The Dunwich Legacy concludes!

Hey everybody,
My campaign has drawn to a close, and the Dunwich Legacy is over. I thought I’d take some time today on game day to talk about the last two scenarios in the campaign, and also share some reflections before I move on to my next campaign with the Arkham Horror LCG!

Where Doom Awaits involves climbing to the top of Sentinel Hill in an effort to stop the ritual that Seth Bishop is trying to enact. The scenario manages to stage the ascent by tying location discovery to the Act deck, meaning that you can’t simply charge up the hill to see what’s going on. The encounter deck has also got a lot of nasty surprises in it, including this horrible little beastie that nearly saw Roland Banks off for good!

This scenario definitely felt like it was a straightforward one, I think the fact that the Agenda deck needs 12 doom before the first card is flipped helps somewhat to keep the pace slow, although there are a lot of cards in the encounter deck that will flip the various locations, removing the clues from them and causing all manner of chaos. Fortunately, by this time in the campaign, I’ve got a lot of cards that allow me to discover extra clues on my way, which makes clearing out locations fairly easy.

Campaign Log
The investigators entered the gate, as we saw off the evil Seth before he could do any further damage. We also gained 6VP though in all honesty, at this point in the campaign, I wasn’t entirely sure what to do with it, so left it in the bank (along with the 3VP from the last game).

Onwards, we go!

To be fair, it felt right not to upgrade the decks between scenario VII and VIII, given that the last one ended with us being sucked through the gate to the other world! Lost in Time and Space is perhaps the most straightforward setup of any game, having just one location in play, with most of the locations in the encounter deck. Interesting twist, I’m sure you’ll agree! The Act deck allows you, as an action, to discard the top 3 cards from the encounter deck, and put into play one of the locations revealed.

The game can be quite difficult without taking those actions, although I must say that I felt the starting turns quite relaxed, as I took the time to try and get my resources together – much like I imagine the investigators would be steeling themselves against the mind-bending chaos of being lost in another dimension.

There are still horrible monsters to contend with, but this scenario definitely felt like it was the kind of exploration thing that it should be, as we attempt to find our way out of the rift and back into real space. There are two locations that will lead to The Edge of the Universe, from whence you can begin to find your way home, and if you don’t manage to get to them for a while, it can feel like your sanity is being tested with treachery cards like Collapsing Reality that force you to take horror or damage. I found myself having to take extra notice of the locations I was investigating, to ensure that I wasn’t letting one that would lead home to be discarded.

The scenario has some great interplay with the locations, and it really feels different from the others of the campaign – indeed, each scenario of this campaign has felt different in some way or form, which is wonderful – it’s not simply about killing enough monsters, or investigating enough locations – in the case of Lost in Time and Space, it’s more about simply surviving, and victory is actually gained through lasting out long enough to resign from the game.

Campaign Log
So how did things finish up? Well, the investigators closed the tear in reality, which is always a good thing, though it did come at the cost of both physical and mental trauma (two points, each). We did, however, get a bonus of 5VP, and more importantly, the investigators won the campaign!

Some stats for you now. Over the course of the campaign, we earned 35 experience points, which was spent on eight upgrades for Akachi, and nine upgrades for Roland. That’s surprising, really, when you think that only a couple of those cards were upgraded from 0-cost to 4-cost. I think the investigators ended the campaign with 14 experience still in the bank, but I’ll get to this in a bit.

Some thoughts
I love this campaign! Coloured for sure by my love of the original source tale, of course, the campaign basically forms a sequel where the impact of dispatching the spawn of Yog Sothoth is examined in each of the academics who went up Sentinel Hill on that fateful day. There is an interesting designers’ note in the back of the campaign notes that talks about this inspiration, and is nice to see where the idea came from.

There are some great stories to be told from playing through the campaign, as well – I mean, my own start with the campaign couldn’t have been less auspicious, as I ended up destroying the Clover Club and gaining the ire of the O’Bannions! As the campaign went on, it was great to see some call backs to the events of the very first scenarios, as well, with the outcome of Extracurricular Activity being felt in Lost in Time and Space – that was a very nice touch!

