Monday, January 15, 2018

Shadespire Bloodbound Warband and 40K Inquisitor/Ministorium

As I mentioned last night I have two batches of minis I've been working on the last few days.



First, the last of the minis from John's Warhammer Underworlds: Shadspire core box - the Khorne Bloodbounds (which I may have previously referred to as "BloodHounds"...?).

Normally I'm not keen on painting the edges of bases black,  but it seemed like the right thing to do here... I'm not sure why...?

The others from the core box can be seen here:

Stormcast Eternals Warband for Warhammer Underworlds: Shadespire 

I also finished up some 40K Character types...



The inquisitor is a miniature I've had for about 25 years. I'm not sure I ever completely finished painting him...? A few years back I stripped all the original paint off of him and rebased and primed him and now, finally, got around to repainting. The others are more recent minis I've acquired over the last few years and finished up in hopes of making use of them in the Rogue Trader campaign I'm planning to run.

I tend to do a LOT of my imperial stuff - at least the Ministorium/Administratum/Inquisition - in RED and wanted to do a little something different for this inquisitor. I like this shade of Purple... I got thinking I'd like to do it on the handful of Chaos Space Marines and cultists that I have... which might cause some confusion...

I really like the Ministorium preacher figure - he has lots of stuff strapped to his back pack and looks like a regular adventurer that's ready for anything. I tried taking a few individual pics, but the lighting was crap and most didn't turn out.

That typing servitor looks waaaaaay too healthy... I should have made his skin paler... I may go back and change that.



I will include this one of the detail of the Inquisitor's sword. It's weirdly barbed and I wasn't sure how to paint it at first. I decided to try and go with a non-metallic-power-swordy look... Not sure if I'm quite happy with it... but it will do...


Coming Soon to Tim's Miniature Wargaming Blog:

More 40K/Rogue Trader minis...

Sunday, January 14, 2018

This Week's Games

I thought rather than an exhausting month round up I might do something more regular-like with the game reports... I started mentioning them with other posts, but don't really like that so perhaps I'll do a post about them weekly...? Or fortnightly...? I like the idea of fortnightly. But that's just because I like the word "fortnightly"...

We haven't really gotten in much gaming since last week...



Friday afternoon the kids and I did try out Harry Potter: Hogwart's Battle. The Girl had me pick this up for her on Boxing Day at Dragon's Den Games. She's been eyeing it up for a while... still a pretty big Harry Potter fan. 

We played through the first (of eight?) games/scenarios this afternoon - just to figure out the system -and planed to play through the actual campaign with Amanda later in the evening. I played Ron, Finnegan played Neville Longbottom, The Girl, of course, player Hermione Granger (and we decided we'd let Amanda play the glory-boy, Mr. Potter...). 

The game is a pretty straightforward co-op deck building game - much like Legendary. The first scenario was insanely easy - I think it would actually be difficult to LOSE that game - hopefully the next games will be a BIT more of a challenge. I'm guessing this is just to teach the game to newbs who may have not played this type of game before. The idea is that you play each game/scenario until you win it before moving on to the next.



In the evening we played through the first TWO games with Amanda. The second was significantly harder - nastier dark arts cards, nastier villains. But there was also a lot of new cool cards added to the deck we draft from - new allies, new spells, new items... These games are also going to take a LOT LONGER to play as you win by defeating all the villains, and each game adds new villains to the ones from all the previous games/scenarios! 



Saturday afternoon we met with some new friends to play some games and introduced them to 7 Wonders. It's rare I get to play it with seven players and is kind of a whole different game - as resources can end up pooled at the other end of the table!



Saturday EVENING my friend ran a one-shot of Numenera to introduce the system to us - well, to Amanda and myself - as all the others have played it before. It was fun enough, I guess. I am tired of fantasy dungeon crawls - and that's essentially what this scenario was. There are novel elements to the system, but not enough to give me the dreamy-eyed look that some people have gotten when they've tried to explain the game to me in the past and convince me that it's, like, the bestest game EV-AR!

Bob is planning to run a campaign on the off weeks when I'm not running Rogue Trader.

In Other News...

We finished watching Daredevil Season One last week and then started in on Agents of SHIELD Season Three. It's been so long since I saw the last season that I really couldn't remember much of what had happened. Normally I'd look up a synopsis, but couldn't be bothered and, for the most part, it didn't really matter...

