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Showing posts with label 2000 AD. Show all posts
Showing posts with label 2000 AD. Show all posts

Friday, August 22, 2025

Drokk the Law!! - Part XIX

Back in the blocks again, this time to take a look at the blocks themselves as I get to work on some terrain at long last. As mentioned previously, I took advantage of a sale at Brutal Cities (https://brutalcities.com/) to pick up five buildings that should fill out my Mega City 1 table quite nicely. So far, I've had time to put a couple together. 



You can see that whilst beautifully designed, the buildings have pretty basic interiors, as is common for this kind of MDF terrain. Having learned my lesson with my superhero table, I'll be holding off on painting until I add some more details and decide what each building will be in the broader game narrative. This will most likely involve counters and large furniture inside to provide cover and encourage players to fight out some battles inside. Hopefully making the buildings more than just elaborate hills. Having the buildings assembled also helps me consider elements like scale, as seen below. 

The door is a good indication of how "big" the model is meant to be. With one of Andy's Citadel Judge Dredd miniatures from the 1980s, it looks huge, the porthole is over his head and the push-plate at eye-level. This is an old miniature though, probably closer to 25mm, so let's look at something more current. 


Ok, here's another Punk in Sports Armour that I'm working on, a more recent 28mm miniature from Games Workshop, and it's better, with the porthole at a more reasonable height, but the door still seems a little big, so let's go up again. 


Ah, good old Space Marines, always the yardstick of industry scale creep. Ok, this looks about right, except that this is meant to be a massive superhuman, so let's try a large human miniature. 


Ok, this Cyberpunk Combat Zone mini is giving me a good idea of scale. These doors are way too big for anything remotely in 28mm. This is Batman Miniatures Game or MCP scale easily. Disappointing, but not unexpected. What this means is I'll be adding some signage, facing or other baffle to hide the true height of the doors before painting. It's a pretty quick method of fixing the issue and has the added bonus of making my collection a little more unique to me as well. I'll also be adding magnetic patches for some attachments and surfacing some areas for graffiti and street art. 




The second building has a nice shop or workshop vibe that I'll do something with for sure. You can just make out in the pictures that I cut down the roller door for more access and better light on the inside. I'm not sure just how well this set will make a full table, to be honest, but I first have to get the other three buildings assembled and lay them out. With my cars and a few garbage piles, I might just be able to swing it all together, but time will tell. 

Friday, July 25, 2025

Drokk the Law!! - Part XVIII

Following on from our last entry, here are all three Kleggs painted! 

Yes, still using the Necromunda tile, that should be remedied soonish if everything goes according to plan, anyway. I'm still lukewarm on the now-defunct Warlord 2000AD line, but these Kleggs are quite nice and even the nasty siocast mold-lines don't show up too badly with Contrast paints and wetbrushing. I also got a set of Fatties that I'll get onto when I can. These models are also huge, bigger than a GW Ogryn, they tower over even my GW kitbash Punks and other more recent models, not to mention Andy's classic GW Dredd range. I like it for the visual impact, though it can make for some comical pictures of games. 

I have also finally started painting my Mercenaries with a view to eventually playing a campaign either at NWA or Across the Board. Here is an old Void civilian that I gave a new base to better suit my JDMG stuff. He can be either a Punk or Juve with handgun (armour optional) making him a 30-40 Credit Mercenary, a good basic inclusion for campaign games. The Kleggs themselves can be Mercenaries, though more in the 200 credit range, so probably not going to see the table all that often. 

