Friday, March 23, 2018

40K Friday

I'd hoped to post pics of the last two Roughriders I finished up last night and the entire force I'm planning to take to the tournament tomorrow, but I like to take pictures outside in natural light and we're in the middle of a late-season snow storm today and clumps of wet sticky snow plummeting out of sky makes for crappy photography... So instead I bring you a quick game report.

The kids friends had the day off school so they joined us for the day to hang out and play games and stuff. We got in a game of 40K in the morning. I had hoped to try out my tournament force against the older of the two brothers - as he's the only one who actually has 1000 point painted, but his younger brother ended up coming and he's been... "bored"... when we played 40K in the past. So I decided to keep things quick, simple and fun and suggested everyone come with a patrol detachment of no more than 10 Power Level and we'd work out some sides and play a quick game...

One showed up with Power Level 11 worth of Tyranids with no HQ... so... not a Patrol Detachment... The other had and assortment of things... a Hellbrute, some Raptors, a handful of Cultists, three bikers, and a Chaos Scorcerer in Terminator armour (in the end he decided to play with the bikers and Cultists - so at least it was Power Level 10... but no HQ...), and then Finnegan decided he wanted to play with 13 Power Level of Orks... I figured the Tyranids were from Hivefleet Haemorrhoid - still plaguing Brind's World and the Orks and Chaos were just taking advantage of the chaos caused by the Tyranids to create MORE chaos and carnage. The Girl and I faced them - she with her Harlequins, myself with my Tallarn Desert Raiders.


We just decided to play a kill 'em all type, last critter standing type scenario... As I had no idea what they were bringing I didn't really have time to come up with something more interesting...


Forces of Nastiness and Smelliness 

Elements of Hivefleet Haemaroid
Tyranid Warriors (3) - PL 5 - Including Warlord Kzchtshtz
Termagaunts (10) - PL 3
Hormagaunts (10) - PL 3

Chaos Space Marines
Chaos Bikers (Champion & 2 Bikers) - PL 7 (Including Warlord Skullbutt Crusher)
Chaos Cultists (5) - PL 3

Weirdboy (Werzap Rotmaw) - PL 4 - Warlord with Might is Right
-Psykic Powers - Smite, 'Ed Banger
Boyz (20) - PL 7
Patrol Detachment - 3 Command Points

Forces of the Imperium and their Occasional Allies of Opportunity

Shadowseer (Phantom) - PL 7 - Warlord with Luck of the Laughing God and the Mask of Secrets
- Psychic Abilities - Smite, Twilight Pathways, Mirror of Minds
Harlequin Troupe (5) - PL 7
Patrol Detachment - 3 Command Points

Astra Militarum 
Company Commander (Captain Abdul Alahazred) - PL 2 - Warlord with Bellowing Voice and Claw of the Desert Tigers
2x Infantry Squad (10) - PL 6
Command Squad (4) - PL 2
Heavy Weapons Squad (3 teams) - PL 3
Scout Sentinel (1) - PL 2
Roughriders (10) - PL 5
Patrol Detachment - 3 Command Points


I set up some terrain while the other were getting ready and figuring out their forces so I let the three-headed troll decide which side they wanted to set up on.

Minions of Chaos took up the centre.

WAAAAAAAGGGH!! Orks deployed on their right flank.

and a horde of Tyrannid-bug-like-things from Hivefleet Haemorrhoid swarmed in from their left.

The Girl and I set up opposite.

Sergeant Ramzi leaned into Captain Alhazred and softly spoke; "Don't look now, Captain, but I think some Xenos just appeared in the trees next to us..."

"Do they look like they're going to attack US...?" Alhazred hoarsely whispered back.

"I don't think so, Captain. It looks as though they are looking out to our front, towards the enemy advancing upon us?"

"Okay, keep an eye on them, but don't make eye contact..."

ROUND ONE - Baddies Turn

The Forces of Nastiness and Smelliness surged forward! Most advanced, driven by their bloodlust and desire to make a mess all over the place with our entrails...

