Tuesday, May 19, 2026

Great War Commander - First Impressions

With Noble Knight announcing their Spring Sale, I took it as a sign to finally pull the trigger on purchasing Great War Commander (2nd Printing). It's been on my wish list for a while, and with Dominion of the Trenches covering the low complexity, fast gaming, it seemed only right to take advantage of the sale to move a bit in the other direction.

Image from boardgamegeek.com
There's plenty about the game on boardgamegeek.com, so this is neither an in-depth review nor detailed AAR. It is my impression of the game having played along with the example of play and then played the first scenario("Birth of a Legend" which takes place in Bleid, Belgium 22 Aug 1914, and includes Rommel as one of the Central Powers leaders).

Of note, I will mention ASLSK several times - it is the board game that I have played that is most like GWC - both are low-level tactical games in their respective periods. 

I have a little experience with hex-and-counter games but just a few titles so I don't have a lot of reference points, but I can say with some authority that the rule book is considerably more useful as an at-the-table reference document, than the ASL Starter Kit #1 rule book. The latter requires searching through dense paragraphs to find a rule you remember reading but can't quite recall where. Great War Commander's rule book is not perfect mind you and some things I found myself flipping forward and backward to find. 

Still, while everything wasn't entirely clear to me (and won't be until I've played a few more games I'm sure), it felt (on reading) far less complex than ASLSK

Of course, it may be that because I've read, and re-read, played and replayed, ASLSK #1, as well as Burning Mountains (not terribly complex,but certainly tedious), and Battle for Moscow (a game of minimal complexity), that Great War Commander seems more accessible. That is, I have a base of experience to draw from and had I started with GWC with no experience of any kind, I might find it completely opaque.

Speaking of complexity, boardgamegeek shows that ASLSK#1 averages 3.76/5 and GWC averages 3.17/5. For my money, I think it's more like 4/5 and 3/5(or probably more like 2.75/5) respectively. Boargamegeek also shows Burning Mountains has a 2.20/5 complexity rating. I think it feels more difficult than GWC on reading, frankly. In play, I would argue some of the math makes it feel more complex than GWC but the actual turn sequence is fairly straightforward. But I majored in Philosophy and ,later, Library Science, and was never much for math.

After reading the rules, as the rules themselves recommend, I played along with the example of play. I thought this was a genius approach to teaching the game! (Maybe other boardgames do this? I don't know.)

While it was a little cumbersome at times trying to find the card called for in the text, it really felt like I was playing a learning game, where I got to know what playing the game would feel like generally, how the more common rules worked, etc. 

My coffee table is wider at one end than the other - there is no way to line up the edges of the map with table that won't trigger OCD in many viewers. The skull in the upper right and fake phone in the lower right regularly reside on the table. EVERY day is Halloween, my friends!

Speaking of cards, GWC, as you may know, is in the Company Commander family of games and is card driven. No dice are rolled (although there are dice icons printed on the cards, so it's not quite like using playing cards).

The turns are considerably less structured than most other wargames I've played. There are no fixed phases unlike games like Battle for Moscow or ASLSK  or even One Hour Wargames for that matter.  There's also potentially ample opportunity for both players to play cards at any time, whether they are the  active player that turn or not.

But how much interaction and how fluid is all based on the cards that the players have in their hands. And I suppose that would be a sticking point for some. 

The initial French deployment for the scenario. They are starting with most units out of cohesion and this will plague them the entire game. I should have moved the leaders into positions where they could bring more units into cohesion but didn't figure that out until after my game!

For the active side, the cards are the orders you have available, and if your hand doesn't have something you can use, you can pass, discard cards (up to a specified limit for the scenario) and draw up to your maximum. 

This can go on for several turns until you get an order you can make use of. Possibly more so if you aren't great at shuffling the brand new decks *cough cough*

I bought this to play solo, so I'm always going to be doing something not matter what, but I can imagine it being annoying and frustrating in head-to-head games. 

