Showing posts with label Song of Blasters. Show all posts
Showing posts with label Song of Blasters. Show all posts

Monday, 2 May 2022

Skirmish On New Viridia

 Hi!

I figured it was high time that I actually posted a bit of an actual hobby update so spent a bit of time this evening playing a quick skirmish using some home brewed rules and featuring a squad of Viridian Assault Marines skirmishing with a Goff warband for control of an abandoned outpost on New Viridia.

The Setup

New Viridia is a megacorporate owned planet that consists of untamed rainforests and large, warm oceans. Settled at great expense by the Viridian Megacorp, it has been used to harvest all manner of rare plants and other compounds for the pharmaceutical sector as well as targeted mining for rare earth minerals and also contains several large farming and fishing franchises all under Viridian control. 

Recently several isolated outposts have gone quiet and when a garbled call for help arrived from one such settlement, the Viridian security force dispatched some Assault Marines by VTOL deployment to secure the site and destroy whatever force was responsible for the raid. 

Upon arrival, the Viridian force found the settlement in ruins, bodies of settlers strewn around the site showing obvious signs of brutal violence and several Ork glyphs daubed on the few buildings that remained standing and as the marines began to sweep the settlement, their scanners recorded incoming blips from the north.

The scenario sees the Viridian troops tasked with driving the  Orks from the settlement while securing as many buildings as they could. In return, the Orks only objective is to wipe out the humies and carry off their loot to their encampment.

The Forces


The Viridian force consisted of a combat squad of three power armoured Assault Troopers armed with blasters, one heavy blaster and led by a sergeant with a power sword and plasma pistol. 


The Ork force consisted of two squads of four Orks led by a Nob and a squad of five Gretchin. The Orks had blast pistols and axes while the Nobs had power weapons and Kombi Blasters (potentially potent but possibly useless depending on a random dice roll each time they were fired) whilst the Grots had a mixture of swords, clubs and a few rusty Autoguns.

The Viridian's would be badly outnumbered but have better arms, equipment and training but would that prove to be enough against a larger Orky onslaught?

The Game


The Viridian's seized the initiative and while the heavy weapon trooper and his number two took up position on the scrap pile in the centre of their deployment zone, the sergeant led his two remaining troops towards the ruins on the east of the settlement.

Bellowing foul Orkish oaths and battlecries, the Ork troops began rushing forward blazing away enthusiastically with their guns, keen to get to grips with the hated humies.


Fire from the heavy weapon trooper in the first few turns saw the lead mob pinned next to a building and after taking ineffective fire from the Gretchin, blasted three of the diminutive greenskins to pulp and sending the survivors running back towards their own deployment zone.


Unfortunately, this distraction allowed the second Ork mob to sweep around from cover and assault the Viridian's in the ruins to the east. 



This assault saw the two troopers cut down by the larger Ork force and while the sergeant fought bravely and succeeded in slaying the mobs Nob, he too was eventually dragged down by the remaining Orks.


Realising their predicament, the heavy weapon trooper and his comrade atop the scrap pile blazed away at the until now pinned Ork mob but bellowing curses, the Nob in command managed to shrug off the intense fire and lead his underlings forward with a roared WAAARGH! The Viridian troops managed to fell one charging Ork but the Nobs surprisingly effective Kombi Blaster managed to vaporise the heavy weapon trooper at which point the remaining trooper fled to the LZ to escape the greenskin onslaught that had killed the rest of his squad.

Conclusion

The game was rather fun and it was great to spend 45 minutes playing with my figures and getting an actual skirmish in. I must admit I expected the Viridian's to do a bit better so next time may reinforce them with a few more troopers to bulk up the force. The Orks on the other hand were brilliant and played in suitably Orky style by charging headlong into their foes and krumping them.

I'll need to get some more stuff painted so I can play some more slightly larger scale skirmishes as they're great fun and may even add a small vehicle or two to the mix to see how things go!

Hopefully I'll have chance to play another skirmish or two in the coming weeks but until then, All the best!

Monday, 12 April 2021

Lockdown 2.0 Project Log Day 109: Battle for Jango's Landing

 Hi!

In a fit of nostalgia I pulled some of my old Epic collection out of my display cabinet and had a quick game using my own rules so without further ado, here's the battle report!

Background

While the Inquisition are probing the sewers beneath Farpoint's capitol Freeport City, Lieutenant Bolivar of the Ultramarines has been dispatched to defend one of the planets outlying settlements from a raiding party of traitor Marines.

