Daemonettes

I have a growing hoard of daemonettes. The models have dynamic and threatening poses, and in numbers they bring some great close combat grunt. A large squad with a herald can gain re-rolling, rending wounds on the charge. While shooting can really mess up their day, if they can get in a charge, terminators and other marines will be quickly gutted and served up as victory kebabs.
31915286840_268d117e82_z
The chainmail-bikinis can perhaps be forgiven since they have 5+ invulnerable saves. However, I do have reservations about collecting daemonettes. It doesn’t take long to see that in the Grim Dark future the patriarchy has not withered and died. It is more than the frequent lack of women in this fantasy sci-fi vision of the universe. The images that do make it through into the background and the artwork, and onto the table, are from a rather limited selection. It is like the designers of the 40K universe read the first couple of pages of the Damned Whores and God’s Police and rather missed the point.

31449993204_d4cb980aa4_z

The Juan Diaz sculptures: still my favourites, even with the limited number of poses

And yet, here I am. Life is messy. Daemonettes often accompany my Word Bearers. Nothing says I’ve been reading Lorgar quite like zealots summoning daemons, and the combination of shooty marines and close combat daemons complement each other nicely. With my most regular opponent often fielding pskyer heavy Grey Knights it also feels right on theme.
31481266513_fa5582c2c7_z31450006044_cb6cdc74db_z

31449994204_693eb02816_z

An experiment in practicing painting flesh

32172106541_9f42b77b3f_z

One from each squad

I have a recently acquired a lot of Nurgle plaguebearers. Add a Soulgrinder and greater daemon (or two)  and a troop heavy Nurgle-Slaanesh daemon hoard is looking like my next 40K army.

31450006044_cb6cdc74db_z

The most recent, and final, squad. For now.

And in the meantime, no slut-shaming my daemonettes or they’ll manifest on your home world and teach you the error of your ways.

Home for Christmas

Around the middle of last year the Kickstarter landed for the joint Plastic Soldier Company-Richard Borg game The Great War. By September, Andy and I had painted our armies and played our first game. We were hooked, and met as close to fortnightly as our schedules allowed to play.

31417053102_1bd0e7d7f3_k

The start of mission 18 as the Canadians attack in July 1916; the action starts with the Canadians surging forward following mines blowing in the German lines

A bit over a year later, we have played the last of the 16 missions that came in the box plus the two bonus Kickstarter missions. The war is over.

This was a very fun project: painting, learning a new game, building in skill and getting regular games. This was a highlight of my gaming year.

My initial assessment of this game has not changed much. It captures the grim calculations that a commander would have to make to achieve their goals in trench warfare. To win you have manage your resources well, and be willing to build a plan from the cards you are dealt (that is, deal with the fog and friction of war). Using the secondary Combat Cards and HQ resources can create force-multipliers for units and  are pivotal to achieving your goals. The game can be very static, it is trench warfare after all. But the need to manage resources and build your force ready for the attack (or break-up  the enemy concentrating for one) keeps both players at the table as tension builds.

30754304153_2aed7b5fdb_k

The German defense and counter-attack destroyed the Canadian right flank

Our games were mostly close. I think attackers may have a slight edge on defenders, although this is often at a terrible cost, and you need to be careful. Take too many casualties and you loose. It is no good taking ground if you don’t have enough soldiers left to defend what you take. Overall, the missions are all pretty balanced leaving both sides with a chance to win. Walkovers are rare, even desperate  situations can be turned around with some well placed artillery or a sudden counter-attack. However, luck is not a plan, so you need to keep focused and stay flexible.

The missions are an important and integral part of the game. Between the range of missions and large number of cards across two decks, there is plenty to learn and keep you engaged.

31563694135_f58489aef1_k

Mentioned in dispatches are the bombardier squad who took the second trench for the Canadians and went on to destroy a German MG nest to secure a narrow win (7-6) 

Not all my friends like The Great War, and I can understand why. It requires more effort than Memoir ’44 to learn the rules, and is less fluid. However, if you like a bit of challenge and are interested in the first world war I recommend this game.

