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Grimdark Future: The Infected City

Posted by Comrade on October 15, 2021
Posted in: Posts. Tagged: 28mm, 40k, game night, grimdark, sci-fi, skirmish. 8 Comments

We’ve been dipping a toe into the wonderful, rules-lite world of One Page Rules lately, and I finally had an opportunity to take some photos and do a writeup.

One Page Rules publishes Grimdark Future, a fantastic fast-playing game inspired by Warhammer 40,000 (but minus the codex creep and insufferable meta that has come to characterize the actual game itself). Grimdark Future Firefight offers the same fast-playing rules in a skirmish-sized package. GF: Firefight is a great alternative to Necromunda or Kill Team.

We got together at John’s house last weekend to roll some dice and push some plastic, and both goals were accomplished in short order. I brought over my Infected City terrain (commissioned by the excellent Morti5 Studio) and we set up a 2-versus-2 battle featuring my Plague Marines and Paul’s Tyranids versus John’s Inquisitor & retinue and Daniel’s Ultramarines.

It was a classic good-versus-evil matchup! The (self) righteous defenders of the Imperium squared off against the oozing, slithering, skittering hordes of Nurgle and the Great Devourer.

List-building for GF: Firefight is extraordinarily simple. Just pick your guy, figure out what he’s armed with, and move on to the next figure. It’s very much a WYSIWYG approach without a lot of invisible wargear or gotcha strategems. Our warbands ranged in size from Paul’s Tyranids (just 3 frightful models) to John’s Inquisitorial horde (12ish models, as I recall).

We placed 5 objectives onto the battlefield, using some newly painted markers that John had just knocked out. They were little baby Tyranids, so we decided that the narrative plot hook involved the Tyranids seeking to retrieve some hatchlings from a plague-infected city. The forces of Nurgle were only too happy to run interference on this operation…

We quickly found out that my Plague Marines were extremely tough and hard to kill, by virtue of their high defense value and Regeneration ability that gave them a chance to shrug off wounds taken in battle. They began plodding forward, an inexorable green-armored wave of putrescence, while in their wake mobs of plague zombies fanned out to hold the seized objectives.

John and Daniel had the advantage in numbers, but they were plagued by poor dice rolls from the start. And they quickly found that they had to deal with the Death Guard as well as the fearsome, fast-moving Tyranid monsters led by Paul.

In truth, once the gigantic alien horrors fell upon them, there was no escape. There were just too many targets, and not enough guns.

Daniel had some success on the right flank, keeping my Plague Lord on the ropes for the entire game as he struggled to just stay alive. Fast-moving bikers looped around the flank and threatened our mission objectives. But again — once the Ultramarines drew the attention of Paul’s Tyranids, they were not long for this world.

During the final turn, John sent his newly painted Ordo Xeno Inquisitor into the fray, and it was everything we hoped for — he dealt fearsome damage and proved his worth as a servant of the Emperor. Then, of course, he got eaten.

All in all, it was a fun game that was surprisingly close once we added up the victory conditions at the end. Grimdark Future is just so darn fast and simple, both in terms of gameplay and list building. The alternating unit activation is such a modern mechanic, and it keeps all players engaged throughout the game. It’s definitely got me re-energized to play some grimdark games with my large collection of 40k models. Stay tuned for more!

Majesticon Day 2: Zona Alfa

Posted by Comrade on September 17, 2021
Posted in: Posts. Tagged: 28mm, club, game night, narrative, post-apoc, sci-fi, skirmish, zona alfa. 9 Comments

The second day of our mini-game con kicked off with a morning session of Zona Alfa. Astute readers of this blog may recall my general infatuation with Stalker-inspired gaming, and that is what Zona Alfa delivers in spades. The game was released in January 2020 and Comrade’s Wargames got its grubby paws on an advance copy to read and review.

I was pleased to return to Zona Alfa for this session — and to incorporate some exciting elements from the new supplement Kontraband.

I designed our session as a cooperative scenario that tasked four groups of stalkers with traveling the length of the infamous Khimbruk Road deep in the anomalous Exclusion Zone. There were a several points of interest along the road, and each crew also had its own unique goal that they could work toward.

