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Apoc-Luck 2022: The Gathering Storm

Posted by Comrade on January 17, 2023
Posted in: Posts. Tagged: 28mm, apoc luck, apocalypse, battle report, campaign, club, fantasy, game night, narrative. 9 Comments

I’m back with a gameplay report for our December 2022 Apoc-Luck mega battle, featuring some stunning and dramatic photos. Recall from my previous post that we set out to do a large multiplayer game using Age of Fantasy. We rented out a local community center, gathered our armies large and small, and arrayed them for a glorious clash. The final tally put the combined points at roughly 15,000 per side, for a total of 30,000 points of toy soldiers on the table.

This post will share some incredible photos from the games themselves. I regret that I didn’t capture much of the turn-by-turn flow of the battles, as I was trying to both snap photos and pilot my chaos army to victory. In the later turns, I had to unfortunately step away for a phone call, which further inhibited my ability to capture the narrative flow.

The first game (The Twilight Forest) featured infantry-heavy armies maneuvering blocks of troops in a wooded glade. My chaos raiders, Paul’s orcs, and Rian’s chaos warriors faced off against John’s human peasant levies and Parker’s sneaky wood elves.

The second game (Blood in the Streets) was more of a “clash of the titans” affair, with lots of solo models and small units of larger miniatures smashing each other to pieces in the cobbled streets of a medieval village.

Here, in roughly chronological order, are pics from the first couple of turns of the first game (The Twilight Forest).

The Twilight Forest – Early Turns

Paul’s orcs looked fantastic together with Daniel’s loaner army (also orcs, also similarly painted).

My giant chaos army featured two (2) dragons, which swooped over the battlefield wreaking havoc.

My Putrid Blightkings led the way on the right flank, soaking up damage from skirmishers on the opposing side. Their advance paved the way for the bulk of the chaos infantry and support units.

Below you can see John’s human army marching to war under the House Begovic banner, along with a contingent of metal automatons.

Blood in the Streets – Early Turns

The photo below shows a closer look at Blood in the Streets, our second scenario which sprawled across a large battlefield dominated by a medieval village and some ruins on the periphery. The buildings are from Lawrence’s personal collection of Tabletop World pieces, and they are absolutely gorgeous – a real treat to play upon!

Lawrence’s Lizardmen raced onto the board and crashed headlong into the undead army helmed by Alex (Jim’s son, the drama!!) and Lawrence’s chaos daemons (composed almost exclusively of gigantic centerpiece models).

The Twilight Forest – Later Turns

The later turns saw the blocks of troops in the Twilight Forest crash perilously into each other. Skirmishers pelted the combatants with arrows and quarrels; dragons swooped over the battlefield breathing fire; and infantry hefted their spears to receive the charge. Epic and glorious in equal parts!

Paul’s orcs did a great job refusing the flank versus Parker’s wood elves. The elves took some early casualties and gave way, melting back into the forest as the orcs advanced.

Both my heavily armored chaos knights and John’s winged pegasus knights roamed the backfield, seeking a ripe target to receive their devastating charges. These units were strong, but fragile, operating more like a guided missile than a take-and-hold unit.

Blood in the Streets – Later Turns

The “big guys” clashed in a decisive battle in the medieval village. Dragons, zombies, dinosaurs, and more dragons sundered the earth with the force of their blows.

Endgame

Blood in the Streets reached its conclusion first – a decisive victory for the forces of darkness (Alex’s undead army and Lawrence’s chaos daemons).

I was focused primarily on the other battle (The Twilight Forest) which was also drawing to a close. We weren’t able to play quite as many turns as the other battle, due to a phone call that I received during the later turns that unfortunately pulled my attention away. But given the outcome of the game in the medieval village (a decisive win for the bad guys) it seemed clear that the forces of darkness would win the day.

Perhaps it’s fitting that the final photo of the game, shortly before we packed up, was a shot of Malathon Scar-wing, the great dragon of the north, swooping low over the battlefield to roast the terrified defenders.