Arriving from the north west, his scouts report that there is a force of the Sons of Titan rapidly approaching from the south and east and Bolivar begins issuing orders to his small force. The traitors will not ravage Jango's Landing while a single Ultramarine draws breath!

The Forces


Lieutenant Bolivars force consists of one command stand, two tactical stands, a Centurion battle suit and a land speeder. 


The Sons of Titan are lead by Konnix Darkslade, Champion of Titan. His force consists of one command stand, two tactical squads (one of which has a missile launcher upgrade), two rebel Squat squads and a Rhino APC.

Now these may seem like piddly forces for an Epic scaled game but I'm quite a fan of playing small games in the scale and looking at the two forces, they are about the size of a 2nd edition 40k force just scaled down.

The Setup


The game takes place in the town of Jango's Landing and as such there are a number of buildings scattered about the board which provides heavy cover for those occupying them. I didn't bother coming up with any scenario objectives, with the winner being whoever drove off the other force.

The Ultramarines deploy in the north west whilst the Sons of Titan arrive in the south east of the board. The board itself is 2'x2' and I was keen to see if I could play a game using such meagre space.

The Game

Aware that his force is outnumbered, Bolivar splits his tactical squad into two combat squads allowing for more flexibility and orders his forces forward. Like Epic Armageddon, a unit may activate normally and can then be pushed by passing a command check. If they succeed, they may activate a second time but if they fail, they receive a blast marker.

Turn one saw the Sons of Titan Space Marine squad rushing forward into the towns industrial zone, no doubt in search of supplies to loot. Their commander Konnix is distracted by his comm unit's snarled warning that Imperial troops are approaching his position and fails to activate while the forces Rhino speeds along one flank and the Squats move forward towards the town centre.


The Ultramarines begin to deploy with the two combat squads moving forward towards the town along with the command squad, who like the chaos commander, fails his activation check. The Centurion clanks forward towards the rock spires that overlook the towns northern edge, preparing to bring down heavy fire on whatever traitor he sees. Finally the Ultramarine speeder skims south towards the woods, intent on bringing some hurt to the traitors they detect moving towards the warehouses.


Turn two has activations swap between both sides fairly smoothly with the Ultramarine speeder rapidly closing on the traitors positions whilst both sides begin to consolidate their positions with the Ultramarines moving further into the town and occupying several buildings, preparing to use them as defensive redoubts to pour fire on the traitors when they approach.
 
The traitor Rhino speeds forward into the town, seeking shelter from the Ultramarine Centurions heavy weapons systems and the traitor marines close in on the warehouses chanting songs of battle as they do so.


Turn three has the action starting to hot up with the Ultramarine speeder making a drive by attack on the traitor marines but their fire only succeeds in placing a blast marker on the Sons of Titan. 


The failed attack is costly as the outraged renegades pour through the gap between the warehouses and rain fire into the loyalist skimmer and despite desperate evasion measures is sent spiralling to the ground in a ball of fire as bolter shells find it's engine. Chanting and bellowing, the traitor marines prepare to move on the main Ultramarine position.


Brother Vexus, the Ultramarine manning the Centurion battle suite spots the renegade tank but is unable to get a fix on it as it thunders behind a nearby building but his sensors do allow his weapons array to lock onto the traitor Squat squad and he proceeds to blaze away with his heavy bolter, shredding one of the stands and sending the traitorous survivors reeling.


Turn four has the traitors Rhino rapidly approaching the loyalist position and this time Brother Vexus can draw a bead on the tank and his heavy bolter fire shreds the machine.


Enraged at the loss of their tank, the Sons of Titan marines storm forward firing on one of the Ultramarine combat squads with their missile launcher causing no casualties but inflicting a blast marker on the stalwart defenders as the missile blasts a large hole in the building they are occupying.

Return fire from the marines is out of range and they hold their position, forcing the chaos marines to advance on them in the next turn.

Meanwhile the traitor Squats finally rally back in the chaos deployment zone and the renegade commander Konnix moves forward as fast as he can to support his renegades who are engaged in a fierce firefight in the town centre.

Turn five begins with the Sons of Titan marines rush into a series of buildings opposite the Imperial positions and open fire on the second combat squad. The ensuing firefight is savage and both sides take blast markers but the combined weight of fire of the Ultramarines as well as some poor rolls by the Chaos troops sees them wiped out.