When I played through this one last time, first of all I only talked about the start of the campaign on my blog and didn’t get to the other scenarios, but I ended up with a very different tale unfolding – I feel like it went much better for me, as far as my memory serves. I certainly didn’t blow up the Clover Club, that’s for sure! Even though I have played it before, I didn’t really remember the story beats, which made for a much more exciting game. I could remember things like the hidden chamber in Blood on the Altar when I got to that point, and the ascent up Sentinel Hill was somewhat familiar, but in the main I don’t remember what I was supposed to do (or how I played it last time), so I couldn’t game the game, as it were. I think it helps that there are so many different paths that you can take – most scenarios have at least two resolutions, with some having as many as four, informing the subsequent games so that each replay will indeed feel different.

However, in terms of the deckbuilding, there did come a point where I wasn’t sure what I wanted to do with my investigators, and so felt a little bit paralyzed by choice. I suppose not knowing what I might be facing made it so that I didn’t really have a plan, so I didn’t know where I wanted to go with it all. As such, I ended up with almost half of the total earned experience not being used. Part of this is definitely also down to not being too familiar with the card pool, but it felt a bit odd giving out 6VP at the penultimate scenario, although I suppose some groups may have fared much worse than me, and might well have needed it to stand a chance!

Something that I thought quite interesting, I barely saw any of the Story asset cards during the entire campaign. Maybe I’m just rubbish at shuffling, but Akachi Onyele had custody of the Necronomicon, as well as having Henry Armitage and Zebulon Whateley in her deck – and none of these cards saw the light of day at all. In the very last scenario, Roland drew Professor Warren Rice to help with his investigation attribute, but that was the single benefit of the whole campaign! I don’t really know what point I’m trying to make with this one, however, because these cards are important more in terms of how the story unfolds – the fact that the Necronomicon can get you resources and improve your investigation is almost arbitrary. But I suppose it would have been nice to have seen them further down the line, as if there were a rule that allowed you to start with the card in play (much like a Permanent card).

All that said, however, the campaign was just wonderful, and I am really pleased to say that I enjoyed it a great deal. Some rules still elude me to some extent, but in the main I thought the gameplay felt very fluid by the time I was mid-campaign, so it definitely helps to play a lot of the game to understand the basic rule interactions so that you can then concentrate on the story aspect. This is definitely one of those games where the story comes through so well that it can sometimes knock you over!

Fantastic stuff, I’m sure you’ll agree! Now, though – it’s time to start a new campaign, with new investigators. I’m heading to Lost Carcosa, and I need to assemble my team… much like with using Akachi for this one, I think I want to use a class that I don’t have any experience with, so I’m probably going to have a Survivor, but I’m not sure about the second one. Maybe a Rogue, maybe a Seeker. Stay tuned, though, as I plan to write up blogs for my plays with all of the Arkham Horror LCG – it’s really become a firm favourite!

Down in Dunwich

Hey everybody,
I am loving the Dunwich Legacy campaign at the moment, and today I want to talk about a couple of scenarios from the centre of the scenario: Blood on the Altar, and Undimensioned & Unseen. Both of these scenarios take place firmly in Dunwich village, and I can remember vividly the feeling of being back in the Dunwich Horror expansion for Arkham Horror, back when I played them for the first time in summer 2019!

Blood on the Altar

Blood on the Altar sees the investigators trying to find those kidnapped folks from the earlier scenarios, exploring the environs of Dunwich in an effort to find the Hidden Chamber where they are thought to be held. This is represented by the Chamber card and the Key to said chamber being shuffled into some random cards from the encounter deck, and being placed beneath the locations: once those locations have been fully explored, you can flip the card underneath.

In possibly my fastest game to date, my first discovery was the key, and my second was the chamber itself! When revealed, the abomination Silas Bishop is spawned there, but with Roland Banks pretty tooled up for the job, he was able to dispatch him in fairly short order. Destroying Silas Bishop, I was able to rescue all of those kidnapped folks, after all!

Campaign Log
The investigators put Silas Bishop out of his misery. We also gained 4VP in total.