Our 2022 Apoc-Luck game definitely pushed the boundaries of our gaming capabilities and delivered an epic tabletop spectacle. Playing a fantasy game (as opposed to Warhammer 40k) was a certainly a change, but a welcome one in my opinion. Age of Fantasy gave us a highly playable game with an easy-to-learn ruleset, even at a gigantic 30,000 point threshold.

Apoc-Luck 2022: Armies on Parade

Posted by Comrade on December 30, 2022
Posted in: Posts. Tagged: 28mm, apoc luck, campaign, club, fantasy, game night, narrative, uthdyn. 2 Comments

Seasons greetings, gentle reader! It’s been a pleasure sharing another revolution around the Sun with you here on Comrade’s Wargames. This is the first of two blog posts about my club’s biggest annual event: Apoc-Luck!

If you’ve not heard about it before, Apoc-Luck is an extended game event paired with a pot luck dinner, where everyone brings a dish to share. Basically, you play a big game of something, and share a meal together as well. We’ve played out Apoc-Luck games in 2018, 2019, and 2021, so it’s been a rewarding tradition that has helped usher in the holidays.

This year we rented out the Girl Scout Center that has served us so well over the years. This is a large, clean, well-lit facility that is conveniently located two doors down from my home, which makes it easy to haul terrain and minis over.

In years past, our Apoc-Luck games have been Warhammer 40k, which has been fun and gave us all opportunities to paint and build big ol’ 40k armies.

This year we decided to do something different, so I planned a fantasy-themed big battle set in Üthdyn, our shared narrative campaign setting. We planned to use Age of Fantasy, the excellent and fast-playing ruleset from One Page Rules, to play out our epic game.

I’ll get to the actual gameplay in the next post. For this one, I wanted to share with you some photos of our battlefield setup, and some pics of the glorious armies that took to the field. Read on, gallant reader!

The Battlefield

We ended up setting up more than 20 linear feet of battlefield, split roughly evenly between a forested scrubland and a typical medieval city. The narrative and victory conditions were outlined in this game handout.

gathering-storm-handout-finalDownload

Players were assigned to two factions: the Forces of Darkness (representing everything savage and vile in the world of Üthdyn) and the Defenders of Dawn (the eponymous good guys and their bannermen). In addition to overall victory for their faction, the individual players had their own personal objectives to pursue (or ignore) on the battlefield. You can read more about those in the handout above.

With that preamble out of the way, let’s meet the combatants! Where possible I tried to capture each army in a single photo, although that certainly wasn’t possible for every player.

Patrick’s Chaos Army

Hey, it’s me! This is the brütal collection of marauders, thieves, and maggots that I’ve been calling my “little ‘c’ chaos army.” I’ve been working on it for several years. It started as what you might call a classic undivided chaos warband, but over the years I’ve mixed in some red-armored berzerkers (representing Khorne when used in the Warhammer universe; otherwise they are just blood-crazeed axemen) as well as some plague-wracked wretches (representing Nurgle when needed). But I tried to keep it suitably generic, so the units and models could be mixed and matched to play all of the glorious rulesets that we embrace here at Comrade’s Wargames.

John’s House Begovic

John has an unhealthy obsession with miserable, grubby humans in all games, so it made sense that he would bring an army swollen with foot infantry and peasant levies. He’s been working on this army for several years, and it’s a true delight to face on the battlefield.

Paul’s Swamp Orcs

Paul assembled a delightful army of the new Kruleboyz models, bringing not just his army but also some loaner models from fellow club member. Both armies were painted similarly, and they looked absolutely stunning on the battlefield together. Check out those swampy bases on Paul’s orcs!

Jim’s Lizardmen

Jim surprised us by showing up with a brand new Lizardmen army! Jim is known for painting armies with relatively muted color palettes, like Imperial Guard with their olive drab camouflage and armored vehicles. So it was a real treat to see him tackle a new, brightly colored army for a change.