The Tyranid warriors took a long-range pot-shot one of my infantry squads and took out one lowly infantryman... Private Slahi was his name, not that they cared. He had seven children back home. SEVEN! Fear naught, however, for the Emperor takes care of His own! They will be raised good and proper by the School Progenium. One day they will all be Commissars and Storm Troopers... We shall see who has the last laugh...

ROUND ONE - Goodies Turn

I had deployed the Tallarn Roughriders in "Flanking Maneuvers" and they came charging on to the enemies rear on our first turn - causing them some panic!

Others moved and advanced. The Scout Sentinel took a pot shot at the Chaos Bikers with its Lascannon and sliced one in clean in half. There was some discussion amongst the boys as to which Tyranids could properly devour chaos flesh without getting a tummy ache... or something like that...? I had no idea so many people had an intolerance of Chaos flesh...!? It's like the Gluten of the 41st Millennium!? The things I learn hanging out with kids!

I forgot that you no longer have to ROLL to issue orders, so only one of the squads got orders... Both squads took shots at the Tyranid Warriors and, between the two of them, caused a total of two wounds. The Boys had been a bit concerned about the vast number of troops I was able to field the same power level they'd brought to the table... after this bit of shooting, they were slightly less concerned.

Then my mortars blew up 2 Termagaunts from clear across the table and that caused them some anxiety. The Roughriders also shot down one of the Chaos Cultists with a laspistol. How embarrassing is that... being shot by a guardsman with a laspistol... it was just a cultist, I guess. My Roughridered failed to charge the Cultists...

The Harlequins danced around the table and tried to kill things with their brains and failed...

ROUND TWO - Baddies Turn

Again the hordes of Heratics and Xenos surged forward.

The Chaos Bikers roared up, blazing away at the Sentinel with their Bolters... failing to do anything. The Orks unleashed a torrent of Dakka and put some mighty big holes in the small can on legs (3 Wounds!). Guardsman Saleh was a little unnerved by all this fire and had more than a few narrow misses!

The Chaos cultists fled from eh Roughriders into the woods. There they spotted Harlequins in the open and lit them up with their autoguns! Two of the Harlequins fell!

The Termagaunts and Tyranid Warriors fired on Sergeant Hasnawi's Squad. The Tyranids totally missed, but those nasty little guns the Termagaunts had (Assault 3?) took down three!

The Chaos Bikers decided to charge the Scout Sentinel. Actually they'd decided the Orks should go first, as I'd only get Overwatch fire one ONE unit and it didn't matter if I actually managed to hit and kill an Ork, right...? But then the Orks failed to charge - even with their re-roll. So they decided to charge with the Chaos Bikers, I mean, what were the odds I'd take one out with Overwatch fire - I only got ONE SHOT with the lascannon, and I need six to hit. THEN, if I did hit, I'd need a 3 to wound... So, yeah, I did that... LUCKILY the Chaos bikers rolled a 6 to save - which was exactly what they needed to no be totally taken out. The actual Melee was rather... inconclusive...

Despite the grievous losses, Sergeant Hasnawi's Squad passed morale!

ROUND TWO - Goodies Turn

 And then it kind of all went to crap for the baddies because I suddenly could not stop rolling fives and sixes!?

Well, first the Shadowseer smiled the Chaos Cultists and took one of them out. Then she manifested Mirror of Minds and killed an Ork - but rolled a 12 doing so and took a wound due to Perils of the Warp. Then the Shadowseer took out another Chaos Cultist with a grenade and then the Harlequins charged in and wiped out the remaining Cultists...