In the same manner as the deluxe box, there is then an interlude, where the rescued chaps then have a bit of screen time, as we all regroup and come up with a plan to deal with the supernatural terrors plaguing the Dunwich landscape.

Dr Henry Armitage survived the Dunwich Legacy
Professor Warren Rice survived the Dunwich Legacy
Dr Francis Morgan survived the Dunwich Legacy
Zebulon Whateley survived the Dunwich Legacy
Earl Sawyer survived the Dunwich Legacy

Each of these fine folks helps with the attributes of the investigators. Roland has gained the help of Professor Rice, Dr Morgan and Earl Sawyer, while Akachi has the help of Dr Armitage and Zebulon Whateley, as well as Armitage’s Powder of Ibn-Ghazi.

After a quick pit-stop to swap out some more cards, both of our intrepid heroes have run down their experience by trading for some (hopefully!) useful cards in their decks!

Undimensioned & Unseen 1

Undimensioned and Unseen is a great adventure, and quite possibly my favourite from the campaign so far. Basically, the game begins with a number of “Brood of Yog-Sothoth” enemies in play based on the number of folks who were rescued in the last scenario – in my case, five folks were rescued, so we start with the minimum of two. The encounter deck has got some more enemies, but it has quite a few attachments to make these Brood enemies tougher in different ways.

Furthermore, you can only defeat them with scenario-specific Esoteric Formula cards, which come into play when the Act deck has advanced by spending clues at a specific location – the ruins of the Whateley farm. Akachi was beginning the game with the Powder in play, though, which has a number of uses based on the number of rescued folks, too. This Powder allows you to exhaust a Brood enemy at your location, avoiding its attack for the turn.

The Brood monsters are fought with Willpower, not Strength, and the Esoteric Formula allows for a bonus to that attribute if you can place a clue on the monster. You do this through exploring the locations, but the Agenda deck will force the Brood to move to a random location each turn. It’s just incredible, the way the scenario plays out!

However, I had Akachi on my side – with base 5 Willpower, it wasn’t a huge task for her to overcome the combat check of 6+ to defeat these enemies, once the Formula was discovered.

Undimensioned & Unseen 2

I must say, though, that it was exhausting! Akachi managed to single-handedly defeat three of these things, two of them had attachments that increased their health to 4, meaning that she couldn’t dispatch them in a single turn – it was quite the nail-biter! Meanwhile, Roland was just chundering around like a spare wheel – he did some work when more regular enemies came out of the encounter deck, for sure, but on the whole, this scenario was all about Akachi. What a hero!

Campaign Log
No Brood escaped into the wild, a fact that I’m quite pleased with, and we each gained 3VP for the experience.

I’m having an absolute blast playing through this campaign once again, in case it wasn’t completely obvious! As I near the end of the campaign, though, I do find myself thinking about moving on to the next one in release order, Path to Carcosa, which is widely agreed to be the best campaign to date. I wonder, could it beat my beloved Dunwich? Time will tell – until then, though, I need to make my way to the next scenario, Where Doom Awaits!

The Essex County Express

Hey everybody,
I’m on scenario four of the Dunwich Legacy campaign!

The Essex County Express

This one was a lot of fun. It’s quite different from any of the previous scenarios in the game up to this point – the premise is that the investigators are on the train from Arkham to Dunwich, when a rift opens in the sky, and the train cars begin to get sucked into the beyond! The investigators must move to the front of the train to attempt to get the engine moving forward again. It’s not so easy as moving from location to location with each action, however, as each train car must be fully investigated before moving on to the next one.

The Essex County Express

As I said, it was a lot of fun, this one. When it was first released, I was a bit baffled: a Lovecraftian adventure centred around a train? However, the storyline of the rift in the sky, and the mechanics of moving forward from one side to another, while battling the emerging monstrosities, somehow works really well! Additionally, there are passengers that you must deal with, and you can either choose to rescue them or leave them to their fate, causing you to lose sanity if they are sucked into the rift! See, when the agenda deck advances, the leftmost train car is removed from the game, as it is sucked into the beyond!

