Sunday, 19 January 2025

mortem tyrannis: многоочитии

Not all daemon princes are ascended from human stock.

ꙮ, associated with + + + XIVE CO77UPT3D + + +


Probably not the Three-Eyed King in Yellow worshipped by cultists shuffling through reeking sumpwater at the rotting base of their hive cities, but an ancient and puissant creature nonetheless. Ordo Malleus archivists have determined that ꙮ brought about the fall of at least one pre-Imperial civilisation on Terra, and there are indications that the multi-eyed horror has been known for millennia, across many pre-Dark Age human peoples - called variously многоочитии, or 百々目鬼, or dŠul-pa-è-a, one of the so-called 𒀭𒐌𒐌𒁉𒀭𒈥𒆪𒉿𒅀𒀸 (trans. 'Dark Heptad'), seven fell lords of ruin that serve the Plague-God-that-Must-Not-Be-Written. The truest way to name this creature is the single character ꙮ.

Its blank eye enervates, overwhelms. Before it, healing stops, regeneration ends. Life drains away.

Saturday, 18 January 2025

After Action Report: Confrontation at Crescent City

 2024 was neither a good year for gaming, nor for updating this blog. Lord Ethan sent his pirates at me in August and I never got around to writing this up...

Crescent City's power facilities

Borgan's Rift remains a backwater, or at the very least a marginal planet in the Magistcracy, but the fires of the FedCom civil war continue to smoulder. Pirate activity burns along such marginal worlds, and the forces of both the liberal Canopians and their more structured allies in the Confederation are stretched.

Following his defeats earlier at Old Port Town and on the mining demi-planet of Kallix-7, "Lord Ethan" has re-armed and re-equipped - shockingly fast for an old pirate king - and made a bold strike at Crescent City. One of the few metropolises on Borgan's Rift worth calling a 'city', Crescent City is home to a new Drop Port. Capturing or at least sacking the city will be quite profitable for the pirate - or his backers...

Wednesday, 15 January 2025

2024 in Review: Literature

Every year, I intend to join in on the year-in-review thing, and every year I forget. I just got back from a holiday, so we might as well...

what I read on my holiday
top: early 2025
bottom: end of 2024

Since 2024, I've been doing a thread of books I read. This lets me track what I'm reading, chew through the mountains of unread things in my house, and also provide Content for the Content Lords. Hilariously, I got permanently suspended late last year for joking with a friend of mine, so I haven't finished 2024's thread. It also means I can't do my end-of-year look-at-what-I-read... so let's do that here.

Friday, 6 December 2024

mortem tyrannis: walkers

  ..qui sanat contritos corde, et alligat contritiones eorum
    - Psalmi 146:3

rule of three

As I intimated in the last post, I went a bit crazy in the end of winter, converting up bio-mechanical horrors for my Death Guard project. I decided I wanted to have a trio of dreadnoughts, but wasn't pleased by the idea of them all looking more-or-less the same. Chaos in general - but Nurgle especially - should lend itself to mutability and change. Plus, I'd been staring at moldmoldmold's work way too much, and had some Ideas...

Monday, 11 November 2024

mortem tyrannis: flesh and steel

augebit Dominus plagas tuas, et plagas seminis tui, plagas magnas et perseverantes, infirmitates pessimas et perpetuas

    - Deuteronomium 28

Mars-pattern Rhino transports (corrupted; Death Guard affiliation)

A few months ago, winter put a halt to undercoating and therefore painting, but that freed up my hobby time to allow me to finally convert the trio of second-hand Rhinos that I had accumulated. I may have gone a little overboard...

Friday, 8 November 2024

Project: It's About Turnips

 I actually hopped on the #turnip28 bandwagon when Max FitzGerald first started putting it together a few years ago. I went all in, got several boxes of historical plastics, converted and went nuts with muck and slime and weird little helmets. I got my partner to design some cool banners... and then we just straight-up weren't able to print the damn things.

Триста Тридцать Третий Репки Родины
[trans. 333rd Turnips of the Motherland]

In late September, we finally did it. We painted 'em. I finished another project!

