Friday, February 16, 2018

Eldar and Other Assorted Sci-Fi Goodies

Just a few last items I'm finishing up before the Shadow War Campaign Weekend begins this evening.  actually two of them were finished ages ago, I just didn't want to include them in posts about other stuff... I don't know..

Eight Eldar Guardians from Games Workshop - though all long out of print. Actually only seven of these are newly painted - the older guy in the back left, I painted him ages ago. I painted these up to be used as "recruits" in an Eldar Kill Team for Shadow War: Armageddon. They'll also see use as the core of an Eldar Guardian Squad in 40K - I just need to finish up the weapon platform to go with them (which I COULD have also used in SW:A... but it required assembly - these were already based and primed when I started them three days ago...)

Two little token I though we might make use of in the Shadow War campaign - on the left is a hatch that, I think, came with an old Grenadier Traveller miniature boxed set...? Marines...? or Adventurers...? I can't remember. Bought it in the 80s... had it sitting around primed since then and never bothered to paint it - realized it would be useful in The Raid scenario and got it done. The box on the right is from the Lead Adventure Miniatures Astropolis II Kickstarter - it's a "Tech Crate" I thought could be used as an "Archaeotech" token... I wish I'd gotten more of these done... alas...

This is figure Amanda is using for her character in the Rogue Trader campaign. The miniature is from   Hasslefree Miniatures.

Finally another GW mini - an old Valhallan Sergeant. An eBay seller I was buying some stuff from had him in their stock and he wasn't outrageously priced so I added him onto the order. I have a Valhallan squad and it only had nine... though I think it already has a sergeant... so.. maybe this guy will be the corporal...? If ever I was to build ANOTHER Astra Militarum force, it would TOTALLY be Valhallans...

Warlord Games currently has a "From Russia with Love" deal on - any napoleonic or WW2 Russian stuff is on sale 3 for the price of two. I briefly considered picking up THREE boxes of their Soviet Winter Infantry and finding some lasguns to convert them to Valhallans... but then I wised up and realized that would be daft - considering all the other stuff I have to paint at the moment...

Coming Soon to Tim's Miniature Wargaming Blog: 

The Shadow War: Brind's World campaign kicks off this evening - expect a report of the ensuing action at some point... Could be Sunday... Could be Monday...? Maybe I'll post a few teaser pics tonight before I crawl into bed...?

Shadow War: The Raid

We got and third, and likely final, game of Shadow War: Armageddon game in before the Shadow War: Brind's World starts tomorrow! Stay tuned - after the weekend I should have a full report of the ensuing shenanigans!

I did finish up the second batch of cavern terrain last night, so The Girl and I decided we should play a game this afternoon while Finnegan was out playing D&D.


After the successful patrol and brief contact with the xenos (who were later identified as the dangerous "Tau") 2nd platoon was ordered to set up a Forward Operating Base in the caverns below the abandoned city. Sgt. Kassab's squad was tasked with setting up an Observation Post to the west of the Main FOB. The Squad found an acceptable location with good views of the various approaches - and more importantly a smallish cave below the main caverns that could be used as a bunker and cache for stores and ammunition. Privates Zakariya, Hamid, Wajdi, and Muktar were tasked as
sentries to watch over their new home-for-the-moment, while the rest of the squad marched back to the main FOB to ferry forward some more supplies...


Sgt. Kassab's squad of 2nd platoon, 5th company 415th Tallarn Infantry Regiment
Sgt. Kassab (Veteran Sergeant/ Kill Team Leader)- Bolt Pistol, Chainsword, Flak Armour, knife - Voice of Command, Step Aside,
Cpl. Talal (Veteran Guardsman/Trooper) - Lasgun, Flak Armour, Knife, Frag Grenades.
LCpl. Nazim (Special Weapons Operator/Specialist) - Plasmagun, Flak Armour, Knife
Gdr. Yakub (Special Weapons Operator/Specialist) - Grenade Launcher (Frag and Krak), Knife, Flak Armour
Pte. Daoud (Special Weapons Operator/Specialist) - Meltagun, Flak Armour, Knife
Pte. Zakariya (Veteran Guardsman/Trooper) - Lasgun, Flak Armour, Knife
Pte. Hamid (Guardsman/Recruit) - Lasgun, Flak Armour, Knife
Pte. Wajdi (Guardsman/Recruit) - Lasgun, Flak Armour, Knife
Pte. Muktar (Veteran Guardsman/Trooper) - Lasgun, Flak Armour, Knife, Camo gear

The Rainbow Warrior Contemporary Dance Company - Harlequin Kill Team
Fawkes - Troupe Master (Leader) - Power Sword, Shuriken Pistol, Harlequin Mask, Flip Belt, Holosuit
Stab Pants - Players (Trooper) - Harlequin Blade, Shuriken Pistol, Harlequin Mask, Flip Belt, Holosuit
Jade Lightning - Players (Trooper) - Harlequin Kiss, Shuriken Pistol, Harlequin Mask, Flip Belt, Holosuit
Bubblegum - Players (Trooper) - Harlequin Blade, Shuriken Pistol, Harlequin Mask, Flip Belt, Holosuit
Polkastripe - Mime (Recruit) - Harlequin's Kiss, Shuriken Pistol, Harlequin Mask, Flip Belt, Holosuit