I mean, there are more enjoyable scenarios in this campaign, from my memory of playing last year, but this was definitely a good one, regardless!

Campaign Log
Not a lot to say on this one, really. Got 3VP, and did a couple of upgrades to Akachi’s deck after picking up some more mythos packs for my collection. I took a break for the Dream-Eaters cycle, as I hadn’t been playing the game so it had fallen a bit out of favour. Well, it’s time to catch up now, for sure!

The Miskatonic Museum

Hey everybody,
Tuesdays have always been game days here at spalanz.com and, while I might not always be able to fulfill that with today’s crazy world, I thought I’d still take some time today to talk about the latest game in my Dunwich Legacy campaign, and have some reflections on the campaign system for Arkham Horror LCG as well. Let’s go!

Miskatonic Museum

So I played the third scenario in the campaign at the weekend, and had a blast as I went round the Miskatonic Museum, searching the darkened exhibit halls for a copy of the dreaded Necronomicon. The campaign is set in the months following the events of The Dunwich Horror, for those who don’t know, and the investigators are following up on some of the worries of Dr Henry Armitage, the librarian at Miskatonic University. As readers of the original story will know, Wilbur Whateley attempted to steal a copy of the book from the library, and was injured in the process – the game takes this and further expounds that the University’s copy of the Necronomicon was then sent to the curator of the Miskatonic Museum for safekeeping.

This scenario was not perhaps as immersive as the last, as there were a few more game-mechanics involved to simulate wandering the darkened halls of the exhibits. As we moved through the museum, the only monster in the entire encounter deck is the Hunting Horror, which never really dies but goes back to “the void” when defeated, from whence it can strike once more. As it turned out, I had some very good set-up draws for Roland, and he was perfectly equipped to dispatch it each time it turned up, meaning it wasn’t so much a threat as simply an annoyance. But I suppose, that might be the point.

Akachi was therefore left to do a lot of the investigating, which didn’t always work well despite having Alyssa Graham out from the start, giving her +1 to her intellect. As such, the game was a little slow. The object of the scenario is to fully investigate the Restricted Area of the museum, which is one of the many Exhibit Hall location cards that forms part of that separate deck. We ended up finding it fairly quickly, as it happens, and so a couple of card effects allowed both investigators to clear the location of clues very easily.

Akachi has taken possession of the book – in my head, it makes sense from a thematic sense, not just because she needs all the intellect help that she can get. As a Mystic, she would doubtless be attracted to preserving the tome, even if she isn’t going to use it herself – Roland, as a Federal Agent, would perhaps not be interested in keeping the book but rather turning it in (or worse!) Anyway.

Miskatonic Museum

Campaign Log
The investigators took custody of the Necronomicon, but sadly that does mean that we have given in to the temptation of power – we’ve added a cursed token to the pool (more shortly), but we have each gained 3 XP!

Now, I have never thought twice about the Chaos bag since I set up my very first game of Arkham Horror LCG almost four years ago. As it turns out, I’ve been playing the Dunwich Legacy campaign, both last year and in this most recent run through, with five additional negative counters! What kind of masochist am I?! I’m playing on Easy mode, because I’m overwhelmingly into the story rather than being brutalised by the encounter deck, but even so! What a fool. So I’ve sorted the bag out now, which is a good thing!

I’ve also been making some upgrades to the decks! In campaign mode, you can upgrade or swap out cards at the cost of experience points earned through each game. Cards have an experience cost denoted by the pips that they have in a crescent underneath the card’s resource cost, in the top-left corner. I’ve managed to get quite a bit of experience for my investigators so far, so it’s time to kit them out anew!

Akachi has upgraded copies of Shrivelling and Alchemical Transmutation to higher-level copies – cards will often have a better version for a higher experience cost, allowing you to hit harder or whatever. If you upgrade cards like this, the experience cost is only equal to the difference between the copies – a 3-cost card upgraded to a 5-cost card will only cost 2 experience, for example. However, you can also swap out a card for a completely different one, which I’ve done in a couple of instances, as well.

