Saturday, 31 December 2016

Bring on Da New Year!

Greetings D'Orkz & Happy Holidays!

'appy New WAAAAAAAGH!!!

Once again another year comes to an end, while a new year dawns upon the horizon.

2016 has indeed been a roller coaster of a ride here at Da Mek Shop in regards to my hobby. Waaaagh! Skarshak grew to new heights this year by passing 12k in painted models, with an overall count of roughly 18k for the collection. Huzzah!

Over 12k of Painted Greenskins!

A new 'Weird List' army was concocted as a change of pace versus my usual speed freak builds... Having a trio of Weirdboyz running amuck with a field full of boyz has made for some fantastic & hilarious dice rolls. Still need to do a BatRep with this list so I can share the hilarity with you all.

Ya know S#!% just got real when these 3 show up!

New conversions were added to the arsenal Waaagh! Skarshak in the form of the 'GorkaKnight' and the 'Kill-Bursta'.

One can never have enough Super Heavy's!

Even the facebook page for Da Mek Shop has soared to new heights by surpassing over 3k in likes and reaching farther than I could have ever hoped! A regular dose of Orkyness always goes a long way.


Unfortunately the latter half of the year has been marred with a persistent bout of painters block (think writers block), and more than a couple projects have been affected by this. Sadly I just cant seem to get my groove when it comes to painting models. I know it'll pass, something will 'click' and I'll be back at it. Patience is key as forcing the issue will only compound things.
Also the various schedules of the local player base (myself included) has conflicted enough to see a shortage of dice rolls for everyone this year. Da Boyz have grown cranky by this, but such is the nature of the hobby we all enjoy.

Yet as always with a new year approaching, its like a fresh slate to refocus and krak on in all things. Waaagh! Skarshak will continue to grow, that much is certain!  How much larger the army/collection overall will grow in the coming year?... only time will tell, and future games will always bring new opportunities for my Orkz, something of which I always look forward to. With 2017 now upon us it'll be interesting where things go hobby wise. Yet as ever, I'm up for the challenge (like so many of us).

Focus and move Forward, Adapt and Overcome and as always Keep Krump'n!
This is the mantra of Waaagh! Skarshak.

Enjoy Your New Years Festivus Everyone, May Gork n Mork Smile Upon You All.
Wagrimm 'Da Krumpa' Skarshak
Kirk M.

Friday, 14 October 2016

Upgrades for Da Dread Mob!

Welcome back Waaagh-o-holics!
Huzzah its Orktober, or Dreadtober in some circles. Which means many of us are using this time to bring to life some ideas we may have had over the last little while, all in name of Da Ever Growing WAAAAAAAGH!!!

For Waaagh! Skarshak, it means getting back to its roots and expanding on the Dread Mob / Kan Wall. An army build I've been playing since I started my Waaagh back in 2009.

Da Dread Mob in all it's 'current' glory!
It'll be a fair sized expansion for the formation as ill be adding 6 more Killa Kanz to the formation, of which I may have been sitting on for... well, lets just say a while now! Hur hur hur.

6 new Kanz with swanky bases ready for some paint!

Have ya ever noticed with the Killa Kanz that its stated in the codex with the option to be equipped with Kustom Mega Blastas (KMBs)... yet with all the bits included in the model kit, the KMB is left out?! What's with that... seriously. LOL

Not that its a big deal, any mek 'ead worth his teef should be able to cobble something together to fit the bill....
it's what we orkz do best isn't it?
So after getting a couple bitz together and bouncing a couple ideas off some fellow mekz, my first Kan sized KMB came together.

Ta-da!

A smattering of Ad-Mech & Killa Kan bitz + a little plasticard makes for some effective results.
Happy with the build, it was time to replicate the process.

...and then there was five.