This time I managed to issue orders to both Squads - Front Rank Fire, Second Rank Fire gave me LOADS of shots against the Tyranids - especially now that some of them were within 12" of one of the squads. AS I mentioned I could not stop rolling fives and sixes. Just as one example, I fired a grenade launcher at the Tyranid Warriors. A Grenade Launcher firing Frag is Grenade d6 - so I roll d6 to determine how many attacks I get - I rolled a six. I roll six dice to see how many of those attacks actually HIT the Tyranids, I have a 4+ Ballistic Skill, so half of them should - I roll 4, 4, 5, 5, 5, 6... so all of those hit... The Grenade is only Strength 3 and the Tyranids are Toughness 4 so I only wound on 5+, I roll 5, 5, 6, 6, 6.... Okay.... so the Tyranids have a 4+ save, the Grenade has no armour piecing... He saves one... One dead Tyranid Warrior and another takes an additional wound... And that was just ONE Grenade Launcher...

My fire took out all three Tyranid Warriors, and half the Termagaunts. Another Four Hormagaunts were take out by the Mortars.

Then the Roughriders charged! Originally they were going to charge the Tyranid Warriors, but they'd been wiped out so I charged the Termagaunts. They did get a PILE of Overwatch fire and even scored four hits, but only one of those actually caused a wound (and the Roughriders had two each...). The Termagaunts were wiped out.

The Hormagaunts lost another 3 to morale.

The boys decided they'd had enough and called it a day.


Totally didn't expect that to go quite like that! I had some CrAzY dice rolls though... Despite the thorough thrashing I think everyone had a pretty good time.

Still some good practice to remind me of some of the rules before playing in the tournament tomorrow.

Coming Soon to Tim's Miniature Wargaming Blog:

A Report of the Battleforce Recon 40K Tournament taking place at the Mana Bar in Saskatoon tomorrow (Saturday, 24 March 2018).

Then... maybe some more painting...?

Tuesday, March 20, 2018

Tallarn Command

Just two more Roughriders to do before the weekend after this lot...

The Command elements I finished up over the last few days... (all from Games Workshop!)

This finishes off:

Company Commander and Command Squad. I decided the officers needed a bit more "bling" that the standard troops, and that the Command Squad for the Company Commander could be similarly jazzed up. I'm not sure it works now... but I'm going to leave it as is (for now) too many other things needing paint on them to start repainting finished things now!

A second Platoon Commander and Command Squad. The Platoon Commander is a "Platoon Commander" in name only (for the fluff), they will likely always be fielded as Company Commanders in game terms not because they're a better deal - but because I have so few Headquarters options to fill up the necessary HQ slots for Brigade Detachments, and far more Elites units than I have slots for (Platoon Commanders in the game are Elite options - as are Command Squad - so a Platoon Commander and a Command Squad eats up TWO Elite slots of which there are only eight)

The entire force so far.

What we have here is:

3x Company Commanders
1x Lord Commissar

6x Infantry Squads

3x Command Squads
5x Special Weapon Squads (2x Sniper, 2x Melta, 1x Plasma)
1x Commissar
1x Veteran Squad

Fast Attack
1x Scout Sentinel
1x Roughriders

2x Heavy Weapon Squad (mortars)
2x Leman Russ Tanks (1x standard battle tank, 1x Punisher Variant)

Coming Soon to Tim's Miniature Wargaming Blog:

Two Tallarn Roughriders - so I can split the group I have into two smaller squads of five and six, respectively (giving me three fast attack elements and enough to fill out a "Brigade Detachment").

At that point I'll probably take a picture of the 1000 point force I'm taking to the tournament on the weekend.

Saturday, March 17, 2018

MORE Tallarn Infantry Squads

In the past week I managed to finish up TWO more squads of Tallarn Infantry....

Two Infantry Squads of Tallarn Infantry (miniatures from Games Workshop)

One Squad

The Other Squad

So now I have six Infantry Squads. This is enough to now field "Brigade Detachments" of Tallarn...

Now I just have to finish off two officers, a Command Squad, and two Roughriders for the tournament next weekend.

I think I have another six or so squads I COULD paint up at SOME point... We'll see how these turn out... But I'm starting to feel perhaps I went just a LITTLE overboard in my acquisition of Tallarn miniatures over the last couple years...

