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Saga: Age of Magic – Famine Grips the Land

Posted by Comrade on January 3, 2020
Posted in: Posts. Tagged: 28mm, battle report, fantasy, game night, miniatures, narrative, saga, uthdyn. 3 Comments

With the arrival of 2020 comes a renewed focus on gaming some fantasy battles in Üthdyn, our homebrew fantasy setting. To kick-start this process, John and I got together in the waning days of December to play Saga: Age of Magic, which is quickly becoming our go-to ruleset for generic, narrative fantasy wargaming.

We set this game during The Famines, a period of Üthdyn’s history when crop failures swept the land and highwaymen and raiders preyed on the isolated settlements on the borders of Muratollnic (our Eastern Europe analog region, with lots of little feudal states jammed side-by-side in a volatile and claustrophobic relationship).

The instability caused by The Famines gave rise to opportunistic attacks by ratmen warriors that lived in the mountains surrounding Muratollnic. What began as a raid on the soggy hamlet of Glodd soon gave rise to pitched battles, as a swollen army of hungry ratmen warriors marched down from the mountains. Eventually the rats battled their way into the outskirts of Drazenko, one of many similarly sized holdings on the western borders of Muratollnic.

This battle represents a defense by Wealth Begovic, one of the most influential factions in the region, as it musters a stout militia to stand against the ratmen. We set the game in an urban area at the point where the ratmen advance reached the Begovic defenders.

OK, is that enough background for you? Sometimes I get carried away, but I really like giving a little narrative flavor to my games. Plus we’ve collectively put a lot of creativity our Üthdyn setting!

For this game, John was running his human army using the Great Kingdoms battle board, and I was fielding my Skaven ratmen using the Masters of the Underearth battle board.

We were playing the “Feasting and Pillaging” scenario from the Saga: Age of Battles book. The scenario called for three objective markers placed in a line in the center of the battlefield, equidistant from the two armies’ deployment zones. We used wooden barrels to represent the objectives, reasoning that they represented much-needed food stores that the citizens of Drazenko desperately needed to see themselves through the winter. We set up our cool toys, introduced them to each other, and got started with the battle.

I realized almost immediately that I had made a fatal flaw in my army’s design. I had gotten enamored with the variety of oddball support units available to the Masters of the Underearth, and consequentially I had forgotten to include enough core units to generate the all-important Saga dice that are used to activate units and use Saga abilities.

John was able to muster 6 Saga dice with his army, whereas I could only muster 4 Saga dice. Oops! So I was a bit hamstrung from the start.

With that said, I proceeded gamely, and actually managed a nifty maneuver on the opening turn. The Masters of the Underearth have this cool ability called Chasm that allows them to open up a rift in the earth near the opposing army. Depending on the proximity to the Chasm, nearby units might take casualties. The Chasm ability is very hard to pull off because it requires a very specific set of Saga dice results.

As luck would have it (possibly my last luck of the game?), I was able to activate Chasm on my first turn, before John had even had a chance to move! I dropped the Chasm marker (we used a jagged piece of rock ripping up through the ground) right in front of his army, in the area it was probably looking forward to moving through on his first turn.

The Chasm immediately threw John’s careful deployment into disarray. He had to basically scatter his guys to avoid falling into the gaping pit. In doing so, he lost some (but not all) of the cohesiveness and overlapping benefits of his army. Through careful maneuvering, he was able to avoid any casualties related to the Chasm.

After that, things settled down a bit. No more Chasms for me! In fact, I found myself suffering each turn due to a lack of Saga dice. This forced tough decisions about which units to activate and which units to leave stationary.

Those three barrels were calling to us, though. By moving through the buildings that lined the perimeter of the town, I was able to knock my team into a loose skirmish line as we approached the central objective. Unfortunately, John’s hearthguard (hard-hitting veterans, always good in a scrap) got there first, seizing the barrel and presenting me with a wall of spears and shields as the rats approached.

While this was happening, a lone squad of rat warriors was sneaking up to a barrel on the left flank. John had several units garrisoned in a building nearby, and they fired off some ineffectual arrows as the ratmen closed in. This was to be my only swipe at victory, as I didn’t get close enough to any of the other barrels in this game.