Approaching the scene of the firefight, the rebel commander Konnix realises that his men have been slain and the Ultramarines are in possession of the town and that no doubt reinforcements are on their way. Cursing the loyalist scum, Konnix gathers up his surviving marines and retreats towards their landing zone, vowing revenge upon the Imperium in general and the Ultramarines in particular.

Conclusion

Well I had quite a bit of fun with that game and things went well for the staunch defenders of the Imperium! I need to rework the command system a bit as the renegade commander spent much of the game failing to activate due to poor rolls so will need to take that into account in future games. 

Konnix should have deployed in the Rhino and stormed forward with his renegade marines as I feel the combined force would have probably been able to overwhelm the Imperial positions but I sent it off by itself to distract the Centurion and stop him blowing away my marines.

I've really enjoyed playing in 6mm again and suspect that I'll be dusting off more figures in the future to play some slightly larger skirmishes and may need to make a stand to represent some of the assorted warbands that I have in 28mm scale as it would be great to have games using different scales to represent small encounters on the battlefield or as part of a larger campaign where the action hots up with a rebel uprising or xenos invasion forcing the different warbands to choose a side!

In other news I'm working on a load more sculpts for my fantasy project and should have some more stuff to show tomorrow but until then, All the best!

Sunday, 21 March 2021

Lockdown 2.0 Project Log Day 86: Encounter at Warehouse Epsilon

 Hi!

I managed to play a quick game last night so without further ado, onto the battle report!

The Background

Following the skirmish at Way Station 13, Vash has followed his colleague, Maximo into the badlands of Lowe and as a new day dawns, Glitterberry’s sharp eye spots a crumbling industrial base amid a distant mesa. Deciding to investigate, Vash, Glitterberry and Master Lee make towards the structure. 


However as they get closer to the base, they see a group of red clad figures burst from a nearby gully and rush towards the building. Realising that they too are intent on plundering the structure for whatever interesting and long forgotten tech it may contain. 


Shouting encouragement to his companions, Vash breaks into a run, determined to seize the buildings contents for himself as whatever lost tech it contains may be vital in his research.


Vulcan is one of Maximo's foremen (the very people Vash has entered the badlands of Lowe to find) but his master has unknown plans of his own and Vash is an unwanted nuisance who must not be allowed to gain access to the tech that Maximo wishes for himself. As such, Maximo has sent Vulcan and a small retinue to deal with Vash and take the lostech he has heard rumour of being in the ancient industrial ruin.

The Forces


Vash armed with power armour, a stub pistol and thunderhammer and is accompanied as usual by Master Lee the martial arts master who has light armour and Glitterberry the Eldar who has medium armour and a shuriken catapult.

Vulcan is armed with a flamer and has heavy armour and a cybernetic arm. GX776 is equipped with a grafted powerfist and Grizelda is armed with a grafted powersaw and combat drugs. Neither of Vulcan's underlings has any armour.

The warehouse itself is defended by a trio of security droids armed with short range blasters and medium armour. They begin the game offline and only roll to activate if someone enters the building and will move towards the closest visible enemy, firing as they do so. Due to their great age, they must roll each turn to see if they activate.

The Setup

The battlefield itself is strewn with scrub, fungi and ruins with the warehouse being a large structure with two doors, one on each side. The doors require a test to see if those attempting to gain access can figure out the ancient controls. The other option is to rely on brute force to break them open.

Vash and co enter the battlefield from the East while Vulcan's party enter from the South. 

The Game

Vash wins the initiative and makes a run towards one side of the large warehouse with Master Lee easily keeping pace with him. Glitterberry, showing a bit more caution fails to activate.


Meanwhile, on the other side of the building, Vulcan, the leader of the mysterious group runs towards the other doorway with Grizelda loping alongside him. Seeing the distant Eldar, the Grafted Xenos GX776 breaks away from the others and stalks through the ruins towards Glitterberry, intent on killing and devouring the Eldar.



Turn two starts with Vulcan trying to figure out the rusted entry hatch but the stubborn controls refuse to cooperate. Grizelda moves forward to protect her boss, her combat senses tingling and her buzz saw idling…


Vash manages to open his door without any problem at all but becomes distracted by the arcane operating system and spends the rest of his activation scribbling notes onto a data pad (gamewise, Vash tried to activate a second time and failed his activation test and it's becoming rather in keeping with the easily distracted Mechanicus!).  Rolling his eyes at his bosses shenanigans, Master Lee drifts past him and plunges into the shadowy interior of the warehouse.



Glitterberry, sensing the approach of the xenos, moves forward cautiously, his shuriken catapult covering the nearby broken ground.