I also happened to finish up a Priest from the Adeptus Ministorium.

Coming Soon to Tim's Miniature Wargaming Blog:

Hopefully the rest of the stuff I need for the 1000 point list I'm planning to field at the tournament next week. (you can see said list here: Two More Weeks).

Monday, March 12, 2018

Somewhere Else to Be

Last week my friend John came over and we played a game of The Pikeman's Lament. It's been too long since John and I last rolled dice in anger...

May 1644, Yorkshire

The Siege of York has been dragging on and our hero, Ensign Evan "Holy" MacErrol, has been galloping about the countryside "extinguishing pockets of Royalist resistance" (This mostly involved torturing and hanging English farmers he suspected of Royalist sympathies). While leading his men back from one such excursion, he ran into a small force of Englishmen he took to be Royalists going somewhere else entirely in a hurry. Violence ensued!

(We last saw "Holy"MacErrol when he met some Royalists at a river crossing, and earlier when he was "gathering supplies" for the Scottish government's army).


We played the "Patrol" scenario straight out of the Pikeman's Lament rulebook. Forces are drawn up in corners and gain victory points based on how many units (or the point value of units) they exit off the opposite corner of the table in a set number of turns. I may have miscalculated the number of turns we were allowed....? The example in the book is a bit confusing... I somehow calculated it should be 23 turns, but the example in the book - on a 6' table - suggests they should only have 15...?


Scottish Covenanteers under Ensign Evan "Holy" MacErrol (15 Honour, Strong)
2x Gallopers
2x Pike
2x Shot

English Royalists under Ensign Johann Strudel (15 Honour, Foreigner)
2x Gallopers
2x Pike
2x Shot

I decided to roll up a new officer for John. Originally I was going to call him Sir Jonathan Finch-Fletchly... but when we rolled up the background it turned out he was a foreign mercenary commander...


All set up and ready to roll!

Look! Englishmen! Must be Royalist scum if they're on THIS side of the river!



Johann managed to move his horse. Then the shot failed to activate.... off to a good start.


Tried to activate some pike to get them moving and out of the way so my shot could start taking pot shots at the approaching English...

...and I rolled a command blunder!?

Some overenthusiastic pikemen decided to charge (or full advance) towards the nearest enemy unit charging right across the front of the rest of my force... ugh...

Is it going to bed THAT kind of game...



A bit more movement this turn.

John got to move his horse again and two units of shot one unit of pike before the other unit of pike failed to activate....


I moved two units of pike...

Things getting off to a really slow start here...



The Cavalry crossed the river and a pair of other units moved...


Everyone got moving... except that one last unit of cavalry.

I expect all this was because of some confusion having bumped into a force they weren't really expecting to encounter and, despite "Holy" MacErrol's certainty that they were Royalists, the rest of the Scots probably wanted to make sure of that before committing to violence...



Everyone moved

and the unit of English horse that has crossed the river in front of the Scots wheeled about and charged the closest unit of Pike! Well that settled it; these were clearly Royalists.

It turns out that cavalry charging pike - even unformed pike - maybe isn't the best idea. The pikemen lost one, the Gallopers two, both passed morale and so the Horse were obliged to retire!


"Holy" MacErrol saw an opportunity to kill some Englishmen and charged! The English horse counter-charged!

Two of the Scots went down, but the English lost three and the surviving English horseman galloped off in relatively good order, all things considered.



Another Command Blunder - one of the units was called away (John chose the unit of horse with only one guy left in it!)


Drunk with success, but failing to learn from the English failure against his own pike, MacErrol led his remaining men across the river and...

 into a unit of English Pike.

The Scots cut down three pikemen, but lost three of their own in the process, leaving only MacErrol still on his horse. Both parties were rattled by the confrontation and retreated, their morale wavering!