We rolled "The Raid" scenario Harlequin's were to be the attacker. They were tasked with destroying our bunker/entrance and would only have a limited number of their troops for the raid. I in turn would only have a few sentries, the rest would be nearby and come on as reserves if the alarm was sounded. The Harlequins would win if they destroyed the entrance of the bunker (T6, 3 Wounds) and then exited off the table edge from which they came (or if the Astra Militarum voluntarily bottled after losing half my mens...).

I had to roll d6 to see how many figures I started with as sentries - I rolled 4. The rest had to be organized into reinforcement groups of one or more that I could dice for each turn after the alarm was raised - the bigger the group, though, the less likely they would come on (I had to roll higher than the number in the group on a d6 for them to arrive)

the Girl had to roll to see how many members of her team went on this raid - she rolled 4 as well (which is 80% of her team - she decided to leave behind bubblegum)


To start with we rolled on the "Hunt in the Promethium Sprawl" table

I rolled "Indomitable" - I could subtract -1 from all bottle tests... which was kind of useless as I was immune to bottle tests in this scenario - ah well... better than losing a guy for a game because he got lost!

The Girl rolled "Hidden Cache" - The winner gets +100 extra points to spent during recruitment and rearming.

Fancy new cavern terrain sections - these ones allow a bit more moving about - not-so-bottle-necky...

There were four entrances to the cavern that contained the entrance to their OP/bunker. Privates Zakariya, Hamid, Wajdi, and Muktar took it in turns to watch each of them while the others were ferrying more supplies to their new home. 

We said the stone pillar in the middle of the central cavern space could represent the entrance to the hidden bunker/OP

Harlequins deployed in the bottom right corner - objective in the centre of the table guarded by 4 sentries. Objective needs to be destroyed by causing three wounds and then exiting off the table edge they arrived on.

ROUND ONE - Harlequin's Turn

As the Harlequin's were the attackers, they got the first turn.

They all ran through the same cavern towards the objective in the centre of the table.

ROUND ONE - Astra Militarum Turn

Private Zakariya thought he heard something - a faint titter, as though at a deliciously vile joke. Maybe he just imagined it... but then he though t he saw something - a flicker in the darkness of the cavern beyond... He took a few steps forward. 

Wajdi, one of the new recruit hissed at him: "What is it?" and walked towards his new comrade. 

Zakariya turned to look at him and signed that he thought he had hears something. He turned again to peer into the darkness of the vast cavern...

Rolled for sentries only two moved, and I controlled them.

ROUND TWO - Harlequin's Turn

Out of the darkness before Private Zakariya flashed a sight of pure terror - a light creature of exaggeratedly long proportions all a shimmer of dazzling light and colour with a visage of pure horror. Surely this thing was a daemon spawned of the warp come to claim his pitiful soul!  

Zakariya soiled himself and turned to run but the thing punched something into his back - searing pain shot through his midsection like fingers quickly reaching out for something - when the creature retracted it's weapon, chunks of Zakariya went with it. Zakariya crumpled to the floor and tried to scream, but there was only blood spurting from his mouth and side. 

Polkastripe charged Pte. Zakariya who failed his Fear Test, as he fled the contact the harlequin got a free attack which wounded Zakariya and took him out of action.

To Private Wajdi's utter horror three more such creatures silently flooded into the room with inhuman speed! His Shouts alerted the others! 

Stabpants made it into contact with the entrance, but was unable to do any damage to it.

ROUND TWO - Astra Militarum

In the distance, Sgt Kassab and Grenadier Yakub heard Wajdi's faint shout followed by the faint report of lasguns being fired, and other sounds, alien sounds of xenos weapons. The dropped all they were carrying save their weapons and began to run! 

First reinforcement group arrives!

At Wajdi's shout Hamid and Muktar leapt into action - taking cover and firing at the Xenos threat that had already taken down one of their comrades! 

Shooting at the Harlequins, two hits were scored, of which one wound was scored, and dodged as their sneaky-beaky invulnerable save was passed.

ROUND THREE - Harlequins 

(in all the excitement, I totally forgot to take pictures this turn...)

Stabpants charged Private Hamid, who failed his fear check and fled - free hit failed to wound and Hamid made good his escape. Wajdi and Muktar passed their fear tests as they were charged by Jade Lightning and Polkastripe, respectively. It probably would have been better if they'd failed and fled. Jade Lightning hit Wajdi with her harlequin's Kiss - shredding his face and neck - two wounds, out of action. Polkastripe came at Muktar like a whirlwind of death causing FOUR WOUNDS - two of those were actually flesh wounds, but the others cut deeper and took him out of action...

