Sunday, 24 August 2025

After Action Report: Blade and Rifle

 I'm not sorry. We had it coming.
   - 'Tech Noir', GUNSHIP

look at this insane detail on one of Mangs's survivors

My regular opponent and now game designer Little Mangs of War has been working on a miniatures- and setting-agnostic ruleset, currently dubbed 'Blade and Rifle' while in development. Originally intended as survivors vs AI zombies, he's started playing around with matched play rules. I offered to help him playtest a match a few weeks ago (Sunday 3 August, for those of you tracking how long it takes me to write up after action reports). I only had to bring my own pudgy body; he provided miniatures, terrain, dice (although I did bring my dice and tape measure) and the ALPHA_1 set of the rules.


The rules themselves are a little more complex than, say, Mordheim, but less complex than, say, Infinity. They are incredibly lethal, though, which makes cover essential - Mangs completely coated the board in bushes, abandoned cars, trees, and fences and I think the game would utterly fail to work with any less terrain.


Models roll to climb or shoot/fight, with number of successes counted. Certain actions need certain numbers of successes to work, but failures don't cancel them out. Sometimes fail means increased fatigue or other resources on the sheet are spent; sometimes they mean that the action is 'wasted'. Running or sprinting has other costs as well, such as limiting turning; overwatching holds your action but if nothing then crosses your line of fire, the effect is wasted.


I enjoyed the rules once we got into them, with a few suggestions added (if you run, you should be able to attempt to leap fences or cross small gaps, but with a test - parkour! - or additional penalties ensue). Once we got into it, the rules became smooth and easy to understand.


Each model got a little sheet. Feedback from me and a few others in our small group has suggested further improvements there - A5 is easier to manage than A4, for instance. Each model is assigned a card from a deck, which is drawn for initiative. This is fun and easy, but meaning that you can't control who necessarily acts in a given moment (like in Bolt Action or Infinity). This gives a feeling of random folks thrown together rather than militaristic discipline, which I like for this game.


Some of my survivors enter the suburbs here. On a 6x4' board, there will be a lot of walking (4") to get to where we're going, but we need to hug cover - weapons have no range limits, just bonuses at closer ranges.


Mangs's guys take up early positions.


Marcel here failed his climb check first turn.


Jade dashes into cover. Dashing is an action that moves you at speed pretty reliably.


Rachel here sprints along the board edge, trusting that nobody has eyes on her. Sprinting gives you a great bonus to your movement, with a chance to lose Fatigue resource points if you roll poorly on a Vitality check. (I think it's Vitality. I'm sure Mangs will correct my many errors.)


Sticking to cover.


Short climbs don't require skill checks, but you can't run over them - so no sliding across the roof of a car as you sprint - unless parkour makes it into the game! (hint)


Panting, Rachel runs into the bushes. While Mangs has based his bushes on area bases, the game uses True Line of Sight, so the base means nothing here. I usually dislike True LoS - it's a miniatures game, you can't be that precise - but when playing this granularly and on a board this dense, it does work.


Jade takes cover behind the abandoned pig transport.



Couple shots of Mangs's guys moving up. At this point, we'd had a couple of turns of pure manoeuvre. This might be slow-paced for some, but it let me get into the mechanics of skill checks. I think once players get the hang of it, these turns would go very rapidly indeed. Or just play on a 4x4 '.


Crystal reaches a barricade but saves a reaction to interrupt - so if I interact with her in some way, she'll get a counter-action.


Marcel finally climbs to the top of the tower. He will drop prone on my next turn and oversight the objective for the whole game - which actually isn't that effective in the end.


Speaking of which, that little wooden box is the objective. We have to get it, pick it up, and get it off a board edge. Rations or geiger counters or vaccines - who knows what the crate contains, but we gotta get it!


I think I got my notes confused - I have here that Marcel hides between the cars, but Marcel's the guy in my backzone! Anyway, this guy nestles in between the cars, hoping to dash for the crate when he can. Notice one of Mangs's guys creeping up the garden wall in the background.


Rachel goes for the bushes and takes a shot at Marty with her shotgun - it spatters against the concrete.


Duke dashes for the box. He has to go into the open to do it, but you don't win without risks -- and Duke sucks, so I don't care if he dies. Sorry, pal.


