I absolutely adore Tabletop World’s crisp resin buildings. They’re well worth the price, even with shipping from Europe to the USA. I painted up a couple smaller cottages a couple years ago, but in late 2022 I embarked on my largest project yet – the epic Mansion building!
I’ll cut to the chase and show you the final completed model in all it’s four-story glory.
TTW terrain pieces are fully detailed inside and out, and the casting is absolutely superb – I’m talking machine-shop precise. The 7 or 8 pieces that make up this kit fit together with incredible precision, and no flash anywhere to speak of.
I started with a simple gray basecoat, which was to form the foundation for the stonework that defines the base of the building (and peeks through the wattle & daub of the upper levels). I picked out a few stones in off-gray colors to create some variety, then drybrushed the entire piece in progressively lighter shades of gray. This created a decent undercoat for the rest of the colors.
The timbers became dark brown after two coats of raw umber. I really like raw umber for terrain, as it gives a brown hue with a touch of green that is transparent, allowing the gray drybrushed highlights to show through.
The windows on my other TTW buildings always draw the eye when they’re on the table, so I wanted to recreate that effect here. I’m going for a warm effect that suggests rooms lit by candles, braziers, sconces, and fireplaces. If you could peek in these windows, you’d see bawdy feasts and ribaldry on display. It’s a fun effect, looks good from a distance, and it’s quite unlike how most people paint windows.
Here’s that completed pic again. It’s hard to see in this photo, but the upper turret is painted copper, not orange. The roof of the turret is festooned with rivets, which to me suggests metal of some sort. Copper it is! Maybe in a few years I’ll go back and add in some patina and verdigris.
Now you might be wondering: blue wood shingles for the roof? Sure, why not? It’s a fantasy setting, so anything goes. The blue pleased me when I was looking at different colors, so I went with it.
So that brings my total collection of TTW buildings to three (3)! But I’m not done yet – my buddy Lawrence, who is even more of a fiend for these pieces than I am, has been busy scooping up lots of TTW terrain off ebay and miniswap, and he’s offered me a duplicate blacksmith’s cottage to paint up. So look for that later this year, once I’ve rebuilt my stamina for these gigantic terrain projects!
We got together earlier this for another game of Nightwatch, specifically to introduce a couple new players to the game. And while this game wasn’t specifically set in our ongoing Nightwatch campaign, it was fun in retrospect to imagine the events of this game happening concurrently to the primary campaign. This is the “B-Team,” and what they may be lacking in combat prowess they more than make up for with the size of their h e a r t s !
Anyway, this was a fun one-off game where we didn’t worry too much about the outcome … we just focused on rolling dice and having fun!
Somewhat by accident, we set up a rather extensive urban battlefield for this game. It turns out that everyone had thought *they* were responsible for bringing terrain, so we ended up with way more terrain than we needed. Hence this cluttered, yet strangely beautiful setup.
The scenario called for the players to defend the small well in the grassy courtyard in the center of the table. The red portals represent possible spawn points for the waves of bad guys that will emerge at random to menace us.
We had a wide variety of heroes in our game … a bladesman, a wizard, an alchemist, and a ranged combat specialist. Overall, a nicely balanced group, ready for anything that could possibly get thrown at them.
The action started on the first turn, when hordes of vermin poured forth from sewers and drains beneath the village. Nightwatch describes its bestiary in general terms, and leaves it up to the players to decide how to represent them with miniatures. In this game, we decided to draw on our collection of ratmen models, starting with Vince’s rat swarms to represent the vermin, followed by my vintage metal Skaven for the hordes.
The terrain tile above had a nifty subterranean staircase, so naturally we placed a spawn portal down there. And we cackled with glee whenever the vile ratmen would come boiling out of the stairwell!
Vincent’s nifty town bulletin board ended up seeing heavy action as the battle raged around it. I need to make one of these, too!
In the photo below, Mumblemore dances atop the veggie cart while in the background you can see a smattering of gore tokens representing the bad guys who have been taken down over the course of this game.
We’ve found that casualty markers or gore tokens are pretty important for this game, because you need to mark the location of slain corpses so that individual hunters can move into contact with them to undertake various and sundry tasks: robbing their pockets, slicing off an ear, maybe pulling out a gold tooth. It’s all covered under the Burdens section when creating a hunter.
The battle got pretty heated by the end of the game, with ratmen surging up from the subterranean depths and the heroes flinging spells and grenades all around the battlefield. The first couple of sessions of a typical Nightwatch campaign aren’t particularly deadly, which makes them perfect for a learning game like we set up here. You can dig in, explore the rules, slay some bad guys, and then survive to make it back to town and go through the post-game campaign steps.
That’s exactly what we did after this game, actually! Even though we weren’t playing a typical 7-session campaign, we nonetheless went through the post-game campaign steps to determine how much loot we found, which artifacts we ended up with, etc. It was great fun and made us even more excited to return to our ongoing Nightwatch campaign.