Arkham Horror LCG

Roland’s deck, however, felt a bit more difficult to upgrade. Akachi had a clear path, really – upgrading her spells to better copies of those spells, while keeping the majority of her supporting cards the same. For Roland, there weren’t a great deal of cards for him to upgrade to. However, I’ve come across a couple of gems that are definitely worth mentioning. The above Keen Eye is a Permanent card, which doesn’t have a resource cost in the top left: it starts the game in play, and can never be discarded. It costs 3 experience to purchase, however, so it’s not something you’re going to play with in your very first game! However, if he has the resources to play it, it can be very strong! I’ve also gone for the Guardian tarot card that came out during the Circle Undone cycle, giving him +1 strength.

These cards are pretty neat, as they are a new type of slot (so don’t take up a hand or body slot, etc). While Roland might not be one for reading the Necronomicon, I can totally see him being the sort of superstitious type who might well be carrying a tarot card with him.

I really like the deckbuilding in Arkham Horror LCG now. When I first started playing, I was a little bit dismayed that I couldn’t find viable cards to include in my strategies, but I think that was probably my inexperience with the game showing – thinking about what you want your investigator to do usually makes your decisions quite easy. For Roland, I wanted him to fulfill the roles of fighter, healer and investigator, which he is quite well-equipped for, having access to a lot of healing cards as a Guardian while also being able to tap into the Seeker cards for investigation. Akachi, on the other hand, was initially a bit more complicated to build for, until looking properly into the Mystic possibilities, I turned up a lot of ways of using Willpower for other tests (such as fight or investigate actions). With a massive Willpower attribute to start with, along with myriad ways of increasing her attribute there, she is again quite straightforward. Of course, the Mystic class does have a lot of tricks that you can use, which can make it less than simply straightforward

I’m really enjoying myself with this game though, and I’m looking forward to playing through all of the scenarios on offer!

The Dunwich Legacy

Hey everybody,
After beginning once again to follow the campaign of the Dunwich Legacy last week, it’s time for part two of my adventures, as I head for the seedy gambling den of the Clover Club, on the trail of Dr Francis Morgan!

The House Always Wins

This was a really enjoyable scenario, I have to say! It starts out with the investigators trying to get into the exclusive Clover Club, which is fronted by the La Bella Luna restaurant. When you’re in there, it’s all a bit tense but nothing bad really happens until you deal the first Criminal enemy damage – it’s really evocative of being in the gambling den and trying not to draw attention, scoping things out while all the time being scrutinized by the criminal underbelly. I’ve never really had that sort of feeling before, where you play a game and it almost plays out like a film in your mind’s eye, you know?

For example, one of the locations is the bar, where you can “have a drink” to gain two clues. Importantly, none of the locations in the club offer you clues at first, but you gain them through taking actions other than simply investigating. Roland walked up to the bar and took a drink, so he was able to get two clues but it’s going to come back later on, I’m sure of it – however, it really felt like he’s been looking around and has found nothing, so has heavily sat down on a stool and ordered a Manhatten or something.

Anyway!

Things didn’t stay calm for long, of course, and as soon as it became inevitable, I had Roland shoot the Pit Boss and another of the mobsters, and all hell seemed to break loose as a result! Roland was definitely playing more true to form in this one, I think – he has been something of the investigating investigator so far, while Akachi was actually able to deal more significant damage with ease, due to using her willpower attribute to fight thanks to spells such as Wither and Shrivelling. Here, however, Roland was able to perform as I had expected, shooting everything in his path and healing Akachi when it was needed most. Indeed, the tactic of almost leaving her to just take damage while she went around gathering clues, then Roland healing her up for her to keep going, worked out quite nicely!

When it was needed most, however, Akachi was also no slouch in combat, having really great stats across the board. She finished off the Conglomeration of Spheres enemy (after the hilarity of Roland shooting it almost to death), and proved instrumental in gaining the trust of Peter Clover himself. It was an epic struggle in the end, although I completely didn’t realise that there was another exit to the Club, and allowed the agenda deck to tick down without fully exploring the locations, meaning that I was forced into the fourth resolution – the club pretty much explodes, and we’re dragged from the rubble by the police!