Speaking of Mercenaries, until my terrain arrives, they're coming more into my focus for JDMG, as I've painted most of my gangs now and am simply expanding when I get the chance. Although most of them need painting, I can cross a few off the list I posted a few months ago;

Bat Burglar (80)
Fattie (60-100)
Futsie (10ish)

Juve (10-60)
Juve Jimp (90)
Klegg (190+)
Klegghounds (100)
Lone Vigilante (500)
Punk (~95)
Pyrokinetic (225)
Robodoc (50)
Robodog (30)
Sky Surfer (100)
Vid Reporter (25)
Agent (95-300)
Combat Droid (~500)
Gorilla Gangster (125)
Street Judge (150-300)
Chimp (50-75)
Citi-Def Soldier (100-200)
Mutant (20-110)
Wally Squad Judge (100-200)
Assassination Droid (195) 

A few of these options, like the Punks, Juves and Vigilantes, I'll make a several at different credit values just to have a variety, and this gives me expansions for existing gangs as well. So even though I've crossed them off, expect to see a few more pop up as this project progresses. There are also some Chimps, Fusties and a Sky Surfer or two on the work bench on in transit via post, but I won't be counting those until they're here and at least able to be put on a table. 

I don't want to give too much about my terrain away (though observant readers may have spotted a trash pile in the last part of this series), but I have some ideas and some kits en route, so we should see some progress soon. What I do want to do is get some 2000AD-specific imaging and references in there if I can, which at this stage is likely going to be in the form of 3D printed vehicles, graffiti and hopefully some Boing if my plans for realising it work out. Hopefully some more gangs on the way too, if I can find the models I'm looking for. 

Friday, July 4, 2025

Drokk the Law!! - Part XVII

Game day with Andy rolled around again, and we got another three quick games in. We actually could have managed another one or two games in all likelihood, but Andy was feeling poorly after a flu shot, so we were lucky to get to play at all. As I recently picked up some Warlord Kleggs, I rushed to get them done for the day, and I have to say, for Contrast Paints and a little overbrushing, they look pretty damn good. 

Now, when Andy and I started playing the Mongoose Judge Dredd Miniatures Game, we said that we would stay away from Gangs that were built around characters, like The Angel Gang, or Chief Judge Kal's Retinue, which is where the Klegg rules lay. After looking these rules over though, there was the option to have a Klegg hero, so the list can be used as the basis for a Klegg gang. A little discussion with Andy and we decided to give them a try. With only 3 Kleggs in my collection and no Klegg Hounds as of yet, it's a pretty limited gang, but it is somewhere to start with yet another gang. I'll have to amend the Mercenary list in my next one of these. 

We put together a fairly basic setup with Andy's buildings and some of my vehicles for cover. I do have some Dredd terrain in the works, but it'll be a while before it's really table-ready. Until then, this table works alright so long as both Andy and I play reasonably fair, as a heavy weapon in one of the buildings can quickly dominate the table, as we'll find out in the second game for the day. 


For the first game, my Kleggs had to break through a blockade set up by Andy's Sky Surfers and escape. With such a stark difference between our gangs, Andy had a speed advantage but the Surfers are far more fragile, any hit from a Klegg would be lethal, selecting the right mission is paramount to having a fun game. Neither Andy nor I are super competitive when it comes to JDMG, though I do tend to win more games as I'm a tad more aggressive, but it is never really fun to start a game that one has no hope of winning. 


As regular readers will know, one of the changes we've made to JDMG is shrinking the table down to 3x3', which has mostly been good, but we also haven't tried everything in the rulebook yet. Turns out the Power Boards used by Sky Surfers can move most of the length of the table and back in a single turn, which wasn't a problem for this mission, but could be pretty brutal for others. My Kleggs pushed up the centre of the table, taking what cover they could, but the simple fact was, the surfers could get a line on me no matter where I was thanks to their huge movement. The Kleggs had to rely on their general toughness and heavy armour to stay alive. 


My return fire, basically machine guns on both models, was almost always deadly when it hit the unarmoured Surfers, so for me, it was a matter of time before I drove the surfers off. Admittedly, Andy wasn't rolling the best, but he still only managed to take half the Hits off my leader and the other Klegg was untouched. Part of the issue was the small amount of gear Sky Surfers can carry, meaning most high-damage options are eschewed. They're just not very killy, at the end of the day, which is a problem in a miniature wargame. 


After a few turns, I drove the Surfers off and it was fun, we even got a close combat to see how brutal the Kleggs can be up-close. From this game we suspected that maybe the Sky Surfers needed some tweaks to the rules, but that would get solidified with another game later in the day, so I'll discuss it below. 