ROUND THREE - Astra Militarum

Grenadier Yakub rounded the corner just in time to see half of Private Wajdi's face torn off and see his unconscious body slip against the wall smearing it with blood. Poor Wajdi, he though, he'd only been with the unit a couple of weeks. His Grenade Launcher coughed as he fired off a Frag down the corridor, but it ricocheted off a wall and into a crevice the blast filled the corridor with a shower of small stones and clouds of dust, but otherwise caused no harm. 

At the same time Sergeant Kassab rounded the other side of the pillar that Yakub was firing from and was just able to make out one of the Xenos creatures standing over the body of Muktar - he squeezed off a couple of shots from his bolt pistol - but only managed to get the creatures attention!

These creatures were clearly far more adept than the Tau they'd encountered only days before! 

Corporal Talal and Lance Corporal Nazim also heard the sounds and had sprinted to catch up with the Sergeant and Grenadier they knew were not to far ahead of them - they caught up just as they began to engage the enemy!

Private Hamid cowered in the cover he had gained, shaking uncontrollably - he'd heard the gurgling and coughing of his comrades as they were savaged by the foul xenos before they could even cry out. They were now all surely dead. How could he face the rest of the squad. They hadn't thought much of him - as they do of all the new recruits - and now he'd proved them right!  

ROUND FOUR - Harlequins

With the immediate threats neutralized, the harlequins set to their main task - destroying the bunker and all within - lacking demolition charged they simply shot up the place with their shuriekn pistol and slashed at things with their swords hoping to cause as much damaged as they could. The NINE attacks between them caused two wounds - one more and the bunker would be destroyed....

ROUND FOUR - Astra Militarum

Continuing to move up, the squad tried to bring more fire down on the foul Xenos that were trying to destroy their bunker. The Sergeant fired a few more shots from his bolt pistol - but the Xenos were in good cover and he could not hit them. 

Yakub found his range, however, and planted a fragmentation grenade at the feet of the one of the Xenos. The blast sent them scrambling for cover, but they seemed unaffected by it... 

The shot landed and pinned three of the Harlequins, but failed to cause any injuries...

Meanwhile, Private Hamid found his resolve and determined he would avenge his battle brothers or die trying, he steadied his lasgun and prepared to creep back to where he might be able to fire upon the xenos!

ROUND FIVE - Harlequins

As there was one unpinned Harlequin present - they all immediately recovered from being pinned at the beginning of the turn. As recovering from pinning requires a Initiative test on a D6... and their initiatives are all 6 or 7 - it was pretty much automatic... (a six would fail - but The Girl didn't roll any of those!). So they set about trying to destroy the bunker again....

And succeeded - causing a further three wounds.. (they had only needed one more...).

ROUND FIVE -  Astra Militarum

At this point I really should have just said, screw it, the game is lost - I'm not going to take out enough of them to stop them from winning - and just let them leave with their win before suffering any more casualties... Oh, I wasn't about to voluntarily bottle or anything (in this scenario if I did it would mean losing one of the caches I already had and giving it to the Harlequins!)

The remainder of the squad carried the fight forward - as the fragmentation grenade hadn't worked, Yakub switched to Krak and fired one off at the Leader, but missed - the ear shattering blast as it hit the wall nearly deafened all present, but caused no other harm. The Sergeant had a good line on one of them and blasted away at it with his Bolt Pistol - there was no way he could have missed at this range, but it was like the creature could see the bolts coming and simply danced out of the way of them!  Corporal Talal lobbed a hand grenade over his comrades head - it bounced and landed right among the Xenos as they cowered by the entrance of the ruined bunker. They dove for cover and it seemed to make them keep their heads down... this might be their chance!

Private Hamid had crept forward back towards the cavern with the bunker entrance - he was able to bring down fire on the Xenos from the other side, where they had not cover from. It must have ebeen all the smoke and dust and their translucent flowing forms, because Private Hamid just could not score a hit on one! 

Of course, I also forgot that Hamid should have spent a turn PINNED after recovering from Broken! Not that it mattered - he couldn't hit anything to save his life!

ROUND SIX - Harlequins

As all four of them were pinned, no one could recover at the beginning of the turn and they all basically lost their turn. During the Recovery Phase at the end of the turn they all recovered.

ROUND SIX - Astra Militarum

This was it, this was their chance - Sergeant Kassab jumped up and called out; "GO! GO! GO!" and charged the Cowering Xenos. Yakub and Nazim followed charging another of the Xenos. Cpl. Talal got up to charge them but caught a glance of their terrible visage and his knees froze and he could propel himself no further...

Sergeant Kassab charged the Xenos with his bolt pistol blazing and his chainsword roaring - a veteran of scores of battles - he was no stranger to close combat... but the way that creature danced out of his way, made him feel like a clumsy child. Despite his attempt to parry, the creature caught him in the side of the head and all went black. 