Daughters of the revolution

Scott bought over his growing Soviet force for Konflikt 47, the joint Warlord Games-Clockwork Goblin game of weird world war. The rules are similar but distinct from Bolt Action and bring new challenges to the table along with the opportunity to field some of your more esoteric units. The fictional diesel-punk background gives motivation for the weird-science that changes the course of the war and extends the fighting into 1947.

konflikt-47-vs-scott-01

Armoured SS-Shocktroopers take cover in a barn as their truck brews up

What lifts K-47 above a mere campaign book for BA, with a bit of fiction and a collection of special rules that add walking-armour, flying-troops and horror-elements, is that the core mechanics also change. The main shift is adding more complexity to the assault phase, which gives room for specialist close-combat troops to participate on equal footing in the game. Close combat is still lethal, as is shooting at a distance, but the changes mean that both types of units can compete without the game being unbalanced.  The added complexity works in this milieu because of the expanded range of abilities – it allows werewolves to exist on a battlefield full of machine-guns; handled well either can win.

Players of Gates of Antares will recognise the ability to react to enemy orders. This also brings new dimensions to game and is a welcome tweak, keeping both players engaged at the table in ways the IGYG rarely can. Reactions can be great, but while they can save a unit it still surrenders the initiative somewhat to your opponent. It is not always clear what is the best decision, which is what makes it a fun addition. I think the complexity of reaction-orders could be bought into Bolt Action too, although the ability of officers to order units when they activate does fill this niche in a simpler way.

 

konflikt-47-vs-scott-02

The Soviet first wave emerges from the morning mist

I pretty much took my standard Bolt Action Germans, adding some Games Workshop zombies as totenkorps, and a unit of sci-fi stormtroopers as ersatz SS-shocktroopers. We played 1,000 points, so while I usually take a Tiger in the late war (not because they’re ace, but because, well Tiger), I fielded a Stug III.

Scott’s army has more of the new units, with lots of walkers, a sonic-armed tank and a unit of daughters of the motherland. His painting skills are top-notch, let down by snaps with my phone-camera. We played the maximum attrition mission from the book.

konflikt-47-vs-scott-03

The Germans push forward to take up firing positions

The game was evenly balanced until turn 3. The Soviet advance was beginning to stall, with the Germans taking up good positions to take advantage of their better squad based shooting, and the Stug III was giving grief to the Soviet light walkers. It felt like to me like the Germans were about to take the upper hand and start not just laying pins but start to destroy Soviet units. Sensing the weakening resolve of their inexperienced brothers, the daughters of motherland broke cover and charged towards the not one but three LMG nests. Their rush forward left them in the open and taking fire from all sides they went to ground. However their enhanced DNA saw them survive, and by absorbing fire that would have destroyed most other units, allowed the other Soviets to push forward. The Germans found their own attack falter, and break.

konflikt-47-vs-scott-05

Mentioned in dispatches: daughters of the motherland

The Soviets took the field with a major victory over the fascist invaders.

konflikt-47-vs-scott-04

Totenkorps have yet to have a big impact in any game, but they do receive a lot of firepower

If you don’t mind a bit of weird in your world war, Konflikt 47 may well work for you. It adds lots of modelling opportunities and new challenges for your gaming pleasure.

Drop me a line if you want a game and happen to be near the Republic of Northcote.

Sisters are doin’ it for themselves

Rejoice citizens of the Imperium. Those valiant warriors of the faith the Adepta Sororitas have successfully defended Imperial Shrine world WB-R-Murphy-02 from a brutal Chaos Marine invasion. Long a shining light of the Imperial Creed, Murphy-02 found itself threatened and near obliterated by the combined efforts of several traitor legions. However, the Sisters, along with steadfast support from the Mechanicus and several Imperial Knight Houses, stood firm.

oct16apoc01

The Sisters and their allies prepare for the initial Chaos assault

Apocalypse means beer, huge templates, buckets of dice and lots of minis. It remains a favourite with our gaming circle. Big games are especially sweet if you can assemble two themed lists and play with friends over an ace looking table. In the past we have played Tyranids versus Space Marines and lots of Marines against combined daemon and traitor lists. This time we bought in the Sisters and pitted them against a “pure” traitor marine list: no daemons, cultists or dodgy alien allies; 12,000 points a side plus super heavies.

The Sisters set up the center of the table and Chaos came on from both short table edges.