The guy who is supposed to install the tile backsplash in our kitchen was to do them Thursday and Friday of last week - but was delayed because his truck's starter decided to give up the ghost Thursday morning... Hopefully he'll be here early this week and finish it all off...

Last week I also bid on an old Armorcast Warhound Titan model. Tried to snipe it actually... Someone else had the same plan though and were willing to bid higher, so... I lost that one... then I went and bid on ANOTHER one - which was a bit more... Then the seller of the first one made me a "Second Chance" offer (I guess the other bidder decided not to pay...?). Luckily I was outbid on the second one before the Second Chance offer expired and so I snapped it up! Then, because I'm that special kind of stupid, I bought an EPIC scale Warhound Titan - with the daft idea that I'd paint them both with the same scheme - so I could play with them in both scales... Because that seemed like a good idea at the time...

Coming Soon to Tim's Miniature Wargaming Blog:

Over the last few days I did finish up the Khorne Bloodhounds for Shadespire and a few more miniatures for 40K/Rogue Trader - I'll probably post some pictures of those tomorrow. Or... later today, as I just noticed it's just past midnight (in Saskatoon)...

I'm hoping to get back to playing some boardgames more regularly in the afternoons with the kids - chipping away at our 25x5 list (Harry Potter Hogwarts Battle is on that list, and though I supposed I could have ticked off three games... I only ticked off one for the games we played on Friday... The plan is to play through the campaign in the coming weeks, I'm sure we'll still get more than five plays - even if I only count the days we play it... probably won't get more than one play in a day for the rest of the campaign as I imagine the games will get much longer!)

Monday, January 8, 2018

Stormcast Eternals Warband for Warhammer Underworlds: Shadespire

Last month... or maybe the month before...? My friend John dropped off some miniatures for Warhammer Underworlds: Shadespire for me to paint for him. I don't normally paint stuff for other people or do commissions - mostly because I am terrible at motivating myself to paint stuff for others when I have SO MUCH STUFF I want to paint for myself!? But for John I make an exception... because... reasons...!?

After finishing up the Tallarn Veteran Squad/Shadow War: Armageddon Kill Team, I decided it was time to get back to working on them and finished off the Stormcast Eternals Warband. I've been working on them on and off for the last month or so, and finished the leader, Severin Steelheartand Angharad Brightshield back in December. I also have the Khorne Bloodbound warband in the works - they should be rolling off the workbench shortly!



Here, finally is Obryn the Bold!


Obryn the Bold's backside!


The entire Stormcast Eternals Warband for Warhammer Underworlds: Shadespire.

The Fiend... er... my friend... also brought by the two expansion warbands, but they're going to have to wait until I finish up some more stuff for Shadow War: Armageddon and Rogue Trader.


Coming soon to Tim's Miniature Wargaming Blog:

I have a bunch of 40K/Rogue Trader items on the workbench, but I'm pushing to finish up the Khorne Bloodbound warband THIS WEEK!

Sunday, January 7, 2018

Tallarn Veteran Squad/Shadow War Armageddon Kill Team

I finished up a handful of Tallarn infantry this week. I painted most with the black headgear I've been using to denote Veterans. The primary reason I painted these was to use them as a Kill Team in Shadow War: Armageddon, but also painted up a heavy weapons team with a missile launcher so it could be used as a Veteran Squad in 40K.



The lot of them (the new ones painted this week)



Here are some of them (with a previously painted Sergeant) deployed as a Veteran Squad in 40K. Not sure how often I'll use Veteran Squads - they eat up an Elite Slot... I have so many other things I could field as Elites. Loads of Special Weapon Squads, mostly. Mind you, add a Sergeant, a Heavy Weapons team and one other dude with a Lasgun and that Special Weapons team could be a veteran squad... Hmmmm... guess I'll have to actually GET PLAYING MORE and find out which is more useful...?



These are the models currently designated as the dedicated Shadow War: Armageddon Kill Team options.