The cards are also used of actions that can modify the situation - a +/- on a die roll, breaking an enemy formation in melee before the die roll, etc. So, you can make use of those cards that don't have useful orders on them, just not as orders.

Rommel attempted to lead his units to the right of the road but was caught by the French machine gun. I forget the Captain's name, but he and the units under his command had more success. Unhappily for the french, their MG jammed early and turned out to be unfixable.
 
I was concerned more about this than not being able to play an order, for playing solo. It turns out, I continually forgot what the other side had in their hand and it worked fine. Yay aging brain!

Also, because I personally feel like Fire/Op Fire is just something to expect and doesn't need to be a surprise, if a side had one or more of those cards, I kept those face up to remind me to use it. Otherwise, I quickly scanned through a side's hand for any useful action in response to the side I was playing as at that moment.  

That seemed to work quite well.

Another note, counter stacks are fairly minimal - I think the tallest stack I had was 3 counters: a suppressed (1 counter) platoon (1 counter) with an MG (1 counter). The hexes are big enough that you don't have to stack everything all the time. Which is great, because falling stacks are annoying (Burning Mountains I'm looking at you and your 5+ high counter stacks!)

Oh the weapon rules are a joy of ease and simplicity compared to ASLSK. 

Finally, playing the game was highly enjoyable, and felt like I was watching a story unfold (with opportunities to shape it). It was more towards the Dominion of the Trenches side of the equation in that respect. In my game, the Germans had a commanding victory. The French units struggle to coordinate a response felt right given my poor use of the French leaders. Air power played a small role for both sides. Rommel was wounded but survived. The Germans captured three of their four objectives, eliminated a few of the French units including the French officers, and then chose to bypass the remaining, totally ineffectual units (exiting the enemy's board edge is worth Victory Points).

I genuinely can't wait to play again. With an upcoming long weekend, I plan to play the 1st scenario again but this time I'll try to make better use of the French leaders!

  

Thursday, May 7, 2026

Dominion of the Trenches - Caporetto

Having heard much praise for other Dominion of ... games as a roll-and-write game experience that gives reasonable narrative results that feel right, I plunked my hard-earned cash down for Dominion of the Trenches

Also, the author includes two Southern Front scenarios, so how could I not? It's so rare for the Italians and Austro-Hungarians to get any love.

This is a battle report of the Caporetto scenario in the rules document.

That said, I played my own scenarios quite a few times before giving this "official scenario" a go and I have some minor issues with the rules that came up in those games - but this is not a review and they'll wait for another time.

Nevertheless, I will say, the rules live up to their hype for feeling right despite their simplicity.

As a huge plus, they got me to get out my Italian and Austro-Hungarians for the first time in a bit which says something (they were packed away).

This is how I played the game.

Instead of photos of my game setup, since the lighting wasn't that great, I'll illustrate with some Junior General counters, with the game labels for units. 

You don't need miniatures to play the game at all or Junior General counters. You can scribble it out on a sheet of paper. I played multiple games on literal backs of envelopes! I just happen to have the ones you would need for this scenario (and of course, I will create my own scenarios based on various battles on the Southern Front). The games were all fun, regardless of the format.

Some other notes - I went looking for maps of the Battle of Caporetto so I could see which units were where, and I saw that, at least on quite a few maps, the Italian 46th Infantry Division and the Austro-Hungarian 50th stormtrooper divsion were opposite each other at the start of the battle.

I found a map of the region, zoomed it in, and overlayed how I imagined the units might have been. I think of them as regiments, and each game turn as two days. No reason other than it just seems right given the abstract nature of the game.

Artillery Barrage - October 24, 1917

In the early morning of October 24, 1917, stormtroopers of the Austro-Hungarian 50. Infanterietruppendivision wend their way through mountain passes towards positions held by the Italian 2nd Army's 46th Infantry Division.


The attacker gets to start the game with an artillery bombardment if they have artillery. Not only do the Austro-Hungarians have artillery, the E means it's Elite and as a result they get to roll 6 dice. 