So as ya can probably tell, five of the new Kanz will be loaded up with those shiny Strength 8 / AP 2 weapons for maximum hilarity on the tabletop. But wait, what about the 6th Kan ya say? Well that sucker is going to be kitted out with the fan favorite Grotzooka! One of the Rokkit Kanz iz also going to get a weapon swap for another Grotzooka. Doing this will result in the Dread Mob having 3 units of 5 Killa Kanz, each with its own Weapons... Grotzookas, Rokkits, & Kustom Mega Blastas respectively, which will allow for additional diversity within the formation.

Still a bunch to do. Still got to put together the 6 Kan Klaws, and potentially a base redo for the original 9 Kanz already built. First things first however and that's getting these 6 Kanz game ready! Being able to field 20 walkers in a 1850pt list is going to be epic and will no doubt make for some excellent dice rolls in the future.

Until then... time to krak on.
More to come.

Skarshak - Kirk M.

Saturday, 3 September 2016

Summers over, time to get things Weird!

Welcome back D'Orkz.
Its been a fun and long summer, of which this blog has taken a back seat. This'll hopefully change as the wheel of the year brings us back around to the darker, cooler days, which in turn should result in more hobby time. My Orkz have grown frustrated in their lack of Waaagh throughout the summer. Horrible I know, but dems the breaks when schedules conflict amongst the local gaming circle. Between work and the summer shenanigans, it happens to all of us and all we can do is move forward. The dice will still roll, Oomies will still be Krump'd and Da Great WAAAAAAAGH! will forever krak on!

One good thing is that the latest goal here in Da Mek Shop was completed not too long ago.
'Da Weird List' is ready to go and I can wait to actually get a bunch of games in with it. Huzzah!!!

Da Weird List - 1750pts of Greenskin Goodness!

Coming in at 120 models, this army has had a few additions and tweaks since the last update. The Kommando units have each gained an additional git, bringing the Kommandos up to 33 models total - Incl. Snikrot. Also added a trio of fast attack choices that I feel enhance the feel and theme of this build. Two units of 3 Warbuggys and a full unit 5 Deffkoptas. All capable of outflanking alongside the Red Skull Kommando Formation, which in turn will keep my opponents of their toes as this army is now literally coming in from all sides. A unit of Gretchin has also been snuck in for good measure, for who knows if the need to kill Terminators will arise!, but that's a story for another time.

 'old on ya gitz... dat Weirdboy iz get'n ready to 'POP'

Good ol' Snikrot... he's gonna stikk ya wif da pointy end!

Now by no means was this army built with the competitive scene in mind. This is made for enjoying a good afternoon of dices rolls with the gang, BBQ cooking up a storm and hilarity all around. Makes for the best games, plus it gets me playing a big mob of boyz once again. Which has been a while, seeing that I do like my Speed Freak / Road Warrior army... as many of you already know.

 Dem Koptas, doin wut dey do best.

 Warbuggy's have quickly become a favorite here at Da Mek Shop.

 Are ya ready to feel Da Power of Da WAAAGH!

Burna Kommandos looking to cook up a storm. Wut was dat about a BBQ?

So here's da list, for those interested.

1750pts - Ork Horde Detachment (87 Models)

HQ x3: Weirdboy w/ Upgrade to Mastery Lv 2
Troop x3: Shoota Boy x19 + Nob w/ Bosspole, Power Klaw & Shoota (20 models per unit)
Troop: Gretchin - 12 Grots + Runtherd w/ Grabba Stikk
Fast x2: Warbuggy's x3 w/ Twin-Linked Rokkits (or T-L Big Shootas if needed)
Fast: Deffkoptas x5 w/ Twin-Linked Rokkits (or also with T-L Big Shootas)

Formation - Boss Snikrot's Red Skull Kommandos (33 Models)
Boss Snikrot
Kommando units x4: Slugga & Choppa Boyz x5 & Burna Boyz x2 + Nob w/ Bosspole & Power Klaw (8 models per unit)

120 models & 1748pts total.