You can almost hear the chaotic din of the battle taking place behind these guys. Glorious!

Sidenote: We were both really pleased with how Saga handles buildings. Most skirmish and army-level games I’ve played tend to ignore buildings, or treat them as generic cover. Saga adds a few more thoughtful rules that encouraged the use of buildings, particularly moving into them and gaining some marginal benefits.

On the other flank, John’s mounted hearthguard (again, a tough nut to crack) closed in on the other barrel with frightening speed. I tried putting a ratling gun (destruction team, in the parlance of Saga: Age of Magic) in their way, and the gun caused a couple casualties, but the rats were ultimately destroyed in a stampede of hoofs and slashing swords.

You can see the barrel just behind the surviving horsemen. Hearthguard are one of the few units in the game that continue to generate Saga dice irrespective of how many casualties they’ve taken. So while I definitely piled on the punishment against these horsemen, I wasn’t able to annihilate them entirely — and thus they continued to generate Saga dice and contribute to John’s tactical advantage over the course of the game.

Meanwhile, the scrap in the center of the table was heating up. Once he secured the supply barrel, John began a slow retreat with his hearthguard. I tried to thwart that as best I could by charging his hearthguard repeatedly with various packs of frenzied rat creatures!

Alas, the hearthguard did what they did best, by withstanding the worst of the brutality and continuing their slow, plodding retreat. With a few more Saga dice, I think I could have hampered his strategy a bit more effectively. As it was, he had enough supporting units nearby to facilitate a tactical withdrawal even as I nipped at his heels.

One last interesting tactical situation arose as the game was nearing its final turns. Over on the right flank, John’s mounted hearthguard had succeeded in snagging the other barrel, but only after suffering some serious casualties. With just one horseman left, I realized that I had a decent chance of blasting it to pieces with my zany shooting units (including a Doomwheel and my chittering rat alchemist). Both were able to get in range in the final turn, thanks to some careful maneuvering and use of magic spells.

Alas, even with some nifty Saga abilities to help my shooting, the pesky hearthguard survived and retained the supply barrel. Argh! I gave it my best shot(s), but those hearthguard are just so damned … hard!

And with that, the game was over. We actually scored using both on-table objectives and “survival points” for units that survived the game. Taken together, John won handily.

I should note that my last-ditch ranged combat ploy required the use of every single Saga die that I was able to generate that turn! All of that, just for the ability to move and fire … two units. Everything else in my army was forced to remain stationary. This really drove home my comprehension of the value of Saga dice and how they are generated.

Upon review, John’s strategy of sending his hearthguard at the objectives while everything else played supporting roles turned out to be the correct play. The hearthguard were few in number, but once they got in position, they were very difficult to budge. My own Saga dice deficiency really amplified the impact of his hearthguard when I could not manage to string together a way to stop them.

Once again Saga gave us a fun and fairly well balanced game. I’m really enjoying the narrative that we’re building here, with the ratmen gnawing at the perimeter of Drazenko while the Begovic defenders seem, at least for the time being, to be able to stop their advance. Let’s see where this one goes in the future!

2019 Year in Review

Posted by Comrade on December 31, 2019
Posted in: Posts. Tagged: 28mm, army, club, fantasy, hobby, painting, project, sci-fi, wargames. 7 Comments

Ever since I returned to this hobby in 2009 (and really before that, back when I played as a kid), I set a mantra for myself: only painted figures on my gaming table. I don’t play tabletop wargames merely to run a combat simulation and roll some dice; I play to create a visually stunning shared tabletop spectacle with my friends. Fielding painted toy soldiers is the core aspect of my philosophy. It also means I gravitate toward smaller-scale skirmish games where I can get away with putting just a handful of figures on the table. That’s OK. It’s all part of the experience.

With that said, let’s take a look back at what I accomplished in 2019. As I went through these photos, I noticed that my raw output diminished in 2019. I chalk that up to increased family obligations — my kids are almost 2 and almost 5, so parenthood is starting to kick into high gear. We’re also in that weird period where they can’t really join me in the hobby, as they’re still too immature to grasp the concepts. Moving forward, I’ll look for more way to ease them into the hobby.

