Saturday, 8 December 2018

Hostile Takeover


I've managed to get a quick game in this evening pitting my fledgling Bauhaus force against the Battleaxe Brigade Mercenaries!

Bauhaus Megacorp has limited resources on Farpoint as it's largely arid landscape is far from the lush forested worlds that they usually occupy but the rich Promethium finds in the tropical equator region of the world has caught their attention. Sadly they aren't the first to arrive and the scout team has discovered a Con-Am Megacorp facility that has seen recent signs of being put back into operation. As they close in on the facility, they realise the place is being guarded by the infamous Battleaxe Brigade, a heavy power armour equipped force that is more than a match for their light infantry.

Unfortunately the Battleaxe Brigade's sensors have spotted the Bauhaus Jaeger squad and it's supporting mech and has engaged them before they can retire now it's vital that the heavily outgunned Bauhaus force retreat from the heavier armoured force but before they go, they want to give the mercs a bloody nose.

I tried out this combination of forces to see how A Song of Blaster would cope with a heavily outgunned force that had the advantage of cover and rather enjoyed playing around with the rules and although the Bauhaus were rather feeble in comparison to the mighty Battleaxe Brigade, they gave a very good account of themselves!

The Bauhaus force lost the initiative early on and never really got it back with the heavy mercenary force splitting up to catch them in a pincer movement using their superior maneuverability and armour. Early on the Bauhaus troops moved forward into the cover of the forested area but with their Forester skill, they moved unhindered through the heavy terrain which provided them with extra cover against the mercenaries guns.

Battleaxe troops score an early kill taking down the Bauhaus mech and a Jaeger with heavy fire. 

The Bauhaus mech was rather heavily armed but got itself shot to pieces by the two mercenaries in the ruins who piled rapid fire into it before it exploded. It could have easily gone the other way though as the Bauhaus mech scored hit after hit on the mercs with both it's assault shotgun and beam but poor dice rolling saw it get taken out before it did much more than chip the oppositions paint.

 Battleaxe positions early in the game

At this point, things were looking pretty grim for the Jaegers, especially when the mercenaries hit them with repeated rocket volleys but they weathered the storm of fire and in a withering return of fire, managed to blast one enemy trooper to pieces and badly damage the second.

 Battleaxe Drones do nothing!

Possibly the worst unit in the game was the Battleaxe Brigade's drone support which consistently failed to activate for most of the game. I suspect Bauhaus tech's managed to jam their CPU's!

Dakka Dakka! Kaboom!

Sadly despite their best efforts, the second mercenary unit swept around the Bauhaus troops rear and a withering volley of fire from the damaged but still shooting trooper in their front saw the squad lose two more troops at which point they were forced to withdraw before being wiped out.

Drone view of the battlefield

Despite getting beaten, the Bauhaus did remarkably well against their heavily armoured opponent and I suspect that a second squad toting a missile launcher is going to be getting added to my fledgling force soon.

The Battleaxe Brigade on the other hand worked very well together and I really need to add a fifth member to the squad to round out the force. I've also got a couple of techs and some security types to paint up to represent rear echelon forces for their opponents to shoot up when the opportunity arises!


All in all, I had another good fun game with the rules I'm working on and better yet, it's inspiring me to keep working on it and add to the forces I currently have, not to mention giving me ideas for new units to add to the mix in the coming year!

Hopefully I'll get another game in tomorrow evening as a game of A Song of Blasters generally runs for 20-30 minutes!

In the meantime, All the best!

Monday, 3 December 2018

Incident at Promethium Plant 17


I've just managed to play a couple of really quick little skirmishes using my Song of Blasters test rules and thought I'd post the results here!

Seething at the loss of his snazzy new lander last month at the hands of some uncouth Badmoon Orks, the Governor General has dispatched a combat team of Ultramarines of the second company under the command of Marine Veteran Harland to punish the clan responsible for the loss of his prized ride.