All it took was gluing four pieces of paper down and adding a little muck to them, photographing them and posting them. Managed to do that for Instagram -- but of course I forgot to post anything here...

Sunday, 1 September 2024

Gnow There are Gno More Gnomes To Paint

 Look at that. A second post.

the new villagers

Back in 2020, for the Old World Army Challenge, Old School Miniatures was kind enough to sponsor my entry: a small force of their wonderful alpine gnomes. I never considered the project complete, though; one regiment of spearmen was under-equipped, and I wanted to expand the cavalry regiments a little.

As part of my new focus on finishing projects (I know!), I have managed to actually complete the gnome army. I also wound up adding a second spearman regiment as well as a small pile of new villagers (above).

The force is fairly small in most editions, especially as Byron's list design eschews heroes in favour of wizards, but I'll be able to ally in Wood Elves or my old, ancient Empire army (whichever of these boxes that's in...) if I really need more points.

So, what's new?

Wednesday, 28 August 2024

mortem tyrannis: decay and renewal

It's been a while. Let's move on.

 
Aspiring Champion-Sergeant Sānchóng

A lot of things happening since I last posted. Rather than get into it - most of the readers of this blog follow my instagram anyway - let's just move on to the miniatures. I've been working steadily to try and finish off some of the 'big projects' I've got, in an attempt to reduce the ongoing strain on my mind from having so many things unfinished. A relatively easy one to finish is this accidental Death Guard project... especially as I was unable to undercoat all winter, so I did a lot of sculpting on some vehicles and... others. Stay tuned for those!

Friday, 27 January 2023

Old World Army Challenge: VI: Necromunda

That's right, chummers, I'm doing the Old World Army Challenge again.

c'm'ere and call me that, cleanskin

This year, the Dread Lord has opened the call to Fanatic and Specialist Games, including Necromunda, so I'm trying to get something like seven Necromunda95 and Gorkamorka warbands done in six months. Let's see how we get done.

Introduction post: Wherein I reveal my madness.

January post: A 'rank & file' post for the Skavvy gang.

Coming up next: Pit Slaves.


CanCon with the Too Fat Lardies

 Last weekend was CanCon, one of Australia's larger hobby conventions. Despite living in the capital for years now, I usually only attend to do some shopping and a bit of gawking. This year, I was invited as a spare to the Too Fat Lardies Chain of Command campaign weekend. There was a real chance a few players' schedules might be shaky, the Australia CoC scene is always recruiting, and I'm local: a great combination.

The campaign day was run by a chap named Steve, who is probably now in my top-five Friendly Wargaming Lads. We'd never met, but you'd never know it for how welcoming and chill he was, happy to explain rules, point out fun details, and just generally be a chill bloke. He also ran a fun weekend, with an interesting scenario - on some very fine terrain by John Bond.

The scenario is as follows: Some time following the Normandy invasion, the British are pushing into this French town. Day One (Saturday AM) involves crossing the fields and entering the town proper. Day Two (Saturday PM) is attempting to make the bridge. Day Three (Sunday AM), the Germans have to hold the bridge itself or blow it. Day Four (Sunday PM) was flexible, depending on the previous days, but there was a chance for German armour to arrive and retake the British side.

In the end, the games fought to a standstill over the bridge - the Brits were held in place and didn't cross, but the bridge stayed open. I only fought a few rounds, rolling some dice during Sunday AM, but it was great fun and really sealed the deal on me digging out those Early War Poles...

Saturday, 21 January 2023

After Action Report: Terror in the Peaks

    Réfractaires, it is not your duty to die uselessly.
        - Resistance pamphlet

somewhere in the mountains of Occupied France

An old friend of mine and wargaming/role-playing buddy has finally made the pilgrimage down from to visit me, mostly to play in the Too Fat Lardies event at CanCon in a game of Chain of Command. He's even convinced me to be a backup player in case one of the others has to leave early and cannot finish the campaign. Of course, I've never played a game of Chain of Command, although I am interested in the increased historical verisimilitude of it over its main competitors. 