I distribute two to each of the Italian units in the front line.

The results aren't as bad as they could be for the Italians, but they aren't great either

A massive barrage of explosives and poison gas erupts up and down the Italian lines.

The Italian units in the front line are all Unreliable (Ur), but they do have a Defensive bonus because they are dug in or have built-up defesive works and so the first hit removes the Defensive bonus, a second hit will remove the unit. In the historical battle, gas was used and so, when the center took two hits and had to be removed, I figured it was probably where they concentrated the gas attack.
 
On the right and left, defensive positions are shattered. but the troops hold on but the Italian center gives way as their regiment is overcome by gas and the close following stormtroopers. 

As soon as the bombardment completes, the defender can try to bring up reserves.

It's not automatic and in most of my games, they failed more than they succeeded. In any case the player decides which of the reserve units will come up. 

In this case, the Italians were able to bring up a standard Infantry unit. It's not Unreliable and not Elite.

Another of the 46th Division's infantry regiments miraculously were stationed nearby are able to plug the gap before the storm troops can break through to the Italian reserves.

October 24 - 25, 1917 
Turn 1 Round 1

After the bombardment, the first turn begins in earnest, with the attacker nominating one sector for action. 

In this case, I chose the Cente, because both the Italian infantry is arriving and theoretically the stormtroops are supposed to keep moving not hold the trenches. Yet, in the moment, I decide the stormtroops,would be on the defensive in this combat, taking advantage of the previously abandoned Italian defenses even as they advanced.

I could have also said they were on the attack, but it's up to the player either way and how you're imagining the narrative.

Because the defender in infantry vs infantry combat gets to roll first with a chance to eliminate the enemy before they attack, and the stormtroopers have +1 on their attack, I suspect that factored into my subconscous calculation.

But they are overwhelmed as momentum sides with the enemy.

As with artillery attacks, if a unit is removed, the side that lost the unit can attempt to put a reserve unit into that sector. Again the Italians succeeded on their roll.

Turn 1 Round 2

Unreliable troops test before the attack portion of the round, and if they fail they disappear. If they pass, they are no longer Unreliable. I like this a lot - you don't know what kind troops you have at your disposal!

This really suits the Southern Front where, while they were good soldiers, morale was an issue for both sides. 

In Round 2 of turn 1, the Defender gets to choose the sector. I for reasons I don't recall, chose the Right Sector. And there I had an Unreliable infantry unit. Who failed their check and fled.


In Sector Right, the surprised and shaken troops under pressure from the Austro-Hungarians turn to headlong retreat towards the Piave.

No matter how the space opens up, as long as a side has reserves, they can try to fill it as soon as the combat portion of the round ends.

Again, luck sides briefly with the Italians as another unit is close enough to be brought up to engage the invaders.

October 26-27, 1917
Turn 2 Round 1

In the 2nd turn, and all turns thereafter, a die is rolled to determine which sector will be see action, although there is a chance that side's will get to choose the most advantageous one.

Round 1 belongs to the scenario's Attacker.

The Austro-Hungarians choose (well, I choose) to attack the Italian Unreliable unit in the Right sector. That unit first checks to see if it stands, and it passes, so it is no longer unreliable.

Attacking an unreliable unit means there's a chance they will be removed without you having to risk being eliminated in the process.

As they passed, the attack is resolved normally.

The newly arrived Italian infantry in Sector Right rally to their officers' cries of Savoia! Savoia! Savoia! (which is surprisng as normally this has little positive effect). Still, they are unable to stop the relentless stormtroopers. Those who aren't killed or captured join the flight to the shores of the Piave.

They fled, but the Italians have no more reserves at this point. So it will remain empty. If the Austro-Hungarian Right sector is activated it can then attempt to flank attack the Italian center unit (as long as there is one there).

Turn 2 Round 2

In round 2, the Defender rolls to see which sector will see action (with a chance they will get to choose).

