Monday, 20 October 2014

Suddenly Axles and Alloys Dork Future!!

Petru5's recent games of Axles and Alloys (blog passim) have encouraged me to do something with the old game, so it looks like I might run a session at the October Club Christmas bash/buffet evening. While I have loads of cars for it there's nothing like an excuse to get back to the old "Dark Future" kitbashing. So I did this as a quick project acting as a welcome break in between painting lots of Wood Elves for the Vale of Shai-Hulud campaign. Still needs basing.

The Green Machine is a Hot Wheels Pontiac Firebird with card armour plates and a bits box delve. The big laser is from the EM4 Miniatures "Steel Warriors" set of Japanese/Battletech robots, the backpack is also EM4 Miniatures (a set of five plastic sci-fi Gang members), and the giant mutated ram skull is from the Citadel Glade Guard set where I think it is a Chaos Beastman skull.

And while I've got the bug for A&A - new rulebook. A few typos corrected and changes to speed that I've been meaning to write into the rules since 2010...

Monday, 13 October 2014

Our WFB8 Border Patrol Narrative Campaign - The Vale of Shai-Hulud

As mentioned a while back I started an Ogre army for the Border Patrol WFB variant. Well, now it's complete, been bloodied in battle and is warring in the Vale of Shai-Hulud (somewhere in the Border Princes) against the Skaven of Clanlord Darth Phil.

Being Oldhammerites at heart, we are narrative campaigning the lot, playing with a Who Cares Who Wins attitude and keeping a sort of campaign diary/fiction archive at The Vale of Shai-Hulud.

We are using the current ruleset (8th edition) because it's actually really good. This seems to be a theme of WFB - each new version improves on the last, whereas 40K goes the opposite way...

Yes, typical unit sizes are too big, giant models are stupid blah blah blah but... the nuts-and-bolts of the rules are great and plays nicely. At Border Patrol level you have 500 points, one hero (which may not exceed 125 points) and no more than 25 models per unit. So most of the powergaming bollocks gets thrown out straight away. Games are quick and you can get two in in a relaxed evening.

Also - all models are painted, all models have full groundworking. All characters and battles are named. As they should be. It's not happened so far but if any model is "killed" and battle, he dies for good on a 1 on d6 - he never returns to the campaign and his death is canon.

Currently we have Ogres, Skaven and Dwarfs - Elves of both Wood and High castes are on the painting tables.

(Are there sand-worms? Phil named the campaign locale and he hasn't said yet...)

Another Axles and Alloys report...

From Petru5 over at Conn-Man Games -

Sunday, 17 August 2014

October Mordheim - The Unholy Cult of the Third Eye

Mordheim is starting in October (the month) at October (the gaming club). This should have been the first photograph of my force for it but due to an administrative fuck-up this is actually only 86% of the complete as a model got missed off the pic. There are actually seven - there is another cultist armed with a bow who is painted, honest guv.

This is a Cult of the Possessed led by the chaotic degenerate Magister Manfred von Reichs-Pudding.

The force has been cobbled together from stuff already painted which probably makes the complete force utter shite but who cares? von R-P is an old classic Jes Goodwin Chaos Sorcerer (Barakast Hell Rider) and the only thing that had to be painted to make up the points. Figures from Citadel, Asgard and I've never found out who made the dark-skinned chap on the right.

Tuesday, 12 August 2014

Dust Brothers

Out of the blue, here's a Dust Tactics Allied Taskforce starter set I painted up. It's amazing how quickly, smoothly and easily stuff paints up when a nice Chinese girl in a factory has already assembled then, and given them a nice matt coloured primer coat. :)

I went for a "green" basing scheme - didn't think that I could pull off the winter camo look that appears to be much of the Dust Tactics aesthetic, it doesn't match our "green" table coverings, and I decided I should use the good base colour they already came in.

This is "Top Hat", my 17 pdr-armed Pounder walker. There is a turret MG and a spotlight for this kit but I left them off as I suspect they'd just snap off in transport. I painted over a couple of the factory-added tampo printings, added the Hat-in-the-Ring badge from my collection of surplus waterslide decals (it's a from a 1:72 First World War aircraft kit), and a freehand tank name on the back of the turret. Colour is just Army Painter Strong Tone Ink over the existing factory basecoat.