Last month I hosted two sci-fi skirmish games, and despite using two different game systems, we were able to tease out a bit of a narrative through-line to connect them together. Both games were set on Drusichtor, the third moon of Gamma Euphorion Prime in the Juventius Sub-Sector.
Drusichtor is a heavy industrial moon focused on mining and resource extraction. While Gamma Euphorion Prime grapples with a nascent genestealer cult infestation that is rocking the political underpinnings of the fragile ruling class, miners on Drusichtor made a terrifying discovery that suggested just how long the genestealers had been plotting to undermine the planet…
For the first game, we tried out Rogue Hammer, the new grimdark sci-fi ruleset from Nordic Weasel Games. It was a learning game, so we started small and coached each other through the rules. The game was set in the Pits of Volceradon, a vast and crumbling strip-mining operation that sprawls across the surface of Drusichtor. The warbands were competing to reach a hapless miner who had been infected by … something … that he picked up during his forays deep below the moon’s surface. You can see the miner staggering around near some bubbling pools of green toxic waste. Yum!
The game featured an Inquisitorial kill team, alongside a platoon of Ultramarines, racing to secure the miner before the pox-ridden warriors of the Death Guard could spirit him away and conduct a vivisection to figure out what happened to him.
Rogue Hammer was fun, but it definitely felt like a game that needs some additional material before it’s a truly playable Rogue Trader heartbreaker clone. For example: Many of the unit and character upgrades were specifically focused on fighting vehicles, yet you won’t really be using vehicles unless you’re playing a large game of Rogue Hammer. So for the skirmish sized games that we typically play, most of the anti-vehicle upgrades are useless and a waste of points. Meanwhile, factions like Chaos Space Marines – which have arguably been part of the lore since Rogue Trader – were conspicuously absent from the barebones army lists provided in the rulebook. I had to run my Death Guard using the Eldar (excuse me, Space Pirates) list.
In fairness to Nordic Weasel, I believe his intent is to manage Rogue Hammer like a “living rulebook,” with fairly frequent releases and rules tweaks to deliver exactly the sort of content I was missing.
Anyway, our Rogue Hammer game wrapped up with a shocking conclusion, when the poor miner underwent a sudden and violent transformation – the “final form” of his mysterious infection?
The blood-spattered xenomorph creature lurched toward the nearest target, claws akimbo. It was a deadly dance, but Danie’s Primaris Captain was up to the task!
The grisly outcome led directly to game two, which took place a few weeks later. In this game, the action moved to the nearby mining settlement of Ghorston’s Spur, where another specimen had been captured and stashed in one of the hovels. This game featured two teams of factions fighting to locate and secure the specimen – Dark Mechanicus and Chaos Cultists vs. Sisters of Battle and Orks (temporarily pacified, perhaps, to serve as useful cannon fodder for the Adeptus Sororitas? That was what we convinced ourselves, anyway).
For this game, we used Grimdark Future Firefight, an old favorite around here that we return to time and time again.
I had prepped a little scenario with rules for exploring the little ramshackle outbuildings. You weren’t sure exactly what you’d find when you went a-knocking on those doors!
Shooting is fairly potent in Grimdark Future Firefight, and we lamented the unfortunate lack of cover for Lawrence’s Chaos Cultists. They got chewed to pieces by deadly accurate fire from Rian’s newly painted Sister of Battle. Oops!
I didn’t have it much better … my Dark Mechanicus warband, The Seekers of the Fractal Schematic, were uncomfortably close to the menacing Orks at the start of the game.
Jim’s Orks were on top of me by the second turn, which made it pretty hard to explore the outbuildings to find the specimen.
Eventually (through trial and error) we determined which of the squalid dwellings held the specimen, and all of the factions promptly made a beeline for it. Covering fire was laid down by the Sisters of Battle as the Orks rampaged unchecked through the industrial settlement. Rho-Terak, the Enslaver of Logic (leader of my Dark Mechanicus warband) sustained superficial damage to his mostly-metal body during this chaotic scramble.
In game terms, he went out of action, but of course he didn’t die. He’s just … recuperating, back at base. Shouldn’t have been standing there, guy!
The final clash came when Vethidian the Supernumerary, second-in-command of my Dark Mechanicus warband, met the Sisters of Battle Canoness at the front door of the target hut. His sad little withered body was no match for the Canoness’s power sword!
So the Sister of Battle made off with the alien specimen! Doubtless the Imperium’s best xenobiologists will gather important intel from its carcass. The Dark Mechanicum will lick their wounds and regroup for another assault!
Grimdark Future gave a quick and decisive game, as always. There are a number of mechanics in this game that serve to hasten the inevitable conclusion of a skirmish clash. It’s never fun to see your cool models go down, but it’s important to remember that the game’s gotta end at some point.