Not to shabby if I do say so myself.
Tactics are simple... deploy the Weirdboys each with a unit of shoota boyz in a way that cover and line of sight is an issue for the opponent. Grots also get deployed, probably in the back field to hold the home objective (if any) and to surprisingly cover the back flank behind the Weirdboy units. Buggy's, Kopta's, and the Red Skull Kommandos all begin in reserve to ensure the army's best chances of coming in from all sides, resulting in maximum board coverage and total anarchy on the battlefield. The Weirdboys will make the best of their psychic powers while advancing across the field, causing a ruckus and achieving objectives (if any), while the Kommandos will do their best to bugger up the opponents backlines and going for any objectives on that side of the field. The outflanking Buggy's & Koptas's will run harassment / tank hunting duties while zipping around the battlefield, also heading for those objectives at the opportune time. All this while using the board to the Orkz advantage, well as best we can anyways... and just have at it.

Add in bucket loads of dice rolling and a mighty WAAAAAAAGH!!!, i'm confidant this 'Weird List' will prove effective in the games to come. At the very least it'll be making a glorious mess of things while getting pummelled , either way it's a win in my books.

No Warboss, no Mega Armor, no Trukks or Bikers... I've clearly gone mad! But we all know there are times when ya just have to break the mold and switch things up. This keeps the game fresh and also reveals things about your codex ya never considered. Good or bad! Again, I see it as a win!

I plan on doing up a BatRep (or 2) with this list, once the local gamers schedules calm down a touch. We do want to play but alas those crazy responsibilities we all have seem to get in the way of precious game time! Funny how that is.

Until then, its back to Da Mek Shop to get in some long overdue hobby time.
With several projects needing a good pain job, Waaagh! Skarshaks next addition could be anything.
Be sure to stay tuned for what comes next.

Catch ya next time.
Kirk M. - aka Skarshak.



Sunday, 19 June 2016

Things are getting Weird - Part 3

Greetings Waaagh-o-Holics!
Its been a couple months since we last saw how the 'Weird' list was coming along, well finding time to work on this list has been random to say the least but progress indeed continues!

In the last update for this army, I had 25 Shoota Boyz to clean and paint up to match the rest of my army. After slogging through the never ending trials that is Batch Painting (...yay...), that bunch of Gitz is now ready to join the ranks of Waaagh Skarshak!

All Da Shoota Boyz (60 of em) are ready to give ya ALL DA DAKKA!!!

 You can bet Shoota Boss 'Farkle' isn't gonna miss the fun.

 The infamous 'Ork in a Box' is also along for the ride.

Ork Nob 'Hruk' likes what he sees!

Also, as I tinkered with how to use Kommandos in this list, I did settle on using the 'Boss Snikrot's Red Skull Kommandos' formation out of the Waaagh! Ghazghkull supplement. Simply due to liking the fluff of the formation and the crazy show of force from 'Any' table edge you wish! That formation lets you take Snikrot and 4 units of Kommandos, each of which are built as follows:

Kommando Nob w/ Power Klaw, Bosspole & Slugga
4x Kommando Boyz all w/ Sluggas & Choppas
2x Kommando Boyz both with Burnas & Choppas

Again, the above x4 with Snikrot joining one of these units, 29 body's in all,  makes for instant shenanigans on the table top!

Ol' Snikrot.... Dat sneaky git himself.

One of the four Kommando units is eager to get Krump'n!

Da Weird List is coming together nicely.
Footslogger Army's... Gotta Love Em!

At last count, this puts the list at 1367 points. Plenty of room left to fill in the gaps for a 1500pt list, but I'm gonna go for at least 1750pts with this build as it allows for MOAR Gubbinz to be added.
Probably safe to say the ground forces are now covered. Now the question is... what to add to give this lot some propah backup? Killkannon Looted Wagons, Multiple units of Mek Gunz, Warbikers, How bout some flyers? (So many choices)

This will be the next step as this fun & fluffy list continues to come together.
While I ponder that, 2 of the Kommando Nobz need some work plus I think I'll do some touch ups on Snikrot himself.
Shouldn't take to long?... right?! ... hello???