(...and now, as I'm typing this report I'd come to realize I TOTALLY FORGOT ABOUT SERGEANT KASSAB'S SPECIAL "STEP ASIDE" SKILL!?! GAH!? I KNEW there was a reason I wanted to try and get him into melee - to try SOMETHING out!? Other than just his fancy chainsword!?)

Yakub and Nazim charged another of the creatures around the other side the entrance. It stepped into meed Yakub first and with a flash of it's sword utterly eviscerated him. Nazim was sloshed with Yakub blood and viscera. He completely lost his nerve and turned and ran - just downing the Xenos creatures follow-through attack. He ran right past Corporal Talal, screaming all the way! 

In the confusion, Hamid took a few more shots at the Xenos. He swore he'd hit one, but then it didn't...  The speed of these creatures was uncanny and their constant movements bizarre and unpredictable!? 

ROUND SEVEN - Harlequins 

Polkastripe recovered from being pinned and they all decided to scarper.

They flashed past Hamid in a translucent blur of light and colour.

ROUND SEVEN - Astra Militarum

Private Hamid turned to fire at the prismatic blur flashing past him, but couldn't say if he hit anything or not. If he had, they seemed not to care at all and just continued on their way!

Private Daoud finally made it to a position where he could bring down fire on the fleeing Xenos scum with his meltagun. He fired his gun at the quickly disappearing blur and was equally unsure it made any difference at all... 

ROUND EIGHT - Harlequins

And off the table they went....

As the sound of battle drifted off into the distance, Corporal Talal started to make his way forward through the dust and smoke to see if he could find any survivors. He encountered Hamid and Yakub. Hamid was helping Yakub shuffle forward and Yakub concentrated on holding in what was left of him innards. 

Tallal stopped them and shouted - half deaf from the grenade blasts, and wanting to be heard over the cacophony of munitions cooking off inside the bunker; "WHERE'S KASSAB!? WHERE'S KASSAB!?"

Hamid shouted back "SARGE IS GONE, LET'S GET THE FUCK OUT OF HERE!" and continued shuffling along his way.... 


AS part of the scenario special rules, if the attacker managed to destroy the bunker/entrance the defender (me) had to roll a d6 to see if I LOST one of my caches... I did not.

Checking for injuries...

Apparently the Regimental Medicae Detachment was freshly deployed and fully operational, but as the campaign was just beginning they were not overly burdened by excessive casualties, all received immediate topnotch treatment. Only Private Wajdi would miss the next mission as his face was painfully put back together (he gained a HATRED of Jade Lightning). Private Zakariya actually gained a skill for his troubles (That Which Does Not Kill You...) and now has the Jump Back skill (may attempt to break off from close combat..)

All except for Sergeant Kassab - No trace of his body could be found it is presumed he was CAPTURED!! I guess the Harlequins thought he might be useful - one of them scooped him up under their arms and spirited him away when they left!

Astra Militarum 1, Harlequins 2 - plus they got the bonus +100 points for winning - from the "Hidden Cache" result on the "Hunt in the promethium Sprawl" table at the beginning of the game.

Corporal Talal gained the AMBUSH skill
Stabpants gained the COMBAT MASTER skill

Wajdi and Hamid got one more check on their mission boxes - one more mission away from Veteran status! Polkastripe, the new harlequin Mime, likewise got to tick off her first box.

Recruit and Rearm
The Girl was definitely going to add another Harlequin to her troupe - with the bonus points she might even be able to do so without expending a cache.

I'm not sure what I could do - if your sergeant DIES you don't get any re-supply as you reorg you team and promote one of your current number to Team Leader status... however, Sergeant Kassab wasn't DEAD - he was captured... Does that mean I should have gotten a regular recruitment or rearm  in the resupply phase...? Not sure it really matters. We'r'e going to start again tomorrow evening with new Kill Teams for the weekend campaign.

The new cavern terrain squares worked out well, I think.

I think my take-away from this is: Just don't mess with Harlequins in close combat - Best defence: No Be There! Long Distance: The Next Best Thing to Being There! Of course that 4+ invulnerable save means that the few shots that actually hit and wound are likely to just be dodged out of the way of at the last microsecond....

Coming Soon to Tim's Miniature Wargaming Blog:

I did finish up the Eldar Guardians so an Eldar Kill Team COULD be fielded this weekend - though only one person is actually needing to borrow one from me. I'll probably post pics of that tomorrow morning (or... I guess... LATER this morning - as it is already the wee hours of Friday as I madly try to finish off this report!)

After that there should be a report of the weekend's campaign - there are are eight of us participating Myself (Tallarn), Amanda (Tau) and the Kids (Orks and Harlequins) , along with John (Adeptus Mechanicus Skitari)i , Other Tim (MORE Orks), Christian (possibly Eldar? he has to borrow one of mine!),  and Paul (who is driving all the way from Wimmipeg to play with his Grey Knights - 827Km!). Hopefully we'll get a couple games in tomorrow night, a couple Saturday morning, a couple in the afternoon and possibly a couple more in the evening - if required.