It was pleasant to write up these two short game reports and stitch them together into a coherent narrative flow. I’m really enjoying the development of Drusichtor as a theater of operations in the larger Gamma Euphorion narrative campaign. There’s plenty here to fight over, and we haven’t even delved into the soot-encrusted Volceradon Furnace Tunnels…stay tuned for more!
Miniatures purists, take note – this post will give you fits. You have been warned!
Late last year, as our group began grumbling and muttering about some sort of grimdark Inq28-style skirmish campaign in 2023, I started putting the wheels on my latest warband. As a longtime Chaos player, I’ve always wanted to build a small collection of miniatures representing an insane, techno-heretical cult of the Machine God. In 40k, these guys would be called Dark Mechanicus.
But I didn’t want to just say “Adeptus Mechanicus, but bad guys.” I also wanted to blend religious zeal and biomechanical horror and see what comes out of that stew. I wanted to aim for a collection of miniatures that looked like the frantic pencil sketches that filled the margins of the old Rogue Trader rulebook.
The results were The Seekers of the Fractal Schematic. I wanted to give them an evocative and mysterious name that hints at some of the narrative territory I’d like to explore in our upcoming game. What is the Fractal Schematic, and why are they seeking it? Let’s find out together, etc. I’d say about half of these models already existed in my collection, and the other half I’ve painted up to match their brethren over the last few weeks.
In true Comrade’s Wargames fashion, there are at least 5 different manufacturers represented in this photo. Shall we name them? Obviously we have the Asphyxious figure from Warmachine’s Cryx faction. He’s a standout grimdark model that perfectly represents my image of what a fallen Mechanicus heretek might look like – swollen with power, bereft of humanity, just a few tattered scraps of flesh held together by a fearsome mechanical frame, eyes burning with vengeance. Of course, he’s got a new name. Now this figure is known as Rho-Terak, the Enslaver of Logic, leader of the Seekers of the Fractal Schematic.
There are two other Cryx models in the mix up there… a biomechanical serpent coiled atop a heap of scrap, and a stooped, withered chap hefting a ramshackle banner made of clinking vials or censers. In my headcanon, he’s the second-in-command, the executive officer, so to speak.
From there, we have two GW models – an old metal Chaos cultist and a metal Necromunda Redemptionist hefting an autorifle over his head. In the foreground we have a hunchbacked mutant from Mega Minis (which is a great source of Rogue Trader-inspired models). The little Roomba from hell is a terrifying monstrosity known as The Flesh Engine, and he’s a kitbash using pieces from Star Frontiers (!) and a head from Pig Iron Productions. The blood-spattered cyborg on the far right is from ThunderChild Miniatures (painted by sculptor Jaycee and gifted to me after I won a contest, what!).
I speedpainted up a few more generic cultist models to bolster the ranks a little bit. Every cult needs some fearless cannon fodder to sell their souls in a blaze of glory, right? Contrast paints did a lot of work here.
In the image below, the guy on the left with the pistol and axe is converted from a Frostgrave soldier model. (Oops, forgot to paint his base rim.) The guy on the right with the flamethrower is a monopose model from Ramshackle Games.
You can never have too many cultists! In the photo below, the guy on the far left with the axe and cluster of dynamite is another conversion from the Frostgrave soldier sprue. That kit is very flexible! All it takes is a couple sci-fi bits to drag a medieval-inspired model into the grim darkness of the 41st millenium.
The other two guys with assault rifles are from Pig Iron Productions, from their excellent Kolony Ferals range. I’ve got dozens of Kolony Ferals in my collection and they are some of my very favorite scrappy scavenger/cultist type models. Lots of gas masks, rebreathers, and creepy machinery poking out of necrotic flesh.
The two bruisers with clubs and shields in the photo below are from the Dark Age miniatures game. This is a super niche skirmish game based on Brom’s creepy fantasy/sci-fi art. Imagine that, a minis game inspired entirely by the work of one artist?! But here we are, and the models themselves a quite nice. These guys are from the Skarrd faction, and they’ve got a scrappy wastelands vibe with lots of twisted metal and weird cybernetics, not to mention assless chaps and exposed buttcheeks, and it all fits really well with my warband.
I absolutely love the challenge of combining miniature from many different manufacturers and sculptors to create a cohesive warband with a shared aesthetic. Nothing tickles me more than picking a figure like ol’ Asphyxious from Warmachine, giving him a new name and dropping him into a warband alongside a half dozen or more other distinct models from different makers. My goal as a painter and hobbyist is to create either a visual look or a narrative hook that ties all these models together and helps tell the stories that are swirling around in my head.
I’ll continue to build on the Seekers of the Fractal Schematic. My goal is to make each model fairly unique, so this won’t be a warband that I can use in games that require multiple squads of dudes, like Warhammer 40k. It will be, however, a great choice for skirmish games focused on individual models and small units. Stay tuned for more!
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.