Deep within the warehouse, long sleeping systems begin to boot up and a trio of security droids begin to come online. Their sensors, now badly degraded cannot determine exactly what the threat is but aware that something has entered the warehouse.



Turn three has Vulcan seize the initiative and finally manage to get the door open and enter the building. Hearing the door creaking open, Master Lee launches himself from the shadows and proceeds to beat the tar out of the startled Mechanicus leader and taking him out of action. Seeing her boss go down, Grizelda screams incoherently and throws herself at the martial artist. The ensuing combat is brutal but Lee is driven back, wounded but unbowed. 



Vash is still distracted by the doors OS system and fails to activate and GX776 hisses and busts into a loping charge at Glitterberry but finds himself just out of charge range of the Eldar. Restraining a shriek, especially at the unlovely nethers of the vile xenos that has appeared in front of him, Glitterberry opens up with his shuriken catapult and is horrified to see the beast shrug off the first volley but the second manages to knock the creature off its feet.



The first of the security droids trundles out from its concealed niche and its sensors pick up Master Lee and opens fire on the injured martial artist taking him out of action.



Turn four saw the Imperials win initiative again and Glitterberry, closing his eyes at the horrors of the sight of the sprawling Xenos, opens fire with his shuriken catapult riddling the beast with fire and holding down the trigger until the ammo disc runs empty and the grafted alien is very dead.



Finally realising that his companions have been fighting, Vash stirs himself and moves into the warehouse, skirting the wall to avoid the attentions of the activated security droid. Seeing Grizelda standing over the downed form of Lee, he opens fire with his stub pistol but the lead projectile bounces harmlessly off the cyborg. Grizelda snaps her head in the direction of the gunshot and sees Vash lurking nearby with a foolish look on his face. Snarling, her combat drug dispenser delivers a kick of adrenaline and she hurls herself at the imperial. Despite his thunder hammer and heavy armour, Vash is driven back and sorely wounded by the insane cyborgs spinning blade.



The second security droid moves out but cannot see anything moving while the first droid suffers a short circuit and fails to activate.


Turn five has Vash summon his courage and take a flailing swing at Grizelda but is knocked senseless by the frothing cyborg.


Hearing the conflict inside, Glitterberry moves forward cautiously and peers into the warehouse, seeing the hulking security droid, he opens fire again and reduces it to scrap. 


Grizelda, having taken down her foe, remembers that her master charged her group with securing a certain item held in the red shack on the upper floor of the warehouse. Skipping back towards the ladder, she finds herself in the sights of a security droid and is badly shot up by blaster fire but must continue with her mission!


Turns six and seven sees Grizelda win initiative and dash towards to the shack and victory while Glitterberry downs another droid and moves towards his downed companions.



Vash comes round to see Glitterberry bandaging the badly cut Master Lee who sits stoically, meditating on how he can deal with a foe who uses dishonourable enhancements in combat. Looking around he notices that the flame thrower wielding foe has vanished along with its psycho companion with the saw. 


Resigned to the fact that whatever secrets the building contained have been stolen from him, he wanders over the the smouldering ruins of the security droids with a thoughtful look on his face. The secrets of the warehouse and his foe can wait as there is work to be done!


Whee! Another fun game played and it did not end how I was expecting it but it's giving me all sorts of plot hooks for the next game as what will Vash have made of the salvaged security droids and what does Maximo plan to do with the unknown Lostech that his party recovered from the warehouse? 


I used my own rules for this game and quite liked how it turned out! I'll be using Planet 28 for the next game and will also try to use a completely different ruleset for the one after to introduce a new system for me to try out. I'm also keen to get more stuff painted for both Vash's party and indeed the forces of Maximo and have begun work on Maximo's right hand lady, Mistress Vex...


I'm also keen to add another faction to the mix and am not sure if it's going to be more Orks or some desert nomads as yet. I'm also keen to try and get more games in so will try to post another on Wednesday of each week as well as Sunday but in the meantime, All the best!

Sunday, 7 March 2021

Lockdown 2.0 Project Log Day 72: Gunfight at Uruk's Place

 Hi!

I managed to play the last game in the mini campaign I've been working on using the figures I've painted during this round of lockdowns and it was rather a lot of fun with some really unexpected moments which brought quite a bit of hilarity so without further ado, on with the battle report!