As the next week is a school break around here - all of our activities are cancelled so I was planning a  WEEK OF GAMING following the Shadow War campaign - I hope to get a game in every afternoon and evening all week! Hoping to finally try out Terraforming Mars, maybe get in a game of Railways of the World... maybe Nations and/or Viticulture... London?  The kids are hoping to play Super Dungeon Explore, Harry Potter: Hogwarts Battle, Sentinels of the Universe and Star Wars: X-wing... I'm sure at some point I'll post a report of how that all went down as well!

Tuesday, February 13, 2018

Shadow War: Armageddon Again

Last night we got in a second game of Shadow War: Armageddon. This time my Tallarn Astra Militarum faced off against Amanda's Tau. I think this is the first action any of my Tallarn have seen!


Sgt. Kassab's squad of 2nd platoon, 5th company 415th Tallarn Infantry Regiment were tasked with reconnoitring the abandoned village at BR249261 and securing any alien archaeotech found for recovery by the Adeptus Mechanicus or Ordos Xenos Inquisitors. The patrol approached the village from the east. Auspex readings showed they were not alone...


Sgt. Kassab's squad of 2nd platoon, 5th company 415th Tallarn Infantry Regiment
Sgt. Kassab (Veteran Sergeant/ Kill Team Leader)- Bolt Pistol, Chainsword, Flak Armour,  knife - Voice of Command
Cpl. Talal (Veteran Guardsman/Trooper) - Lasgun, Flak Armour, Knife, Frag Grenades.
LCpl. Nazim (Special Weapons Operator/Specialist) - Plasmagun, Flak Armour, Knife
Gdr. Yakub (Special Weapons Operator/Specialist) - Grenade Launcher (Frag and Krak), Knife, Flak Armour
Pte. Daoud (Special Weapons Operator/Specialist) - Meltagun, Flak Armour, Knife
Pte. Zakariya (Veteran Guardsman/Trooper) - Lasgun, Flak Armour, Knife
Pte. Hamid (Guardsman/Recruit) - Lasgun, Flak Armour, Knife
Pte. Wajdi (Guardsman/Recruit) - Lasgun, Flak Armour, Knife

Amanda's Tau
Leader with Pulse Carbine, Combat Blade, Recon Armour, and Photon Grenades. Bonding Knife Ritual.
Specialist with Railgun, Combat Blade, and Recon Armour
6x Troopers with Pulse Carbine, Combat Blade, Recon Armour, and Photon Grenades.


We played the Kill Team Fight scenario as it was just a straight up fight between two Kill Teams with no special rules - good for just learning the basic rules of the game and figuring out the special rules for our forces. First to Bottle is loser, their opponent is the winner. Can't get any simpler.


Before getting started we each made a roll on the "Hunt in the [archaeotech] Sprawl" Table. I rolled 11 - Bitter Rivalry - and chose our two team leaders to Hate each other - and then prompltly forgot about it (it wouldn't have mattered in this game...). Amanda rolled 3 - Toxic Ash - Any fighters that are down at the end of the game are out of action on a 1-4 rather than a 1-3.

Amanda rolled low and got to determine the side of the table she wanted to set up at (which was the one she was sitting at). I set up opposite...

Sgt. Kassab lead his squad of veterans into the long abandoned village. Auspex readings indicated others entering from the west and heading along the north end of the village. He split his team in two. One half (including LCpl. Nazim, Gdr. Yakub, Pte. Zakariya, and Pte. Hamid) to move into a blocking position in the north. The other he led himself (including Cpl. Talal, Pte. Daoud, and Pte. Wajdi) flanked to the left, hoping to ambush the interlopers. 

I think she was thinking if they were all bunched up it would be easier for them all to take advantage of their leaders "Bonding Knife Ritual" special rule... Perhaps they were a little scared marching into that creepy abandoned town and everyone knows the first rule of role-playing and horror movies is: DON'T SPLIT THE PARTY!

Then Amanda rolled high and got to take the first turn

ROUND ONE - Tau Turn

In tight formation the Tau dashed forward at the double!

ROUND ONE - Astra Militarum Turn

Sgt. Kassab lead his team around the south end of the compound - hoping to catch the Xenos in some enfilading fire down the alley ahead. 

Cpl. Nazim further split his group. He took Private Hamid with him into the compound to see if they could get to some higher ground to bring fire down on their enemy. He sent Private Zakariya with Grendier Yakub to the Northern corner to see if they could spot the advancing enemy and lay down some fire with the Grenade Launcher.