The Italians decide to press an attack in the Center. Recall I had posited the Austro-Hungarians here were making use of abandoned Italian defenses. This gives the stormtroops first attack. 

To my surprise, the Italians survive the attacks by the stormtroops and then score a stunning blow against them.

The attacker's artillery is ridiculously weak and kind of useless after the initial barrage - this one of my quibbles with the game - so, when they fail to advance to out of the reserves to fill in the opening in the line, it's not at all surprising.

The Austro-Hungarian reserves have been left far behind the quick moving stormtroops and are unable to fill the gap in their line.


October 28-29, 1917
Turn 3 Round 1

As I mentioned above, if a unit has no enemy opposite them the can flank attack an enemy in an adjacent space. In this case, the Austro-Hungarian in the Right sector attacked the Italians in the Center, but to no effect.

The benefit of a flank attack is there is no return fire from the enemy!


Seizing opportunity, the Austro-Hungarian Right turns the flank on the Italian center, but again the
Italians hold.


Turn 3 Round 2

The Italians nominate the Left sector, and their unreliable unit passes the test (this many successes is rare if my previous games are anything to go by)

They are the defender and get to attack first, which is really their last hope at this point.

But they roll a 3 which does nothing. 

The stormtroopers opposite roll a 6, +1 for being Elite. 7 points! They decisively destroy the Italian troops in the Left sector.

Outnumbered and with one unit left, the Italians have lost. Since it's Caporetto, they join the retreat that is the collapse of the Italian 2nd Army.

Unfortunately, in Sector Left, the Italians break. The Italians in the center are forced to retreat to the Piave with the Austro-Hungarians closing ground behind them. 

Sunday, May 3, 2026

Friday Night Under the Lights!

A new game shop opened in East Atlanta recently. They're primarily focused on card games, like Magic and Pokemon, but they also have space for miniatures gaming.

It is significantly closer to me than any of the other places I've gamed - 10 minute drive and actually in the city vs 40-60 minutes and out in the burbs (Atlanta traffic is no joke - so those times only go up if there's traffic). Like several area game stores, they have a Discord server and when I saw someone post on Wednesday about setting up an OPR game, I jumped on the chance.

When I mentioned the only 2000 point army I can field at the moment is a fantasy lizard army he offered to run his space orks as fantasy orcs. However, both Grimdark Future and Age of Fantasy are virtually identical rules-wise and I had seen game reports of sci-fi vs fantasy OPR games on YouTube and suggested that. So we played Space Orks vs Fantasy Lizardfolk outside the shop under the lights, on Friday night!

I didn't get many photos - I was too busy getting my butt handed to me!



This is my favorite picture.

That gator hero had been sitting primed for months. 20 minutes of heavily thinned acrylic to fake contrast painting over the primer, with a light dry brush after, for the win.

My biggest issue, that wasn't my absurdly bad dice rolling in the 2nd and 3rd turn (such as rolling 20+ dice to defend against attacks and only succeeding on four or so of those dice), was not being familiar with my units' abilities. I should have studied my roster better. Still, I had a great time and came home inspired to finish up the Goblin Green rebasing project and to get my Blessed Sisters up to 2000 ASAP (ordered a 3D-print Immolator proxy - it's the same base as my Rhino but with a dual flamer turret).

My standout unit was a unit of Gators (technically, my Egyptian crocodile unit) lead by a Gator hero (the Egyptian mamma-croc - also finished quickly, on Thursday night). Had I known their attack strength (4 figures, 9 attack dice with armor penetration), I would have had them in the middle but instead had them on the right flank and basically away from the action for most of the game. When they finally got into the mix, they destroyed one of the ork trucks with ease.

We're talking about another game sometime in May. That will give me time to finish the Goblin Green basing and maybe review my roster more closely!

Monday, April 27, 2026

Coming Round the Mountain - Italy vs France WW2

All last week I had been itching to get in a game with my brick mini-figs, I had the chance to set one up on Saturday.