The Background

Following two encounters with the Goff warband of Uruk the Unruly and being defeated both times, Inquisitor Fisher has discovered the Greenskins base in a rundown settlement deep in the slime jungle and has decided to settle the beasts account once and for all and to make certain of it has hired some new henchmen to back her up.

The Forces


Inquisitor Fishers force consists of two small units of retinue with Fisher leading Geralt the Wolfbane and Hippomaximus IX whilst Vash is leading Master Lee and Glitterberry the Eldar. They are supported by two stalwart Blood Angel Space Marines, a small force of Security troops and Blammo the Wardroid.


Uruks force consists of two small mobs of boyz, each lead by a Nob with Uruk leading one and Rugnug the second. They are accompanied by three Grotbots, a squad of Gretchin, a brutish Ogryn and a pair of well trained bomb Snotlings.

The Setup


The game would take place in a frontier settlement deep within the slime jungle which Uruk has taken over as a base to loot and pillage surrounding settlements. The thick terrain may act to the Greenskins advantage as it will not allow the Imperials to use their long range firepower to full effect but Fisher is determined to defeat the Ork once and for all!

The Game


The Orks deployed around the tower with the Gretchin lurking around the roof intending to use their autoguns to good effect and cover the Orkish advance.


The Grotbots were deployed in the slime jungle to cover the flank of the Greenskins forces and were supported by the Ogryn making any attempt to enter the settlement from that direction a decidedly tricky adventure.


Finally, the bomb wielding Snotlings were concealed in cover at the edges of the settlement in the hopes of disrupting the Imperial advance.


The Blood Angels deployed in the centre of the board with the plan to use their superior armour and bolters to sweep into the settlement followed by Fishers party.


Vash and his party deployed on the flank along with Blammo the wardroid in order to get into settlement and bring their guns to bear on the Orkish defenders from the cover of the pipework that skirted the built up area.


Finally, the security troops were tasked with securing Fishers other flank.


The Orks won initiative and moved forward rapidly into cover in the settlement preparing for the Imperials and grunting primitive insults, leering round the corner of the building and working themselves up into a bit of a frenzy.



In response the two Blood Angels moved forward into the open, convinced that their mighty power armour would protect them from any incoming fire. Unfortunately, a Snotling with a bomb blew one of them up almost immediately and things were looking grim for the Imperials from the outset as how could the lowest form of Greenskin life best one of the Empress' finest?



Now aware of the problem, the wardroid Blammo used its scanners to check out the nearby terrain and spotting another bomb wielding Snotling, proceeded to turn it to a green mist with a volley of multilaser fire. Whilst a considerable overkill, it was satisfying none the less!


The Grotbot had a malfunction and failed to activate, and hearing the explosion of the Blood Angels being ambushed, Vash moved rapidly forward with his minions but was confronted by an Ogryn that Uruk kept around for heavy lifting. Hefting his Thunderhammer, Vash chivied his less enthusiastic minions towards the lumbering beast as how hard would it be for three well trained warriors to defeat a single brute armed with nothing but a club?



Fisher moved forward with her minions and Hippomaximus blew away the Snotling in cover with fire from his heavy bolter. Again a bit of overkill but it satisfied the Imperial sense of justice somewhat to see the grinning little beast shot to pieces.


The second Ork mob copied Uruk's example and rushed forward to seek cover and prepare for next turns assault chanting their savage war cries and frothing at the prospect of the bloodletting that would soon commence.



Finally the Gretchin in the tower tried to fire on the remaining Blood Angel but were out of range.



The security troopers, keenly aware of their compatriots fate in previous Ork encounters sought shelter in the Brotherhood shrines tower.



Seeing that an Ork assault was incoming, the remaining Blood Angel opened fire on the closer mob but failed to do more than receive cat calls from the grinning Orks as his bolt gun fire failed to hit any of them.



Hippomaximus, proving his worth in credits, opened fire on the leering green skins and blasted two off their feet with his heavy bolter. The cat calls promptly ceased as the remaining Orks had to dive for cover as the bulky gun toting Hippo hosed their position with explosive shells.



Seeing his mobs getting shot up enraged Uruk who charged his mob at the inquisitorial retinue. With a bit of a lucky roll, they crashed into combat. Uruk finding the hippo with a gun a bigger challenge than Fisher flailed at the bulky beast but despite having all the advantages of charging, wielding a power axe and being backed up by his mob, he found himself punched repeatedly in the face and badly maimed in the exchange.



Things weren’t all going the Inquisitorial teams way though as whilst Geralt held his own against his snarling opponent, Fisher was driven back and wounded in and exchange of blows which saw her dangerously isolated.