And this is what I am currently toying with to use as my starter Kill Team for Shadow War: Armageddon. It consisted of:

Veteran Sergeant - Kill Team Leader - Flak Armour, Combat Blade, Chainsword, Bolt Pistol - 170 points

2x Veteran Guardsman - Toopers - Flak Armour, Combat Blade, Lasgun - @85 = 170 points

2x Guardsmen - Recruits - Flak Armour, Combat Blade, Lasgun - @75 = 150

Special Weapons Operator - Specialist - Flak Armour, Combat Blade, Meltagun - 165

Special Weapons Operator - Specialist - Flak Armour, Combat Blade, Plasma Gun - 150 points

Special Weapons Operator - Specialist - Flak Armour, Combat Blade, Grenade Launcher (frag and kraken) - 195

Total - 1000 points

No idea if this is going to work out - but as I figured I might as well take as many Specialists as I could to start as they cost more than 100 points. Basic recruitment between games allows 100 points to use for new recruits - which could easily get me a fully kitted out regular trooper (Veteran Guardsman) to recruit more requires using up a precious promethium cache. I didn't add in grenades or weapon reloads or any other fancy equipment as I figured more "boots on the ground" would be desirable in the beginning sessions. I need to protect those specialists, though and try to not expose them to danger...

Now to actually find some time to TRY the game!! The kids have their Kill Teams ready...


In Other News... 



Earlier this week Amanda, The Girl and I got in a game of Splendor while Finnegan was playing D&D with a group of friends..



One of the kids friends came over another day and we got in a game of 40K - a full report of that action can be found here:

Return to Action on Brind's World - Orks versus Necrons
Finnegan's 14th birthday was this past week and, unlike the last few years school was not back in session, so he was able to organize a full day of gaming with friends!



That full day of gaming ended up being two really long games - first they played a really long game of Red Dragon Inn.



Followed by a really long game of Sentinels of the Multiverse...

They did stop to eat some pizza I made...



And CAKE!!!



He asked for an Ork Skull cake... so... not one of my most inspired cakes... but... it got eaten.. no one complained...

I also finished off my short Tales from the Loop campaign last night. I had originally planned to run the four mysteries from the main rulebook as a short campaign from September to December every other Saturday, but as we missed a few sessions and the players really like exploring things, I only just finished up the first mystery!? It was fun, I guess... There were some novel elements to the system, it was a fun walk down memory lane for most of us, but I'm not sure I could run it for very long...

I've decided to start a new campaign for the new year: Rogue Trader - so expect lots of weird sci-fi minis and terrain getting painted in the coming weeks and game reports as the campaign gets underway!


Coming Soon to Tim's Miniature Wargaming Blog:

In addition to the aforementioned stuff I'll be getting ready for the Rogue Trader campaign I'll Still be chugging away at all the other Tallarn stuff and Shadow War Armageddon Kill Teams and all that other stuff on the list of stuff to paint in the Game Plan 2018. But first, I'm going to finish those first two Shadespire warbands for John!

Thursday, January 4, 2018

Return to Action on Brind's World - Orks versus Necrons

Kids are still off school so a friend came over to play some 40K and do some painting with Finnegan and The Girl earlier today. We continued our loose narrative campaign set on Brind's World. 

(you can find a bit of background on the world here: Again With The 40K)

Brind's World 9.012.018.M42

After utterly destroying the forward reconnaissance elements of Hivefleet Haemorrhoid, Warboss Blitzagg was content to rest upon his laurels for a bit. After a while he heard tell of strange stirrins underground and started sending loyal Sneaky Gitz out to find out the troof of da mattah. Being proactive he started buildin' up his force adding some Meganobz and Lootas. He heard over the tawkbox that one of his Sneaky Gitz was comin' in with vital knowledge about the underground stirrins - somethin' involvin' clankies! So Warboss Blitzagg set out to find the Sneaky Git and find out what he learned. 

FORCES


Warboss Blitzagg's Mob
Warboss Blitzagg 
30 Boyz
3 Meganobz
5 Lootas
Power Level: 35, Patrol Detachment - 3 Command Points

JE:FF Pod 24965
Overlord JE:FF 
20 Necron Warriors
5 Lynchgard
5 Deathmarks 
Power Level: 34, Patrol Detachment - 3 Command Points


SCENARIO

We used the Rescue scenario right out of the Warhammer 40000 8th Edition Core Rulebook. As the Orks had the larger force they were the "attackers" trying to recover one of their spies caught behind enemy lines. All of the regular Necron forces started off table and would only come on if one of the sentries spotted any enemy.