Lawrence’s Daemons

Lawrence has always had a thing for gigantic centerpiece models, and Apoc-Luck always gave him a wonderful excuse to drag out all the gigantic models in his collection that didn’t normally hit the table in our smaller skirmish games. Here he brought his beautifully painted Nurgle Daemon army. And lest we forget — Lawrence also outdid himself by bringing a mac & cheese bar for us to graze on during the game. Thanks, Lawrence!

Mark’s Dragons

We weren’t quite sure what Mark was planning to bring to Apoc-Luck this year. All he would say was that it included dragons. Turns out, he built an entire army of dragons for this game, backed up by some Tzeentch-inspired infantry.

Alex’s Undead

Alex’s pre-game prep work went down to the wire … we’re told he was painting the bases of his models just a few hours before our game was set to commence! Regardless, he managed to get it all on the table by gametime, and it looked great!

Parker’s Wood Elves

This was another surprise — Parker had mentioned months ago that he was painting up “some elves” but we had no idea exactly how many he would turn up with. He ended up bringing a respectable and very beautifully painted force of forest guardians! They acquited themselves admirably on the battlefield, despite being pointy-eared leaf lovers.

Rian’s Orcs

Rian is new to our group and found out about this Apoc-Luck game a few short days before. In spite of the short notice, he mustered a nicely painted warband of hulking orcs and savage spellcasters for the game.

Stay Tuned for Part II…

So that’s a look at the armies that took part in this stunning tabletop spectacle. Check back soon for a photo-drenched post about the actual games, as near as I can remember them. Until then, I leave you with one more teaser photo of the carnage that unfolded…

Nightwatch: Slaughter at Bloodwater Canyon

Posted by Comrade on November 28, 2022
Posted in: Posts. Tagged: 28mm, campaign, club, fantasy, game night, narrative, nightwatch, scenarios. 7 Comments

Our Nightwatch campaign ratcheted up another notch at the game last month. This was our fourth session of our anticipated seven-mission Long Hunt, and the threat level was increasing as our heroes ventured further into the Hattendorf Border Marches.

Picking up where last session’s game left off, this game saw the children who had been rescued from a gruesome fate delivered safely to an abandoned minehead located inside Bloodwater Canyon. I’m sure that name is just a colorful local metaphor, right? And I’m certain, absolutely certain, that the mining site was closed down because its local mineral wealth had been extracted successfully. Not abandoned because the crew was dragged into the badlands and eaten alive. Right? Guys?

Anyway, the children were wisely left at the mine site while the heroes set up camp nearby. During the 20 minutes they were gone, however, a band of feral beastmen arrived atop the canyon ridge, war horns a-blaring and skin drums a-banging. It seems the abandoned minehead was not the sanctuary it seemed. To arms, hunters!

This game was an opportunity to use a giant piece of terrain that John had created months ago during the initial worldbuilding phase of our Nightwatch campaign. The canyon wall was placed along one edge of the battlefield to create an imposing physical feature for the beastmen to use as they swarmed into the mine site.

We put two of the four spawn points (from whence the bad guys would arrive each turn) behind the canyon ridge, and by the first turn, the bad guys started scaling the cliffs to menace and mangle the stalwart defenders!!

The heroes initially placed their defenders in the comparative cover of the mining site. They quickly realized that the sheer pace of arriving monsters meant they would be rapidly overwhelmed.

With steel in his hands and determination in his heart, Jim’s bladesman Sir Joshua climbed a ladder to the top of the canyon and stood on the ridge. There he met the marauders in single combat as the sun set and cast a fearsome silhouette against the rocky terrain below.

It was a shaping up to be a real bloodbath up on the gnarled ridgeline. And they just kept coming! Sir Joshua definitely had his hands full.

But this wasn’t the only spot where the beastmen were emerging! Two other spawn points were also located in the grim ruins to either side of the minehead. Per Nightwatch rules, we rolled randomly to select two of the four spawn points per turn to deploy the next batch of bad guys.

So the players had to wisely deploy their defenders to cover the approaches to the mining site. This meant plenty of action for Paul’s elf archer, Vince’s alchemist, Daniel’s wizard, and the various hirelings and henchmen who had been hired over the last few sessions!