Up first is a batch of Skaven slaves I painted up for my burgeoning all-metal Skaven army. I’m building this army for Dragon Rampant and Sage: Age of Magic, so it won’t become quite as large as an old-school Warhammer Skaven horde. I’m hoping to finish up this army in 2020.

After that, I turned my attention to a cheap Doomwheel I picked up from Mindtaker Miniatures. Sure, it’s not metal, but it’s really cool! You can read more about it here.

From there, I acquired most of Deathmaster Snikch for my Skaven army. I say “most of” because this figure was missing both of his hands. I solved the problem and gave him a ranged attack option in the process! This guy will be one of the warlords in rotation for my Skaven army.

After that, Chaos fever gripped me! The new Shadowspear boxed set came out in early 2019 and my attention was once more pulled toward my Night Lords army. This army is always a work in progress and it’ll probably never be done. Haarken Worldclaimer was a nice new addition. Yeah, I painted him up as a Night Lord. Read more about him here.

He was joined by my first-ever Forge World model: the Night Lords Ferrum Infernus Dreadnought! This is a classic model that I’ve always loved, and I was excited to get it for fairly cheap on ebay.

After that, I started working on a new centerpiece model for my Night Lords: a Chaos daemon prince! I had the brilliant idea to paint his skin a pale, icy blue … over a black undercoat! What was I thinking?! I think he turned out nice enough, though. Read more about him here.

From there, I went to work on the basic Chaos Marines from the Shadowspear boxed set. They were a joy to work on, but I’m ashamed to report that I only completed a basic five-man squad before my attention wandered to another project.

That “other project” was something that’s been sitting on my workbench for at least a year, maybe more: my Chaos Vindicator! I’d been tinkering and modifying this thing for months since I acquired it mostly broken and disassembled in a large lot of Chaos stuff. I love rescuing old kits like this, so look for more in the future.

I needed a palette cleanser after all that blue, so I grabbed a lonely Chaos horseman from my bits pile and went to work on him. The end result was The Last Chaos Horseman, finishing off a 5-man unit that had lingered incomplete for nearly a decade.

I found some time for terrain in 2019, too. First up was a small 3D printed supply cache that I embellished with some new signage. Great for ZONA ALFA or other post-apoc games.

I also tackled some pieces from the GW Arcane Ruins kit, intending to use them as a Temple of Malice in our 40k campaign. I was particularly pleased with the ethereal blue paintjob on the stones, and the piebald skull faces on the glyphs.

After that brief diversion, it was back to the Night Lords! The endgame of our annual 40k summer campaign was looming, and I needed to finish off a few very specific models for my army. Namely, this awesome Chaos Lord with a jump pack.

And this random guy with a plasma gun, because you can never have too much plasma. (In regular 40k, that is. Plasma weapons don’t exist for squads in Apocalypse!)

I played my first game of Saga a few months ago, and as frequently occurs after a new game, I found myself inspired to add some units to whatever army I ended up fielding. In this case, my undead army! I built most of the core of this army about 8 years ago and have been slowly adding units to it as inspiration strikes. Here, inspiration struck in the form of three Barrow Wights (Reaper Bones).

As well as a handful of zombies.

And an undead knight, who will serve as the Black Knight in my Saga.

I was enjoying undead at this point, so I turned to a boxed set that had sat ignored on my desk for far too long: the Sepulchral Guard! I absolutely love these skeleton models. Read more about them here.

Around this time, my game club decided to do a holiday Secret Santa-themed miniature swap. The idea was that we could draw names from a hat, then paint up a single infantry-sized figure that would go with our chosen person’s army or warband. I drew John, who loves hordes of poorly trained, sad sack infantry. Well, every regiment of doomed misfits needs a leader, right? Enter Bartholomieu Begovic, a seasoned field commander who loves espousing tactics and doctrine while gesticulating wildly with his saber.

This guy is the old Empire Steam Tank commander figure, and I was so pleased to give him to John as a commander for his fantasy human empire army. I even matched his army’s color scheme (more or less).

After that, it was a sprint to our annual 40k Apocalypse game. In a fit of madness, I decided to try and paint up a Forge World Night Lords Contemptor Dreadnought (another rescue/repaint) in the last week before our big event. I was literally splattering on the last layer of Blood for the Blood God a few hours before our Apocalypse game.