The retreating pike failed to rally, lost another man to desertion and continued to fall back away from the creek and the Scots on the other side of it. This conveniently cleared the way for the shot behind them to fire on MacErrol as he beat his hasty retreat across the creek. Down he went in the middle of the stream! All the Scots had to take a morale test - which they all passed. Most were at fill strength and... really... "Holy" MacErrol was a bit of an belligerent, humourless thug. No one would be terribly sad at his passing... or maybe in all the confusion and noise and smoke they just didn't notice that their fire-eating leader had been shot down.


The Scots all advanced with vigour!


The Horse actually rolled a double six and gained an agitator, priest or hero. I suppose I could have just said the leader of the unit was feeling inspired to take over - like maybe with MacErrol gone this was his time to shine! But how often do I get to use this priest on horseback wielding a sword and a really big book of gospels!? Huzzah!!

I can just imagine the surprise of the Scots to find a priest riding amongst them "Aye, weer'd thes feller coom fram? An' weer'd Davie goo!?"



The Pike in blue managed to rally, but then John rolled ANOTHER command blunder and his cavalry  he was trying to activate did a retreat at the double - straight into the woods! Perhaps they were fearful the Scottish Shot might try and avenge the loss of their own leader by firing upon them and made a panicked dash for the shelter of the woods!

The rest of the English were in a bit of an unorganized mess...


Everybody moved!

One unit of Pike was almost across the rive, a unit of shot was finally drawn up in a position to give fire on the English.

And the Horse, spurred on by the fiery Calvinist preacher, galloped around the wood, hoping to block the path of any English trying to escape!



The Pike in red managed to march down off the hill and drew up next to one of the units of English Shot to support them.

Ensign Johann Strudel rallied his men and galloped out of the woods.

But then the Pike in blue failed to activate - which really saved my butt as I was sure the two units of Scots that had just crossed the river were going to get a volley off point blank shot!


One unit of pike formed up, the Horse and a unit of shot moved a bit, and then the Shot across the creek fired upon the English Shot across from them causing a couple of casualties and setting them to flight up the hill!



The retreating English shot rallied.

The Pike in Red charged the Scottish Shot! The English lost two, but passed morale. The Scots only lost one, but didn't like being at the pointy end of all those pikes and retired into the creek.

 The English Shot in red fired on the Scottish Pike on their side of the river, killing one.

Johann Strudel led his cavalry down off the hill and towards the river hoping to escaped with the, only to find some fierce looking Scottish Cavalrymen, led by a fiery Calvinist Preacher blocking their way...


The Scottish Shot rallied and regrouped in the stream!

Annoyed by the English shooting at them, the Scots Pike Charged! They killed three Englishmen and lost only one of their own, but panicked, thinking themselves to be outflanked by English Pike on either side and retired from the fight.

Another failed activation meant no one else moved...



The English Pike charged the Scottish Shot Regrouping at the edge of the creek, taking out two more and obliging them to retire further across the water.

The English Red Shot fired on the retreating Scottish Pike wounding another.


The Pike failed to rally, losing another and continued retreating across the creek. The Shot, however, did manage to rally once again.

The Scots Horse charged and the English counter-charged and they met in the middle of the creek and it was a sodden mess! They killed one of the English but lost two of their own - due to horses slipping and falling on the slippery rocks in the stream!

They decided to retire to more solid ground!

The rest failed to activate...



The English Pike continued their pursuit of the Scottish shot - the Scots lost noter two and were routed! The Pike lost some as well and their morale wavered and they retired back across the creek.


the Scots pike failed to rally... again... losing another and continuing their retreat. The Shot failed to activate... and that was their turn.



The English had a moment of confusion and failed to do anything this turn.


The Pike FINALLY rallied.

The Remaining unit of shot fired on... some unit of Englishmen, killing three, and causing them to lose hope in the cause and retreat. I think it was the shot...?

The Scots once more charged the English who had not pursued them to there solid ground and just stood in the stream!? This time they took out three of the Englishmen, but lost another of their own... and failed morale!?

A unit of Scottish Pike began to make their way across the river.