Hur hur hur... Until next time Greenskins.
Keep those army's growing!

Skarshak.




Sunday, 12 June 2016

Forging the Narrative!

=][==][= Transmission Received - Priority One =][==][=

+++ Date 4.378.986/M41
+++ Ref: Cta/39051973/CTC
+++ Subject: Primer Report of Hadrian System
+++ By: Marius Ezmirr - Inquisitor - Ordo Xenos
+++ To: Master Remus II - Ordo Xenos - Solstice Secondus

+++ Thought of the Day: "Only fools have no fear"

+++ Message:

Hadrian Prime is the former mechanicus forge world located near the galactic core within the Ultima Segmentum, which is now completely under ork control and is the suspected center of Waaagh! Skarshak.


For over a century the Orks have firmly held the Hadrian System along with the rest of the core territory’s under the banner of the Ork Warlord: Wagrimm ‘Da Krumpa’ Skarshak. Due to the systems proximity to the galactic core, warp travel here is temperamental at best, resulting in many Imperial Recon Fleets being lost or damaged upon transition into the sector. Sporadic reports state the remnants of these fleets being destroyed or ‘looted’ by the Orks. Only small stealth teams have been able to glean any information from Hadrian Prime and though none have returned from the surface, orbital imagery received from these teams show the Ork hold on the world to be total. Few familiar icons of what was once a great forge world remain as the greenskins have twisted the world to their own purpose.

Population numbers are not exact due to the lack of current information but it can be assumed that it numbers several billion. There are also signs that another Waaagh! is imminent. Long range orbital scans have shown  number of war machines and ‘Kroozas’ being constructed, swelling the fleet that Waaagh! Skarshak already has at its disposal. This tells me it's only a matter of time before this Waaagh! spews forth into the galaxy once again. If we can’t take them on their own ground, we’ll be damn sure to take them when they come for ours and this time they will feel the full wrath of the Emperor.

My full report =Attached= will give further details gained by our efforts in the area and suggested courses of action to enact in order stall this brewing Waaagh! for as long as possible. Though to be honest my lord, I honestly doubt we can contain them for long.

I will rendezvous with you at the predetermined coordinates as planned.

Your apprentice & colleague
M.

  =][= File: 00030183 (Ready to perceive)

+++ Astropath 426.1979 & 119.1944 relayed

Modified to Show Waaagh! Skarshak - For fluff purposes only!

During my time enjoying the hobby and playing the Orkz, I couldn't help starting to piece together a backstory for Waaagh! Skarshak. It felt only natural and has added to the feel of the games I've played during this time and lately has begun to be a little more fleshed out. Who knows, perhaps one day I'll have Skarshaks full story written down... one day.
Just another aspect of this hobby I know many of us enjoy.

Catch ya soon.
Kirk M. aka Skarshak
WAAAAAAAAAAGH!!!




Sunday, 5 June 2016

A Rokkem Sokkem Good Time

Welcome Greenskins!
Its been over 2 months since my last battle and my Orkz have been a kranky bunch due to not being let loose during that time. No worries boyz, the wait is over as ya get to krump and loot some propah skrap! While were at it.... how bout a BatRep?!
Brace yourselves as giants walk among us!


My good friend Kyle M. popped by Da Mek Shop a few days ago with his Trio of Knights, looking for a good fight from my Orkz.
We were only too happy to provide! Hur hur hur

Imperial Knights - 1250pts
Formation: Baronial Court


Warlord Trait: Cunning Commander

Knight Crusader (Warlord / Lord Barron)
w/ Rapid-Fire Battle Cannon + Heavy Stubber, Avenger Gatling Cannon + Heavy Flamer, Meltagun, Stormspear Rocket Pod, Heirloom of the Knightly House: Sanctuary

Knight Paladin
w/ Heavy Stubber, Rapid-Fire Battle Cannon + Heavy Stubber, Reaper Chainsword

Knight Warden
w/ Avenger Gatling Cannon + Hevay Flamer, Heavy Stubber, Thunderstrike Gauntlet

The forces of Waaagh Skarshak saw this trio of behemoths stalking their way towards Mek Town and went frantic!
Luckily Ol' Buzzgob was in town making his assessment of the new GorkaKnight and had a little something of his own to counter this threat!