The road, as you might imagine, was fraught with both threats and potential rewards. Only the hardiest crews would survive to reap the benefits and return home with packs bulging with salvage.

Zona Alfa and Kontraband both use a system to generate random bad guys and loot when players interact with “points of interest” on the map. We had 7 such points of interest on our map, each corresponding to a particular Good Thing or (more likely) a Bad Thing.

The first firefight erupted when John sent his commandos tiptoeing up to a leaking chemical tank. Turns out it wasn’t just a chemical burn he was risking…

A swarm of nasty rad bugs surged out to attack the crews. Thirty years ago their descendants might have been locusts and cockroaches skittering around the irradiated ruins of the Zone, but today they were fearsome chitinous monstrosities that had to be dispatched with brutal prejudice.

While this was happening, Paul’s tunnel scavengers hoofed it to the roof of a nearby outpost and looted another objective marker — drawing the attention of a nearby band of raiders in the process! They popped out of cover and began pouring automatic weapons fire into the unlucky crew! We’re not alone, comrades!

Nearby, the crews noticed a swirling, pulsating energy field that seemed to warp the laws of physics. This could only be an Anomaly — one of the enigmatic hazards that frequently occur in the deepest reaches of the Zone. At great personal risk, the crews moved in to explore the Anomaly.

Well, they didn’t die! That much is certain. Will they sprout vestigial third limbs a few weeks from now? Perhaps. Only time will tell.

The crews continued to battle their way down the pockmarked asphalt of the Khimbruk Road. The presence of enemies ebbed and flowed as points of interest were searched and bad guys dispatched. Rad bugs continued to be an ever-present threat. Thankfully, Vince’s warband was comprised of medics led by a doctor, so there was a limited supply of first aid on hand to keep the injured on their feet.

By turn 6, the warbands had nearly crossed the entire length of the tabletop and had achieved their individual objectives. Remarkably, nobody died — though we had several close calls that required med-kits to patch up warriors in the heat of the moment.

Special props to Vincent’s sniper, who scaled a tower early on and provided pinpoint fire support throughout the game. I doubt the outcome would have been quite so favorable if not for the guardian angel watching over them from above.

As with our previous game, we planned lunch at the conclusion of the game. I had prepared a Russian-themed meal to reward the stalwart Zone explorers. Hearty dark rye bread, gigantic dill pickles, and cold salami — a fine spread to be eaten whilst squatting in the dirt at the end of the Khimbruk Road. Давайте есть, comrades!

Majesticon Day 1: Nightwatch and Open Combat

Posted by Comrade on September 10, 2021
Posted in: Posts. Tagged: 28mm, campaign, club, fantasy, game night, majesticon, narrative, terrain. 3 Comments

Hullo dear reader! I’m back after an uncharacteristic pause on this here blog. It’s been a busy summer without a lot of time for gaming, I’m afraid. But now that the days are getting shorter and the autumn winds are picking up, I’m once again finding some time to chuck some dice and play with toy soldiers.

This month, my local game group had expected undertake an expedition to Olympia, Washington, to attend Enfilade, the annual game convention from the Northwest Historical Miniatures Gaming Society. Alas, the rise of the delta variant this summer convinced us to skip the convention. We had hoped to host a game or two, and it seemed a shame to let all of that prep work go to waste, and thus Majesticon was born!

For our inaugural event, we planned a modest weekend of games, with plenty of breaks in between to attend to other obligations. Four players participated, with a few more dropping by to hang out periodically through the weekend. John graciously hosted our games in his converted garage “War Room.”

Game 1 – Into the Haunted Woods

Saturday morning was the first session, and John had planned a two-part mini-campaign of Nightwatch, the monster hunting skirmish game from Patrick Todoroff (creator of Zona Alfa). In Nightwatch, players create warriors, rangers, alchemists, and wizards who band together to defeat evil denizens of the darkness. It is a narrative co-op game, which I’ve really come to appreciate in this era of meta-heavy, combo-centric games that reward absolute beatdowns of the opposing player.