The scenario is from One Hour Wargames. Rules used were my own.

The setup: A platoon of Italian infantry supported by a mortar is assigned to capture and clear a small village defended by two dug in French infantry units, with reinforcements on the way. The French are all veterans, the Italians have two green units (black helmets), one veteran infantry and one veteran mortar team. French reinforcements are set to arrive on turns 5 and 10.

 

Italians advance under fire, but the mortar suppresses the French threat in front of the village.
 

The veteran Italian infantry, supported by green infantry in the woods, storm the suppressed French, while the Italian platoon leader urges the other green unit to advance under the fire of the second entrenched French section.
 

The Italians valiantly storm the French position.
 

With the French first line of defense defeated, the Italian veterans storm the village, where the French have brought up an HMG team. In a stunning upset, the HMG team, despite being pinned, wipes the Italian vets right off the map in close combat! 

The French flank neutralized, the Italian platoon leader sets his green section the task of clearing the village.  And once again, the MG team punches above their weight cutting the attackers down as they advanced.
  
The last of the French reinforcements arrive and the French drive off the remaining Italians.

****

The rules were my own grid-based amalgamation of Advanced Squad Leader Starter Kit and Crossfire I had created for PTO games. As written, they're intended for on base = one squad.  However, instead I used 2-4 figures per section and modified the rules to suit.

The game lasted about 90 minutes (this is the only not-fast-play set of rules I've ever cobbled together. Nevertheless, they're lighter than ASLSK - they require much less of a mental load, while giving me a similar sense of involvement).

The French units have two figures instead of four because I originally was thinking of a small scenario based on an actual event, of a platoon attacking a squad and using 1BC Toy Soldiers at 1:1. I just never abandoned that part of the idea! 

Overall, the rules worked well even with the modifications. 

 As for the scenario, I probably could have given each side six units like the OHW scenario called for - again, I forgot to abandon that part of my original idea!

Wednesday, April 22, 2026

Red Lizards Rising

These four Reaper Dark Heaven lizards took WAY too long to complete - but they are done. They will bring up two of the existing Red Lizard units to full 10-figure strength.

 

The lack of shading is intentional, I assure you.

I ran into some issues with the acrylic gloss varnish. It's been a minute since I last used it and it was kind of lumpy, even with vigorous shaking (the bottle, not me). For a good bit I was worried about it drying cloudy, but it dried mostly OK and required only minimal touch-ups to meet my less-than-exacting standards.

Of course, these four figures are the only lizards that have the goblin green basing - all of the previously completed lizard figures have been re-based to squares, but they need the full goblin green treatment. 

Maybe they'll be done before 2027?

In other news, I ordered a few things to beef up my Blessed Sisters to 2000 points: 

  • 9 Sisters Repentia + a Repentia Superior (already assembled and primed - woo!) 
  • A 3D printed Rhino-type thing (APC) to zip them around the battlefield. 
The printed APC was significantly less expensive than an official GW Rhino. Hopefully it holds up to game use.

OPR allows "Fanatic Sisters" (their name for Repentia) in blocks of 5 or 10  but GW annoyingly only includes 9 in a box along with a Superior. Fortunately, I have two that were on the Combat Patrol sprue I purchased awhile back for the extra Battle Sisters and the Penitent Engine, so I can fill out this unit with one of them and use the other to fill out a future, second, Repentia unit.

Btw, I would have gone 3D printed for the Repentia, but most of them look ... questionable for gaming in public.

Ultimately, I want to field a version of a Penitent Host, but for OPR - Repentia, Penitent Engines and Mortifiers, oh, my!  (Probably no arco-flagellants as I don't like the models - GW or 3D printed.)

While I eagerly await the arrival of the above, I'm prepping for a Basic Fantasy RPG session this Sunday and trying to finish up the interface for the Solo Wargamers Association's Lone Warrior index, so we can roll that out. I'm very excited that we're going to be able to offer a better glimpse at the contents of past issues beyond article titles!