Having tracked the warband for some time, Harland has finally caught up with his quarry near an abandoned Promethium plant. The Orks have realised they have been followed and turn to face the numerically inferior humies...

The Battlefield

In Song of Blasters, each side rolls for initiative with a D10 with the highest getting to try and activate first. Activation requires the unit to roll over their Quality score on a D10, something the Space Marines did repeatedly early on in the battle (quite an achievement as their Quality is 2+!).

The Orks on the other hand had a better time of it in the early stages of the skirmish, rapidly closing on the Marines position in a typically forthright manner by charging forwards chanting and shooting wildly in the air.
Ere We Go!

The Marines soon regained the initiative and their better Quality began to show as they were regularly getting activations when the Orks flubbed resulting in the Marines reaching the ruins before their foe.

 The dash for the ruins

Despite reaching the cover of the ruined Promethium plant, the Orks scored a lucky hit with some wild bolter fire resulting in a Marine taking a wound having been shot in the face while peering through a ruined window.

In shooting, the shooter rolls a D10 and adds their Shooting stat, in this case a 4 for the Orkish blasters. The defending player rolls a D10 and adds their armour rating, in the case of the Marine, this was a 6 reflecting both his heavier armour and superhuman skills. The Ork hit with a 10 while the marine rolled low resulting in him taking a wound!

On the other flank, the second Ork unit approached the Promethium tank with caution, aware that the Ultramarines had a rocket launcher which had the range to hit them at a considerable distance. 

 The Promethium tank

The next turn saw the Orks luck run out with the first Marine element rapid firing their Bolters at the now exposed Ork Boyz wiping them out in a blaze of explosive shells. (I realised at this point that Rapid Fire was probably a wee bit overpowered as it allowed the Marines to shoot twice. In future, I will change this to them adding plus 1 to their shooting stat).

 Eat Bolter shells alien scum!

Meanwhile on the other flank, the Orks had taken a casualty from the second Marine element but the remaining visible Ork resisted Bolter fire and a direct hit from a rocket launcher


The remaining Orks, enraged at the loss of their fellow, broke from cover and let rip with everything they had at the rocket launcher unit but only managed to cause a single wound. The final turn of the game saw the other Marine element close in on the Orkish position and pepper them with shot, forcing them to retire and lick their wounds.

All in all, the game went well and was lots of fun but I need to tweak a few things here and there to make it a bit less overly shooty.

I even managed to play second game using the same units but with the revised rules and stats. The result still saw the Orks vanquished and driven off but with much closer results. I think in future, I may need to bulk up my Ork units to 6-8 strong to counter the might of the Marines who waded into the battle and survived pretty much unkillable.

 'Tis but a flesh wound.

I'm trying to tweak the game so that Marines are dead hard and shooty and rather killy in close combat but are going to be badly outnumbered so will need to shepherd their resources as even a single loss will be felt badly. The Orks on the other hand will be more inclined to get stuck in quickly, using their somewhat ineffectual shooting to weaken their foes before getting into close combat.

Maybe another try with the addition of a unit of Grots might spice things up a bit...

The final Ork position

Harland glanced at the rusted yellow armoured bodies that lay scattered around the old Promethium plant. It had been a short and bloody engagement which saw the Xenos driven off with significant losses in return for only two injured. Yes the Orks had been chastised for destroying Imperial equipment and attacking the Governor Generals forces but Harland knew the warlike Orks wouldn't take this lying down. 

Still it had felt good to get back into combat following months of travel from their last deployment and his squad had operated well together and if the Orks sought to make war on the Imperial presence on Farpoint, Harland knew his troops were more than a match for the savages. 'Let them come!' he thought. The Ultramarines will drive them back to the badlands humbled and bloodied and show the rebellious frontier what Imperial might really meant.

Hopefully I'll get chance to play a larger skirmish soon but I first need to paint up more Ultramarines and finish the Power Armoured Ork Nobz and Warboss I've been sculpting!

In the meantime, All the best!

