Category Archives: Miniatures

Armies of Yesteryear: 40K Mordian Iron Guard

Once again, a look back on my old armies. This time it’s my favorite old Imperial Guard faction: the Mordian Iron Guard.

What really drew me to the Imperial Guard is not really all that unusual: I wanted to field tanks and blow shit up.  I chose the Mordian Iron Guard because they were the chapter that appealed to me most, despite them not having any special characters in the Codex. (Actually, that appealed to me as well, as by the time I started playing Guard, special characters had fallen out of favor.) I never liked the Catachans, found the Rough Riders silly, didn’t really dig the Tallarns or the Cadians. And while I liked the Valhallans, I didn’t want to deal with snowy bases. (An old acquiaintance had a killer Valhallan Ice Warrior army complete with custom sentinels that was really cool, however.)

This army was my main Warhammer 40K army for most of the late 90’s -2003 or so. In choosing my army I decided that I would not field any Abhuman troops like Ratlings and Ogryns. I would use lots of base troops and have as many Commissars as possible to keep order and hopefully lend a little strength to squads in melee. I’d augment the core troops with fire-support and stormtrooper squads, and tanks tanks tanks!

And that’s what I did.

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Starting off in the front is a squad of pre-Kasarkin stormtroopers. These guys came 6 to a box and were all plastic. You had to buy your special weapons and command separately. Behind them is a standard Infantry squad of Mordians led by both a Sergeant and a Lieutenant. Behind them is an anti-tank battery of 3 Lascannon teams. Way in the back is a Basilisk Heavy Support Tank. Over on the right is a Chimera, deploying an Armored Fist Infantry Squad.

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Continuing, my Sentinel squad is in the forefront of this picture. (My sentinels never did anything but get shot and blow up, usually by Turn 2. But they look so cool.) Behind them is another Infantry Squad. Farther back from left to right is a Leman Russ Battle Tank, the Command Squad (more on that later), and a Mortar Battery led by another Commissar. On the right is a Chimera with a Forgeworld twin-linked heavy bolter turret. Better than a multilaser any day of the week, and it looks better too.

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Rounding out the force are the rest: in front, another squad of Stormtroopers. I used to love to Deep Strike with these guys and tie up some enemy units long enough to rain death from above with my artillery. Behind them is a fire-support battery (2 heavy bolters and an autocannon), crewed by Stormtroopers. Behind them is yet another Infantry squad. To the right are three more tanks: a Leman Russ Demolisher, a Hellhound, and in the back, an old Griffon Heavy Mortar. Last but not least a final Infantry squad is on the far right, led by another Commissar.

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I would often deploy an Adeptus Mechanicus tech-priest and some servitors between my tanks, especially those I usually kept stationary, like the Basilisk, Griffon and Demolisher. Sometimes they could save or fix something, and sometimes they couldn’t.

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Close-up of the pre-Kasarkin Stormtroopers armed with Hellguns.

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A Commissar leads an Infantry squad on the flank.

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Close-up of the anti-tank Lascannon battery.

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You can never have too many indirect fire weapons. I love mortars. Nothing better than dropping a couple of templates on some Orks, Gaunts, or Eldar.

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My command squad. The Commander is a converted miniature from the defunct and short-lived game Cell. (Don’t tell GW he’s not “official”.) He towers over everyone else in the army and is almost the size of an Ogryn. (“Methinks I detect the influence of the Warp….”)

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This is my Army Standard. I converted a Brin Milo miniature so that he wasn’t playing the Tanith pipes anymore. Then I used some 3/64mm brass rod to make the pipes. I used Squadron model putty (!) to sculpt the ferrules and the pipe sash and to beef up the bag (this was before I discovered Green Stuff). He was one of my first conversions ever and I still love him.

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Sentinels look bad-ass. Too bad they suck. You may also notice that none of the armor in this army has the slightest bit of mud or dust on it. That’s because it’s Mordian armor, dammit!

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Leman Russ Demolisher.  Boom.