(I suspect that "Top Hat" will also see Rouge Trader service as a Stegatank armed with an autocannon and two heavy stubbers).

"Bot Hunters" squad. There is another option in the Allied army for a squad where one of the bazookas is swopped out for another guy with the rifle + rifle grenade combination. A little bit disappointingly these are older figures that came in a box with the newer figures on the front artwork! Newer figures have much more detailed goggles being worn up on the helmet itself - very reminiscent of Falklands War era Argentinians who had the M1 helmet and similar googles. Just painted with detail on the base coat and washed.

This is a poor pic but this the taskforce leader Bazooka Joe and a three man squad of Grim Reapers. I found the Grim Reapers a bit awkward to paint in that if they are overall olive drab then there isn't much detail painting to be done on them. I settled for giving them brass cartridges on their ammo feed belts and numbering the chest plates.

Nice quick and easy project. I have played this, both as Dust Tactics on the included maps and as Dust Tactics Battlefield as a proper "open table" wargame and the latter felt much better despite being pretty much the same game. There are SSU (Sino-Soviet alliance) and German-not-Nazis being painted up within the Stourbridge club.

Wednesday, 6 August 2014

Suddenly, Warhammer Fantasy!

It wasn't my fault - some friends were talking about Warhammer on a small scale (game size-wise, not figure scale-wise) and I suggested the old 500 point Border Patrol version, and then I worked out that I could do an Ogre Kingdoms Border Patrol with only ten figures from the £49.99 boxed set from Mantic and still get three units out of it...

In fact with a hero, 12 warriors (Bulls in modern WFB-speak), and 6 blunderbuss wielders (clearly intended as proxies for Leadbelchers) it only really needs the standard bearer from this set (below) being fielded as a Bruiser with an Army Standard to come up to around 1000 points.

Oh dear. This has guaranteed the arrival of WFB9 before I get those ten Ogres finished. Sorry about that.

(There is even a Skrag the Slaughterer in modern WFB but he's nothing like the original).

Tuesday, 29 July 2014

Necromunda Blanche Gang

There are still two games left in the October Club's Necromunda campaign so here are The Blanche Gang ready for their first outing next Tuesday.

In the style of The Ramones and The Datsuns all members have adopted the surname Blanche. Hence say hello to Jeremiah Blanche, Jethro Blanche, Jed Blanche, Joss "The Boss" Blanche, Jimmy Blanche (the Juve), Jodrell Blanche, Jezebel Blanche (her in the sky blue FMBs), Justinian Blanche, "Basement" Jaxx Blanche and James Robertson Justice Blanche.

The original Necromunda models are repaints of the tat I got from the Stafford show last month.

There is also an EM4 Miniatures plastic Ganger in there and two of the Chaos Cultists from the Dark Vengerboys 40K set.

Anyway, remember Fantasy? Elves and Orcs and fantasy lands? Well, I'd kind of forgotten about it as a concept but the campaign that follows this one will be good old Mordheim. A Cult of the Possessed is nearly complete (it needs one figure painting) so some fantasy figures will be along in a bit.

Games? What Games?

GW Investor report is out -

This will get pored over and torn to pieces on all the usual boards but for me the following is the really interesting part and it speaks volumes.

In about 3491 words (depending upon how you count it, including titles etc.) Kirby says the word "miniature" (or "miniatures") thirteen times.

Outside of the title "Games Workshop" and one dismissive reference to computer games, the word "game" (or "games") is never mentioned.

Saturday, 26 July 2014

RT/Gruntz Narrative Campaign - Crusty Encrustation

Inquisitor Obiwan Sherlock Clousseau's sources report that a much-detested xeno species has been observed entering the Amblecote star system. This species is known to the Ordo Xenos as the "Crusties". It is believed that these unwashed degenerates may have whored themselves out to military service with the rebellious elements operating within the system. Inquisitor Clousseau recommends the application of industrial-strength cheap cider, military-grade giro cheques and other bribes in the form of mongrels on pieces of string. Consult the Imperial Army's Sanitary Division in case of further escalation of Crusty infestation.