Monday, April 13, 2026

All's Quiet

Not a whole lot happening over here, hobby-wise. Well, wargaming hobby-wise. 

I *did* play Grimdark Future Firefight yesterday against another human. It was the first game I've played in awhile.

He messaged me on Thursday or Friday on Discord, we hashed out schedules and locations and all that, and then Sunday we got together at a local-ish (30-40 minute drive for me) store. The rules have moved up a version since I last played, but nothing too dramatic has changed in Firefight.

We played two games. 

The first featured his old school Iron Hands Space Marines vs my old school Plague Marines. I took quite a beating. The only consistently good showing was the figure with the plasma rifle. Although, on the last turn, I managed to take out one of his Space Marines in a melee counter-attack with the figure with the Plague knife. It didn't change anything but it felt cinematic.

All of the dice I rolled in that game were retired for the the next one! 

For our second game, he took his Iron Hands again, but switched out some rifles for a Terminator. I benched my Plague Marines for my Battle Sisters. I had 7 models to his 5 but mine were fragile in comparison, especially the two Sisters Repentia. 

Luck was on my side this game - I took out the Terminator with a combination of a Battle Sister with  Storm Rifle and my Cannoness with her Power Sword.  Then I dropped his RPG after a brief exchange of fire with a Sister with a Bolt rifle. On turn 4, I dropped his leader. In the end, I held 2 of the 3 objectives free and clear, and was contesting the 3rd. 

I didn't take any pictures, but it was a lot of fun and hopefully we'll meet up again soon. 

Of course, now it's got me thinking again about how to get at least one of my forces to 2000 points for the full-size game. 

This is the team I fielded yesterday. Pummeled badly, but I still love them.
 

I almost forgot that I ran a session or two of our family and friends RPG campaign since I last updated - I forget when exactly - and we have a session later this month. 

The party has turned to murder-hobo-ing. They are actively avoiding an RP opportunity I set up in the dungeon proper and seem to be speed-running the dungeon. I need to poll them to find out why. I'm happy to terminate the adventure at any point, if they aren't enjoying it. The characters themselves aren't obligated to go straight through, they could go back to town or even to another adventure.

 

My sister and I worked on clearing my parents house out last week to get it ready for sale. This sign hung in the basement bar of their first house. I remember it from my very early childhood. It now hangs on my wall to welcome and set the mood for my RPG players.
 

Most of my free time, I've been spending on music.

I picked up a Behringer Edge (percussion synth) a few months ago and then an Arutria Drum Brute Impact (analog drum machine) about month later. I have been having a blast attempting to make various forms of electronic music as a result - mostly industrial, ambient/drone techno, and power noise. I pretty much do that every day and just get lost in the beats.

It's nice to do something musically where I have no particular purpose except to have fun. 

In fact, I can lose hours to it. It's almost a dangerous as doom scrolling Instagram, except I'm actually creating instead of mindlessly consuming.

That's in addition to practicing trumpet every day (I took up the trumpet on September 6, 2024 and I've practiced every day since). When I started playing it was just for giggles, to return to my first instrument and maybe someday play in a community band. But then I fell in love with it way harder than I expected and suddenly I had musical dreams again - like I did when I was 14 and took up guitar. We're at the point now that when people ask how it's going, I tell them that when I grow up I want to be in a professional jazz band (I do. And by grow up, I mean in about 10 years). And maybe a touring ska, soul, or rocksteady band.

And finally, icing on the cake, a band I was in that hasn't played together in 16 years is reuniting for a November show and I've got to re-learn songs I have long since forgotten. It's punk rock, not prog rock, so it's not difficult, but I just need to sit down and do it to the point I can play them in my sleep again. And remember which song is which just by seeing the name on the set list (never my strong suit - I've many times, in many bands, leaned over and asked a bandmate to quickly sing how the song starts!)

Me and the boys. 2008? 2009?