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Leman Russ Battle Tank. I always went for the heavy bolters in the sponsons, as my strategy was shoot as many times as you can as opposed to courting disaster with plasma guns.

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My Basilisk. I think maybe I moved it during a game, once. Most of the time it sat there and angered my opponent. I used a radio from a 1/48th German radio set to represent improved comms.

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Lastly, my Griffon. I loved this tank, and of course, when I finally got this painted, GW came out with a new codex that didn’t include it. Like I said, I love mortars, so I have nothing but good things to say about it. I thought the Griffon tank crew that came with it didn’t look like they would pass Mordian muster, so I used some extra Mordian Lascannon crew members instead.

The problem with playing Imperial Guard, at least at that time, was cost. (Somehow I doubt that’s changed.) Most of these tanks were purchased secondhand. When it came to Infantry, Mordians, like every other chapter, were available in a 10 man squad for $30. The problem was each 10-man squad came with a grenade launcher and a Lascannon. If you wanted to change that, then you needed to buy heavy weapon teams and special weapon troops separately. That got pretty pricey, and left you with extra grenade launchers and Lascannon teams.

I’m still in the market for some plain-old Mordian Infantry with lasguns. I don’t need any heavy weapons or any special weapons, but I sure would like to get more regular joes.

More Armies of Yesteryear soon.

Armies of Yesteryear: Warhammer 40K Tyranids

Like many folks, my first Warhammer 40K army was Space Marines. Since almost everyone at my friendly local game store was playing marines, it became somewhat boring. Sure, there was one Ork player and an Eldar player, but they weren’t always around. So I bit the bullet and bought some Tyranids off a kid who was getting out of the hobby. Some of the paint jobs on the plastics are a little rough, but that’s because I was painting over his initial paint job, which was done with craft paints and was impossible to strip first. (Melonberry Genestealers anyone?)

68916_sm-2nd Edition, Copyright Games Workshop, Tyranids

Most of these miniatures are from the golden age of Tyranids, 2nd edition 40K. Old school players may remember these original paint schemes from the codex. Present-day Tyranids have changed a lot since then. I actually really like the present models but I’m obviously not buying new ones to replace what I already have. Aside from the cost, that’s just silly.

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From l-r: An old Lictor model, some (very) old-school Zooanthropes, a Biovore and a brood of metal Gargoyles. In front is a brood of Genestealers.

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In front are some metal Hormagaunts. These guys were always tipping over-a real pain in the ass during deployment and movement. Of course, they either got shot up or made it into hand-to-hand, so they didn’t stick around long once the game got underway. Behind them is a brood of Termagants, mostly the old plastic ones but some metal ones too. I still have about 12 of these that need to be painted. I always wanted to add more Termagants to the army. Way in the back in the center is my Hive Tyrant, the old school model with a Venom Cannon, Lash Whip and Bonesword. He’s flanked by two broods of original Tyranid Warriors (although the brood on the right has a newer Warrior with a Barbed Strangler),and you can barely make out a second Biovore behind the Hive Tyrant. I still love the look of these old models. Back then, they based all large size models on 40mm square monster bases.

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Last but not least, more Genestealers, more Gargoyles, another Lictor, one last Biovore, and the old metal Carnifex! The Carnifex is one of my favorite all-time GW models. It’s definitely got some heft to it!

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Oddly enough, you can see the Biovore better than the Carnifex in this picture. Blame the photographer.

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Tyranid Warriors with boneswords. I built the other brood with Deathspitters. As I recall, Deathspitters suck, and Tyranids shouldn’t waste time shooting when they can get up close and personal.

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Remember these old-school Zooanthropes? This is before they became floating heads.

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The Tyranid Lictor. Like the carnifex, one of my favorite metal models. But damn was it fiddly to put together!

I actually played a quick game of 40K with these Tyranids with a friend last year. He used my Ultramarines. As I recall, he won, but we both had about 2 miniatures left on the board at the end of the game. As it should be!