So we decided to head to the local store and bodge together some terrain and play an intro game. Jolt has an incredible selection of terrain, but it's mostly intended for far-future or vaguely fantasy settings, and it also turned out that every single local gamer wanted to test their armies before this weekend's tournament scene at CanCon. But we made do with the above layout. A forked road, a burning farm, some rough cliffs and pine forests, an ancient church. Could be somewhere in Europe, sure.

Al brought me an infantry platoon of horrible fascists, reinforced with an additional Senior Leader (Keptain Köwærd); he brought an adhoc platoon-sized contingents of French rebels, communists, and jumped-up peasants, reinforced with some stolen submachine guns and a backwoodsman calling himself a sniper. Both sides had low morale; it was freezing, there is little food, and nobody wants to die for their fatherland in the arse-end of nowhere.

fascists cower in the gutted church

My favourite thing about Chain of Command is the initial patrol phase. It makes the act of deployment a game of tug-of-war with your opponent and really livens up the otherwise straightforward bit of 'you're on that side, I'm on this side'. Having units come on from the jump-off points that are then scattered (and can be moved!) about the field is the only wargame I've found so far that does a good show of mimicking the fog of war.

In these snowy hills, the fascist regulars didn't know from where the cursed marquis would come...

who dares impede us

I did get lucky in my first few turns, managing to bring on two squads at opposite ends of the field. By getting enough initiative to put the churchgoers on overwatch meant that Al, who had intended to come through the forest opposite, was immediately on the defensive.

"i see zem! i see ze kowartly frenchmen"

Al is a generous opponent. I had initially thought of the open, flat-topped hill next to my roadblock jump-off as a death trap. It was open and flat, with absolutely no cover. Of course, it also provided a huge view of the entire field. Once he pointed that out, I scurried a squad up it and sat them in overwatch up there, much to his frustration.

"okay ve vill leafe ze khurch but only slowly"

He also reminded me that squads come in two elements, and that I could move the manoeuvre element while keeping the machine gun in overwatch. Naturally, he immediately deployed his submachine gun-heavy squad into the forest, preventing me from safely assaulting that jump-off point. Git.

line them up...

..BLAM

First blood to the French resistance with a good old-fashioned duck hunt. Hill's risky.

if you go down in the woods today, you'd better go in disguise...

'if we line up in a row, they will be caught by surprise!'

As I moved one of the riflemen squads down past the hedgerows, another group of partisans emerged, ready to initiate a firefight. Al and I got several rules wrong here - he should have gone tactical and hit the dirt (after being reminded, my hill-squad did that, but he never remembered to). Additionally, I added far too many dice for the squad's machine gun - although my dice consistently rolled below-or-only average, so I don't think it mattered too much.

'merde.'

Nevertheless, the end result for this squad of rebels was most of them being killed and sufficient shock to break them. I also concussed their sergent, reducing the partisan morale. This group broke and ran, freeing my outflanking squad to move towards their jump-off point.


'right, that's it. forward!'

Losing a jump-off point in Chain of Command causes significant morale damage to the hosting force. Seeing the easy route my squad had toward his right-hand point, Al decided that his only hope lay in cracking open my little church fortress.

bullets fly!

Unfortunately, his dice failed him. I shot down several partisans and caused some shock, with almost no losses of my own. My succeeding phases didn't do a lot, but his numbers significantly dwindled.

the keptain comes out but continues to kower

I'd kept my second Senior Leader in reserve, waiting until I needed his shock-removing talents - so right when Al had caused several casualties and enough shock to reduce the church squad's effectiveness, Keptain Köwærd pulled himself out of his foxhole and shouted for the men to hold; reducing the shock in both sections to nothing.

At this point, the store was closing and so we decided to end it there. The Germans had a clear line to take a partisan jump-off point and had caused about thrice the casualties. Al still had a real chance to swing it, if he made a big assault and got a bit lucky - the loss of a squad, NCO, officer and jump-point would probably have shattered my platoon - but that would have been a significant shift from how the game looked on the table.

At any rate, a cracking game against a real gentleman of an opponent. I think I have to dust off that old Polish project now. Let me see, a 1939 Polish infantry platoon has three squads of fourteen men, and I already have...