By the second half of the game, the really bad guys started arriving — Terrors, in the parlance of Nightwatch. These bruisers are among the strongest monsters that the players will face in a typical Nightwatch campaign.

They emerged howling and snarling in the waning turns of the game, and their sheer brutality challenged the players, whose resources and resolve were in thin supply as the game neared its end stages.

By this point, the ridge was strewn with corpse markers, each one denoting a fallen foe. Nightwatch has several secondary missions that involve looting or harvesting bodies, so we were obliged to track the dead as they piled up. And piled up, and piled up. Poor Sir Joshua was knee deep in the dead by the end of the game!

Despite the absolute onslaught of vermin and terrors pouring into the canyon, the heroes held out — barely. If the tide of darkness had been any stronger, or if the defenders’ resolve had faltered just a bit they would surely have fallen. As it was, they beat the beastmen back, rescued the poor little kids, and spirited them away to maybe a slightly safer venue to rest and recuperate.

Nightwatch provided a great game and kept the tension high. You could see the players’ eyes get wide as the Terrors started arriving in the latter turns! But they kept their composure, worked as a team, and survived this onslaught. Future scenarios will not be so warm and gentle. Enjoy this win, hunters, for it may be your last!

Grimdark Future: Assassination Mission on Pestus Maximus

Posted by Comrade on October 25, 2022
Posted in: Posts. Tagged: 28mm, 40k, battle report, game night, grimdark, narrative, scenarios, sci-fi. 3 Comments

An iridescent drizzle of acid rain hissed off the crumbled machinery at the chem station. Nearby, a small knot of poxwalkers was unfazed by the caustic precipitation; the mindless zombies simply stood sentry and awaited orders, even as their flesh slowly melted away under the relentless rain.

The squad of Plague Marines overseeing the zombies showed more agency, surveilling the perimeter of the chem station and keeping an eye out for interlopers. The Maggot Magnates legion was visiting the shrine world of Pestus Maximus for a specific purpose, and they would not dither any longer than necessary on the accursed planet.

Suddenly, the vox crackled with a whispered warning, and the unmistakable roar of engines drifted in from beyond the perimeter.

John and I got together towards the end of summer for another game of Grimdark Future. John was trying out a list built around a specific expensive, high-powered model (an Imperial assassin) and so we set up a game focused on delivering the assassin to wipe out a high-value target — my Death Guard Lord of Contagion, Brasque Krakmarrow, aka the Grave-Wurm of Endymion-Delta and the Gift-Giver of Vortulai Hive. A truly vile chud if there ever was one!

The game began with John’s Taurox transport motoring into the chem station, where it was met with a trio of Myphitic Blight-Haulers and a small mob of poxwalkers. Inside the transport was a well-equipped squad of inquisitorial acolytes led by a very capable inquisitor.

As the Death Guard moved in to engage the Taurox and its scrappy occupants, a smaller group of Imperial agents crept through the rubble near the chem station. The agents included a pair of acolytes escorting a psyker, who was carrying a teleport homing beacon that would be used to deploy “the asset” — the assassin!

The inquisitor led his acolytes into the comparative safety of the chem station, where they would attempt to hack a data terminal while the Death Guard’s attention was focused by the imminent arrival of the assassin.

When the assassin arrived via the teleport homing beacon (anytime after turn 1, per the Grimdark Future rules) John was immediately presented with an agonizing decision: where to deploy his shiny new toy soldier?!?

Gentle reader, I cannot tell you how much time the two of us collectively spent trying to analyze and strategize the best possible placement of his assassin. Empires rose and fell, seas evaporated into dust, and still John was second guessing about where to put his little man.

Ultimately he plopped him down within easy charge range of my 5-man squad of Plague Marines, which had been camped near an objective for most of the game while they harassed the advancing Imperials with accurate heavy weapon fire.