I still have a few more Armies of Yesteryear to post, so check back soon!

 

Painting Imperial Assault

I took a break from my Insanity Pile to start a new project: Fantasy Flight Games’s Imperial Assault. I knew once I bought this game that I would paint the miniatures, unlike the Space Hulk game I bought 3 years ago (I hate Blood Angels, and if I ever paint another Genestealer in my life, it will be too soon.)

Star-Wars-Assault

Imperial Assault comes with 33 miniatures, plus a bonus pack of Luke and Darth Vader for a total of 35 plastic 28mm Star Wars figures. The sculpts are pretty high quality, although there is no variation. For example, the 9 Stormtroopers that come in the box are all in the same pose. I haven’t played the game yet, but I’m told it’s a lot like Descent, only with Star Wars characters.

I’m not thrilled about that, to be honest. While both games have great-looking miniatures, I have played Descent a few times and haven’t exactly had fun. Usually my fellow dungeoneers and I would make it just far enough into the dungeon to feel like we were accomplishing something before the “overlord” would unleash a threat hand so ridiculous it would wipe us all out in one turn. Cheap deaths? Yes. Fun? No. Guess we’ll see how similar Imperial Assault is when we give it a whirl. But that won’t be until after I’m done painting the figures.

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Cue the Imperial March! I decided to start with the Emperor’s Royal Guard. Not really much to say about the paint scheme as they’re overwhelmingly red. After I sprayed them with matte sealant, I decide to use a gloss varnish on the helmets to make them stand out a bit.

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I did the same with these Imperial officers’ boots. The officers were more fun to paint.

I think I’ll do the Stormtroopers next in one big lot, although I’m not looking forward to painting that much white.

Armies of Yesteryear: Warhammer Orcs and Goblins

I just got a brand new mat from Cigar Box Battle Mats, and I love it. To celebrate, I thought I’d photograph my old Warhammer Fantasy Orcs and Goblins on it. I haven’t played a game of Warhammer Fantasy since about 2003, so it’s been a while since these miniatures have seen battle. I’ve been using a few here and there for RPGs and skirmishes, but that’s about it.

The WAAAAAAGH is too big for me to photograph all at once, so I just took pictures of the individual units. This was my main WFB army from 1995 or so until about 2003. Previously I played Undead, but when GW split them into two different army books I never really went back. I was on a pretty limited gaming budget back then and couldn’t afford it.

Most of these miniatures were picked up in trades on Bartertown or in the boxed sets. The paint jobs aren’t terrible, but neither are they as good as they would be if I was painting them today. I tried to do a decent job as fast as possible so I could field them quickly. (I didn’t play with unpainted miniatures then, and I still don’t now.)

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First up, two units of archers. Night Goblins on the left, Orcs on the right. The Goblins came from the 4th edition boxed set. My friend bought the set for $60 bucks. It included Goblins and High Elves. He took the Elves and the rules sold me the goblins for $20. A good deal then and would still be now. The Orcs were old style Arrer Boyz, mostly plastic but a couple of metal ones too. This was the era when core troops were pretty much all the same sculpt with no variation. The armies today look better, but say what you will about the old style: at least they ranked up with no problems. Out in front are three Night Goblin Fanatics, as well as the old version of Skarsnik and Gobbla. In the back is the old Orc Rock Lobba.

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Moving onwards, here’s a unit of Goblin Wolf Riders and my main unit of Goblin spearmen (also from the 4th edition boxed set). Way in the back you can see an old-school Doom Diver Catapult.

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Next we come to my main core units of Boyz. On the left is a big brick of Orc Boyz from the 5th Edition boxed set. I forget who sold me these, but it was someone who was only interested in playing Empire. In the middle is my elite unit of Black Orcs (the old-school sculpts). This unit is one of the only ones I paid full retail for. On the right is another unit of Orc Boyz. These are mostly old Heroscape Orcs I picked up in trades. Once I had an opponent in a local tournament object to me using them, because, technically, they weren’t “purely GW miniatures”.  I took the unit out of my army and still trounced him. Then I told him to fuck off. Also in the picture is one of my Orc Bolt Throwers (which are now apparently crewed by Goblins in the newest version of the rules). More on the characters in front later.