Orkz - IA 8 - Dread Mob (2013 PDF) - 1250pts
Combined Arms Detachment + Forsworn Detachment (Allied)

Warlord Trait: Mek Master

Buzzgob (Warlord)
w/ Nitnuckle & Lunk

Buzzgob's Big Mek Stompa
w/ 3x Big Shoota, D6 Powerfields, Deffkannon, Gaze of Gork (or Mork), Lifta Droppa, Mega Klaw, 3x Supa Rokkit

Spanner Boyz
9x Spanna Boyz + 1 Mek

Gretchin Scavenger Mob
10 Grots + 1 Runtherd

Two units of Burna Boys (Joining Buzzgob in his Big Mek Stompa)
Each Unit has 2 Burna Boyz & 3 Meks

Da GorkaKnight - Renegade Knight (Allied)
w/Melta Gun, Fist of Gork (Reaper Chainsword), Stormspear Rokkit Pod, Thermal Kannon
Looks like the Big Boyz have come out to play, now for the scenario we'll be playing... though I doubt we'll need it! LOL

Scenario: Crusade w/ 4 Objectives
Deployment: Dawn of War

First Blood, Line Breaker, Slay the Warlord, Night Fighting & Mysterious Objectives are all in effect.

The Orks got to deploy first and rolled a lucky 6 for the Stompa's Powerfields.
The Knights follow suit and deploy.

Da Orks form the line.

The Baronial Court eyes up their foe.

An epic standoff to be sure.

Alongside the Ork super-heavys, the Spanna Boyz hunker down behind the ruin between the Stompa and GorkaKnight while the Grots deploy into the corner ruin which contains an objective. The Knights form up benefiting from their Ionic Shieldwall ability (+1 to Ion Shield Invul Saves on the Front Arc).

To Buzzgobs surprise, the Imperial Knights steal the initiative! So begins this clash of titans.
Night Fighting does not take place.

Imperial Knights
Turn 1

Surveying the land and the Mek Town beyond... the trio of Knights advance forward, keeping their shieldwall together while they eye up the Ork super heavy's. Their orders are clear and each in turn release their safety's as the Knights bring their impressive firepower to bear upon the greenskin walkers.

The Knight Paladin (Blue Knight) fires first at The Stompa, its Rapid-Fire Battle Cannon roaring to life. One of the cannons two shots impacts Directly while the other drift over to the Boyz hiding out of sight. The Power fields enveloping the Stompa take the shot with ease while the boyz 'go to ground' and only lose one of their number as the cannons blast vaporises an unlucky git!

The Knight Warden (White Knight) unloads its Avenger Gatling Cannon at the Stompa. Six of the Twelve Shots connect, a couple of which are able to 'Rend' off two layers from the power fields protecting the Gargant.

The Knight Crusader (Purple Knight) also goes to town on the Stompa. Its own Avenger Gatling Cannon 'Rending' off two more layers power fields protecting it. It scores two direct hits with its Rapid-Fire Battle Cannon, both of which are able to glance down the final two layers, resulting in the power field generator on the Stompa to cut out completely! With the Gargants shields now down, the Crusader unleashes a volley from the Stormspear Missile Pod. All three missiles hit true yet only one was able to knock off a hull point from the ramshackle effigy.

Seeing the resilience of the orkz, the knights hold fast and wait for the inevitable retaliation.

The Trinity Advances.

Unlucky Gitz!