Game two was a more straightforward punch-up between our two Street Gangs, with my Miameg Porpoises being outnumbered and outgunned by the Brian Ansell Blockers, but I was relying on my heavy Sports Armour to keep me safe as I picked off the enemy. 


So an issue with our current terrain set (belonging mostly to Andy) is that the big buildings are great sniper spots and the roads are too open to cover the distance most of the time. In the first two turns of this game, the only important interactions where mine and Andy's heavy weapons blasting across the street between two buildings until I came out on top. Whilst, as you'll see below, it didn't win me the game, I would like to not have this be the case when we play. Hopefully, with some stuff that I'm working on, we'll have a better terrain density and reduce the lines of sight somewhat. 


After the heavy weapon shoot-out, this was a really fun game, with both gangs pushing to occupy the centre of the table. I do try and build my gangs with an eventual campaign in mind, meaning some of the Porpoises are really under equipped and I have to get pretty close to do much damage. I have one Punk with just a hammer and he and my leader with chainsaw crept up through cover to get to Any's pistol toting Punks. 


I got my bloody close combat against a Punk and things were looking up for me, but a lucky shot from Manimal's spit gun took out my Leader and my entire gang's morale collapsed within a turn after that. This is JDMG at its strongest and why I really hope to get a campaign running someday, as my team decided that seeing their leader shot down was enough and called it a day, turning Andy's probable defeat into a victory. That makes for a fun game and drives narrative for campaigns nicely. 

Final game of the day saw Andy's Sky Surfers return against my Lone Vigilante, Bubba Feet. This turned out to be another great match-up as Bubba's jet pack gave him a decent amount of movement to keep up somewhat with the powerboards. 


It was in this game that the Surfers really showed how they don't quite work with the rules as written. I'll expand on this in a future article, but the Surfers move like infantry that can just ignore terrain, which makes sense, but makes them play like Jump Pack infantry rather than guys on flying surfboards. Shooting and charging them is pretty normal, but they can't fight melee at all unless charged and have to take a whole action to shoot. Being able to turn 360 degrees at any time during movement also makes them not quite "feel" right when being played. As much as we don't enjoy re-writing the rules or adding complexity where it's not needed, we have been going back and forth on email over how to get the Powerboards closer to how we want them to run, so keep an eye out for that getting worked out here as we move forward. 


In better news, this was Bubba's first win in a game, thanks again to the Surfers not being able to pack high damage or AP weapons. Also a first, the Concussion Grenades, wielded by the Surfers, came into the fore. When successful, the Concussion Grenades rob targets of Actions, which can really shut down more elite teams and models. We'll be experimenting with this as we build new gangs, and I can see the right combination being pretty nasty. Until the next game session rolls around though, I'm back to painting and should even have some terrain happening soon. 

Friday, June 6, 2025

Drokk the Law!! - Part XVI

Two weeks in a row? My goodness, what a treat! Well, this wasn't so much planned as it was just how I wrapped up some miniatures that were lying around. This time, the long-promised Yakuza (Mobsters), that never quite came together before now somehow. 

Again with the Necromunda tile sorry, distracted by Halo and MESBG terrain for work. From the left, Juve (Stargrave), Mobster (Heroclix), Mobster (Urban War), Mobster (Heroclix), Punk (Urban War) and Blitzer (Urban War). Mobsters offer an interesting alternative to the Street Gang for just having a group of normal humans with guns. Whilst Punks and Juves are available, Mobsters are Heroes by default and other options like Blitzers and Assassins are more expensive and specialised. Doing a gang mostly made up of heroes is possible and can make for a characterful project. I have more Urban War models for this gang to come as well as a few more Juves to expand it a little. 

Friday, May 30, 2025

Drokk the Law!! - Part XV

Staring down a handful of weeks until my next gaming session with Andy, I have finally managed to finish another one of my "starter" gangs for Judge Dredd. This time, my Street Gang, The Miameg Dolphins.