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A better shot of the 5th Edition Boyz. In front are three Goblin Squig Hoppers. I loved the absolute randomness and fun of playing goblins. The Fanatics, the Doom Divers and the Squig Hoppers…none of them ever worked how you wanted them to, but they were just too fun not to include in the army. I don’t think any of the Hoppers ever killed anything. They always got shot before they could even make contact with an enemy.

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These guys won many a battle for me. Back in 4th-5th Edition, Savage Orc Boar Boyz were insane unit killers. I had 12 armed with spears and could usually break any unit on the charge (except for Dwarf Ironbreakers…Ooooo, how I hated them). Next to them is another Bolt Thrower, another unit of Orc Arrer Boyz (also from the 5th Edition boxed set) and another Doom Diver Catapult.

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Lastly, here’s another shot of the Orc Arrer Boyz. To the right is another Night Goblin archer unit (from the 4th edition Boxed set), a Night Goblin shaman, and a few more Fanatics.

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My Night Goblin archers couldn’t hit the ground if they aimed at it, but that’s not why I played two units of them. I did it for the Fanatics. I would always equip one of them with a Madcap Mushroom. That would be the guy riding the 8 Ball.

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A close up of one of the Doom Diver Catapults. The new model is pretty cool, but it’s also three times as big. I like the old one better.

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The old-school Rock Lobber. I was supposed to have two of these, but I got burned in a trade on Bartertown. I will always remember the name and email address of the asshole who screwed me. He lives in Healdsburg, California. So, Ben, if you’re reading this, go fuck yourself.

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A couple of character models. On the left was my Warboss. He was an exclusive Games Day miniature that my friend picked up for me. On the right is Nazgob, the Orc Shaman. He was a new miniature when I bought him. GW still makes him today. He was originally wearing bright blue, but I recently repainted him and he looks much better.

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Skarsnik and Gobbla, a very fun (but not very effective) Night Goblin team. I don’t think I ever won any battles with Skarsnik as my general;, but it was always fun to see which of my own troops Gobbla would eat. On the right is my old Warboss before I got the Games Day miniature.

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Last but not least, Gorfang Rotgut. I added some bitz from the zombie boxed set and added a shield to his shield. It was one of my first conversions. I once played a campaign against my friend using Gorfang as my army commander. My friend played Dwarfs. I got crushed. No sour grapes here, I still had a blast. But I realized that Gorfang was one of the most overpriced (points-wise) and ineffective special characters in the game.I chose him because he had a hatred of Dwarfs (believe me the Dwarfs felt the same way), but that didn’t help. In the end, my Orcs got curb-stomped by the Dwarfs. I think I won one out of eight battles.

I picked up a Battle for Skull Pass boxed set about two years ago, mainly for the Dwarfs. (I’ve always loved Dwarfs, and my friend kicking my ass with them did nothing to diminish that.) I considered painting up the Spider Riders and adding them to the WAAAAGH, but decided against it. I also thought about buying the Arachnarok Spider, but again, decided not to, even though it’s a really cool model. After all, I never play Warhammer anymore. I’d like to, but I’m not about to try to keep current with whatever version of WFB GW  is hawking, or whatever new units they come up with to replace units they arbitrarily deem obsolete.

Grom the Paunch didn’t make it to the table here because his chariot broke and is awaiting repair. Not that it matters. I never won a game with Grom as my general (Goblin generals suck), and, come to think of it, I never won a game with anyone in a chariot as my general. Chariots are huge targets for war machine and missile fire, and whenever I fielded Grom he got shot to death by turn 3, or his wolves got shot and effectively stranded him wherever they died.

More Armies of Yesteryear to come!