He acquitted himself well in the game, and by that I mean he did not get destroyed immediately! Check out this action shot. Get wrecked, Guardsmen!

Whew! This has been quite the retrospective. I sure did paint a lot of blue this year!

Our game club has declared a pivot to fantasy for at least the first portion of this year, so look for me to tackle a few more units for my Skaven army, followed by (perhaps) some of the smaller warband-sized batches of models I’ve collected over the years. Stay tuned for more!

Battle Report: Apocalypse in the Forgotten Reach, Part Two

Posted by Comrade on December 21, 2019
Posted in: Posts. Tagged: 28mm, 40k, apocalypse, battle report, caluphel, campaign, game night, narrative, sci-fi. 3 Comments

The tank commander wiped grime from his goggles and peered out the murky viewport. Another explosion rocked the battle tank, slamming him against the cabin bulkhead. Behind him, a panel blew out in a shower of sparks. Through the billowing smoke on the battlefield, the commander saw another tank from his detachment lurch into view, tracks churning mud, sponson bolters spitting death even as its turret tracked around, seeking the enemy. In the distance, just glimpsed amid the chaos of the battle, entrenched Guardsmen fired volleys with their lasguns. Dirt and debris rained down from the near-constant explosions ripping apart the Imperials’ battle line.

“Target acquired!” the gunner bellowed from over his shoulder. “Tracking … it’s closing fast!”

“Bugs?” the commander asked.

“No … the auspex is going haywire!” the gunner replied, his voice hoarse and ragged. He looked at his scanning device again, not believing what he saw.

“It’s not … no … BRACE FOR IMPACT!”

I’m back with the second installment in my two-part battle report of our recent Apoc-Luck game. If you haven’t read Part One, click here to jump in. Part Two focuses on the latter turns of our Apocalypse game.

The last couple of turns took place at increasingly close ranges, which you might expect given that the players were competing to seize and hold various objectives scattered across the battlefield.

Without a doubt, close range combat favored the enemies of the Imperium. The photo above represents a fearsome assault by no fewer than three Chaos dreadnoughts led by Torrigahl Bitterborne, the murderous daemon prince of the Night Lords. Over two turns, they breached the infantry lines, slaughtered dozens of brave Guardsmen, and began ripping apart several battle tanks and APCs.

John was able to deal with this menace, but only just — it took some careful maneuvering and the full force of his armored units to defeat the daemon prince and get a little breathing room. Of course, by that point, the Tyranids were upon them.

Paul’s Tyranids were moving at what can only be described as a gallop for most of the game. Here’s a photo of him leaning across the table to move his genestealers some ungodly number of inches. Nothing was safe!

The front ranks of Tyranids got annihilated as they closed in, predictably, but there was plenty more where that came from. The second line was composed of bigger bugs!

Being claw-to-barrel with a Tyranid carnifex is really not where these tankers wanted to find themselves. But they were tough nuts to crack even for a bunch of hungering monsters. The back-and-forth in the center of the battle continued unabated, with corpses piled three meters deep at the defense lines. Acidic poison burned into thick adamantium armor while tank treads pulped dozens of Tyranid infantry. Heretic Astartes blasted apart the defenders with stupendous displays of firepower, followed up by bloodthirsty hand-to-hand combat. Truly, it was total war in the Forgotten Reach.

The Tide Turns

As the third turn wrapped up, Paul’s Hive Queen (a gorgeously painted model first glimpsed in last year’s Apoc-Luck game) arrived and claimed the ancient ziggurat at the center of the battlefield. Her mere presence caused the heads of nearby Guardsmen to burst like ripe melons. Those who survived were cut to ribbons by her scything claws. An unlucky few were carried off to be consigned to a short, agonizing tenure in the Queen’s breeding pits. The Emperor protects.

The latter turns saw players commit their strategic reserves to shore up different areas of the battle. John’s Tempestus Scions arrived and neatly outflanked the Night Lords in the center, claiming the objective during a critical turn. Shortly thereafter I returned the favor, dropping a flight of Raptors (led by Haarken Worldclaimer) onto the Scions as they were consolidating their position in the center. Here’s a photo of that pitched battle. You can see a portion of Paul’s starship bulkhead terrain piece, complete with a removable turret gun. Sweet!