The first session took place in a spooky forest, shown in the photo above. The players were tasked with journeying through this forest, dealing with any randomly occurring monsters, and sanctifying the three stone cairns placed on the tabletop.

Each player had one figure for this introductory game — not a lot, but good for a tutorial game as we learned the ropes.

The bad guys began to arrive almost immediately. Nightwatch uses a series of random tables to generate progressively more dangerous waves of enemies. The rulebook doesn’t describe them in specifics, but instead just characterizes their threat level and behavior … it’s up to you to find a suitable miniature from your collection. Is this mob of vermin a group of giant spiders, or bloodthirsty imps? This ensures that Nightwatch games can features a wide variety of monsters and assorted bad guys.

The baddies spawned from one of four portals placed around the periphery of the battlefield at the start of the game. Here they come!

For fun and cinematic glory, we decreed that each “vermin” unit would be represented by TWO (2) zombie models, to better represent the palpable fear felt by the characters as they journeyed through the haunted wood.

The bad guys did a good job of harassing the players as they explored the forest and sanctified the cairns. We got a good sense of the game mechanics, which equipped us well for game two!

Game 2 – Defend the Church!

After a quick break, we set up the battlefield for game two. Having reached their destination, the hunters had to defend a stone church against seemingly endless waves of foul demons and hellspawn. This session featured a much more dangerous array of enemies!

We were tickled pink to have a chance to build a tabletop battlefield featuring our collection of gorgeous hand-painted medieval village terrain. Much of what you see in these pictures comes from Tabletop World. This doesn’t even include Lawrence’s TTW collection — I’m convinced we could build an entire city with our shared batch of terrain!

One of the spawn points was located near an outhouse, and we were lucky that Vincent had a suitable array of models to represent the shambling horrors that poured forth from the foetid maw of the crapper. This was the catalyst for a number of toilet-themed jokes throughout the rest of the weekend. Don’t forget to wipe!

If game one was a walk in the park, game two was certainly a meatgrinder. The waves of enemies just kept coming! Each time a new group of bad guys spawned, John would roll randomly to see if they would 1) shamble toward the church and start attacking it or 2) come straight at the defenders! As the game picked up and the defenders began to get overwhelmed, the random rolls sent more and more monsters to attack the church.

Alas, despite our best efforts, the church was destroyed in an orgy of destruction and blasphemy. The defenders escaped with their lives, but just barely. A follow-up mission seems imminent, to reclaim the holy site from the terrible invaders.

All in all, Nightwatch was a blast to play. We agreed that the co-op mechanics provided a superb narrative framework. We all got big-time “Witcher” vibes from our two games.

Interlude – Lunch is Served!

What is a game convention without food? Luckily, John’s spouse served up a platter of delicious nachos, plus a carafe of hot coffee, to keep us fueled up and ready for more game action to come in the afternoon.

Game 3 – Goblin Slayer!

Our hunger sated, we gathered for another game in the afternoon. Vincent hosted the third session, a game of Open Combat set in the blood-drenched world of Goblin Slayer. Players each commanded a small 4-person team of warriors, and collectively we were tasked with defending a farm from relentless waves of goblins.

The game featured a wave mechanic where the groups of goblins, seemingly weak in their own, would return to the battlefield in their deployment area after being wiped out. There was no escape from the unstoppable green tide!

Through savage combat, magical mastery, and sheer force of will, the players gained the upper hand and managed to defeat several of the larger goblin champions in single combat. Slaying the big guys seemed to turn the tide in our favor, and the heroes prevailed in the scenario.

Open Combat was quick and easy to play, although we remarked that the rules struggled a bit with the big mobs of goblins. The game is definitely at its best when each player handles a small team of 5-10 figures.

All in all, day one of Majesticon was great fun! It’s been tough to get everyone together these days, so it was really nice to get some sustained game time (and hang out time!) with everybody.

Up next – day two!