Orkz
Turn 1

Weathering the Knights initial onslaught... Buzzgob is impressed by these 'oomie' gargants and issues orders to nitnuckle and lunk, his two grot assistants, to ready the loot'n krew for skrap retrieval. Ordering the advance, The Stompa and the GorkaKnight move up to glare at the invading Knights and to get better line of sight with their own Dakka. The Grots hiding in the ruin behind the walkers hold the objective within and reveal it to be a scatterfield generator. The GorkaKnight uses its looted sensors to ID the mid-field objective its now near but gumbles to itself when it finds that its nothing of note.
Buzzgob orders his Meks inside the Stompa to commence repairs, which they easily do, restoring the Stompa to a full 12 Hull Points. After which... "Release Da DAKKA"

The Stompa's Deffkannon roars to life and punches through the Ion shield of the White Knight scoring a direct hit. Exploding with such ferocity that the Knight loses 4 HP right there and then! Yikes!!! The Knights Ion Shield is barely able to stop the ramshackle energies from the Gaze of Gork, while letting through a Supa-Rokkit which reduces the White Knight to its last HP.

Seeing the White Knights folly, the GorkaKnight chimes in with its own firepower. It surprisingly long shots the Knight Paladin with its Thermal Cannon though its Ion shield is easily able to fend off the blast, while one of the GorkaKnights own Stormspear Missiles is arcs over to penetrate the shield of the Warden, disrupting its power core which causes the White Knight to explode in apocalyptic fashion! BOOOOOOOOM!!!

First Blood goes to the Orkz, as the Boyz get up after going to ground earlier.

Da Ork Super Heavy's look on.

'Blue' weather a blast.

Knight Down!

Imperial Knights
Turn 2

With the fall of the Knight Warden, the remaining Knights Paladin & Crusader advance upon the Orkz literally seething litany's of vengeance from their vox-casters. The Paladin is able to identify the objective it nearly steps on while tromping though a small grove of trees, revealing it to be an skyfire nexus. The Knights eye up both the Stompa and GorkaKnight, deciding to split their firepower between them.

The Knight Paladin Opens up with its Rapid-Fire Battle Cannon on the GorkaKnight, but to its dismay both rounds actually drift back on to the Blue Knight itself! Luckily its own Ion Shield is able to hold up against the unfortunate weapon blunder.

Meanwhile the Knight Crusader hits the Big Mek Stompa twice with its own Rapid-Fire Battle Cannon, though the Stompa's hull plating is able to hold strong against the twin blasts. The Purple Knight follows up with an impressive display from its Avenger Gatling Cannon, easily 'Rending' off 5 HP from the Gargant. Its own Stormspear Missile Pod however is unable to do any further damage to the Stompa.

The Blue Knight wants a piece of the Big Mek Stompa, taunting with its Reaper Chainsword, yet the dice gods have their way once again and the Paladin narrowly fails its charge against its chosen foe!

Vengeance will be ours!

Bring it on.

Just out of range for a Krump'n.

Orkz
Turn 2

Seeing the eagerness of the Blue Knight, Buzzgob orders his Stompa to 'shift over' and allow the GorkaKnight to get closer to the 'oomie walkers'! "I wanna see wut that Git can do" he says and then orders his Meks to continue repairs to his beloved Big Mek Stompa. Only 2 HP are restored bringing the Stompa back up to 9 HP... Buzzgob is not happy with the lack of effort from his Mekz.

It may have shifted over, but that doesn't stop the Big Mek Stompa from firing ALL DA DAKKA!
The Deffkannon unloads upon the Knight Crusader, barely getting through the Ion Shield and taking a lone HP from the Knight. The Gaze of Gork flares to life and erupts towards the Crusader yet its stopped once again by the Ion Shield, which strains against weapons power. Another Supa-Rokkit is fired off but veers way off corse impacting somewhere in Mek Town itself! Whoops.