The Salamanders continued pouring fire into the surging mass of Tyranids rushing across the battlefield at them. Their vanguard elements (Terminators and a Land Raider) got slaughtered, but their strongpoint remained secure even as the endgame approached.

The strongpoint was protected from above by the angular shape of the Thunderhawk gunship, but a mighty Tyranid harridan swooped in toward the end of the game, grappling the Thunderhawk in mid-air and ripping the aircraft apart with its gnarled talons. Here’s a photo of the last thing the Thunderhawk saw before all contact was lost with it.

Big Bird was pissed.

After a few turns of scoring, the enemies of mankind began to pull away in the points total, as they held more objectives and contested others. The endgame loomed, and the Imperium players began focusing their efforts on the few objectives that might realistically help them achieve victory. Their impending demise came into sharp focus, however, with the arrival of the Paul’s heirophant bio-titan!

Yes, it’s true: the hero of last year’s Apoc-Luck game returned with a vengeance, stampeding across the battlefield and dicing up men and machines alike. The heirophant carved a swathe of destruction across the center of the board and enabled Paul to decisively claim the central ziggurat.

Here, by tradition, is a photo of John contemplating his doom while the heirophant pulps his poor dudes in the foreground. This is a photo that I’ve managed to capture every year without fail. You can see some late-arriving Chaos Terminators in the foreground, too, contributing to the mopping-up activities.

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We did one more round of scoring, which confirmed what we suspected — the enemies of the Imperium had triumphed!

Thus, the game concluded with a victory for the Night Lords, Alpha Legion, and Tyranids. Alex narrated the outcome: the enemies of mankind had succeeded in destroying the entire Forgotten Reach, rupturing the webway and enabling the Chaos god Malice to leave the Caluphel Sector and wreak havoc on the wider galaxy. “Oops.”

Conclusion — and Secret Santa Exchange!

Once again we had a great game. This year we tried a few new things, including using the actual Apocalypse ruleset. Personally, I think this was a good decision that enabled us to play a satisfactory game within a reasonable amount of time. Everyone had plenty of fun new toys to put on the table, and Apocalypse ensured they all saw some action over the course of the game.

This year, I organized a Secret Santa-style miniature swap. The guidelines were pretty simple: We drew names from a hat (actually Elfster), then selected a single infantry-sized miniature to paint up for that person. Everybody provided some general guidance as to what armies they played and what they might like to receive, but other than that it was up to the individual painter. The goal was to spend less than $20, and players were strongly encouraged to gift a mini that was already in their collection.

The results were impressive, to say the least! Here’s a group shot of all the minis that were painted and exchanged at the game this month.

Let’s see … we’ve got some fantasy wizards, knights, and monsters, a Master of Possession, a 3D-printed Sisters of Battle bunker, and even a Great Unclean One (lightly converted to get into the holiday spirit). Wow! Everybody went home with something new. We’ll definitely be doing this swap again next year!

After that, Alex reviewed the point totals for all the campaign participants and ceremonially crowned Paul the winner of this year’s campaign. He was presented with our trophy plaque, engraved with his name to memorialize his achievement for all time. Well done, Paul!

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So that’s a wrap on our third (!) annual Apoc-Luck game. The event grows more fun and more epic with each passing year. The storyline of the Caluphel Sector is wide open at this point. If you’ve read this far, do me a favor and leave a comment and let us know what you’d like to see next year!

 

Battle Report: Apocalypse in the Forgotten Reach, Part One

Posted by Comrade on December 21, 2019
Posted in: Posts. Tagged: 40k, apoc luck, apocalypse, caluphel, campaign, club, narrative, sci-fi, warhammer. Leave a comment

Like creeping behemoths, the armies converged on the Forgotten Reach. Eldritch in nature, unfathomable in scope, the bizarre realm was in truth a vast webway underpinning the entirety of the Caluphel Sector. Dubbed the Forgotten Reach, the webway appeared to be a cyclopean megastructure that existed beneath the physical realm in the Caluphel Sector. Its purpose and origin was shrouded in mystery.