Sunday, 2 December 2018

Project Challenge: 2nd Edition 40k Small Scale


I've been humming and hahing about a post for the last couple of weeks and have even typed up a couple extolling the virtues of small scale gaming but haven't posted them as I suspect I've already posted similar articles over the last couple of years.

Instead I've decided to set myself a small scale challenge to round out the year and set me up for next year in the form of 2nd edition 40k!

I've really fond memories of 2nd edition 40k with it's monopose plastic figures, cardboard scenery and flimsy paper rulebooks and thought it would be a good idea for a project to replicate the contents of the 2nd edition 40k boxed set for a smaller scale. I can then potentially use it as a springboard into larger armies for both the Blood Angels and Goffs that the game came with.

The first thing I need to do is sort out figures for the set and looking at the contents list, I will need the following:

20 Orks with axe and bolt pistols
40 Gretchin with autoguns
2 Space Marine Sergeants with bolt pistol and chainsword
2 Space Marines with missile launchers 
2 Space Marines with flamers
14 Space Marines with bolters
1 cardboard Ork dreadnought

Now the plastics for 2nd edition were pretty naff to be honest and painting 40 Grots with autoguns, all in the same pose used to be an utterly dreadful chore but in 15mm scale, I think I can manage it!

Looking around the Interwebs, the best choice appears to be VANGUARD MINIATURES who actually do packs of 20 not Space Marines and 40 not Gretchin and 20 not Orks which have the added bonus of them not all being in a single pose which will be a major plus for me.

The other option is to make it all myself with the help of some sculpting and casting but we shall have to have a ponder on which I want to do as there's something rather tempting about the thought of casting up my own sculpts!

The next thing I will need is scenery. The original boxed set came with some rather nice cardboard ruins which should be fairly easy to replicate:

I'm fairly sure I've got a scan of the original ruins somewhere and plan on printing them out at about 50% scale and with the application of some foamboard, I should have some nice sturdy terrain. I must admit I do like the fact that in the 90's even ruins were rather brightly coloured!

There's also a plethora of templates, tokens and cards to deal with but I shall cross that bridge when we get to it. I'm fairly sure I actually have quite a few of these gubbins kicking around but I'll need to have a rummage to see what I have and what I need to sort out...

Hopefully this project will keep me entertained for several months to come so watch this space for updates!

In the meantime, All the best!

Tuesday, 20 November 2018

40k 15mm Style: Orks Part 2


So I've spent a little bit of time trawling the interwebs for suitable 15mm scale Ork proxies and this is what I've found thus far:

Ground Zero Games

Possibly the largest selection of 15mm scale sci-fi figures in the UK at the present and they even produce some suitably hulking alien types that make excellent Ork proxies.

There are currently 3 packs available consisting of two packs of grunts and a heavy weapon team. While they are a bit more hard sci-fi in styling, they'd make an excellent addition to any Ork warband and looking at the other 15mm Orky projects folks have done, they seem to be the popular choice.

Vanguard Miniatures

Vanguard have made a name for themselves in small scale gamers with their rather wonderful selection of Epic related sculpts but do also produce some really rather snazzy Boyz too in the form of Skinnerz.

Wartrukk (not painted by me!)

These Orkish types are more similar to the newer GW style of figures but look fab and showcase what one can do with 3d printing these days. I have to admit that I was unaware that they even made 15mm scale Trukks now too.

There's currently about a dozen packs in the range which includes some rather good warbikes for a Kult of Speed and are well worth a shot if you're looking for a more brutish Ork aesthetic.

SLAP Miniatures

SLAP Miniatures also produce a range of Ork proxies called Dorkz which have a somewhat more old school charm to them but are only available in a single pack which is a bit of a shame.

These chaps are a bit of a hybrid stylewise between classic Ork and newer 40k stylings and do have rather a lot of character with somewhat zany weapons and the odd xenos types the pack also includes.