Into the Abyss Chaos Warriors

Posted by Comrade on July 1, 2021
Posted in: Posts. Tagged: 28mm, chaos, fantasy, kickstarter, painting, warband. 4 Comments

In early 2020 I pledged to support Into the Abyss, a Kickstarter project to produce a batch of old-school-inspired classic chaos warriors sculpted by Mattes Lüdtke. The project ran into various delays due to COVID, Brexit, and assorted other concerns — totally understandable, of course, and I am happy to report that I received my pledge earlier this year. I set about painting them forthwith, and the first batch of results are here for you to examine.

The models are incredible detailed, multi-part resin sculpts dripping with gruesome character. Every one of these figures could be a chaos champion in their own right — a gnarled veteran of countless battles, perhaps, or an upstart warlord throbbing with the dark power of chaos.

I went with a traditional dark, smoky paint job for the armor. Most of the skin & flesh were contrast paints…quick and easy to work with, if a bit unrefined. The robes and other clothing items got a dark gray/blue paint job.

Props to my buddy John for quickly printing a batch of scenic 32mm round bases to help bring these guys to life. You may have recognized a couple of these figures used in last month’s game of Open Combat — I wasted no time getting them onto the table. These guys will figure prominently into my nascent Chaos army, as well.

This wasn’t the sum total of what I received through my Kickstarter! I also took possession of a vicious Chaos lord on a cavalry mount, as well as a trio of armored dwarves that will go great in my dwarf army. Here’s a look at the Chaos lord in his prepainted state.

Stay tuned for more!

Fully Painted: Tabletop World Terrain and Mantic Northern Alliance Clansmen

Posted by Comrade on June 23, 2021
Posted in: Posts. Tagged: 28mm, chaos, fantasy, painting, terrain, workshop. 9 Comments

I’ve been knocking out some disparate projects over the last month or two and wanted to share them with you.

First up is a pair of resin buildings from Tabletop World: the Cottage and Townhouse. I acquired these two models secondhand, which was perfect because ordering directly from TTW tends to come with steep shipping costs. (Well worth it, of course, since these models are absolutely terrific, but cheaper is always better…)

I’ve long admired TTW models. To me, they are examples of archetypal fantasy village terrain. They are realistic, but they also include design flourishes that suggest a hint of fairy tale whimsy. They’re equally at home on a historical Dark Ages scenario or a gothic Warhammer battlefield.

Here’s a look at the townhouse. It’s the bigger of the two models, with a removable roof and a fully detailed interior. I’ll have plenty of opportunities to use my dollhouse furniture dungeon scenery.

I’ll probably go in and sprinkle some flock on the stonework that serves as the base of these models. That way they’ll look a little bit more in situ alongside my existing fantasy terrain.

Here’s the cottage. It’s smaller, but no less charming! Imagine curling up in there with a hot cup of tea … or, more likely, barring the door and huddling in terror as the battle rages outside.

I’m absolutely chuffed with how these terrain pieces turned out. They’re going to be head-turners for sure whenever I can get them onto the battlefield.

The next batch of output is a group of 20 Northern Alliance Clansmen from Mantic. These are very decent, affordable miniatures suitable to represent barbarians from the frozen north. For me, they’ll serve as a core of levies for my nascent Chaos army (more to come on that later).

For these figures, I challenged myself to speedpaint the whole lot as quickly as possible. I used mostly inks and contrast paints over a light gray undercoat, without a whole lot of attention paid to individual details that I would normally paint separately (satchels, bandoliers, boots, belts, etc).

The result was a drab, muted paint scheme that really looks nice on the battlefield. I painted these guys in small batches to keep the slapdash painting method at least a little bit consistent. Here’s a look at a few of them.

Lots of grays and browns and tans and ochres. If you look closely, you can see plenty of details that would have warranted special attention if I was giving them a more traditional paintjob. But the goal here was to get them done quickly, and their presence on the battlefield will be as a big dirty mob of howling northmen.

Gosh, they look like they’d be right at home kicking down the door of a certain cottage.

I mentioned it earlier, but I’ve been sort of accidentally building an old-school inspired Chaos army over the last few months. I’ve been digging up various models and units and thinking about how they might all take to the battlefield together in games like Saga: Age of Magic, Dragon Rampant, or Oathmark. Here’s a sneak peek:

I’ll share more about this soon but I am really pleased at how things are coming together. Stay tuned!

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