The retreating English Pikemen rallied. The retreating English Shot routed! The really did lose faith in their cause! Probably turned up at Fairfax's camp the next day and presented themselves to the recruiter - they'd had enough serving under foreign mercenaries!

Not wanting to give them a chance to form up, the English Pike in blue charged the Scottish pike that was traversing the stream. both lost two in the ensuing melee and both lost their stomach for it and retreated!

Sensing this was a little more than a retirement to more solid ground the English Horse led by Ensign Strudel pursued the fleeing Scottish horse.

They took out one, and then the Scots Horse failed morale, which caused them to lose another - the final trooper decided he'd had enough of the preacher and his fire and brimstone, doom and gloom preachifying and rode off to a nearby farm to hide and wait and see how it all turned out...

This left the Preacher all alone...


The Scottish Shot fired on the retreating English Pike, killing another, forcing them to fail another morale check - which meant they lost another and retreated further from the stream.

Things are looking grim at the end of Turn Thirteen - I was starting to wonder if ANY unit might make it off or if they might kill each other to the last man!



The English Pike failed to rally, losing another and retreating further away from where they needed to be.

The English Horse charged the Preacher.


That's the preacher's dice with ONE PIP SHORT of taking them all with him!! The Preacher went down, the Coronet when down. The only one left on a horse at the end of it was Johann Strudel... and the exit point was in view... Perhaps he could just ride off on his own and say he "lost" his force of Englishmen and could he please have another..? Johann did get +1 Honour for killing the Preacher (as  one does for killing any Heroes, Preachers of Agitators in enemy units...).


The three remaining units of Scots all advanced across the river.



English pike fail to rally again, losing another, retreating further into the woods.

The English Pike in Red charged the Scots Pike closest to them, they both lost one and both failed morale and retreated.

The English Shot in blue then rolled a Command Blunder (I think this was John's third...?) - the result was their officer acted without panache and lost 1 Honour. I guess word got out that he'd killed a Scottish Preacher and the men didn't think to highly of that - even if he was a Calvinist... Or perhaps it was because he was just continuing on back to their billets leaving them at the mercy of these savage Scotsmen...?


the Pike routed and the rest failed to activate!?



John rolled ANOTHER Command Blunder for his Leader - the result was to retreat at the double from the nearest enemy unit - which actually carried him CLOSER to the exit point!


The Scots fired on the English Shot killing one and the unit routed...



The retreating English Pike finally routed. I think they were down to four...? The they could only have successfully rallied on a 12.

The English Pike in Red failed to charge ending their turn.


The Pike moved and the Shot fired on the remaining English Shot. They lost two and failed moral and retired back over the hill.



Ensign Johann Strudel galloped off the table - the first "unit" to do so in this game...

The English Pike routed.


The Scottish Pike marched off the table.

The only unit left on the table at this point was the unit of Scottish Shot. They were exactly five turns of moving from the edge of the exit zone, and had exactly five turns to do so (assuming 23 turns...?) so I just rolled to see if they could manage five activations in a row... they could not. So it was a draw - one "unit" each. Both sides gain 3 Honour.

Oh, and Evan "Holy" MacErrol survived. The remnants of his force staggered back into camp and informed their regimental commander that MacErrol was lost. Later that evening MacErrol wandered into camp cold, sodden, cranky and sporting more than a few nicks and scratches. Apparently his horse took most of the shots and collapsed on top of him, pinning him for some time on the bank of the creek.

(I had rolled 10 on the Officer Casualty table - Lightly Wounded - getting back to the army's camp by himself, with and impressive scar and a good story to tell. +1 Honour. The officer will recover in time for the next game).

Good fun!

Hopefully we shall see more of Johann.

I need to finish up some more Highlanders and bring back Robert MacRame!

Coming Soon to Tim's Miniature Wargaming Blog:

Tallarn! I have two squads of infantry I'm currently working on and hoping to have complete by the end of the week. Then I only have two oOfficers, a Command Squad, and a pair of Roughriders I need to finish up the following week.