Alternative Armies

Alternative Armies produce one pack of Ork proxies in their Space Viking range that I sculpted many moons ago. They're pretty crude by modern standards but they form the basis of my Badmoon warband:

I also converted some of the other Star Viking range into Ork heavy infantry for my own setting and they do the trick in a pinch!

They also produce some Malig Troops in their Ion Age range which look good too!

CP Models

CP also have some interesting sculpts that again, while a bit crude, do have buckets of character that are worth a punt on.

I also converted some of the Human Adventurers to add to my current warband (as they were sculpted by me too, the style fits in with the Space Vikings from AA).

I'm sure there are others out there making suitable Ork proxy miniatures and combined with a bit of converting, sculpting and bodging, there should be pretty much enough for most Warbosses to put together a decent warband so hopefully this rambling report will encourage folks to give 15mm greenskins a go!

In related news, I've almost finished sculpting my warboss, Orko Fatbelly and will post some pics of his portly magnificence once I've got him finished and painted!

In the meantime, all the best!

Monday, 19 November 2018

40k 15mm Style: Orks Part 1


I thought I'd spend a little bit of time pondering on playing games set in my re-imagined Imperium in 15mm scale and thought I'd get the ball rolling with the Orks!

Now in my version of the Imperium, Humanity has moved from a scientific dark age into something a bit more like a renaissance where the Imperium once more ventures out into the stars and human life is no longer short brutish and bloody with pretty much everyone being doomed.

My current Ork warband is pretty small and I will be using the next few updates to post some details on my plans for them...

The Orks are still a rather brutal and warlike culture but the long arm of the Imperial Code has encouraged several clans to settle relatively peacefully in Imperial space. Saying that, the Orks are by nature a warlike culture and the Imperium has sought to channel their more violent tendencies into something practical, namely unleashing them on their enemies.

The most integrated of the Ork clans are unsurprisingly the Blood Axes who settled en-mass in the Imperial frontier sectors and regularly supply enthusiastic regiments of warriors to the Imperial warmachine as it gives them the chance to have a good ruck with some dead snazzy dakka! (forgive the Orkish!) and the Imperials tend to send them to the bloodiest of warzones for some reason resulting in the survivors being dead hard and bedecked in medals (not to mention scars, bionic replacements and many, many war stories to tell yoofs!)

Others such as the Deathskulls and Badmoons will join Imperial forces if the money's good but are also prone to raiding their sometime allies when bored or in search of loot. The more traditionally minded Goffs and Snakebites tend to be more antagonistic to the Humies as they feel they are watering down Ork Kulture. The Evil Sunz agree to some extent but the temptation of laying grubby hands on Imperial tech is often their deciding factor.

In the Farpoint sector, the largest Orkish Klan is the Badmoons under the command of Orko Fatbelly, a scoundrel of an Ork who has risen to power due to his low cunning and vast wealth. He's thus far managed to keep the Imperium from unleashing a full scale attack on his holdings by bribing the previous Governor and supplying troops when paid to ward off attacks from rebel forces. 

As his name suggests, Orko is a massively fat Ork, something he is inordinately proud of and he tends to spend most of his time lounging around eating vast meals with his equally chubby Nob retinue but when angered can be a terrifying opponent. 

His warband is armed with the best gunz and equipment his Mekboyz can provide and also has quite a decent amount of looted tech to give him an edge in combat and the new Governor General is becoming rather alarmed at his sway in Imperial space, a matter not helped by the Governors own lander being recently shot up by some of Orko's boyz.

I had hoped to put together a quick guide to my reworked Song of Blades but have currently got a games table covered in books as we got a couple of new and larger bookshelves to store our terrifying book mountain so I'll be using the downtime to put together some of my thoughts on the reimagined Imperium instead.

Hopefully I'll have a couple of updates in the next few days covering all manner of Orkyness as well as looking at what miniatures are on the market at the moment for the 40k gamer in a smaller scale!

In the meantime, All the best!