Campaign Log
Naturally, the O’Bannion gang has a bone to pick with the investigators, and unfortunately, Dr Francis Morgan was kidnapped. Each of my guys has suffered 1 physical trauma because of the club collapsing on top of them, which I’ll come to shortly, and due to this catastrophe, the investigators were unconscious for several hours. However, we have each gained 4 XP and an additional 1 XP from the experience!

Interlude: Armitage’s Fate
The Dunwich Legacy campaign also includes a little story piece in the back, where the story is determined by the outcome of the previous two games. Now, as I had been unconscious underneath the rubble, Dr Henry Armitage was kidnapped! That’s now three academics that I have proven unable to rescue. Some record here, huh? However, we were able to glean some information from his notes, which has given us a bonus 2 XP, so my investigators now have 11 XP each to spend on upgrading cards in their decks!

Some more thoughts
I really liked this scenario! I think we see a glimmer here of how stilted some of the scenarios are, in order for them to tell a story that has a logical progression into one of the four prepared resolutions, but once you’re over the amount of stuff that you need to do during setup, it plays beautifully. Despite the fact that they both suffered physical trauma, I’m quite excited to see where this could go – during campaign play, trauma basically lowers your maximum health or sanity (the game refers to “taking damage”, whereas all the other Arkham Files games refer to “losing health/sanity”, and so I think of it this way). Last time, I took Ursula and Jenny all the way through the eight scenarios, but I’m intrigued by the possibility that I might lose one of these investigators…

I’ve not yet given much thought about upgrading my decks, but I am hoping very soon to buy a second core set (finally!) which would be a very useful purchase for making the decks more consistent. I find that, even with four full cycles of cards to choose from, I do have some limited choice with card pool, and so noticed today that both investigators were drawing some fairly chaff cards. It would be much better if I could get that consistency that would allow for every draw to have much more impact. So that will be interesting.

I’m considering trying out one of the standalone scenarios next, but playing it as a part of this campaign, so we’ll see how that goes! In my next campaign blog, though, I’ll be sure to detail the upgrades that I bought – stay tuned!

The Dunwich Legacy

Hey everybody,
After a long time flirting with this game, I think I have finally taken the plunge to go all-in with the Arkham Horror LCG, and have been playing it quite a bit in recent weeks as I attempt to once more get to grips with things. Last summer, I managed to get myself through the entire Dunwich Legacy campaign, but only chronicled the start of that adventure here on the blog –  The Dunwich Horror is my favourite Lovecraft story, though, and I feel that the campaign deserves another run-through, so I’ve decided to tackle it once again, and will be coming back here regularly to talk about my plays! That is, at least, the plan!

The Dunwich Legacy

Dr Armitage is worried his colleague Professor Warren Rice, might be in trouble, so he has asked for your help in finding his friend. He seems unreasonably nervous about his colleague’s disappearance considering Professor Rice has only been “missing” for a matter of hours…

Much like last time, I’ve started with Extracurricular Activity, as we try to find out what’s been happening with Dr Armitage’s colleagues. It was a lot of fun to get into this scenario, I have to say – I’ve played The Gathering so many times, it’s a very nice change to have what I suppose is a “proper” game, as things get underway and we can see what the game has got to offer. I’d made up new decks for Roland Banks and Akachi Onyele recently, so set out with this pair and thoroughly enjoyed myself!

The Dunwich Legacy

I’m very pleased to say that I didn’t remember the scenario all that much as I was playing it, so I wasn’t able to “game” it as I thought might be possible in these sorts of circumstances. Looking at my blog from last year, I turned out rescuing the professor, but the students didn’t make it out so well. This time, however, due to a combination of events in the encounter deck and a random path of exploration that turned up a lot of clues, I found myself in the dormitories and rescuing the students, leaving the experiment in the alchemy labs.

Interestingly, I didn’t have a great deal of enemies come out of the encounter deck, so the game did feel quite relaxed, although the treachery cards that I drew were just horrible (more in a bit!) Of course, I’m not an expert at this game yet, so I did still need to consult the rulebook at times, but I think it went quite smoothly overall! I think the worst part, for me, was a string of failed investigate checks – both investigators had an entire turn where nothing happened because all the checks were failed!

