About dave2718

An outlet for my wargaming observations so I don't drive my family more batty than absolutely required

Red on Blue

With rage and excitement (sometimes in the same person), the 40K community is looking forward to the launch of 8th edition next weekend. I see a few battle reports for 8th are already popping up , but my friends jumped the other way, as we assembled to farewell 7th in proper WATT style: with a chaos on chaos apocalypse game. We threw down two twenty thousand point armies: so 40k of 40k.  Nurgle and Tzeentch joined together to battle a coven of Word Bearers and Khorne for bragging rights at the next Eye of Terror Pie Night.
201706 Apoc 12
We kept it simple: basically lined up our toys and charged forward. Apoc is such a random mess of events going on it is difficult to build a narrative out the game. Titans threw down huge templates. Successive waves of terminators, then daemons, then more terminators deep struck and the armies lost all cohesion into a one seething mosh pit. We expected this might happen, which is one reason why we sorted by colour at the start.


You know the drill, ones were rolled, sixes were rolled. Miniatures were removed by the kilo, and lone daemons managed to survive to contest objectives. High point for me was Abaddon surviving not one but two D-weapon blasts – a dude doesn’t get to run the black crusade for nothing.
201706 Apoc 2
So long 7th, see you on the other side.
D.

Advertisements

I’m in a pod cast!

Not a lot of painting and just a bit of gaming in recent weeks.

However, I have now appeared in a podcast for the first time. Long-time friend Brad hosts LRDG II, a show about gaming in general and often Bolt Action in particular.

First half is a discussion about Games Workshop new one: Armageddon; I’m in the second half speaking with Leigh and Brad about a recent trial run for a Bolt Action tournament with a slight twist.

cheers,
D.

Assisting with enquiries

I found some old, old minis the other day. Most of which I don’t know what they are.

I think this one is from Citadel, an Aly Morrison cave troll from the 80s (complete with 80s paint job!):31195856080_13e080d727_k (1)

But I don’t know who this bad boy is?31567884495_d735b74727_k

Plus some skeletons, also from the 1980s, by I think Ral Partha, along what looks like Fiend Folio era githyanki and some goblin-looking thing:

31530225646_a314359959_kAny insight into this hazy trip down memory lane would be much appreciated.

Cheers,
D.

 

Eureka Rocketeers

I always enjoy visiting Eureka Miniatures, there is always something new to have a look at, often just before it appears on the web. Nic has a lovely way of getting you to walk away with more than you meant to when you walked in.  The team create some lovely, quirky and characterful miniatures. A nice example is the Pulpitations range by the crazy talent of Kosta Heristandis. I picked up a unit of the Rocketeers back in August last year:

33520904425_bc5d0c1ddd_k

Some of the rocketeers prior to clean-up; there isn’t a lot to do, some minimal flash and mould lines

Other projects were in the queue, so they joined the rest of my US army in the cupboard:

32706151723_312fa02a4e_z

Eventually these guys will get to invade Italy

So, with a vague idea that I won’t buy anything new until I paint the stuff I have – hah, like we all know how well that works! – I did make a start on the Rocketeers:

In part I used it as an opportunity to test some green colours for the US. (Or is that green color, when you do the USA?)  I bought a selection of women with caps and helmets. All of the figures come with either.

They are nearly done, the bases mostly, but I think the US need to come forward in the queue so I can have an excuse to get these girls on the table. K-47 has jump troops, so I think they will work nicely to add a touch of weird science to what I intend to be mostly a Bolt Action force:

33520902755_899e3a1d26_k

33363840642_b9be0ad1e9_k

Just noticed googles and some other bits and pieces still to do. So, nearly there, but not quite

Catch you around the battle fields of 1947 one day.

D.

PAKing heat

Anti-tank guns were deployed far more frequently on the battlefields of the second world war than you sometimes see on the battlefields of Bolt Action. I’ve got no data to back this claim up, but I suspect that the changes to HE in version 2 may the mix move back to a more historic mix. Again, no data. Anyway, I’ve decided to do my bit by finally assembling and painting a PAK-40 I picked up many months ago from Black Tree Design in one of their frequent sales.

I didn’t enjoy putting this model together – usually the lack of assembly instructions for BTD models is not a major hurdle, but I suspect that I’m not alone in muttering as I build some arty.Anyway, Google was an ally and I ended up without too many pieces left over and the model undercoated.32717942200_9ebb1562c0_k

I got as far as a base coat (with a can of german looking yellow I found in the shed), and lost interest again for a while. I considered leaving it at this stage.
32944026252_d6e3bbfbd6_kNor were the crew in a good state:33058483646_fd3102adf4_k

They even had a Dwarf along for advice. My hobby mojo was missing. I was saved by my nephew. He showed me some of the Germans he was painting. And they were good. I got inspired, and picked up a brush again.

Not my best work, but table ready. Phew.

Now, back to the lead mountain.

D.

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.