Photo intel of xeno species acquired by psionic remote viewing follows. Know your enemy.

Thursday, 17 July 2014

Amblecotius RT/Gruntz Narrative Campaign - The Genial Gene Genie Genius

This is Doctor Cilkie Bhapshene, brilliant geneticist currently on a five year secondment to the Blood Drinkers Space Marine Chapter. She is attempting to fix the well-known fatal flaw in the chapter's geneseed that causes a uncontrollable lust for hematophagy and in doing so set up a programme of cloning to ensure a future supply of suitable genetic material. She is also well over seventy years old but inherited good genes. (Actually she stole them from a previous place of employment).

For the duration of the Amblecotius Campaign, Dr. Bhapshene has relocated to the Marine rear echelon base aboard "The Daughter", the giant orbital platform/floating palace that houses the seat of Amblecotian government. A large loading and cargo bay has been set aside for Dr. Bhapshene's research machines and medical facility.

Rebel leadership of "Opfor A" regard this setup as a priority target. It is believed by Opfor A military intelligence that the Blood Drinkers have a cloning facility aboard The Daughter and will shortly be using it to mass produce cloned Marines with which to replace their losses (such as Captain Zenn Zybil who lost a leg in the after-effects of the abortive breakout at Hark Hanoid). Potentially there is no limit to the number of armoured superhumans that could descend upon the rebel forces if the campaign drags on.

Accordingly a captured mail shuttle is heading to the The Daughter under falsified call signals. A strike team is aboard armed with Vortex grenade demo charges, and a bribed space traffic control operator will "accidentally" direct the shuttle to the "wrong" cargo bay.

These call signals had better work - Abdul Goldberg swore they would be good for the day of the attack. Admittedly he was distracted by his pressing need to count his money and escape out of the window with the suitcase of cash...

(Standard "Assault & Battery" scenario. Defenders - Blood Drinkers, Attackers - Rebel PDF. Each objective represents expensive machinery of medical value to the Marines. The cargo bay is huge so vehicles are permitted. There are many piles of trade goods in the cargo bay, these count as hills - and look quite like them - but cannot be crossed. The intention is to knock up a 4' x 4' table using my AT-43 "Reversible Gaming Tiles" that look like this - not my picture).

(The genesis of this scenario idea was a throw away comment of mine when my Marine commander got killed - I just laughed and said I'd clone him. Gary later suggested an attack upon the cloning facility might be a good follow on to the previous battle).

Tuesday, 15 July 2014

Amblecotius Rogue Trader/Gruntz 15mm Narrative Campaign - The Cassus Belli

So why are there two PDF factions at war in the first place?

Because of the three players in the group and the similarity between the toy soldier forces of two of them (Webb and Gary).

Here's my write-up for why this is happening.

Amblecotius is an agri-world and exports vast quantities of foodstuff, fibres, bio-fuel (the Dark Millennium equivalent of bio-diesel), and related byproducts. This is worth a huge amount of cash, credit and prestige for the ruling House Huriatat who own a monopoly on imports/exports for the entire system as is granted by their Imperial Charter. Their single biggest customer is the hiveworld of Loschtzitay in the Novah-Tippen star cluster, a world that would be at risk of famine and wide-spread revolt should the continual traffic of freight haulers cease.

Many other houses jealously covet this monopoly. Furthermore it's an open secret that if the system changed hands yet the flow of exports and upholding of the Pax Imperium continued this would be regarded as a something of a fait accompli and of little interest to the far-distant authorities in the Emperor's Palace on Terra. This sort of thing happens all the time. The Imperium is rarely able to interfere in such forced changes of hands and is pragmatic enough to realise that in many cases of this sort of vendetta and private war where no overt threat to the Imperium exists it's business as usual after the firing and/or assassination has all died down a bit.

For such an agricultural backwater, Amblecotius actually has a disproportionately large number of men under arms in it's purely defensive army, the Planetary Defense Force. This large size is in the interests of securing the flow of trade and traffic, the occasional problems with Eldar piracy and slave raiders, and hostile local fauna. It also helps to ward off the threat of aggressive moves by other noble and mercantile houses.