The Sisters won the role for first turn and while tactics can be hard in a game that large, the Sisters players coordinated their first round of shooting well. Chaos never really came back from that opening round of shooting.  Orbital bombardments and combined Knight firepower took out our Titan and the Chaos mad, long dash across no-mans’ land never had a chance to gain momentum.

oct16apoc04

Turns out all you need are some lucky orbital bombardment roles and 3 or 4 Knights and Nurgle’s finest Titan is a smoking, smelly pile.

Once close combat was joined the scores started to close, but Chaos never looked like getting in front. But that is not the point of Apocalypse. You just have to go with the flow, and “forge the narrative”.


A game this large, over 25,000 points on the table, is hard to take in. As a player I find myself concentrating on the part of the battlefield where my forces are and larger trends are missed or confused. This is part of the Apoc experience. Highlights for me include Abaddon and two terminators charging two Imperial Knights. And destroying both. At the other end of the table, not one, but four Saints teleported into the fray, and reclaimed at least two objectives. The stuff Saints live for, surely.

Don’t worry, Abaddon is already plotting his revenge.

It’s war but not as we know it

The safe route for Warlord Games would have been to release a weird war source book for Bolt Action. Add some rules for flying infantry, some new units and weapons, and a few scenarios, and they could have had a viable and fun vehicle for their diesel punk alternative history and the associated miniatures. Instead Warlord, in a joint venture with Clockwork Goblin,  did something much more brave: they created a whole new game, Konflikt ’47.

photo-29-08-2016-9-18-09-pm

Yep, these are GW zombies. But they’re in a truck, which tots makes them totenkorps

Anyone familiar with Bolt Action or its stablemate Beyond the Gates of Antares will recognise the core mechanics of order dice and random turns. But Konflikt ’47 has some distinct mechanics that really help bring this kooky new world to the table in a fun, balanced way.

It is a very clever and rather fun addition to the range. The two largest rules changes are to the assault rules and adding reaction orders. Close combat is still brutal, but the addition of a shooting round as units close to assault means that specialist close combat units like Totenkorp and Shrekwulfen do not automatically dominate this part of the game. Similarly, highly mobile flying units don’t get it all their own way as units can now deliver reaction fire and make other reaction type orders that keep generals at the table and making decisions all the time. All these rules interact in elegant and subtle ways that open up interesting new gaming possibilities.

Existing army books also work with the Konflikt rules. My friend Brad and I tried this out one evening at Games Laboratory. I took a Tiger, some SS vets in armour and a truck load of zombies. Brad took a Japanese list with no weird stuff. The game was compelling (albeit with some page flipping as we took in the new rules), and the Japanese won the day. Turns out medium howitzers can really mess up your day whether you start the day living or already dead!

It was nice to be rolling some dice again, and I think Konflikt 47 is a fun edition to the Warlord Games universe.
D.

It’s blogging but not as we know it

As I suspected, work and family really got in the way of my hobby mojo this winter. I have been blogging, just not here. During the footy season, and my wife and I have been recording the ups and downs of the Fitzroy Youth Girls. Great fun, but not relevant to gaming.

Fitzroy v Ivanhoe 7 Aug 16 25

I have been getting some gaming and painting done, but I’ve been posting to instagram (using the handle @dave2718). I like instagram, the ease of posting straight from your phone is a very attractive. As a mainly a visual platform I find instagram crosses borders and language more than other social media, so I find myself in a wider and more diverse circle than on other platforms. However, just using the phone often means the photos are a bit dodgy. The phone camera is OK, but shots taken without due care for lighting or a bit of hand-held shake are just not as good in general.

Eureka Bunnies

The many groups on FaceBook can also be engaging but can feel a bit too transient.
Most blog posts are a bit more thought out compared to FB, and I like that.

K47 book

With Bolt Action version 2 on the way and Konflikt ’47 just released and Arcanacon not that far away (by my slow painting pace), there is plenty of hobby in the pipeline.

So, here’s hoping to a bit more blogging, painting and playing in the near future.

 

Distractions

I’ve enjoyed a bit of a hobby renaissance these last few months. Unemployment is not all bad. But the real world has reasserted itself and despite my best efforts, a job found me. Expect posts to slow down a bit, as for the next little while I practice my hobby vicariously by reading your posts instead of creating my own. Keep that great material flowing.

As if that isn’t enough, this arrived on my door step:

IMG_1283

Like many wargamers, I am also a role player, and I enjoy Call of Cthulhu very much.