Alpha Flight

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Don’t ask me why I did this. For those who don’t know, Alpha Flight is the first all-Canadian superhero team, created by John Byrne (a  Canadian) in 1979. Byrne is legendary for his artwork on X-Men and Superman, among too many other credits to name.

Alpha Flight made their debut in X-Men #120, and soon had their own book. The thing is, Alpha Flight kinda sucks. I mean, to call them second-raters is an understatement. To call them third-stringers is still a kindness.

Still, I thought I’d have some fun and repaint and rebase some Heroclix for Supersystem. So here they are.

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Starting in the back, R-L: Snowbird, Guardian, Aurora, Northstar. Front row, L-R: Marinna, Sasquatch, Puck and Shaman.

Despite being a  really lame team (and that’s being kind), most of the Clix sculpts are pretty good. To me, Shaman, Snowbird and Puck really stand out. Shaman required the least in the way of repainting; he actually had a pretty good paint job right out of the box. The others, however, required a bit more effort to make them look good.

Now I have to find something for them to fight.

(WEN-DI-GO!!!!!!)

Expect a new SS3 After Action Report featuring Alpha Flight soon!!!

 

First Battlesystem Skirmish

It’s weird how I’ve been into miniatures and roleplaying since fifth grade, but I never actually played a miniatures game until I was in college. Then, like many others I got roped into Warhammer and 40K. I completely missed out on Battlesystem. Wizards of the Coast just released a new free ruleset compatible with 5th Ed. AD&D, but I have no interest in using the new version of AD&D. The old rules are found easily enough on eBay, and they’re based on 2nd Edition AD&D (the version I played all through high school and college) so I picked up a copy.

We got more snow over the weekend (because we really needed more of it), and I had just finished my highlander warband, so I figured why not try the skirmish rules out? So here’s my first Battlesystem  Skirmishes After Action Report!

I chose Highlanders vs. Orcs as the forces. The highlanders were made up of two clans: The Mac Layrs (Green/Blue) and the Rennies (Red/Blue). I split them into separate units based on clan. Bran Mac Layr was the commander (a level 6 hero), and he was supported by Rory Mac Layr, (a level 3 cleric). The remaining 2 Mac Layrs were generic level 1 human fighters. The Rennies were all level 1 human fighters.

The orcs were led by Varg (Level 2 orc leader). Varg commanded 4 Level 1 orcs. Also on the orcs side was Gogzarak, an ogre (Level 4 monster). As a monster, he can move and act independently. I used the generic stats provided in the Battlesystem rulebook for all the miniatures.

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The orcs and the ogre are attacking the highlander settlement in the hopes of grabbing some sheep. The highlanders are trying to stop them. (Insert your own highlander/sheep joke here.) I deployed the Rennies in the pasture and the Mac Layrs in front of the houses. The orcs were deployed in the woods, and Gogzarak was deployed on his own, across from the Mac Layrs.

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That’s Bran Mac Layr with the claymore, near the well.  Rory Mac Layr (the cleric) is all the way on the right.

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Varg is leading his orcs out of the woods.

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Gogzarak the ogre is on his own, taunting the Mac Layrs.

 

ROUND 1:

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The monsters win initiative, which means the highlanders move first. Using this cool bendy-ruler, I measured out their full move (12″). No way are the Mac Layrs letting some scummy ogre get anywhere near their houses! Unfortunately, this puts them well within the ogre’s charge range.

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Gogzarak charges Bran Mac Layr, bellowing as ogres do. He smacks Bran for 1 hit. Bran responds, but rolls a 1. He misses, and initiative immediately switches to the highlanders (weird rule).

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In the pasture, the Rennies move to intercept the orcs as the come out of the woods. Neither side can reach melee this round.

ROUND 2

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The Rennies charge into combat. Two of them concentrate on Varg, the leader, while the other closes with an orc. The strategy pays off as both Rennies score hits and Varg dies. In response, one of the orcs kills one of the Rennies.