THE GAME

The boys started by marking the 6 possible terrain features the Sneaky Git could be hiding in (Whenever an Ork unit came within 3" of one of the marked Terrain Features they would roll a d6 - on a 6 that was the location of the Sneaky Git and he could be deployed anywhere within 3" of said terrain feature). Finnegan picked the three closest to his deployment zone, and his opponent, of course, picked three close to his own base edge. 


The Necrons started by setting up their 10 sentries - and then spent 2 Command Points to increase their detection range. Finnegan then tried to set up his Orks outside of detection range but close to the terrain features the Sneaky Git might be hiding in, but outside of potential detection range - not an easy thing to do. 

The scenario is kind of written assuming that it would be played on a 4'x6' table - as the one we had was only 4x4 (2/3 the space) we probably should have reduced the number of sentries to 6 or 7... Basically if the Orks shot, or fought a sentry and failed to kill it in the fight section, or ended any movement pose within the detection range, the sentries sounded the alarm and the Necron force could start trying to deploy from reserves. The sentries were so thick on the ground that there was no way the orks could enter the Necron deployment zone without being spotted and, with the exception of two, they were all within detection distance of each other so even if the Orks tried to assault any of the sentries and killed them before they could fight back or raise the alarm, there would be others in range that could detect them and raise the alarm... 


ROUND ONE - ORKS TURN 


So many sentries out there... the Orks did very little moving - which would hamstring them later in the game. by the end of the game it was clear that they should have said "EFF the sneaky-stealthiness - let's GO!"  


There were two units of Boyz that did move up and prepare to assault two of the Necron sentries on the extreme flanks. 

These few moves brought Ork units within 3" of the three closer terrain features that the Sneaky Git could potentially have been hiding in. He was not hiding in any of them... So they would have to make it to the far end of the table to find their friend the Sneaky Git and try to get him out alive. 

(Actually the Orks only needed to find him by the end of the game and keep him alive - the game was  to be played to a variable turn number - they were to start dicing on turn five to see if it suddenly ended and could potentially play up to seven rounds...)


"WAAAAAAAAAAGGGH!"

And assault them they did, smashing the stoopid, lil clankies to bits...

Seriously, how this did not raise the alarm, I'll never know... 


ROUND ONE - NECRONS TURN

At the start of each Necron turn, until the alarm was raised, the players were to each roll a die for each of the remaining sentries - the player that rolled higher would get to move the sentry a distance equal to the number they rolled in inches - ties meant they just stayed put. The first five of the eight remaining eight sentries either stayed put or were sent back towards their home table edge by Finnegan... but the sixth... marched right towards Wazdigg and raised the alarm when close enough to spot them, so the Necrons started to deploy. 


One the first turn after the alarm was raised they had to roll for each unit to see if they could deploy - on turns thereafter they would automatically deploy. So on the first turn the two units of Necron Warriors arrived. 

For those that have been following along and paying very close attention, you will have likely noticed that our little Necron-playing friend has actually painted a SECOND UNIT OF TROOPS - bless his cotton socks!


ROUND TWO 


Round Two went pretty quickly - the Orks just advanced as quick as they could under over of the jungle ruins. Then on the Necron Turn the rest of the Necrons arrived. 


One unit of Necron Warriors took some pot shots and some well hidden Orks in a far off stand of trees; hit one, but failed to wound. 


ROUND THREE - ORKS TURN


Again the Orks moved up as quick as they could - most of them advancing (slowly) through jungle. 

The ORks then lit up any Necrons they could spot and were in range of... The Lootas shot up the Necron Warriors in the centre of the tables - Nine hits! Nine WOUNDS! OUCH! Six saves... three knocked down... Two units of the Boyz managed to see targets and blasted away at them. A few hits were scored, but all failed to wound or were saved... 

ROUND THREE - NECRONS TURN


Not much moving about, mostly just returning fire. 


Oh, the one unit of Necron Warriors on the right flank did move over the rubble pile that the Sneaky Git could be hiding in to try and deny it to the advancing Orks and shoot them up a bit... They successfully shot and knocked two out of action.. 

Elsewhere the Deathmarks and the other unit of Warriors managed to take out two other Orks...

At this point I realized what I'd forgotten... THE SOUNDTRACK!!!


So I loaded up some Bolt Thrower in the stereo along with some Matrix and Heavy Metal movie soundtracks! 


