I finished the test miniature for my colour scheme for the Navis Breachers tonight, pretty happy with how it looks!
I used that "Nihilakh Oxide" Technical paint for the first time and I love how it makes the armour look all old and worn. I painted the gun straight up Black Legion plus highlights but I think I'll go back to my standard Leadbelcher + coat of something (Nuln Oil or Basilicanum Grey) because it looks far too clean compared to the rest of the miniature now I've applied the Nikilakh Oxide.
I needed a bit of a palette cleanser (pun not entirely unintended) after painting 32 of the 60 miniatures in the Warhammer Quest: Cursed City box, so I decided to finally assemble and start painting the Navis Breachers from the Kill Team Into The Dark box! (Actually that's not entirely true as it's not JUST the Breachers from the ITD box: I bought a second set of Breachers from one of the people at work who'd bought, uh, one of the boxes that came with two sets of Breachers in it and he didn't need the second set, so I'm able to field a full team without needing to use the C.A.T Unit and the Gheistskull.)
The miniatures are temporarily superglued onto the wooden dowels for painting rather than going directly onto their bases immediately because I'm using the very cool-looking "Void War" set of pages that Games Workshop sells instead and need to be able to paint them separately to be able to do the bases justice. The plan is to do a wash over them after what you see here and then a few layers of drybrushing, which I can't do if the miniatures are already glued onto the bases.
Our Warhammer Quest adventures continued tonight, and HOO BOY was this one rough, mostly due to having an absolute SHOCKER on the dice rolling!
We played a "Deliverance" journey type, the story is that there's an evil all-consuming spell, the Suffocating Gravetide, wandering the streets that you need to outrun, and you need to warn the citizens of Ulfenkarn as you go so they can get inside and stay safe. The token that represents the Gravetide moves along one board section at a time and you need to stay in front of it or else you take two damage, and the board section that it was previously is destroyed along with any hostiles. The board itself isn't laid out ahead of time unlike the other journeys, instead you build it as you go by pulling from a deck and putting the appropriate tile down that's shown on the card along with any hostiles. There's a "Nightfall" token that moves along a track, and if you've taken enough turns and it gets to the end, all of the enemies are empowered and are significantly nastier (it represents night falling and all the undead becoming more powerful). We got fucked on that twice by rolling on the event table at the end of the turn and ending up on the "Move the Nightfall token one further space" and ended up having to fight the empowered hostiles much earlier than we otherwise should have, and we also had two "You don't get any Destiny dice at the start of next turn" results too (the Destiny dice are a pool of extra dice that the heroes can use in addition to their normal activation dice).
The "Warn the citizens" bit is an action that requires an activation dice result of 6 so if you've rolled really poorly you might not be able to do it that turn, and to be successful in the mission requires eight warnings. Ordinarily this wouldn't have been too bad, but as I mentioned before we had just dreadful rolls for like everything. As an example, @yayKM rolled five dice that would require a roll of 3+ to be successful attacks, and only succeeded on one of them. There were also multiple really bad rolls on defence AND attempting to heal wounds, to the point that we weren't entirely sure we were going to succeed in the mission without everyone being taken out of action.
As it was, we made it by the skin of our teeth, of @yayKM's two heroes one had taken three grievous wounds (out of a maximum of four before you're out of action) and the other had two, and one of my heroes also had two grievous wound counters as well. We had a final fight where we needed to get past a group of hostiles, and JUST BARELY made it by having @yayKM's extremely witchhunter manage to just limp into the final board section and trigger the last warning we needed to end the game. And just as a final "Fuck you", the roll on the very final event table at the end was dreadful too and all the heroes had to discard their treasure cards.
Kill Team tonight, my Voidscarred versus the Elucidian Starstriders. I lost yet again, 13-10, though in my defence I'd never actually played against the Starstriders before so didn't have a handle on what they were like and boy do they have some unpleasant tricks. I also keep underestimating just how far stuff can move in a given turn and so fucked up the positioning of my troops on more than one occasion, and as per usual I completely forgot about all their equipment.
We had @wobin over today for a game of Warhammer Quest and it was excellent fun!
@yayKM and I had previously planned to do a Deliverance journey type for our next game since if you're successful it reduces the fear level of the populace of Ulfenkarn (if it hits 10, you lose, and we were currently at 7), but we hadn't actually done that other journey type before and for introducing @wobin to the game we figured it'd be easier just to do a Hunt since that was what we'd played all the previous games so far and were familiar with it.
All the characters levelled up which means they get some additional traits, but it also means the hostiles we face next game are more numerous too!
Tonight I finished my favourite miniature of the Cursed City box, Gorslav the Gravekeeper. I didn't realise until I was painting it that the headgear thing is actually a bunch of bones poking out of the top!