Military service is compulsory for all able-bodied males, and amongst a section of the female populace - the latter drawn by lot making women a sizable minority within the PDF. Equipment for the PDF is paid for from the public purse (it is basically the private army of the Huriatat clan) and, as is usual for this sort of military outfit, is based around that of the Imperial Army but done "on the cheap" to represent the lighter duties to which they are accustomed. In the Imperium the Army is the force of the offence - the PDF is the force of the defence until the big boys can arrive.

Battalion 48, Amblecotius PDF pictured after another succesful xenocide operation. Xeno village codename G/78 had been found guilty in absentia of stealing the Emperor's firewood and illegally watering from His watercourses.

However despite conscription, the small population of Amblecotius Prime is not sufficient enough to support a standing army of the size required. Therefore a good third of it's strength is drawn from volunteers from neighbouring systems and conscripts from Huriatat feudal holdings elsewhere. This one third of the strength is a mixed bag containing everything from bored farmboys from other farm worlds to hiveworld scum, mercenaries, deserters, demobbed and invalid personnel from other PDFs and disbanded Imperial Army regiments, slaves, and penal troops.

There has long been something of a split between the native and non-native parts of the forces of House Huriatat, not helped by individual units being formed from one faction or the other. The native units have a stake in the wider society, the non-natives are viewed as mercenaries and brigands out for all they can get. Linguistic, racial and sectarian differences all play a role in this mutual distrust.

Recently House Enhausen has started a scheme several decades in the planning. Alongside their "official" religion of the worshipping the Emperor as a God, the Amblecotians revere two lesser agricultural deities, Eranu and Uvavu believed by the Inquisition to be corrupted folk memories of two early settlers of the system back in the Dark Ages of Technology. It is thought that this religion is harmless and possibly of benefit to a population bound to rural servitude and thus tolerated. It is tradition amongst worshippers that the names of both deities are to be said in as low and rumbling a pitch of voice as the worshipper can manage. It is thought that this attracts the good favour of both deities and failing to observe this attracts bad luck. This behaviour is widely mocked by the non-native PDF troops to whom it causes much amusement.

Inquisitor Geenunt believes this to be the oldest existing holoimage of early Hierophants of the Eranu/Uvavu twin cult.

Enahusen's agent provocateurs amongst the native units of the PDF (such agent provocateurs use brightly colour underclothing as a secret sign with which to recognise each other) have started a propaganda campaign claiming that the non-native units are a fifth column intended to wipe out worship of Eranu and Uvavu. This appears to many to be plausible - Amblecotius's past is littered with episodes where this religion has held to be heresy and the Inquisition were not always as tolerant of this in the past as they appear to be now. The ruling House Huriatat are themselves foreign imports and cannot be trusted to protect the native religious sentiment.

Meanwhile agents have spread different propaganda amongst the non-native units. In these version of events, the cults of Eranu and Uvavu plan to remove outsiders from the system through violence and genocide, and then proscribe worship of the Master of Mankind. Belief has been deliberately spread in this faction that if forced to chose between the two factions, Huriatat will simply sacrifice the lesser (them) in order to keep the greater (the others) onside.

With both factions believing that the other is about to strike and feeling unable to call upon the authorities for aid, open civil war amongst the PDF was laughably simple to kick off by provoking incidents where units from both sides are garrisoned.

The second stage of the plan was for House Enhausen troops and mercenaries to invade The Daughter, Huriatat's orbital palace and seat of government. The PDF would be disarmed, the Huriatat family put in front of a kangaroo court on jumped up charges of wilful neglect and incompetence and the system folded up into Enhausen's feudal holdings. A two year programme of temporary price drops in system exports would be used to butter up trading partners and help diffuse any misplaced loyalty to the deposed Huritats, while the imposition of a slave labour economy would dramatically slash costs and thus raise profits.

But the Enhausen planners miscalculated badly. Their agents failed to see that the difficult-to-predict Blood Drinkers would race to the aim of House Huriatat, instead believing that no Space Marine Captain would hold that anarchy amongst serf soldiers on a farm world was worthy of their intervention.