Monday, 12 November 2018

Skirmish at Con-Am 17


I managed to play a quick game of my heavily modified Song of Blades last night which pitted the forces of the Governor General against the local Orkish tribe.

I didn't manage to grab a few pics of the action:

The Imperial forces suffered from a decided lack of motivation at the start of the battle due to some really rubbish activation rolls which saw most of them stuck in their own deployment zone for a large chunk of the game:

 The criminally unpainted Sentinel scurries forward

Entertainingly, our cat Mab decided to invade the battlefield whenever I rolled a dice which made for an interesting obstacle on the table:

 Quake before the mighty death cat!

The Orks didn't suffer from any lack of motivation and they cheerily charged forward blazing away at the Governors private shuttle riddling it with bolter shells and setting it ablaze.

 Dakka! Dakka! Dakka!

They also spotted the unpainted walker and proceeded to light it up too causing considerable damage to the embarrassingly underpainted machine.

Meanwhile on the right flank, the Grot herders surged forward towards the now badly damaged walker while the local Mekboy zoomed towards the command squad in his souped up Speeda.

 The action heats up

By the mid point in the battle, the Orks pretty much have control of the refinery but suddenly stall, again due to poor activation rolls which allowed the Imperials to regain the initiative.

 Orks get distracted by watching the Governors ride burn...

Slowly the Imperial troops, no doubt chivvied on by the incensed Governor Generals shouting about his treasured lander going up in flames while they skulked in the trees.

 Midway through the battle

At this point, Mab has briefly calmed down and was now reclining on her chair watching the action unfold.

Just as the Imperials seized the initiative, having shot up the forward Ork squad, the enraged Orkish survivors shot up the already damaged unpainted Sentinel sending it crashing to the ground in a ruined, unpainted wreck.
 Jeering Orks

Meanwhile the Mekboy, closed in on the Governor's command squad and gunned down one of his bodyguards with his Super Snazzy Mega Gun.

 The Mekboy performs a driveby 

The return fire from the survivors of the command squad was surprisingly effective as the Mekboys Kustom Mega Shield Generator spectacularly failed to deflect or defeat anything whatsoever and the speedsta hurtles on out of control and belching flames.

Eventually, the Imperials forced the Orks to retire leaving most of the Grots full of holes but it was a pyrrhic victory as the Governors shuttle burned and one of their Sentinels destroyed too.
 Imperial Troops finally move out of the forest

I really enjoyed playing out the game and the rules are shaping up nicely. I still need to work on how activation works but combat was suitably bloody rather than the more usual push and shove of Song of Blades.

Imperial Sentinel of utter uselessness

The most useless model of the game goes to my painted Imperial Sentinel which managed to activate only once in the whole game and spent pretty much the rest of the battle lurking in the shrubbery. The Governor General will be spending some time encouraging his troops to be more zealous in future...

I really need to paint up my second Sentinel as it's lack of snazzy paint saw it shot to pieces in its first game!

Wednesday, 31 October 2018



While I've been spending a lot of my spare time sorting out the flat, I've managed to paint up a few civilian types to inhabit the frontier towns of Farpoint!


I picked up a pack of Ground Zero Games civilians a few months ago in their sale and have finally managed to getting around to painting the first half of the pack. They're nice little sculpts, even though their heads are a little on the large side. 

Ironically it seems to have given them real character, as I really like them, especially the orange and black clad fellow who has now been dubbed Gunter!

More Civilians

Here's my current civilian selection, being a mixture of GZG and Alternative Armies. I've converted a fair few of the AA ones though as their proportions were a bit iffy. I really need to paint the rest of the little chaps and chapesses so I have a decent selection of terrified or clueless NPC's to get in the way during shootouts!

Join the Pudding Cult!

I'm also wondering if the same civilian sculpts can be converted to zombies with the application of a few small bullet holes, missing limbs and lots of blood!

Sadly I'm having to head out to work soon but hope to get chance to paint some more gubbins in the not too distant future!

In the meantime, All the best!