As he reached the corner, Grendier Yakub had a quick look around and spotted the Xeons Mob advancing at an alarming rate. They were as nothing he had seen before! Gangle creatures all in green and black that had strange movements and sort of hobbled along on hooves - perhaps they were DAEMONS OF THE WARP!? Certainly an abomination before the perfect form of the Emperor and needed to be exterminated! He selected Fragmentation Grenades and fired at them. The round landed directly in the middle of the group, throwing most to the ground - some dazed and confused, others bleeding their vile blue blood onto the sand while screeching and wailing. The Emperor truly shone his light on Grenadier Yakub this day! 

Totally rolled a 6 to hit... checked ammo - Okay.... seven were caught in the blast and instantly pinned, the eigth (partially under the template) dodged out of the way (or enough of the blast was caught by the others!). Three were wounded, downing two (including the specialist with the Railgun!), the third was saved by her recon armour. Then there were break tests for everyone - two failed (including the specialist with the railgun - that dude was just not having a great day...). One that broke ran for cover behind the building they were running past, the Railgunner was only able to crawl in the general direction of cover - to his credit, despite the agony and panicked state he was in, he still had the strength of mind to take his railgun with him!

Lesson learned - don't bunch up!!

ROUND TWO - Tau Turn

So two of the Tau were down, which was 25% so she should have made a Bottle Test... but we forgot.

At the start of the turn a few were able to recover from being pinned (the Team Leader and two others), which is kind of hard for the Tau. Despite the Bonding Knife Ritual which allows them to test as if they are within 2" of another team member as long as they are within 12" of the leader, their intiative is TWO - which they have to roll equal to or less than on a d6 to recover at the beginning of their turn (otherwise they automatically recover in the Recovery Phase at the end their turn, effectively losing a turn).

The Downed Railgunner continued to crawl towards cover as part of the mandatory moves, the other broken Tau was out of sight of the enemy and could stay where the was.

The three that recovered from being pinned got up and bounded for cover at the corners of buildings. Two moving ahead, along with the only tau that wasn't hit by the grenade, the other just took cover by the building they were right next to. Of those that moved forward, they all realized they couldn't draw a line of sight to the grenadier or any of the other Astra Militarum. The ONE that took cover at the nearby building could still see the Grenadier and fired of a shot with her Pulse Carbine... and missed...

In the Recovery Phase, those that were still pinned recovered. The two downed Tau remained down, and the two broken Tau remained broken!?

ROUND TWO - Astra Militarum Turn

Cpl. Nazim and Private Hamid stormed across the compound and up some stairs, hoping they'd be able to bring fire down on their enemy from an elevated position. Grendier Yakub held his position - some of the vile xenos had not yet cleared the kill zone and he readied another fragmentation grenade to finish them off! Private Zakariya pushed past him and dashed across the square hoping to gain a good firing position at the cover of the building opposite incase those horrifying xenos made burst through the gate that separated them.

Just as Sergeant Kassab reached the corner of the compound he heard the report of the Grenade Launcher firing and the blast of the detonation to the north. As he watched and enemy trooper stumbled into view and took up a firing position at the far end of the alley - with it's back to them! It seemed completely unaware they were there. Sergeant Kassab dashed across the alley way to take up a better firing position there and Corporal Talal  replaced him at the corner with Privates Daoud and  Wajdi stacked behind awaiting their chance to assault!

Grendier Yakub fired off another grenade, placing it just as before, amid the vile enemy still in the open. This time only three were remaining there to be caught in the blast - more screams and wails and when the dust cleared, they were looking a little worse for wear. 

Rolled ANOTHER six (ammo check - okay!) - Three were pinned, of those two were wounded, one saved, the other was downed. I wrote down that the one that was downed failed a break test, but I'm now thinking that only the other two that were there needed to take break tests (because of the downed comrade) the downed Tau didn't need to take a test as there wasn't another downed in the group...

Sergeant Kassab opend up with his Bolt Pistol and Corporal Talal with his Lasgun. The Sergeants bolted hit the Xenos scum square in the shoulder, detonating on it's armour and sent it pitching forward, exposing it's backside. Corporal Talal shot, fired a second later caught the trooper in this exposed backside burning a hole though part of it's thigh and the creature went down in a series of shrieks and wails. 

I could just NOT STOP rolling SIXES - both the Sergeant and corporal rolled Sixes to hit (ammo rolls checked - still managing to pass those). Both hits caused wounds, but the bolter shot was saved. The Tau pathfinder was Downed.


Bottle Check - failed.

Game Over.

There was a series of frantic cries and shouts between the enemy Xenos and they as one began to  break contact and scramble away. Would have been like shooting fish in a barrel... But there was no commissar with them today and despite the clearness of the Imperial Creed "Thou Shall Not Suffer the Xeno to Live"... there is sometimes an unspoken understanding (or perhaps just a hope of an understanding) between warriors - even the vile xenos - that perhaps if they let them go this day, the enemy will show them the same consideration in the future, should the tables be ever be turned...  


Of the Four Tau that were down at the end of the game, two ended up being seriously wounded enough to be considered Out of Action - rolling on the Serious Injury Table... the both made full recoveries and will be ready for action in the next game!