Boiler shoots Duke and lands a clean hit - but it goes through his rucksack and doesn't hurt him at all! (Boiler got a clean hit, but the dice roll for effect landed on an incredbily lucky 'no damage' roll. Duke still takes a bunch of pinning dice though - you take more for successful hits on you, even if you get lucky.)


Marcel or whoever that is in the cars shoots back at Boiler, gunning him down like a dog (instant kill - no, not KO, a dice roll that indicates he is just straight-up dead. Guns are terrifying in this! Duke should not be out there!!)


This was a complex sequence. One of Mangs's guys got into base with mine, but I had a reaction still. So in the end, I shot her at point blank range. If she had gotten luckier though, she would have cleaned me up.


Melee slap fight with no successful damage.


Jade left herself exposed while trying to flank...


Crystal strafes and kills Marcel, who missed his reactive snap shot. Good positioning from Mangs.


I guess this guy isn't Marcel after all and honestly, what a hopeless photograph. God. Anyway, he does have eyes on the objective zone. Honest.


Bethy goes Rachel and gets badly hurt. The next turn, she takes her down in a nasty knife fight. Tyler had taken a nearly impossible shot and injured Crystal but the next shot, she reacted and got around the fire truck.


The whole time these other fights had been going on, Duke had been fuckin' booking it with the package - and he gets away. There's another fight I don't have photos of, up by the garden wall. Sorry!


As the game closes (thanks, Duke!), Crystal binds one of the cleaver injuries on her fallen friend.

Mangs's rules-as-drafted have any injured folks on the board at game close in very serious trouble, to encourage players not to fight to the death, but I think I convinced him to tone those down. They can result in really feels-bad moments - for example, imagine that Crystal who was standing next to her friend with bandages couldn't save her friend.

Mangs is also revising the points-buy rules, so next time I might design my own folks. He has quite specific rules for firearms, while I couldn't give a damn about the difference between a Beretta and a Desert Eagle, so I'm not sure if I could use some of my hive gangers in some kind of grim future version of the rules. Maybe we'll play some more with his miniatures - aren't they great?

Anyway, this was fun as hell. I'm sure we'll play more. There's nothing really like playing with fully painted miniatures on good terrain. Doesn't hurt that I won.



Saturday, 23 August 2025

In the Graveyard of Terrain

 The 'paint undercoated shit' project continues...

Garden of Morr

This set has a pretty bad reputation. The Goonhammer article describes several mistakes one can make when painting it - and that guy has an airbrush. Ana has several criticisms in her old series where she modifies the hell out of hers, criticising the tacky skulls everywhere. Neither of these guys really go hard enough on the damn thing.


I've had mine for a few years now. I got it through that monthly magazine for Age of Sigmar (in which I think it's called a Sigmarite Mausoleum or something) and was initially keen. It's a big kit, it's plastic, and it works really well for Mordheim. Ana had also done a tutorial on buildings which I wanted to use (and I did, along with referencing her graveyard series and her tutorial on verdigris).

You can even see where I'd undercoated it in 2021 and played a game of Mordheim around it. Very suitable for my Undead warband.


Unfortunately, while 'yeah, paint all the stonework, then pick out the metal railings, the skulls, and the vines' sounds pretty easy in theory, in practice it fucking sucks. There is a LOT of stonework, and it's incredibly boring and tedious to grind through, even using washes, sponges, and stippling. And there are so many fucking skulls holy fucking shit.


I only really enjoyed the buildings, where I followed Ana's tutorials pretty closely (including a first experiment with her trademark white-and-black splatter effect) to give the grounds a pop of colour. Maybe I would have enjoyed it more if the initial colouring on the stones hadn't gone so grey.


Anyway, the damn thing is done. It'll make good terrain for Sun Rot, Hag28, Mordheim, or any other horror skirmish game - or even some historicals, if you don't look at it too closely. All the individual buildings are removable from their bases and the whole thing can be split apart to cover more ground.

I have had a little good weather lately, and managed to undercoat a bunch of guys (and some more plastic Age of Sigmar terrain for Mordheim uses), although I have still failed to undercoat my Praetor...

Thursday, 31 July 2025

Project: Imjin War

Those who seek death shall live. Those who seek life shall die.
   - Admiral Yi Sun-sin

Korean 'bushi' for Ronin

Little project, done over I think three evenings. Which is very funny, because I think I bought these like five years ago. Jimmy and I were talking one day about how cool it would be to play Ronin, an Osprey Games blue book for Samurai skirmishes. My interest in samurai-era wargaming is generally muted (although I did watch a bunch of Kurosawa movies last year...) but I've always been interested in the Imjin War - and Ronin includes Koreans!