After years fighting across the myriad worlds of the sector, the enemies of the Imperium — slavering Tyranids beyond number, and foul raiding parties of Heretic Astartes — felt themselves being summoned into the Forgotten Reach by an inscrutable, unknowable force. To oppose them, the Imperium mustered a desperate defense consisting of the Salamanders Astartes chapter alongside the massed ranks of the Juventius Provisional Imperial Authority and the mighty 42nd Auxiliary Armored Fist Relief Battalion.

Descending into the Forgotten Reach, the defenders met the attackers amid the wreckage of an ancient starship, near a mysterious ziggurat that pulsed with psychic power. As war machines roared and bio-titans shrieked, the two sides clashed in an epic battle for the very fate of the sector.

OK, let’s get to it! The club gathered for our annual Apoc-Luck event earlier this month. As in years past, we rented out a local community center and set up a gigantic mega-battle to serve as the capstone to our 40k narrative campaign. This particular battle was masterminded by Alex, who developed the Forgotten Reach storyline over the course of the summer. The idea is that Malice, the renegade Chaos god who was inadvertently freed from his planet-sized prison at the conclusion of last year’s campaign, was now striving to break out of the Caluphel Sector itself by destroying the webway underpinning the sector.

I’ve structured this as a two-part battle report, with the first half focusing on the setup and opening turns, and the second part dealing with the endgame and a fun little Secret Santa mini swap. Click here to read Part Two!

Anyway, the armies should look fairly familiar if you’ve followed any of our games. Paul commanded a vast horde of Tyranids from Hive Fleet Tiamat, with some new and exciting additions that he painted up over the summer.

We called her “Big Bird.”

Allied with him were two Heretic Astartes players: Mark, commanding a small detachment of Alpha Legion backed up by a Chaos Knight and some Traitor Guard, and me, fielding (for the first time ever) the entirety of my modest Night Lords army. I have been adding quite a few new and nifty units to my Night Lords army over the last few months, so I was excited to get them onto the table.

On the other side of the table, Jim arrived with the full force of his Imperial Guard motorized battalion, anchored by a gnarly Baneblade and fearsome Knight. Gun barrels, sponsons, and armor, oh my!

John mustered a contingent of the Imperium’s finest, including a full complement of his newly painted Tempestus Scions, which played a crucial role in the latter half of the game. He also slammed down some new tanks and regular squads. Truly, it was a display of might fit for the Emperor. Extra corpse rations for everyone!

Lastly, Alex’s Salamanders took to the field and occupied a fortified strongpoint on the right flank of the battle, where they stayed pretty much the entire game, despite our earnest efforts to pry them out with a crowbar made of Tyranid claws.

Oh, and he also had a vicious Thunderhawk gunship, wonderfully assembled and painted by Jim, to win the air war. Read on to see how the battle in the skies played out…

We were joined at the beginning of the game by Vince and Lawrence, both of whom took part in dinner and our Secret Santa mini swap (more on that in the next post!). They had to leave before the actual Apocalypse game started, though. We kept them apprised of our progress throughout the evening via our Slack channel.

Alex set up six objective markers on the battlefield. We would score each objective marker at the end of each turn, which meant that there were 6 points per turn to potentially secure. Lastly, the side with the most HQ units on the ziggurat in the center of the battlefield could achieve a special narrative victory at the end of the game.

And now, a note about the rules. We were playing actual Warhammer 40,000: Apocalypse, using the new boxed set that came out earlier this year. I have to say, it’s a fantastic ruleset for playing games at this scale. The game deliberately abstracts a lot of the more fiddly elements that slow down games of regular 40k. For example, most infantry squads have just 1 or 2 weapon descriptions that represent all of the offensive firepower they can produce. Likewise, most squads have just 1 wound, which means you remove entire squads as casualties (rather than individual models). Even big models like battle tanks and dreadnoughts rarely have more than 3 wounds.

All actions are taken at the detachment level (this is a mixed force that is about the size of a small 40k army). So the entire detachment fires, or charges, or retreats, rather than individual squads or vehicles.