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Meanwhile, Rory Mac Layr moves to the hilltop to better support both units. He casts Bless on the Rennies, giving them +1 to THAC0 and +1 to Morale. But it’s the orcs that have to check morale this round since their leader was killed. They pass and stay to fight.

The other  Mac Layrs all attack Gogzarak, and he attacks back, but no one hits anybody.

ROUND 3

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Bran Mac Layr circles Gogzarak  to get the +2 THAC0 bonus a rear attack gives. The other Mac Layrs flank the ogre. Bran hits Gogzarak for 2 hits! The other Mac Layrs miss. So does Gogzarak. Hoping to further support the Rennies, Rory Mac Layr casts Hold Person, rooting two orcs to the spot.

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However, despite his support, the two unhindered orcs still manage to cut down the Rennies like cornstalks.

ROUND 4

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The two orcs who are still able to move break off and move towards the cleric on the hill. The Mac Layrs and Gogzarak fight another ineffective round of combat with no casualites. Seeing two orcs approaching his position with ill intent, Rory casts his final spell: Cause Light Wounds. One of the orcs drops dead halfway up the hill. The remaining orc checks morale as he had to form a new unit as a result of combat (the other orcs couldn’t move with him because they were held). He fails and is shaken.

ROUND 5

Bran kills Gogzarak. The orc rallies. (Sorry, no picture.)

ROUND 6

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The lone orc charges the cleric while the Mac Layrs circle the hill. Even though the cleric has +1 THAC0 due to being on a higher elevation, he misses. The orc wounds the cleric for 1 hit.

ROUND 7

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Rounding the hill, the Mac Layrs spy the held orcs and charge. Showing no mercy, they put the filthy greenskins to the sword!

Bran charges the orc from behind, but misses. So does the orc and so does the cleric.

ROUND 8

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Bran Mac Layr kills the last remaining orc, cleaving him in twain from behind. Victory to the highlanders! Alas, the proud Rennie clan has fallen. Cue the bagpipes!

ANALYSIS:

Battlesystem Skirmishes is pretty easy to learn, especially if you have ever played 2nd Edition AD&D. This whole game took about 25 minutes to play, including the time I took looking up rules and taking pictures. It seems the forces were unbalanced in favor of the highlanders, despite the monsters having more points on their side. I purposely didn’t use missile weapons, which may have altered the battle for both sides.

The cleric seemed to make the most difference in this game. Although his Bless spell didn’t do much, his other two spells really made a difference in how the game played out. If I played this skirmish again I would bulk up the monsters a bit by giving them missile weapons or maybe a shaman of their own.

 

 

Scots Wha Ha’e!

I painted up some Reaper Highlanders for use as a warband in Battlesystem. I’ve had most of these miniatures for a while now, but I didn’t like the way they were painted, so I stripped them and repainted them. I’m happy with the results.

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These guys are some of Reaper’s earliest releases. I don’t think they’re part of their current line, but you can still get them on the website. This is my first real effort at painting tartans. While there are many different tutorials online, I used Trojan Art Painting’s method. I used a blue/green tartan for these guys above.

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I did a small conversion on the Highlander on the left above, adding arrows to his shield. The arrows are brass rod with fletching made from green stuff. I went with a red/blue tartan on these three.

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The last two models are a piper and a druid. I made another slight modification to the piper by removing his fourth drone pipe. I like the look of the 3-drone highland bagpipe better. His tartan is gray/black with red and yellow accents. I painted the druid in white robes to make him stand out more. Weird how he’s clutching wheat instead of mistletoe. Trying to make it look like mistletoe would just look like green wheat, so I didn’t try.

I played my first ever game of Battlesystem with these guys over the weekend. Batrep in the next post!

Brother Jerrod

Recently, one of my gaming buddies stepped up and decided to run a GURPS Fantasy game. I decided to play a monk so that I could make use of the fantastic 4th Edition GURPS Martial Arts rules. I give you…Brother Jerrod!