Most Samurai rulesets don't, by the way, even including Warlord Games recent supplement for Pike & Shotte, Wars of the Samurai. Which is good, in a way, because it means I don't wind up buying an entire Perry Miniatures Korean army only to have nobody to fight.

Anyway, these guys have languished in a box since then, but we were talking about it recently, so I decided to dig them out. I had forgotten that I'd based them on hexes - must have been in an old-school mood.

A brief sunshiney day a few days ago let met get them undercoated, and so these were a nice little bit of 'finishing something off' juice for the brain.

Sunday, 27 July 2025

Project: Hag28

 For a witch stands on the very edge of everything, between the light and the dark, between life and death, making choices, making decisions so that others may pretend no decisions have even been needed. Sometimes they need to help some poor soul through the final hours, help them to find the door, not to get lost in the dark.

    - Terry Pratchett, The Shepherd's Crown

The Hunt of the Death Hag Mother Skaïth

My friend Jimmy is the artist on one of the latest games to come out of the 28 Movement - Hag 28, written by TM Cibelius and currently on Kickstarter. Each player takes on the role of a Hag, be she of the Wode, Death, Desert, Brine. The Hag collects a Hunt of various creatures, and they battle over the soul of local villages, treasures, ancient arcane whatevers. The tone is a mixture of Terry Pratchett, classic folklore, the folk horror trend, and the 'kitbash whatever the hell you like' ethos of the 28 crowd. 

I love the idea, and I love even more the idea of supporting my friends... plus, I have all these horror miniatures I've bought over the years burning a hole in my backlog. So I bashed up a gang and got very lucky a few days ago with some weather clear enough for priming and here we go.

    Hunt of Mother Skaïth

    Mother Skaïth
    Death Hag
    Hex: Death is No Excuse
    Hex: Evil Eye
    Weapon: Basher (wand)

    Terror/Spawn
    Weapon: Basher (or maybe a Poker) (staff)
    Damn Spooky; Make your Entrails your Extrails
    Pretties: 9

    OR if Spawn
    Hex: Nightmare
    Mutation: Where There's a Whip, There's a Way

    Mercenary (x2)
    Heavy armour; Scarred veteran
    Weapon: Chopper (sword & knives or axe)
    Pretties: 4 (each)

    Goblins (x4)
    Ramshackle weapon: Choppers (scratchy claws and rocks)
    My Handiwork
    Mutation: Vicious OR Where There's a Whip, There's a Way
    Pretties: 2 (each)

The above is a 25 Pretty warband based on the 2.0 playtest rules. I think some of the models can be flexible, depending on what's more fun to play with. The Hex Death is No Excuse is a little redundant with the Whip mutation, and similarly with the My Handiwork trait, so we'll see how they interact in a game.

On to the miniatures!

Thursday, 24 July 2025

Old World Army Challenge: VI: Necromunda: Failure Redeemed

 How many subtitles can I fit into a blog post?

ladies doing it for themselves

2023 was the last time I attempted the Old World Army Challenge. I was excited - the first year we were doing Specialist Games, I had all this old Necromunda and Gorkamorka metal to paint up; it was going to be good. Alas, I succumbed to the way of all flesh and only managed to get two gangs painted up - my Skavvies, Smilin' Jack and the Bitter Dregs, and my beloved Pit Slaves, Helreach United Miners, Fabricators, Haulers Local Θ-26/20.

All I managed to get done of the third gang, the March gang, was the four juves. Alas, alack, and other a-words that mean: dangit.

Still, this year is seeing me finishing a couple projects up, and then I was out of undercoated things for those projects, just as winter bit in and it got too cold and wet for spraypainting. I scavenged for some undercoated things to paint - with some success so far - and remembered the Escher gang. Let's fucking go.