The Dunwich Legacy

Campaign Log
So: Professor Warren was kidnapped, but the students were rescued. I managed to accrue 4 victory points, so both of my investigators have got some XP to play with, although I think I might play another scenario before I start looking to upgrade the decks.

Some thoughts
I find these decks curious to play. Akachi is built as quite a powerhouse, if I can get the right pieces of her deck into play. Something I noticed with the core set play-throughs is that she was a bit useless until the deck “comes online”, but once she was there, I kept drawing cards that felt redundant. This time, however, it was a slightly different story as I was getting some pieces that I needed, but I was also getting a lot of good stuff overall, which made it feel like she was a real player. Roland, by contrast, had some real bum draws, and wasn’t getting very far with either the investigation or combat. I drew Pushed into the Beyond for him rather a lot, also, which discarded anything useful that I managed to play! I do often find this with playing card games, that I will usually find myself just accumulating resources with nothing to spend them on – not sure if I need to give the Roland deck a tweak, but then I’m not really sure what I need to put in there!

Both signature weaknesses were drawn for the investigators, and both were overcome, which I was very pleased about.

It was a lot of fun though – stay tuned for scenario two, coming soon!

Apparently, it’s summer now…

Hey everybody,
It’s been raining something terrible here in the UK for the last week or so, which has left me with a lot of indoor pursuits to take my mind off the fact we’ve had more than a month’s rainfall within hours. I’ve already talked about getting back into Magic, which has been very exciting as I’ve been rediscovering that classic. I’ve got quite a bit more to discuss on that, of course, so those blogs will be peppering my site over the coming weeks and months. I’ve already got some lined up, to keep things going while I move house (though when, exactly, that will be, remains to be seen!) so I thought I’d check in with everything else that has been going on!

First of all, I’ve really gotten back into painting, and have been really getting somewhere with my Skitarii army ideas from days gone by. I’ve been toying around with quite a number of list ideas, though for now I’m trying to focus on painting up what I’ve got built, and ensuring I can bring down the pile of shame into something more akin to a proper army.

I’ve managed to get two lots of five troops, along with one HQ and one elite slot finished. Once I’ve finished up the Tech Priest Enginseer and the next ten Vanguard painted up, I want to move back to making the two lots of five troops into two lots of ten, which I’ll probably do alongside another character model. I’ve also built up five Sicarian Infiltrators, which I really like – especially that Princeps model! I love the insane technical details on these models, and I’ve really enjoyed painting the abundance of clips and plugs and screens on the Enginseer, so I’m expecting to enjoy him as well!

It’s my plan to get 500 points of AdMech painted up soon, so that I can start to play games with them. I don’t have an Imperium army that I can play with, so I’m looking forward to seeing how they work. Once I’ve got those 500 points finished, I can keep painting and adding to the collection, but at least it will be an army that is seeing some action, at last!

Skitarii list 500 points

My thought process here is to keep adding units that interest me, or that I feel that I need, once I’ve been able to try the army out and see what it’s all about. I’m guessing that heavier artillery will be a requirement, and I’ve already started to put some paint on the first Dunecrawler twelve months ago, so hopefully that will be making an appearance before too long!

On the subject of painting models, I’ve also been fidding with some Necromunda miniatures, the Delaque gangers that I’d built back in December. I want to get into this game so badly, but finding people to play with has been proving a bit more difficult than I’d thought – hopefully soon, though, I’ll be able to get either the Delaque or Van Saar models to the table and try it out! I just hope I actually enjoy it!