Checking for Caches - despite their frantic flight, the Tau managed to collect one cache, the Astra Militarum collected two.

For advances the Tau Leader got a skill and rolled for a Shooting Skill and got "gunfighter" - which allows the fighter with the skill to use TWO pistols... so kind of useless as the model has one pulse carbine and I have no other Tau model with two pulse pistols. Are there even such models? I guess if we were playing a long campaign with days or a full week between games and limitless resources and time... one could go out and buy a boxed set of plastic tau pathfinders and convert one of those pathfinders to be holding two pistols and be all WYSIWYG for the next game... but for us...? Initially I though, if you can't use it, too bad. But now I'm thinking that might be a bit harsh...

If a skill is completely useless for the model in question - should I allow a re-roll?

My concern is that one could potentially pick a skill type knowing that there is one there that they want and just rolling and arguing that anything they get that isn't that skill is "useless to them"... If I allow a re-roll if the skill is determined to be useless, do they just get ONE re-roll and have to stick with that...?

Sergeant Kassab also gained a skill - Step Aside - in melee he basically gets a 4+ invulnerable save as he now has a preternatural ability to, as Mr. Miyagi said; "No be there!" (I decided to use the vanilla Cadian options as there weren't specific skill availability charts for Tallarn...).

For resupply the Tau decided to recruit one more Pathfinder - with a Pulse Carbine and Photon Grenades, and Sergeant Kassab's squad gained a new member as well - Pte. Muhktar (Las gun and... camo gear...?)

Well those have been some rather SHORT games!? I'm feeling pretty confident we'll get games playing in 1-1.5 hours this weekend. So, hopefully we might get in one or maybe TWO Friday night, two Saturday morning before breaking for lunch, another two in the afternoon before going out for supper and a final game or two as required in the evening...? I think we're going to shoot for 10 caches to win - or whoever has the most when we call it Saturday evening. Ties broken by wins, then maybe total point value of current Kill Team or maybe rock-paper-scissors-lizard-spock or arm-wrestling something...?

Coming Soon to Tim's Miniature Wargaming Blog:

Hopefully another game report - Amanda was hoping to fight The Girl's Harlequins with her Tau this evening. I'm hoping I'll get in a game against The Girl's Harlequins on Wednesday and maybe Finnegan's Orks on Thursday... Hopefully after that we should mostly have the rules solid in our head for the weekend!

Monday, February 12, 2018

Eldar Dire Avengers

The Eldar were my very first 40K army. That was 30 years ago. I sold them all off about 25 years ago. For $40. Canadian. Still kicking myself. In reality it was probably only a few dozen of those original Rogue Trader era Guardians, a Lascannon and crewman, a Wraith Lord or two, and maybe a couple jet bikes...?

(Well okay, now that I did think about it, I did have that very first box set of plastic Space Marines... but that, and a metal marine with a chainsword and a robotic arm were the only things I ever had from them and I sold them off pretty quickly... The Eldar were the first ones I recall wanting to have an entire army of and coming up with backstory for them and all that stuff).

I did keep my Harlequins for some reason... (but not the Harlequin jet bike - dammit - STILL kicking myself!)

Anyway, over the years I've been putting together a small Eldar infantry force of those old Rogue trader minis - plus a few of the aspect warriors that came in the later editions. If you search far enough through the older posts you can find one or two painted - from when I had an idea for a paint scheme. I've been back and forth on how to paint them for years... At times I wanted to paint them all in different colours - like pirates - no uniform! Other times I've tried out other schemes, weird camouflage or just different colours, but was never really happy with them. Recently I've kind of settled on some colours, but I just haven't had the time to paint them - as I've been working on Imperial Guard forces.

I recently decided to crank out a squad of Dire Avengers and part of a squad of Guardians to possibly use as a Kill Team in Shadow War: Armageddon (and to try out the general paint scheme and see if I actually like it..). I think I'll probably try and work a few squads in here and there over the next year - between squads of Tallarn - just to take a break from all the tans and browns.

Dire Avenger Squad - Miniatures are from Games Workshop - though these are all long out of print.

I have two more Dire Avenger squads like this. I'm going to do them in the classic blue body armour, but have different coloured helmets (I think the other two squads might be yellow and light blue...?). I decided to paint different coloured plumes mostly just to identify who was who in Shadow War: Armageddon...

The Guardians I'm painting are in grey body armour. Again the plan is to paint different squads with different coloured helmets. I have about three quads worth - though some are carrying weird stuff like lasguns and meltaguns - stuff Eldar aren't supposed to have anymore.... Ah well...

The rest of the Aspect Warriors will be in a rainbow of colours - red Warp Spiders, orange Fire Dragons (though I think I'm one or two shy of a squad), yellow Howling Banshees (Though I gave all mine to The Girl - when I get some replacements!), green Striking Scorpions, blue Dire Avengers, and purple Swooping Hawks. I don't have any Reapers, but I think I'd go with classic black for them, should I ever acquire some.