The Gleaming Falls Ghasts  
 
Leader: bolter, laspistol, twin knives (170 creds)
Heavy: heavy stubber, stub gun,* sword (200 creds)
Juve: autopistol (40 creds)
Juve: stub gun, sword (45 creds)
Juve: autopistol, club (50 creds)
Juve: stub gun, pick (45 creds)
Ganger: autogun, stub gun (80 creds)
Ganger: shotgun, autopistol (85 creds)
Ganger: bolt pistol, sword, frag grenades (110 creds)
Ganger: plasma pistol, pick (85 creds)
Ganger: twin swords, stub gun* (80 creds)
Ganger: autopistol, sword (75 creds)
Ganger: autogun, stub gun* (80 creds)
Ganger: autogun, stub gun* (80 creds)
Ganger: lasgun, laspistol* (90 creds)
Ganger: laspistol, flail (75 creds)
Ganger: shotgun, sword (80 creds)
Ganger: autogun, sword (80 creds)
 
TOTAL: 1,550 credits 

*or some other kind of pistol; it's in a holster. 

This is enough for a starting gang and a half! I'm only missing three of the original sculpts (the other leader, heavy with a plasma cannon, and the chainsword and autopistol ganger). If I see the other three on eBay or something, I'll have to pick them up.

I went with a relatively classic look, because the original style of the Escher --- well, first of all it, it can't be beat anyway, but it's also one of reasons I got into Necromunda in the first place. Punk glamour in all the right ways, black leathers and bright yellows, with a variety of hair colour that never goes away.

To give myself some guidelines, I decided to follow the original colour scheme a little - if a sculpt was painted with blue hair originally, she got blue hair - but all the hair had to be different. I also tried to keep roughly on theme with the loincloths, but wanted everyone to be unique, so those got played with more.

Also: pink gun casing. Because hell yeah, but also because I want to use pink more often. Shoutout to Stahly at Tale of Painters for doing it first and better.

Thursday, 17 July 2025

After Action Report: Sheepherding in Cist

12 Маиуса 7533 года от сотворения мира

Любимая моя,
Пишу тебе после битвы...

the would-be shepherds meet

Reduced to squeezing slugs for nourishment, our two forces pushed into this slime-green valley, filled with towering pustules, gleaming with noisome sludge, and hungry, open-mawed pools, shifting in trackless swamps. Триста Тридцать Третий Репки Родины, the mighty 333rd Turnips of the Motherland, clashed against the snivelling dirt-eaters of Jimmy's Earl of Slough Feegle's Regiment of Foot.

After literal years of having turnip on the mind, Jim and I coincidentally finished big piles of terrain in the same month and managed to organise a game! Of course, that was two fucking months ago, because my brain then immediately froze on writing the after action report. I gotta work on this.

Saturday, 5 July 2025

Those Who Were Undercoated

 Winter has come, and I am once again unprepared.

Undercoated Family photo

It's too cold to undercoat any of the projects that I want to concentrate on, so I've dug up a handful of already-undercoated models from projects I stalled on - most from years ago - and done a little brushwork on them. Not included here are three models finished from my Age of Sigmar Flesh Eater Courts, because I'm going to do a big project post for those when the whole army is finished. I also have the original Escher gang that I didn't finish for the last Old World Army Challenge I was in, but I haven't been able to do much on those yet.

I'm also working on some terrain, and I'm prepping a bunch of miniatures for when the weather warms up so that I undercoat tons at once. I really ought to plan these things better. Maybe next year...

Sunday, 1 June 2025

Project: It's Still About Turnips

 There were worse things than crucifixion. There were teeth.
   -
Stephen King, The Strand

action shot of the teeth swamp
(in a forthcoming battle report)

Having finished the Death Guard a few months ago, I decided that the next project would be making some terrain for Turnip 28. I've got mountains of terrain-making supplies, but it's something that gives me a lot of anxiety, being so far out of my wheelhouse. I've been planning terrain for the desert board that my Mantis Warriors would fight over for half a decade, accumulated tons of stuff for it, and am frightened like a little baby.

Turnip provides a way to do this kind of work in a fun, relaxing way, knowing that it's okay to screw up -- that's what the mud is for! Of course, it's still taken me like four years to turn teeth and horrible fingers into actual stuff that goes on a board. In that time, the 'swamp teeth' aesthetic has turned into one of the cornerstones of the Turnip 28 vibe. You see it everywhere - well, fuckers, I had the idea very early! Probably not first, but very very early! I'm just chicken!

cyclopean shepherd stands atop a sunken house
(in a forthcoming battle report)

Anyway, the time finally came to bite the bullet. I snuffled through the rulebook and scenario pamphlet that Max has put together and put together a list of core terrain and a few would-like-to-haves. Some of those haven't eventuated (I wanted to build a sunken windmill and a few terrace houses), but I now have a core list of pieces, which will cover the generic scenarios and some of the weirdo ones:

Impassable Terrain (6x6")
Rotting Fish
Drowned Tower

Defensible Terrain (6 x 6")
Sunken House
Ruin

Dangerous Terrain (9x 9")
Finger Forest
Tooth Pits (in three pieces)
Tooth Bog
Normal Swamps but with Weird Guys (in three pieces)

Walls/Cover (6x1")
Regular wattle fences x2
Tooth walls x2

a pus sheep hangs out at the edge of a tooth wall
from - that's right, a forthcoming battle report

As is traditional, I will go through these in the order I actually finished them. As is not traditional, I'll include a bit more discussion on how I made them and include some WIP photos as we go - so this is going to be a long post!

Thursday, 29 May 2025

After Action Report: Reconnaissance in Steel

 A weak sun flitters through the grey dust. Shadows obscure the degraded hills around the township, itself little more than a scattering of concrete blocks hurled against the stone of the settlement like dice cast by a dissolute gambler. An empty god of chance. 

A wasteland planet named for horror fiction is the perfect place for the Canopians to hide a shame that beats in the heart of every liberal empire. Slaves, cast aside for their crimes, labouring to bring minerals to fuel her decadent wealth. Minerals that Lord Ethan would enjoy - but more than that, the labourers sharpen against their bleak stones an urge to revenge that is worth far more than gold or yttrium...

Freetown, Hastur
1100 Lockdown Time 4 May, 30[79]

A couple of weeks ago, Lord Ethan and I decided to throw down again. Actually, we were supposed to play Kill Team, but it's been a while for me and the new rules are different enough that I realised the night before that I wasn't confident in my understanding to play a game. So Mangs was kind enough to pivot twelve hours before deployment to Alpha Strike. A very nice guy.

'Hellhound' in his Archer ARC-2R back-to-back with a Canopian Commando COM-2D

"Remember those scenarios in Mechwarrior 2 where you had to scan enemy buildings?" I said. "Let's do that one with your beautiful city terrain. As you won the last scenario and I have a Recon lance, your pirates can be Defending and my mercenaries employed by the Magistcracy are trying to identify your caches or sympathisers or something and Attacking."

I think the Canopians and Goblin's Paladins are attempting to identify buildings containing partisans loyal to Lord Ethan's Exiles, or possibly access and download caches of information from these buildings - while being careful not to flatten the city. It's a bit much for two entire companies to be going head to head, but I wanted something that felt a bit more tactical than 'can we shoot each other to death'.

Two Exiles assault 'Mechs straddle an administrative building

The scenario is Reconnaissance. This is on p.193 of Alpha Strike but the short version is this: Defender picks 1-6 buildings that secretly are targets. Attacker has to spend a combat round in base contact with a building scanning, or otherwise use an active probe ability (which I forgot). Destroying buildings messes with this, but we avoided shooting them so that's fine. 

If the attacker scans any buildings and finds a target, they get 100 VP. If they find all objectives and get off the board with a lance worth of units, they get a bonus 500VP. If the defenders prevent this, they get 1,000VP.

This is actually incredibly hard for the attacker, as I have to spend half the game not shooting my opponent's 'Mechs. I mean, that's probably fine if I win initiative enough, right? (I win initiative like once all game.)

Exiles assault 'Mechs

Working on this after action report several weeks after the fact, I have once again forgotten most of the details. While reviewing the photos for the blogpost, I further realise that nearly all of the photos taken are of deployment and the literal first turn. I'll do my best with what my 'my child just turned one' brain can manage to sift out.

Exiles Battlemechs take up positions in the mining colony's administrative centre

Mangs set up the board before I arrived at our local game store, as per our tradition of 'first arrives set up' and 'he owns all the 6mm scale terrain'. As he picked a grey landscape, I've since decided that the fight is set on Hastur, a penal colony within the Canopus district of the Magistcracy and therefore deployment distance for the First Canopian Cuirassiers. The terrain is a scruffy village, including a power plant and a sequence of skyscrapers, set against grey hills and open pit mines that look a lot like craters in a different scale.

Today the Cuirassiers deploy their Recon Lance while Goblin's Paladins mercenaries deploy their Command and Fire Lances. 

Lord Ethan's vermin deploy a company worth of ramshackle old spitbuckets that definitely don't beat the tar out of me.

Mining Settlement 37 'Freedom', Hastur