The GorkaKnight unloads its arsenal at the Knight Paladin. First with its Thermal Cannon, now in Melta Range, which scores a direct hit... on the Paladins Ion Shield. Dang! Stormspear Rokkits also strike true at the Blue Knight yet its Ion Shield proves once again to be impenetrable.

With that, the GorkaKnight charges head first in to the Knight Paladin... a WAAAAAAAAAGH!!! can be heard from its own vox-caster. Melee ensues as the two titans exchange blows that would level a small town. The resulting apocalyptic explosion envelopes both super heavy's, yet it is the GorkaKnight who is able to wade through the destruction... damaged but yet somehow functional, much to Buzzgobz surprise. The GorkaKnight is down to 2 HP while it stands upon the wreckage of the Blue Knight.

Eyeing up the target!

Shall we dance?!

Yep... this is gonna sting a bit.

Imperial Knights
Turn 3

When the dust settles, the Knight Crusader finds itself alone yet it still stands defiant in the face of the greenskin menace... the Emperors light forever flowing through it, guiding the Crusader with righteous purpose. It targets the GorkaKnight with everything it has, spewing forth more litany's of vengeance towards its foe.

One of its two shots from the Rapid-Fire Battle Cannon strikes the GorkaKnight but its own Ion Shield still has some life left, protecting it. A shot from the Purple Knights Melta Gun is also unable to gain purchase on the Ork monstrosity. All three shots from the Crusaders Stormspear Missile Pod also impact on the GorkaKnight's Ion Shield, after which the Ork Ion Shield overloads and fizzles out. Seeing this the Knight Crusader brings its own Avenger Gatling Cannon to bear unloading its clip in to the GorkaKnight and 'Rending' off another HP, leaving the Looted Knight with a single HP remaining.

Guided by the 'Emperors Might' the Knight Crusader charges at the GorkaKnight, clearing an impressive amount of ground doing so and the two titans clash in epic fashion. The two super heavy's, like two rampaging gods, fight like they're possessed... and like a solar flare erupting from the sun, the two knights bring Mutually Assured Destruction upon each other as they both go APOCALYPTIC!!!

Defiant to the end.

For Da Emprah!

Yep... this happened!


Ork Victory!

Aftermath

With the skrap yard outside of Mek Town now nothing more than a sheet of glass... Buzzgob, still safe in his Big Mek Stompa, is beside himself with the events that just transpired. He orders his Loota Boyz to scour the battlefield for the remnants of the GorkaKnight and that of the Imperial Knights. So that he may add to his own arsenal. The Stompa eventually lumbers back to Mek Town with the surviving Boyz and Grots (looking like roasted marshmallows) running close behind.

Meanwhile back in 'Da Citadel', Boss Skarshak has also been watching the battle unfold and is indeed impressed with how well his new GorkaKnight performed. He's also informed by his lead Big Mek 'Tinkersnik' of the following...

"Boss... we'z picked up a signal from dem oomie knights just before dey 'spoded!"
"Sneaky gitz dem oomies. Lemme guess.... dey's call'n fer 'elp?!"
"Right Boss, signal confirmed to end at dis systems edge...
Looks like we'z got more company out der!"
"No doubt dey be telling others as well. Took em long enough Hur hur hur.
Guess our sekret is finally out, eh 'Snik"
"Looks like Boss!"

Skarshak sits upon his throne, looks at the tracking screen showing the signals destination and ponders these new events.

"Snik, tell the Krew to get ready for a propah WAAAAGH! It'z Krump'n Time!"


With that, we come to the end of our latest ramshackle adventure. This was my first time taking on Three Imperial Knights and (dice gods not withstanding) it was a crazy fun game. Though I do wonder how my usual Trukk army would fare against such an opposing force?! Perhaps that's a battle report for the future (crosses fingers).

Many many thanks to my friend Kyle M. for coming by Da Mek Shop with his Imperial Knights.
Your a true sportsman my friend and I look forward to our next battle.

Till next time.
Skarshak (Kirk M.)