Meanwhile on the flank, Vash foolishly hurled himself at the Ogre and his martial arts minion and Eldar did likewise. The ensuing melee saw Glitterberry the Eldar crushed to death by a grubby club, his last words being "Not the Face!'' and Master Lee driven back whilst even the mighty Thunder Hammer of Vash failed to fell the Ogryn, wounding the brute but it continued to fight, despite taking the Mechanicus' hammer to the head.



The Imperial wardroid opened fire on the Grotbots killing one but the remaining two opened fire on Master Lee, the martial arts master. Proving his skill, Lee managed to save every dice roll, spinning, wheeling and using his drunken master kung-fu to bamboozle the Orky mechs primitive targeting systems.



The Gretchen in the tower, seeing their boss getting a pummelling from a Hippo snickered a bit and figured it might be a plan to move forward to get into range with their autoguns but were spotted by the security troops and badly shot up.



The remaining Ork mob charged into the melee in the settlement and now two Ork nobs tried to drag down the bulky Hippomaximus. Despite this they only managed to score a single wound on the beast ensuing another round of combat to follow. 



Turn three would be the final round of the game and the Imperials won initiative and Hippomaximus once again swung his bulky fist into Uruk's face, pushing it in and downing the boss. The remaining Blood Angel charged the Ork attacking Fisher and killed it but Geralt was taken out by his snarling opponent. 


Seeing her favourite underling brought low, Fisher promptly shot the beast in the face and went to stand over her fallen minion to deliver what medical aid she could.


At this point the battle was won in the settlement but in the ruins on the flank, a fierce fight between Lee and Vash against the Ogryn saw Vash knocked senseless by the beast who tried absolutely everything to smash Lee but the wily martial arts master wasn’t to be put down so easily and the fight would drag on for some time to come.


Blammo the wardroid opened fire on the Grotbots managing to destroy a second before the final droid charged it and began ripping off limbs with its grubby maulers insuring that whilst the Imperial forces definitely had taken the settlement, there was still some resistance on the outskirts and a considerable amount of work would have to be put into repairing the wardroid before it was combat ready again.



With the Gretchin decimated by another fusillade from the tower and only a single Grotbot left, Rugnug Redaxe took to his heels before Hippomaximus could feed him his own leg. The game was over with a resounding Imperial victory but at what cost?



Inquisitor fisher, having poked at Geralt with her toe until he stopped pretending to be dead and reluctantly pulled himself to his feet, approached the bloody and mangled pile of goo that had been Uruk the Unruly and her only regret was that her new bodyguard had possibly been a bit too eager with his fists and there wasn’t much left of Uruk to stuff but she was sure that Vash would be able to cobble something together from the carcass to display on board the Shrike.


The battle was won, the campaign finished with Imperial honour restored. Fisher has new underlings and an interesting conversation starter in the form of Uruk's stuffed head but have we seen the end of the Greenskin menace as Rugnug escaped?


Whee! I had a great time playing this game which had quite a few unexpected moments but without a doubt Hippomaximus IX was the man of the match, singlehandedly beating an Ork boss to a pulp and mowing down several of his underlings too. I had given him decent close combat skill but he kept rolling amazingly well while his opponents rolled incredibly poorly, for example on Uruk's charge he had a CC of 7 plus his underling for +1 plus his charge which was another +1 but rolled a 2 on a D10 whilst Hippomaxumus rolled a 10 plus his CC of 5 which was enough to stop the Ork in his tracks.


I tried out some new activation ideas I had based on Epic Armageddon where units can activate normally but may try to push an extra activation but it gets more difficult the more times you try to do it and it worked really well with units moving to support each other or charging that extra bit just at the right time. 


I still need to do a load of tweaking and reworking to the rules but they are slowly coming together and I've got quite a few ideas for further games to follow on the campaign involving Orks boarding The Shrike to recapture his head and attach it to a new body so Uruk can live again. Theres also rumours of a Pharon artefact that has caught Fishers ear that may need investigating, not to mention the Eldar Craftworlders coming to find out what happened to Glitterberry...


I could have done with some more Ork Boyz to bulk up their mobs a bit and if I'd had a couple more in each mob, I suspect things would have turned out quite differently than how it played out in the game.


It's interesting to see that the more I've played, the more I've painted and the more inspiration I find for further forces, games and campaigns and it's looking like Fisher's retinue is going to be kept busy in the coming months but in the meantime, All the best!