Turns out the kids... not so hot on Death Metal. Kids these days, eh? (Truth is, I can only take so much Death Metal these days... but who can resist the semi-official band of WARHAMMER!?)

They did like the Matrix Soundtracks and thought it all sounded like Necron Music. They even took a few moments to bust some Necron Dance Moves... 


ROUND FOUR - ORKS TURN


Orks continued to move up - some to get into better firing positions, others - like these ones on the Nrcron right flank - into a position ready to assault! Dakka over on this side took down a couple of warriors. 


Elsewhere the Lootas took down another Necron Warrior from the other units. Despite many Boyz blazing away, few hits were scored by the others, and none resulted in and downed Necrons... 


Finnegan was a bit reluctant to charge in with his Boyz - realizing the Necron Warriors had rapid fire weapons and the eight of them would get sixteen shots in overwatch fire. I pointed out they'd get the same number of shots next turn, but they'd be hitting on 4+ rather than needing sixes as they do in overwatch... and after taking their lumps from the overwatch fire, the Orks could mix it up with them in close assault and THAT is where Orks really shine - they can really fü¢k sh!t up in close assault! 


So in they went. They took no casualties from the overwatch fire and they then wrecked four of the Nacrons in close assault - two of those were taken out by the bosses Power Klaw! 

Unfortunately the remaining Necrons took down another 3 Orks with them... 


The Necrons then totally failed their morale test and lost two more - and were down to TWO Warriors... The Orks also kind of failed and lost another 


ROUND FOUR - NECRON TURN

And then the Necrons started reanimating... GAH! Necrons are the WORST!!! I could probably live with this reanimation bullsh!t if they were a bit easier to kill in the first place, but they're NOT - 4 toughness and 3+/4+ saves... They're on the same level as Orks or Space Marines... but they keep coming back like a bad case of herpes!? 

They didn't do any moving, just shot the crap out of the Orks killing a few more. Then in the close assault they killed two more orks and where it had been 4-2 in the Orks favour at the end of the Orks turn, it was now 4-2 in the Necrons favour thanks to reanimation protocols and some terrible, terrible rolling on Finnegan's part. Seriously, between those four Orks they had 11 attacks mostly hitting on 3+... (Strength 4 vs Toughness 4) wounding on 4+... Nothing... 


ROUND FIVE - ORKS TURN


Well Finnegan realized it was turn five, they hadn't located and secured the Sneaky Git and the game could potentially end this round... so it was GO TIME! Orks charged out of cover everywhere! One unit charged the Deathmarks, others just moved out of cover to close the distance or finally be in a shooting position. The Necron Warrior unit lost four to shooting. The Deathmarks were untouched by shooting, but the Boys charged in anyway... and utterly wiped them out!! The Terrain feature the Deathmarks had been hiding in was a potential hiding locale... but there was no Sneaky Git there... 


After wiping out the Deathmarks the Ork Consolidation move brought them to within an inch of the final hiding location - so the Sneaky Git was found - as he could be deployed anywhere within 3" of the terrain feature - he just jumped right out of his hiding spot and hid within the unit of Boyz... BOOYAH! How's that for pulling it out of the fire!? If only the Boyz could survive this round and end the game with a lucky die roll... 

ROUND FIVE - NECRONS TURN

Yeah... that totally didn't happen... 


The Necron Warriors got FIVE of their broken Space Herpie brothers back and shot up the Boyz protecting the Sneaky Git killing three. The Overlord killed another three with whatever shooty thing he had... and then it was close assault time - Luckily the Overlord FAILED to charge in! Unfortunately the Lynchgard did make it into combat and finished off the Boys and the Sneaky Git and that was that... 

So close... 


Post game discussion of narrative and tactics and stuff... Generally it was agreed that Finnegan should have just left his Boyz all mobbed up in one bit unit of 30 and said "Stelf is fo' SISSIES!" and just charged forward as fast as he could from the get-go.... tried to overrun the Necron position and wipe out units so they couldn't come back... The Meganobs were a bit of a disappointment... too slow to get into the action.. 

Our previous games were around 20 Power Level, so this was almost double that. At one point someone had said "Wow, this takes a LOT longer to play out..." Oh if only they knew... most 40K players use 2-3 times as much as we were playing with and can somehow managed to finish games in 2 hours... I guess it helps if you've read the rules.. and barring that listen when the one who does know the rules explains them so you don't have to keep asking how this and that works... 