View this post on Instagram

#nowReading #Warhammer40k #BloodAngels

A post shared by Mark (@marrrkusss) on

I’ve also been reading Warhammer 40k novels quite voraciously, as I try to work my way through quite the backlog that I have! The Space Marines Legends series was a short-lived set of hardbacks that focused on a single Space Marine hero from one of the popular first-founding chapters. I’d read the first book in the series, Cassius, back in 2017, and was quite impressed overall. Lemartes takes us to the Blood Angels, and discusses the cursed sons of Sanguinius with the dual flaws of the Red Thirst and the Black Rage. We follow a Chaos incursion on the planet Phlegethon, which the Blood Angels are sent to put down. The Death Company are unleashed on the cultists, along with those brothers from the Fourth Company who are particularly susceptible to the Red Thirst. When the cultists bring down the wrath of Khorne on the planet, these brothers almost lose themselves, but fortunately the unbridled fury of the Death Company is able to bring down the greater daemon Skarbrand.

It’s an enjoyable enough novel, though it felt a little bit like a non-event in the grand scheme of things. I also read Azrael recently, by the king of the Dark Angels, Gav Thorpe, but I was particularly unimpressed with this one. It just felt interminable, and the plot was particularly uninspiring overall. Also dealing with a Chaos uprising, and showing Azrael’s ascent to Supreme Grand Master of the Chapter, I was hoping we’d get to see a lot more of the inner circle, but instead it all just fell a bit too flat for me. Ah well!

View this post on Instagram

#nowReading #Warhammer40k

A post shared by Mark (@marrrkusss) on

A bit more recently, we have Cadia Stands, which is something of a tie-in to the Gathering Storm series that brought 7th Edition to a close. The novel deals with, well, the Fall of Cadia, as the forces of Chaos emerge from the Eye of Terror for Abaddon’s Thirteenth Black Crusade. Yes, he’s had a Thirteenth Black Crusade before, but this is a different Thirteenth Black Crusade. I really found myself enjoying this book, as we followed groups of Cadians around the planet. I thought it was really quite interesting to see how the soldiers reacted to the increasingly Chaotic events on-world, as some struggled to evacuate from the warzone.

The book has been followed up by Cadian Honour, which seems to follow up on one of the soldiers featured in Cadia Stands, Minka Lesk. I’m not normally one for Cadian stories, as I’m not a fan of the army in-game, but I enjoyed this one enough that I’m thinking I’ll probably give it a try soon!

Arkham Horror LCG

From 40k to Lovecraft, and it’s been quite an adventure this afternoon, as I’ve finally started playing the Dunwich Legacy!

I’ve been playing this game for what feels like a long time now, but have never made it past the Core Set. Back last October, I finished the core set campaign, Night of the Zealot, and so built up some decks with the new cards and thought about starting up the Dunwich Legacy, but other things seemed to get in the way. Well, I’m pleased to report that I’ve finally made it to Dunwich!

I’ve played the first scenario, Extracurricular Activity, using my Jenny Barnes and Ursula Marsh decks. I know Ursula is a more recent investigator, but the deck was built, so there we are! I really enjoyed it, seeing how the game has evolved from the core set already was quite interesting. There is a strong discard theme in the first scenario, at least, which I wasn’t expecting – I didn’t quite see my decks completely discarded, but even so, it was something I wasn’t really prepared for, and the hate leveled at investigators by the Agenda for having a large discard pile was really something!

Arkham Horror LCG Dunwich Legacy

Overall, I’m really enjoying this game. I’ve been buying everything for it as it has been coming out up until the current cycle which, due to real life intrusions, I hadn’t been aware had been released! When I popped by the games shop recently, it turns out pretty much the entire cycle has been released now, though I’m fairly sure I’ve only picked up the deluxe cycle.

FFG have recently announced a fifth deluxe expansion, The Dream-Eaters, which has also taken me unawares! The way the campaign works for this expansion is quite unique, as it features scenarios set in the real world and in the Dreamlands, and you choose one of the two for your investigators to follow. There is still talk of a cohesive eight-part campaign, though, so it sounds as though it will still be a traditional cycle. I may even have caught up with it all by then, and be able to play this one as it happens!

While I am loving this return to the Arkham Horror LCG, and finally getting round to seeing what I’ve been missing all this time, I’m also excitedly awaiting A Shadow in the East, the next deluxe expansion for Lord of the Rings. I haven’t played that game for a long time now, I know, but it is still up there for me, and I look forward to getting my grubby little hands on it!