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The miniature is Reaper’s Friar Stone, Travelling Monk (03205), sculpted by Tre Manor. I bought and painted the miniature long before my friend decided to run this game, but once he did, I immediately wanted to use this miniature for my character. Brother Jerrod is a blast to play. He’s a jovial, garrulous fellow with a voice like Brian Blessed after drinking a quart of scotch.  I created his unique martial arts style to compliment his constant state of drunkenness.  In fact, more than once I was fully committed to my roleplaying and got more than a little drunk myself.

Good times.

Although I went into great detail creating his fighting style and giving amusing names to his maneuvers (Tip the Jug, Bear Stuns the Trout, etc.), I left the details of his religious order intentionally vague. It wasn’t going to be a big part of the game, and Brother Jerrod probably doesn’t remember much of his order’s precepts anyway. He’s too busy getting (and staying) drunk to care.

 

Some Old-School Miniatures

I went on a bit of a buying spree these past few months on some old Grenadier and Ral-Partha stuff. Mind you, I already have a ton of this stuff from my days of youth, but lately I’ve been feeling somewhat nostalgic. I present to you some of my recent painting efforts.

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Up first are these two knights. Both are repaints of miniatures I first painted when I thought using Testors gloss enamel was a great idea. I’ve been trying to identify them from The Lost Minis Wiki, but I haven’t been able to. I could have sworn they were Grenadier or Ral Partha, as I’ve had them since the early 80’s at least. For some reason I want to say the guy on the right was labeled a cavalier, but I’m not 100% on this. Anyway, they both have morningstars (or maces-and-chain, depending on who you ask), and that wasn’t so common on miniatures in those days. Any assistance identifying these guys would be most appreciated.

UPDATE: Thanks to some fellow enthusiasts on The Miniatures Page, I found out that the one on the left is from Superior Miniatures (Knight with Mace-and-Chain). The one on the right is from TSR, part of their “AD&D Heroes boxed set. And sure enough, he’s a cavalier!

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I love miniatures that tell a story and aren’t just “generic guy holding weapon”. This one is an old miniature I bought recently. It was part of Grenadier’s “Woodland Adventurers” boxed set. I don’t have the rest of the set, but I love this halfling sniper. This is not a repaint. In fact, I don’t believe this miniature was ever painted before I got him.

I’m under a pile of lead now, but I’m going to continue to take a break and paint (or repaint) some of these old miniatures every now and then.

Death Soldiers of the Jade Hood: Part 2

When we last left our intrepid adventurers Bridget Rourke and Mo Shrevnitz, they had managed to obtain evidence that the Jade Hood was behind the strange disappearances of ordinary citizens in New Commerce. Bridget was able to snap a photo of some of the Jade Hood’s goons loading some suspicious chemicals onto trucks in the Warehouse District.  A shipping label from the Phillips Chemical Consortium was prominently displayed in the photo.

Bridgit went to alert the police and get the necessary warrants for a raid on the chemical plant, while Mo met up with New Commerce’s vigilante crimefighter, The Gargoyle, for a raid of their own. Meanwhile, the nefarious Jade Hood, aware that his schemes are threatened, sends a crew of goons to the chemical plant with orders to blow it sky-high…

 Scenario 2: Raid on the Phillips Chemical Consortium

Actually, this is technically Scenario 3, as Scenario 2 is a scenario to be run in the event the heroes are captured. The scene is an industrial complex, with lots of machinery and crates to hide behind. This gave me a good chance to break out my Aftermath Modular Terrain. I’m glad I bought in on this Kickstarter, as it’s really some great stuff. I bought in for $100, and the stuff shown below isn’t even half of what I got. The machinery was made by a fellow TMPer, Russell95403, and it works well for this scenario.

Basically, the good guys, Mo and The Gargoyle, need to find two key pieces of evidence and get out of the warehouse before the bad guys blow it up. The bad guys need to plant two time bombs and detonate them. The heroes get extra Victory Points if they can disarm the bombs or prevent the bad guys from planting them at all.