The Girl did have a force of Harlequins she had ready to play if there'd been time - finished up three of them just last night (Troupe Leader, Shadowseer, and Death Jester!).  But by the time we were done we only had two hours and everyone wanted to do some painting! 


So we did some painting (and/or assembling). 


Yeah... that's a Tyranid Hierophant Bio-Titan he's working on... Not sure when he'd going to use it as none of us have anything that can really hurt it... That freaking thing is 2000 points... the equivalent of FIVE Shadowswords?! Maybe if he really wants to get it on the table I'll ask him to bring it over when we get playing Rogue Trader or Only War role-playing games again and his character can try and think of a plan to deal with it... 


Coming Soon to Tim's Miniature Wargaming Blog:

I have a Tallarn Infantry squad I'm painting up as a Veteran Squad to use in 40K or Shadow War: Armageddon. 

The kids had sorted out their Shadow War: Armageddon Kill Teams - The Girl has a Kill Team of four Harlequins and Finnegan's got 9 Orks in his. My first draft Kill Team has a unit of 9 Imperial Guard... Hopefully we'll get a game of that in soon! 


Monday, January 1, 2018

New Year's Day Gaming

Happy New Year everyone!

We spent the day playing games over at our friend Kurtis and Shannon's.



It was a frosty one today - like most of the last week or so - windchill in the -40°C zone... We walked because it wasn't too far.



When we got there everyone else was already playing Mission: Red Planet and said they were only half way through. So we set up to play a quick game of Kingdom Builder - which didn't end up being quite so quick as Amanda had pretty much forgotten all the rules...



While we played on they finished, some people left, Joel arrived and the others sat down to play Sushi Go! I thought I was doing poorly in Kingdom Builder as I didn't have a very large continuous group of communities (one of the victory conditions) but I DID manage to spread my settlements evenly through out the four boards and put a LOT of them next to mountains and/or cities (other victory conditions. I was the first to finish, which I find also usually helps (if you can get the bonus token thingies that allow you to place extra settlements) - especially if you can get as many as you can in scoring positions... So I edged out Amanda by a couple of points - the kids weren't far behind.



After that everyone played a game called "Spoons" which was absolutely MAD! It uses a regular playing deck there is a card in all four suits for each player that are shuffled up and dealt out. Players pass cards to the player on their left and then can pick up a card from the player on their right, as soon as one has all four of the same card (in the four different suits) they grab a spoon from the centre of the table and as soon as one person goes for a spoon EVERYONE can try to grab a spoon and the one without one is eliminated and then you start all over. Finnegan made it through until there was only three, but then was eliminated.



After that Joel taught the kids and I how to play Samurai Sword. It's a variant of Bang - if you're familiar. I wasn't (I think I might have played Walking Dead Bang at one of John's New Year Eve parties a couple of years ago). It was nice to learn to play this as my friend Paul had given me the game for my birthday THREE YEARS AGO when he came for the Ronin Campaign Weekend. I had tried to sit down and read the rules ages ago, but it made my brain hurt... and I'm embarrassed to say it's been collecting dust since... But now that we know how to play it should see some more regular use!



Meanwhile Amanda played Rajas of the Ganges with Kurtis Eli and Mike.

After that we had supper - Shannon made a veggie chilli which I am told was wonderful but I didn't try any as it had a tonne of cilantro (which tastes like soap to me and makes me violently ill... ). So I just had more snacks... and far too much chocolate...



Finally we tried out Century: Spice Road,  which Kurtis had just picked up recently. I liked it. Has similar elements to Splendor.

I don't need to buy it, I can just play with Kurtis...
I don't need to buy it, I can just play with Kurtis...
I don't need to buy it, I can just play with Kurtis...
I don't need to buy it, I can just play with Kurtis...
I don't need to buy it, I can just play with Kurtis...

The kids did try out their new PS4 VR headset thingie and tried to fly around in an X-wing for a bit before we headed back home in the cold.

Fantastic way to spend the first day of the new year!


Coming Soon to Tim's Miniature Wargaming Blog:

Could be the Shadowsword I'm working on... Or maybe some Shadespire minis for John... Hard to say. I'll probably get in a game of 40K later this week as the kids friend that plays it is coming over. Finnegan's birthday is on Friday and he has a day o'gaming planned for a few friends.