This is abstract, yes, but it’s easy to get into the flow of the game. Once you accept the abstraction that is required to get all of your cool models onto the table, the game actually gives a decent sense of command and control. You feel like a warmaster, not just a battlefield general. Movement trays helped immensely with this task. For our game, we had roughly 500 Power Level per side … a modest sized game for Apocalypse, but more than sufficient for the six of us.

The game started with the Imperium defenders advancing carefully from behind their prepared positions, probing the xenos lines and exchanging ranging volleys with the Heretic Astartes elements. Behind them, armored APCs of the Imperial Guard rumbled into position as mobile reserves.

Elsewhere the Salamanders hunkered down in their improvised fortifications, unleashing devastating firepower on the Tyranids and Tzeentch-aligned Astartes advancing up the table at them.

Mark’s Alpha Legion guys were a joy to see on the tabletop — a real riot of color with plenty of old-school inspired Chaos conversions. They got into a pretty good scrap with both the Salamanders and a small contingent of Raven Guard that had been deployed as infiltrators.

The single largest army in this game was absolutely Paul’s Tyranid swarm. He’s put a lot of effort into this army over the last few years, and the results are outstanding. They’re beautiful and deadly and they surged out of their deployment zone with shocking speed. Woe to the Imperial defenders who thought they might get another turn to pour on the firepower!

I couldn’t resist posting a photo of the perfectly themed craft brew I picked out to commemorate our annual mega-battle. Apocalypse IPA!

Over on the right flank, the Night Lords secured their objectives early on, but they did so in the face of fearsome firepower. Jim and John sent their mobile reserve surging forward to strike back and knock the Night Lords off the objectives before they could rack up too many points. I returned fire as best I could, but it appeared that the skirmish on the right flank would be settled in a close quarters melee duel.

The photo above also shows a tremendous terrain set that Paul created specially for this game. It’s a 3D-printed crashed Imperial spaceship, and it’s just awesome. You can see the “nose” of the craft toward the center of the table, with a little curl of fire coming out of it. The bulkheads are in the midground and the shattered engine components are in the foreground. It’s a stunning centerpiece and we were lucky to play on it.

Apocalypse includes a unique and wonderful method of handling damage. As you might expect, big battles feature terrible firepower and nonstop casualties. And players of the current edition of Warhammer 40k will tell you how un-fun it is to see half (or all!) of your army wiped off the table before you’ve had a chance to respond. Apocalypse deals with this by placing damage markers of varying sizes next to models as they receive hits, then those markers are resolved simultaneously for all players at the end of each turn. This ensures that you always get a chance to shoot back, and it also opens up some interesting gameplay options related to damage markers and how various ability interact with them.

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Well, that pretty much encapsulates the opening turns. The Imperium had the firepower, but their enemies had speed and resilience (probably due to some better than average dice rolls). The stage is set for an absolutely brutal endgame. Click here to read Part Two of this battle report!

December Community Painting Challenge Entry – The Sepulchral Guard

Posted by Comrade on December 11, 2019
Posted in: Posts. Tagged: 28mm, fantasy, painting, warbands. 1 Comment

This is a short post, mostly just to highlight my entry into Azazel’s December Community Painting Challenge: the Sepulchral Guard, representing some of the best undead miniatures that Games Workshop has released in years.

The December challenge involved selecting and painting a unit or model that “sparked joy” and made you really hunger to pick up your paintbrush and layer on a few coats. For me, the choice was easy. Almost exactly a year ago, the wife got me the Sepulchral Guard warband for Shadespire.

I absolutely love the models and have been relishing the prospect of painting them up, but to my eternal shame, it took me nearly a year to get down to business. I mean, I can can count on one hand the number of times my significant other has given me miniatures as a gift. So I really had no excuse for these guys.

I love the figures. They’re classic skeletons, unadorned with anything that might situate them in a particular milieu or setting. And the poses are absolutely dynamic without being overwrought or too detailed. It’s a real shame there are only 7 individual sculpts in this set … I could easily see myself painting dozens of figures in this style.

I tried out a bevy of painting and weathering techniques on these guys. Small warbands are a great excuse to flex your painting muscles and experiment with new styles and techniques.

So there you have it! I just took the one group photo, but maybe I’ll go back and do some individual photos. For now, here’s my entry into the December Community Painting Challenge!

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