I don’t think I have modeled or painted as much as I have this past month. The amount of kit-bashing, converting, painting, and assembling I have done is mindboggling. Since the first week of January, I have finished nearly 35 Sisters of battle, 15 Killa Kanz, a selfmade Mega-Dread, a Chimera, and a battlewagon converted with legs instead of wheels and treads. 80% of these models are fully painted. I am currently working on a Big Trakk with a Supa-Kannon as well, but this conversion will not be finished for some time due to an unforeseen lack of extra bits to work with.
Also, I have begun to write a campaign between my friend’s Necrons and my Ork Deffdread army. I spent a fair amount of time in the doctor’s office writing up rules and deployment restrictions while waiting for the doctor to check out m finger, which turns out should heal up eventually without a huge affect on its movement. I play drums and piano, so I was getting worried when I noticed that my finger was numb and I couldn’t move it. No more worries! But, back on topic; the campaign is coming along nicely, my Ork is growing in size faster than most WAAAGH!s, and I’m still getting my schoolwork done, surprisingly.
The first mission of my campaign starts with the Orks in the middle of the map with a sort of “Garage” base with unmanned vehicles and walker patrols around the map. The ‘Crons leave everything in reserve and come in first turn with one half of their army Daemon style, but without the deepstriking. Each unit that comes in from reserve has to roll a D6 to determine what side of the map they come in on. There are Ork patrols all over the map, so the Necrons will almost always have something to shoot at the first time they come in. Now, the Ork player must keep at least 1k points of units on patrol. The unmanned vehicles may not be used until the crew-Orks are within base contact with the vehicle. The Ork player can not move the crew-Orks until the main garage base has received the alarm from the patrols that the Necrons are attacking. I have rules for the alarm, and I’ll explain them if anyone is curious.
Scoring is pretty straightforward. There are 5 Ammo/Fuel dumps inside the base that are treated with the same rules as objectives in the BRB (without the mysterious part) and they are each worth 2 victory points each. The person who controls more wins the game. First blood and warlord kills are also taken into account. The Orks are at an advantage at the beginning of the game with their central base and control of the objectives, but if the Necrons are able to take out the patrols before they can send an alarm then the Necrons will be able to win with less of a challenge. Nightfighting is also in effect for the first 3 turns. The outcome of this game will affect the larger game at the end of the campaign as well. If the Orks win, then they receive an extra 200 pts to build their list. If the Necrons win and destroy the ammo and fuel dumps, then the Orks have to make vehicle fuel checks on each vehicle with an AV of 13 and up. Each vehicle will have to roll a d6 each time they move, and on a roll of a 1, they are immobilized (after they finish their initial move) to symbolize running out of gas. They won’t lose a hullpoint from it, tho. That wouldn’t make much sense now would it?
Are there any projects you guys are working on? What about campaign battles? I would love to hear about some fun campaign battles you have had or some suggestions for my campaign.