Enhausen has now created a massive disruption to vital interstellar trade and cannot see any easy way of benefiting from it unless the Marines somehow fail in their campaign or decide that events elsewhere are of more importance.

Plans to remove the Marines from the sphere of influence are hurriedly being drawn up.

TL;DR - Native and non-native elements of the PDF set at each others throats by House Enhausen who aim to take possession of wealthy and destabilised system. Unfortunately Space Marines got involved, PDF fought back in self-defense. House Huriatat, the supposed rulers are left impotent and wringing their hands while trapped in their orbital palace.

Sunday, 6 July 2014

OGRE Big Boy Edition

Back last December I treated myself to Ogre Designers Edition, the utterly over-specced SuperDuperDeluxe version of a game that originally came with a single A4 mapsheet and a bunch of 10mm counters.

To be fair this is actually a collection of Ogre, and it's supplement GEV and Shockwave and far, far more counters and stand-up 3D Ogres than you would ever need. It did however come with it's own logistical issues.

Basically it turned out to be the only boardgame I ever owned where the box doesn't fit in the car. So the game was sitting there looking very lovely and unplayed until I realised that I'd have to decant it into smaller boxes to be able to take it down the club.

Quite ridiculously this is what it took - 3 A4 Really Useful boxes and 1 double-depth box. The bottom two boxes contain nothing but the boards for the GEV/Shockwave maps. 

Thirty-odd stand up Ogres, slotted together in the same fashion as those Pirates of the Spanish Main ships from a few years back. 30+! And that doesn't include about the same number of "flat" Ogre counters.

So, off to Stourbridge for a game of this last Friday, introducing Gary W to the game. The scenario was "Super CP", this is basically a much bigger game of the original "One MkIII Ogre versus a horde of cannon fodder", giving the attacking player (me) two MkV Ogres (scary) and giving the defender (Gary) two MkIIIs and an armoured command post. This latter feature proved fairly decisive - with an unarmoured CP, an Ogre really only needs to get into the next hex with at least one surviving Anti-Personnel battery to wipe it out, in this version heavier weapons or ramming will be required.

Gary was the Pan-Euro forces, I made like General Farage of UKIP leading an assault on enemy Europe.



(In a strange twist of fate, the random MKIII drawn out of the box of many had my name on the "conning tower". It's partner had the name of a player at the next table).

Pan-Euro federalists and deniers-of-any-structural-issues-with-monetary-union-but-no-fiscal-union set up with a double front line of assorted armour units and a second line of infantry spam. Just off camera here is the armoured CP hiding in the right corner behind two hexes of impassible... stuff. Lava? Nuclear polluted shit? Who knows?

BTW, the scale of Ogre is pretty vast. Each hex is 1.5km across. In our Ogre Miniatures games (played with Scrabble tiles - I shit you not), where 1" is 1.5km, a 6'x4' table can contain the entire West Midlands conurbation and a lot of the green belt around. I rather like nuking Wolverhampton and Birmingham.

Broken through the first line with the usual ease that goes with the early stages when the Ogres are fresh and still have all their gun batteries. Pan-Euro Ogres coming into to support the defence, these are outclassed by the North American Combine MKVs but still annoying.

Infantry spam on a massive scale as Gary breaks down most of his 3-strength infantry units into three 1-strength counters. Couple of howitzers hiding in the mass of infantry as well which did serious damage to my Ogre tread units.

(David Luiz looks seriously unhappy about something.)

Silver going straight for the CP although attritional damage is starting to tell - IIRC at this point she had no batteries and was starting to take damage to treads. Still had most of the AP batteries so most of that infantry died in droves to machine guns, space-claymores, and the like. However the lack of big guns meant that Gary's Ogres could come into close range and blast away with relative impunity.

Oh look, it's the CP I promised you was there! Silver is down to 2 hexes a turn move now and lacking anything in the way of guns is simply aiming to ram into the CP, reverse back a bit, have another go, reverse back a bit, have another go etc. etc. Red is in better shape so ignoring the mass of infantry spam in front of it and heading straight for the CP. Those two impassible hexes in front of the target proved to be game-winning for Gary.

Nothing to stop Silver. Or is there? Now down to one hex a turn movement, every enemy save the mobile howitzers are faster. David Luiz and David Luiz still unhappy.