What I'm not sure about are the Rangers, Farseer, Warlocks, and Wraith Lords... Rangers in some sort of camouflage? Farseer and Warlocks...? I think I might go with brown/grey earthy tones (like the Guardians?). I have three Warith Lords... Maybe green, purple and orange...? I don't know... Not like I'm painting them next week and need to decide NOW, I guess...

Coming Soon to Tim's Miniature Wargaming Blog:

The Guardians? They're about half done - I've got a bit of painting done while "watching" season one of West World with Amanda over the weekend when my head wasn't feeling so bad.

Or maybe a game report - Amanda said she'd play Shadow War: Armageddon with me later this evening... might still happen, the night is young...

I've also been working on some more cavern terrain. I'd hoped to make a bit more headway today, but then had a bit of a disaster to deal with...

The Girl went to get some bread of the cupboard to have for breakfast and they all came falling down on top of her! Don't worry, she's OKAY! She was pretty shaken by the ordeal, but luckily crawled out from under the wreckage (more or less) unscathed. The fellow I know who built and installed them will be here tomorrow to sort it all out (I think he was pretty horrified when I told him - says nothing like that's happened in all the years he's been building cabinets). Just one more bit of stress in my life that I didn't really need right now, though...

The really sad bit about the whole affair is that the cabinet that totally fell down on The Girl had all the bowls in it and there were a bunch of bowls that are really... irreplaceable... I mean, it's not like they were early Ming Dynasty or anything. Most were handthrown bowls made by potters that we bought at different times in our lives that had a certain sentimental value. My grandmother collected teacups wherever she went, we've collected bowls and mugs - except not mass produced printed ones, hand made unique ones. A few were even made by Amanda when she was interested in pottery - including a few small bowls she make for the kids when they were very small... They all came pouring out of the cupboard and completely shattered on the fancy new countertop (which, by the way, looks completely unscathed - granite is hard AF!).

Ah well, they're just things, I guess...

Sunday, February 11, 2018

The Last (Couple) Weeks Games

I didn't end up posting last week about the previous week's games as we really only got in ONE GAME and there was a complete game report for that.... Here's what went down at our place over the last two weeks or so...

Monday, 29 January 2018 - Warhammer 40,000 (8th Edition)

The Girl's Harlequin Troupe did battle against Finnegan's Ork Mob. If you missed it, you can find the complete game report of that here:

Harlequin's Vs Orks

Friday, 2 February 2018 - Rogue Trader

ON Friday we played another session of Rogue Trader (the Role-Playing Game). This session was more of filling out backgrounds and such for the characters and a brief encounter with the Imperial Commander of Port Wander (which is a bit different from the Port Wander in the books...).

Wednesday, 7 February 2018 - Shadow War: Armageddon

Again, there is a complete game report of this action here:

Shadow War: Armageddon - First Game

Friday, 9 February 2018 - Splendor

I'd originally wanted to get in another game of Shadow War: Armageddon (or two) but no one was feeling up to it - INCLUDING ME! So we played a light, fun game of Splendor. Amanda was feeling sick, and I was just about completely out of it with my headaches - so Amanda told The Girl this might be her night - she's been very sad as she's the only one who hasn't won a game of Speldor so far.

Despite my head... I king of won.... again...

Amanda was... unimpressed... I think Finnegan was next closest to winning, but I think he needed two more turns.

Sunday, 11 February 2018...

I'd set up a game of Shadow War: Armageddon to play with Amanda this morning... but we all slept in, and my head wasn't feeling so good, and then we just ran out of time as the kids had to get out to dance classes, after which they're heading to my folks for supper and they're going to try and figure out Bohnanza and watch some movies while Amanda heads over to Aaron and Emily's to start a Numenera Campaign... I'll be joining in the campaign... when (IF!?) my head ever feels good again!?

In Other News...

I have been working on a second batch of the Cavern Terrain - hoping to put it to good use this weekend when a few friends will be gathering to play and entire -if short - Shadow War Armageddon campaign!

Hopefully I'll find some energy tonight to do a bit more work on these - gooping... If all goes well, they should be done by Tuesday.

For those that are wondering - I finally got the MRI results back and it's NOT A TUMOUR! (or a bleed or clot or anything of that sort going on in my brain). Of course while ruling out some really bad options, it didn't give any definitive answers... There are two further avenues of exploration, but the next test/procedure isn't for two weeks... and in the meantime, the pressure keeps building in my head... GAH!?

Coming Soon to Tim's Miniature Wargaming Blog:

I have a couple of Eldar I've been working on for one more Kill Team option foe Shadow War Armageddon. Expect pics of the Dire Avengers tomorrow or the next day, and some Guardians later in the week. I'll likely also post pics of the new Caverns when they're done, and I DO hope to get in a few more games of SW:A before the weekend, which I hope to do game reports for...