Excuse the in-progess Necromunda tile, I'm preparing for several campaigns and tournaments at the same time. The majority of the models are converted Blood Bowl plastics, with various Necromunda and other bits, the little Juve at the back is Stargrave and Wargames Atlantic parts. Gangs in JDMG can purchase "Sports Armour", basically gridiron gear, as one of the better options and when I remembered I had some Blood Bowl models lying around gathering dust, it seemed like a fun project. I will be adding more models to this gang once I finish up another couple of things for other teams first.

Friday, April 4, 2025

Drokk the Law!! - Part XIV

The quarterly game with Andy rolled around last weekend, and whilst I didn't quite get the painting done I wanted, it didn't really matter, as playing fun games with a friend is much more important that what is and isn't painted to my usual standard. It still bugs me though. We got two games in, Scrawl War and Demolition, and whilst I did win both, it was usually pretty close and both games had a good narrative flow. 

Andy's terrain on my new mat, plus some NWA club stuff for low-level cover. I'm not a huge fan of how "bitsy" it looks currently, especially when compared to my Necromunda, SuperSystem or Nocturnal tables, but hopefully it comes together in leaps and bounds if we're only playing every few months. I'm also hoping that next time Brutal Cities is doing a print run, I'm doing better work-wise and can justify a bundle. 


The first game saw Andy's Brian Ansell Blockers (Street Gang) versus my Yakuza (Mobsters) in a Scrawl War, a scenario where gangs have to spray tags on certain places. It's a fun and objective-based mission that requires movement and cleverly punishes just rolling over your opponent with gunfire. I won't transcribe the entire mission here, but basically there's four Scawls and whoever controls the most at the end of the game wins. So even a gang that runs off due to casualties can win if they got more Scawls done. 




I was up against it from the start, as Andy's Blockers had a Heavy Spit Gun (basically a LMG) and more long-range firepower than my Yakuza, who are more built for close and medium range fights. My gang pushed up through cover as best as possible, but my Blitzer went down the second he poked a toe out, and I didn't do a lot with return fire. Andy had two Scawls before I could get my gang into position to take even one.


The game turned around for me when I actually gave up and did something silly. My gang leader is armed only with a Katana, and often doesn't get to do a lot, so when I had nothing left to use, he broke cover to slice an enemy Scrawler in half. Andy loves a good scrap, so his leader leapt out of a window to clash blades with mine, but my rolling won out and I claimed my second scalp for the game. Of course, his spree was ended on the next turn by the Heavy Spit Gun, but it was a fun run while it lasted.


Emboldened, I pushed forward with my remaining gangers, taking out the Heavy Spit gun with a lucky shot throw the window with a pistol, so that my Punk could run out on the balcony for the last unclaimed Scawl. At this point, Andy was down to one model, and would have won if he had failed a Will To Fight (morale) roll, but the stubborn bastard just stuck it out, enabling the Yakuza to convert a third Scawl for the win. 



Game two was Demolition, with the City-Def trying to prevent known robot terrorists, Blood in the Machine, from destroying a statue. In order to complete the mission, the robots have to perform a total of 8 Special Actions in contact with the statue, which can be done by any number of models across different turns. Though they're outnumbered and out-gunned, all the City-Def have to do is drive the Robots off to win. 


My initial plan was to have Vendi and Call-Me-Kermit cover Haro2-Goodbye while he completed the mission, relying on his armour and 7 Hits to get the job done as fast as possible. However, I underestimated the City-Def's spit guns and trigger-happy tendencies, and Haro2 was low on Hits after just two lucky shots. 




In order to get the City-Def out of cover, I sent Haro2 straight across the plaza and into melee, where he's pretty much unstoppable, and picked off any City-Def he could get his claws on. Meanwhile, the other Robots converged on the objective, alternating between laying down covering fire and planting the bombs. With three robots on the statue, I won pretty quick, especially with Haro2 taking down all but one of the City-Def members.

This gaming day was mostly about just catching up and seeing where projects were at, next time we'll put in a little more planning and try a few new things, maybe even do the campaign stuff. I have a few more models on the painting table for Dredd, so expect to see another one of these before too long.