And that was the high water mark of the North American advance. Red did some damage to the CP with guns but lost them to incoming fire. Silver died when the blue Ogre rammed it, Gary was then able to turn his attentions to Red and reduced that to one hex movement, no main weapons at which point I conceded.


Fun, good looking game and very "trad"Ogre in that the early exchanges of fire are all so easy for the Ogres but they end up limping and dragging themselves forwards in a desperate attempt to finish off the job. Howitzers ability to blow away huge chunks of Ogre tread units and those two impassible hexes turned out to be the decisive element in the game although I suspect I might have been able to knock out the CP had I not somewhat squandered by missiles early doors when I got spooked by the proximity of a super-heavy tank and a couple of mobile howitzers.

So I hope Gary got a good taster of what the game is about. Next time this comes out I'd like to a big all-arms game on the GEV/Shockwave "green" maps.

Saturday, 28 June 2014

Rouge Trader 28mm - Shootout at Sourbridge

Another day, another Imperial proclamation.

Mhorrghan, Captain of the House Guard cleared his throat ready to address the crowd that clustered around the foot of the raised platform he and his detachment occupied. Weather-wise it was a typical day down at the bottom of the arcology near the great iron bridge that spanned the long-lost, flooded lower levels of Hive Termitius - the ancient Sourbridge. A continual drizzle fell from the rusty heights above and splattered brown tidemarks on Mhorrghan's olive green greatcoat. The stench of the The Sourbridge remained eternal - a mix of diesel fumes, fecal matter and balti pie.

This won't go down well, thought Mhorrghan to himself. By Decree of the House of Huriatat taxes were up on Soylent (all flavours/colours), Lho-Sticks, and brown ale, and the curfew was being extended to sectors 13 through 17 following a spate of thrill-kills and happy slapping, and the vandalising of the 200 metre tall bronze statue of Count Huriatat himself - an incident that had been seen a giant erect penis painted on the statue's forehead in day-glo yellow paint.

"Citizen-serfs of Termitius Hive. By Decree of the House of-"

There was one crack and sizzle, the distinctive sound of a lasgun being fired.

Mhorrghan had just enough time to recognise the las blast before the blinding white pain erupted in his right hip and he was flung to the cold, hard surface of the rusty floorplates. There was screaming from below, the sound of panicked flight and then more of the crack-sizzle as the men of the detachment fired wildly in all directions.

As he slipped into unconsciousness he heard the sound of a trooper desperately radioing on the Commvox for urgent backup.


Jhonndil Injer lowered the lasgun and cursed himself. That old knife wound in his hand playing up again - spasmed and jostled the barrel as he pulled the trigger. The hated Guard Captain was now out of sight between an length of pig iron walling.

He turned his grotesquely over-muscled body towards the waiting gangers of the Typtun Taliban hive-gang.

"Get him!" he spat. "Don't let the Housedogs recover him. We'll have his decapitation live on all vid-channels before the day is out!"

Another of our "play to make a story" Rouge Trader games. Phil as GM and chief toy-provider. The terrain is all from Mantic's Deadzone range which makes for good Necromunda proxy stuff. The forces of House Huriatat are Copplestone "Neo Sovs" and the Typtun Taliban are old Necromunda "Goliaths". You'll notice a monochrome theme to this week's AAR (or as it is sometimes known "grey").

This might be a satire upon the limited horizons and limited palette of the typical hive-dweller of of the bleak, grimdark future where there is only war, it might be a deliberate stylistic choice and nod towards German expressionist cinema of the 1930s, a veiled dig at the hordes of modern 40K players who think that a single coat of Chaos Black spraypaint constitutes "painted" figures, or might it be that Jason only had access to a black-and-white laser printer when printing out the street tiles to go on his baseboard and that Phil's plastic terrain is only at the primer spraycan stage.

The upended figure is Captain Mhorrghan "bleeding out" having been shot in the tangley. House troops panicking.

My command - that's just six gangers with assorted firearms and no armour, and a man with Heavy Stubber. We are not in list-picking mode here.

