boxes with only five hours of sleep a night. ack! o_o

BUT we do need to dig deep, commit and set some time aside for some quality Strange Aeons / VUK action. I look forward to it.

Hey Peabody!

I'm up for a game of this if we can get our act together. My place is available - email me if you have time for a game.

Fletch, Away!
Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #52 on: 06 November 2013, 04:09:40 PM »
The Chained Coffin - Part 2

Wasting no time the Dagonites charge in to get that coffin! The Fishman Demagogue closes the distance to engage the Degenerate in a desperate struggle.

The Degenerate rolls a 1 for her Resolve in this situation (she cannot fail!) and a bitter fight ensues, when the tussle is over the Demagogue is removed with a Minor Injury and is Violated horribly in some unspeakable way.

The tommy gun cultist is unfazed and cuts down the Degenerate in a spray of hot lead!

The Deep One moves toward the coffin.

The Serpent Worshipers make a valiant effort to 'head 'em off at the pass' but not in time! The Deep One grabs the coffin and hands it off to the Cult Leader!

This is the time the Serpent Worshipers should have skulked away and minimized their losses...but my blood was up and revenge is a dish best served flaming hot! An horrifying kill-fest ensues for the coffin. The bolt action rifle cultist, Serpentman Warrior and tommy gun cultist are all removed in the bloody melee.

The Deep One put the grab on the Serpentman Demagogue and takes him out of the game, as a Major Injury!

Then the coffin is taken to the Dagonites deployment zone and smashed open. Would they get money? Untold riches?...How about an undead samurai? The Ancient Warrior would prove to be no match for the Deep One...
 
Thinking about their pocket book the Serpent Worshipers (or the two remaining cultists) decide to desecrate some of the remaining graves for fun and profit...or another ghost!!! This is when the for-sure should have packed it in...but no! Hell hath no fury like a serpent scorned! Well actually it must...

The Serpent Worshipers slink away to tend to their dead and wonder what went wrong.

The Dagonites are victorious!!! Although with only two models remaining uninjured and nothing to show for retrieving the coffin, victorious might be a bit strong of a word...


But what will become of these cults? Did anyone get smarter? Was anyone mutilated beyond repair? Stay tuned for the final thrilling ramble; The Post-Game...coming soon!




Offline D@rth J@ymZ

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #53 on: 06 November 2013, 05:40:34 PM »
Ah the Deep One...the nigh unstoppable knock-out punch  lol



BTW, you look good from that angle Mike... :D >:D

« Last Edit: 06 November 2013, 05:42:09 PM by D@rth J@ymZ »
Now you see that evil will always triumph because good is dumb...
- Dark Helmet

Offline Sardoo

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #54 on: 06 November 2013, 07:35:23 PM »
Outrageously cool stuff!

Offline Argonor

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #55 on: 06 November 2013, 07:44:53 PM »
Hmmm... Have to find time to join that Black Goat thingy and get sorted out which rules I have missed out on...  :?
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Mason

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #56 on: 07 November 2013, 09:28:23 AM »
Great stuff, chaps!
 8)

I think it is great that coffin was a doozy.
Cant wait to see what happens POST GAME.
That bit can be serious fun.
 :D


Offline Uncle Mike

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #57 on: 07 November 2013, 07:06:30 PM »
Thanks all, and now onto...

The Post-Game

This game was shockingly brutal and went on longer than usual. With that in mind it is easy to see why there were so many injuries...
The Dagonites will have some issues in the coming games: A tommy gun cultist with Head Trauma and a bolt action rifle cultist with a Chest Wound. Could these guys make it to the sacrifice pile as soon as the cult had some cash to replace them? Only time will tell...
The Serpent Worshipers had a grotesque amount of Major Injuries but everyone managed to make it out with no significant problems...everyone except the Cult Leader, who ended up Dead. It could have been much, much worse but the death of a Command model this early on will really suck hind teat in the coming days.

The Serpent Worshipers learned nothing and so, gained no Skills...The Deep One and Cult leader of the Dagonites, both worth their points this game, got Skills. It is worth noting that with the death of the Cult Leader and lack of Skills the Serpent Worshipers will be significantly lower in points compared to the Dagonites...about 7 points difference at my count. Further battles will showcase how the mechanics of the game handle this...

Next up is the Cult Management Phase, where cults have to pay to feed their troops. Again, since the game continued over-long neither cult was in very good shape for scrounging up anything. The Dagonites were able (with what they found in game by desecrating graves) to pay their upkeep...just! The Serpent Worshipers were another matter, having to test to see if any members got fed up with cult life and just left. Luckily they all stayed to fight another day.

Lastly, both cults appealed to their horrifying patron deities...and both are denied any Favour! Pitiful fools!!! And so ends the inaugural match up...the cults were bruised, beaten...and broke as they limped away to their hideouts to await the next chance for head-smashingly gory revenge! 

Offline Mason

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #58 on: 07 November 2013, 08:01:10 PM »
This sounds great.
An end phase that has everything that a campaign needs.

Bang on the money, Uncle Mike!
 8)


Offline Argonor

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Re: Tuesday Night Gentleman's Club: Kulten
« Reply #59 on: 08 November 2013, 07:53:13 AM »
Grrrrrrrrrrrrrrr....  >:(

Still waiting for my replacement credit cards... (lost my wallet Monday, and had to get all my plastic cancelled).

 

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