So many choices.

D.

 

VBAL May

Life can really get in the way of your hobby at times. I did managed to sign up for a tour of duty for the May Victorian Bolt Action League event. Three games in a day, held at the excellent House of War in Ringwood. I liked how Tristan organised the day. Rather than the usual swiss chess sort of thing, we were divided into axis and allies, so no blue on blue. He had also appointed overall commanders, who (in consultation with their team) allocated people to tables. Each table had a different mission, so the terrain matched the mission. Both terrific things to bring to an event, and greatly lowered the stress levels because there was no “top-table”.

I took my Germans, of course. They are still my only painted 28mm WWII. At 1,000 points I left my Tiger at home and gave my Stug III a run instead.

I faced Soviets twice and the US once. I didn’t win a sausage all day, but had a cracking good time.

Round 1 Loss to Rick Vaveliuk’s Soviets. I ran out of momentum (and men) in the centre, while a T34 demolished my supply dump on turn 7 to turn a draw into a good win.
It is always a pleasure to fight Rick and was a nice way to start the day

Round 2 Another loss. Soviets again. Having trouble keeping the Bolshevik hoards back today. Kittyhawk Down and a great game.
Thanks Tim, and nice to see the citizens’ militia on the table

Round 3 Loss to Chris in hold until relieved. Turn 3 just saw my Germans taking too many pins and I failed order tests across the board.
Clear victory to the marines.

D.

I<3BA

Bolt Action is a cracking little game and I think that is one reason why changes like the format rules (up to season 3 now) have been embraced by many players. It is a game that is almost there, it just feels like it needs a few tweaks to really make it sing, and the community of players are willing to invest the time in creating these changes. Now that edition 2 of the rules themselves are at the printers, if not already in warehouses waiting on H-Hour, any community changes are moot until we see what the authors themselves have in mind.

I’m looking forward to the new rules, although like most I could do without buying another rule book (and leaving the current one redundant). However, even without the format rules or a second edition, I would still happily play Bolt Action. I would love to see more LMG being fielded, and can see the merit of many of the suggested changes. I’ve written on that before. However, just taking LMG still works as a solution, between consenting adults, even if no changes are made.

13086854_1712900632291068_3786758336784081812_o

Another topic of conversation is tough fighters compared with other options like SMG.
My problem is not with tough fighter per se but with how they are routinely fielded. Tough fighter can be brutal, but I think it comes into play too often because units get a taxi service around the battlefield way to easily.

Units did not stay in trucks under fire. Trucks may have transported units to the battle space, but once there units had to walk (crouch, crawl, run). I think tough fighter would be less extreme if you had to use fire and manoeuvre more frequently to close with your enemy. To this end, I would like to see units receiving fire while embarked penalised even more than they are now. Pins, wounds and the risk of entanglement or cohesion (forced going down) could all come to play. There needs to be a signficant trade-off for arriving in a truck.

heer10

Truck, for the Fallschirmjagers

I like trucks, but they appear too often, I think they are better used in specific scenarios over generic missions. Using a transport to outflank should come with risk of pins to reflect hazard elsewhere on the battlefield, and again to force a trade-off for outflanking in a vehicle. Outflank on foot by all means, your trusty sargeant has led the way.

This allows for the introduction of special rules, either for particular lists (say to represent a dominance of transports, say Normandy US or early Russian campaign Germans) or be mission specific. Flavour as well as crunch. It is also a chance to differentiate armoured personal carriers a bit, where armoured assault and a bit of protection from small arms fire was a thing (Germans put petrol in the Hanomags, they might finally get a run).

As I write this another post topic comes to mind: I don’t actually like army books very much. But boy, I do enjoy the theatre books.

cheers,
D.

Old School Space Marines

Space Marines are celebrating 30 years this week-end. Blimey!

To mark the occasion I dug into the Faith and Steel vaults for the oldest space marines I could find. My own date from the starter set with the Black Templars on the box and dark eldar on in inside, plus a few of the (now out of production) metal figures from the time.

These are fine miniatures but I came across a box of something older. I have on long-term loan from a friend some seriously old marines. A mix of plastic and metal, I would love to hear from anyone who can identify them, because all I know is that they are OLD!

Of course, marines never really retire and these veterans still get the occasional run in Apocalypse games.

What’s hiding in your cupboard?
D.