Note how pasty-skinned they are. This is because while not busy Rouge Trading, they run a secret underground shop selling Magic cards somewhere in an isolated, out of the way area of the hive. In keeping with the hipster nature of the area they neither advertise nor even bother with a sign pointing to their basement location. You've probably never heard of it. (In-jokes? Yes, we have them).

Finney's lot on the right flank. By their distinctive orange skin these can be identified as the members of the Typtun Taliban who live in Jo E'essecks hab-block - the Umpa-Lumpa chapterhouse.

House Huritat troops rushing to the rescue. Note that in the full spirit of 1987 vintage Rouge Trader, the headless figure of Dicky chose to attend the proceedings in a retro Birmingham City top. He later stabbed a Luton Town supporter on the Intercity train home.

This tunnel over the railway line (some form of coaling or watering station I guess. What do Dark Millennium trains run on anyway? Probably the crystallised essence of the crushed dreams of the quintillions of Imperial subjects, or just the rendered-down bodyfat of ginger babies drowned in a bucket at birth) which later provided a lot of cover for my gangers in Wild West "richochet" style.

Aerial shot from the passing Inquisitorial spyplane, I Know What You Did Last Wednesday (When You Thought No-one Was Watching You Dirty Fecker). Dicky's troops are using the alleyway as a field of fire, Jason's troops are hugging the chest-height ferrocrete walls and Mhorrghan is still bleeding everywhere.

Dicky had a Heavy Stubber. It fired one burst. It didn't wound so he didn't get to use the Following Fire rule which basically states that if you wound you can fire again at same target or another within 4" and keep going until you miss or fail to wound. And then he got shot and died.

Aunt Sally, gang "heavy". I had a Heavy Stubber. It fired one burst. It didn't hit so I didn't get to use the Following Fire rule which basically states that if you wound you can fire again at same target or another within 4" and keep going until you miss or fail to wound. And then he got shot and died.

Finney gets up on a rooftop across the street from the position where House Huriatat troops are defending the fallen officer. Finney later attempted to jump off into the street but this shit the bed as he rolled some 1s and two of his steroid-abusers died on the way down. I think either their shinbones couldn't take the impact of all that muscle landing on them and splintered when they hit the pavement, or their disco tits overbalanced them such that they landed head-first.

Shit. I hadn't noticed this. This remarkable LOS was being laughed about in the gangers turn and ended up being one of the few shots throughout the game that wasn't hampered by cover. I could have fired back but chose not to as I hadn't noticed it of my own accord and was only aware of it because it caused much amusement. So I roleplayed "my character wouldn't know that" and green mohawk chap fired at somebody else and didn't shoot back until he'd been shot at and missed.


Here he is drawing a bead on that Muscle Mary. Who is he anyway? Trooper Lee? Peart? Lifeson? Emerson? Lake? Palmer? Wakeman? Brock? Fripp? Gilmour? Waters? Anderson? Who cares, I fucking hate prog anyway.

Mid-game overview. My lads are in cover on the left side of the board and starting to whittle down the house troops that were originally heading towards the rooftop where the injured officer was.

Finney's heroic descent to ground level via the lamppost isn't going too well. See above.

Probably the closest in game equivalent to Jhonndil Injer's vantage point from the Sourbridge Book Depository (also functions as a combined incinerator and memory hole). House troops ready to defend the fallen Captain and await back-up.

It didn't end that well for them. In fact hidden from view in this shot is a Juve with a laspistol who calmly plugged three house troops on three consecutive turns from a range of about 4" and didn't receive a single scratch from lasgun fire coming back at it. (+2 for laspistol fire up to 8" probably helped here).

After most people were dead (helped by ignoring the unit coherency rules and ignoring morale) there were only two players left in the game and I declined to pursue the retreating troops. The survivors were dragging the wounded man at half rate and managed to retreat from view around a corner. It might have been possible to outflank them but with three players now out of stuff to command I felt that it didn't justify dragging out the end of the game.

And here's the thing that amazed me. We got about two hours gaming (i.e. not long enough to outstay it's welcome) with less than 30 figures on the board for five players, and with only two (crap) support weapons and everyone else with popguns and the house troops wearing paper mache bulletproof vests.