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This was the initial setup.  Once again, my buddy Matt took the part of the heroes. Opposing them, played by me, were two Grade 2 Enforcers, Chopper Murphy and Frankie the Fish; and two Grade 1 Gat Men, Limey Joe and Pete the Dentist (you don’t want to know how he got that nickname).

The scenario relies heavily on encounter markers. There are 12 in all, 6 for the heroes and 6 for the villains. Heroes can’t activate villain encounters and vice-versa. The interesting part is the type of encounter (hero or villain) is only revealed when the encounter marker falls within line-of-sight of one of the models on the board. The model still has to come in contact with it to activate it. Among other things, the pieces of evidence and the bomb locations are encounters which must be resolved, which means that each side is trying to get to their encounter markers as quickly as possible, while dodging the bullets and fists of the opposing team!

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On the first turn, both sides rushed in, trying to get to their encounter markers as quickly as possible. The villains activated one of theirs: a Tong Assassin! Not content to trust the safety of his schemes to his henchmen, the Jade Hood hired a Tong Assassin to ensure that the heroes don’t leave the warehouse alive. The assassin enters play through on of the side entrances.

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Soon after, Chopper Murphy finds one of the ideal locations to plant a time bomb. He sets it for two turns and prepares to move out of the blast radius.

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The Gargoyle knows he only has moments to act. He charges forward, guns blazing, and manages to wound Chopper Murphy. The crazed machine-gun maniac fires back, but the hasty expenditure of a Hero Point saves the Gargoyle from being riddled with bullets! Meanwhile, Mo runs at the other goons, but is intercepted by the Tong Assassin!

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The Gargoyle rushes to the ticking bomb, and, heedless of his own safety, attempts to disarm it! He succeeds! Chopper Murphy, slack-jawed at the Gargoyle’s boldness, opens fire again; this time wounding the Gargoyle. But the crimefighter isn’t down yet!

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With a flurry of hands the Tong Assassin leaps at Mo, delivering the 1000 needle strike! Mo barely feels it, and delivers two punishing body blows to the assassin. The Tong assassin drops like a wet bag of dirt and doesn’t move!

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Pete the Dentist sneaks around a piece of machinery and plugs the Gargoyle in the back! The Gargoyle, still reeling from Chopper Murphy’s machine gun rain, goes down!

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Mo takes this opportunity to charge Pete the Dentist, with predictable results. He levels Pete without breaking a sweat. I’m beginning to think no one has a chance against Mo, at lest not in hand-to-hand!

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The other two thugs, Frankie the Fish and Limey Joe, activate another encounter marker and find the other prime location to plant a bomb. Frankie sets the timer for three turns.

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Moe triggers an encounter, still hoping to find a piece of evidence. Instead, Bridget Rourke arrives with two Rookie cops! It’s not looking good for the bad guys!

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It looks even worse on the next turn, when The Gargoyle makes his Will roll and revives. Taking aim from the ground, The Gargoyle puts a slug between Chopper Murphy’s eyes! Then he gets shakily to his feet, scanning the warehouse…

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Limey Joe runs across the warehouse floor, taking a shot at Bridget Rourke on the way out. He misses. Frankie the Fish decides he’d better get out of the warehouse before it blows up, and runs off the board. But The Gargoyle spends another Hero point and sprints across the room towards the time bomb. He defuses it with seconds to spare!

Well, this turned out to be a pretty decisive victory for the good guys. The villains could only win if the bombs went off, and neither one did. The bad guys failed to kill or capture any of the heroes, even with the help of the Tong assassin. The heroes got extra Victory Points for defusing the bombs, but they could only win by finding the evidence, which they didn’t do. But since Frankie and Limey Joe fled the warehouse, the heroes had all the time in the world to search it. We decided the heroes found the evidence they needed after all.

And the Jade Hood? Well, let’s just say he wasn’t pleased. Frankie and Limey Joe won’t be returning for any further scenarios in the campaign…