Across the battlefield, the Death Guard army was doing an admirable job plugging the gaps in their defensive line. The three Myphitic Blight-Haulers motored up to the chem station and began pouring on the fire. This led to a head-smack moment for John as he realized his guys are armed with swords, not guns, and so he sent them clambering down from the chem station’s parapets so they could assault the Myphitic Blight-Haulers.

This proved to be a fairly indecisive battle that dragged on until the end of the game.

The psyker with the homing beacon, his life’s purpose complete now that he had called in the assassin strike, was dragged down and dismembered, along with his escort, by a staggering mob of poxwalkers. He will be remembered in the Tome of Heroes!

What’s left? Oh yeah, the assassin! Having dealt with the squad of Plague Marines, the red-robed killer pivoted toward his true target: the Lord of Contagion! This set up an epic clash of for the ages.

Lumbering behemoth versus spritely death machine! We traded blows for a turn before, stunningly, the Lord of Contagion hefted his might plague axe and cleaved the assassin in twain, casting side the ruined body and grinding the warrior’s entrails into the dust with his massive steel-shod boots.

It’s not an exaggeration to say that the assassin represented half of the entire points value of John’s army. Without that unit, he didn’t have much left to oppose me, and we agreed that the forces of Chaos had won the day.

And so John’s intensely focused army list had shattered like a glass torpedo on the rusted armor of my Chaos army. The Imperial landing party slunk off to lick its wounds. With any luck, they’ll be able to piece the assassin back together from the gore-slicked pieces that were recovered from the battlefield on Pestus Maximus. Stay tuned for more!

Nightwatch: The Bone Cage

Posted by Comrade on October 18, 2022
Posted in: Posts. Tagged: battle report, borderlands, fantasy, game night, narrative, nightwatch, skirmish, warbands. 4 Comments

Perched atop a desolate slab of rock stands a cage. Crafted from sun-bleached bones and tied with dusty scraps of sinew and skin, the cage exudes a kind of forlorn solitude. Travelers are wise to give the bone cage a wide berth if they are forced to traverse the wind-scoured desert of the Hattendorf Border Marches. Those who dare to venture close enough may hear faint cries emanating from within the tattered enclosure…

We played our third game of Nightwatch back in late August, but I haven’t gotten around to doing a writeup until just now. The game was centered around a grisly terrain piece that John printed and painted up just for this occasion — the titular bone cage, wherein the beastmen of the border marches had stashed a few sad, whimpering children kidnapped from Heerselt Manor.

How terrible! If only there were some hunters, blooded from recent battles and increasingly capable of tackling the worst that the border marches could throw at them! Where, oh where, could we find such heroes!

Ah yes. They’re here, at this very place, to attempt the very deed I just described.

If the first two sessions were characterized by caution on the part of the hunters, this session could be characterized instead by competence from the hunters. By this point they were experienced, well equipped, accompanied by a few hand-picked allies, and generally ready to accomplish their mission.

Our Nightwatch battlefield was still quite small, around two feet square, which meant that the hunters were able to quickly get into position to pick the locks on the bone cage. This task took multiple turns, and the rest of the warband had to fight off waves of beastmen and gnoll raiders who swarmed out of the nearby canyons.

As I mentioned earlier, this was a seasoned, competent bunch of players. They knew their characters and had a pretty good sense of how to stymie the beastmen raiders. Their overall goal was to keep the beastmen at bay until they could pick the lock on the bone cage – hopefully before the threat level ratcheted up in the later turns of the game.

The beastmen swarmed in, and the bodies started hitting the floor. The characters had nifty weapons and spells at their disposal, and the low-level beastmen who arrived in the early turns were ground up into hamburger by a flurry of lightning bolts, alcemical grenades, sword parries, and longbow shots.

I’m pleased to report that the players’ plan went off without a hitch. They were able to manage the emerging beastmen threat while simultaneously jimmying the lock on the bone cage. They ripped the doors open at precisely the right moment, just before the threat level was scheduled to ratchet up.

I’ll admit I was extremely interested in deploying some of the more menacing beastmen monsters that we had assembled for this game, but those guys will have to wait until the next session. Until then – you win this round, heroes!!

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