Wednesday, March 4, 2026

The Grass is Always Greener (when it's goblin green)

It took longer than I would have liked - I've been distracted with music related activity - but still,  the work on giving my Boar Boyz "goblin green" basing has been completed! 

The green horde!

I'm thinking of trying Dragon Rampant, 2nd ed. for my fantasy games.One more boar boy would give me three six-figure units. But, that's not likely to happen any time soon - fortunately, Dragon Rampant supports varying figure counts per unit (also good because my infantry units have ten figures, not twelve).

Some recently arrived additions include this lot of five old metal Adepta Sorotias Seraphim.
 

I much prefer the way these look compared to the modern Seraphim plastic kits. Especially as this lot came with the helmeted Superior with plasma pistol and one of the Seraphim has flame pistols. 

The slotta bases they came with however won't work for my purposes - so I may order some 3d printed bases of the correct diameter. I intend to paint this unit in the colors of the Order of the Sacred Rose (white armor, red fabric bits).  

Inspired by my reading of Hammer & Anvil, I've decided to build up my Necron force to something suitable for the battles of Sanctuary 101 (where the Sisters battle Necrons). I'll primarily try to follow the novel for scenario ideas but White Dwarf 218 (1998, 2nd ed. 40K, which is perfect for me) has a Sanctuary 101 scenario that looks feasible with only slightly reduced numbers to fit on my smaller playing space. 

(Apparently Sanctuary 101 scenarios also appear in WD 469 and 521? There are also some wargamers who have posted their own versions)

For my birthday (last month), I was gifted this Necron Overlord (and some green transluscent plastic rod to mount on the staff) :

Old and metal!

It came painted like that. But, although I think it looks great, my Necrons are all painted as Novokh Dynasty  So, I'll strip this figure and then paint to match the rest. Eventually.

This figure will serve as the leader, clearly. And that just leaves some Destroyers to round out the force to match the White Dwarf article.

There's quite a bit still in progress on my paint table - including the Hospitaller, ten Termagants, and four lizard warriors. I am hoping to finish up the lizards this weekend as I will have a good bit of time to do that and they don't need much really.

 

  

Friday, February 13, 2026

Plague Marines! Boar Boyz! Goblin Green Bases, Oh My!

Although I had not planned to do it, I ended up completely repainting my old school metal Plague Marines to match their much larger plastic brethren.  You can view the old paint job on this post.

More tufts arrived, so I can finally finish all of the bases.
The color change doesn't make them any taller, but I like that they blend in better.

I managed to finish assembling and painting all of the Boar Boyz I got myself for Christmas (the Plague Marines were also self Christmas gift). Two of them just needed to be glued to their boars, but the rest were in various states of disrepair. 

I haven't taken a picture of them yet because I'm just starting in on basing.

And I started with the seven Boar Boys I picked up previously (painted by their previous owner). 

I decided that I want to approximate the old Goblin Green basing common for Citadel/GW figures way back when (Not having been a wargamer back then, I have no nostalgia for it, I just love the way it looks).

So, using a recipe I found here: https://www.goonhammer.com/how-to-base-everything-goblin-green-bases/

I tried and ...
 

I love the way it came out! I could probably dry brush a little more yellow on top but I think it looks good enough.

The picture below shows my two fantasy armies lined up for no other reason than I wanted to. This was taken *before* I did the bases above, so any green you see, came already painted on the bases.

I get giddy just looking at this! The bases are 5" x 2.5", ostensibly for One Hour Wargames Dark Ages.

Although there are round-bases pictured above - all of the lizards have been rebased to squares, just like the Black Orcs on the far left. I decided I just like it better. The difference is that most of the lizards have integral bases, and I haven't decided if I'll make an effort to smooth the transition or just say "who cares?"and leave them on little hills.

Because, when I think about it, I really don't care if the are on little hills. 

After watching copies come and go at prices I could not justify, a reasonably priced copy of, Warhammer 40K, Second edition, came along. And for reasons I can't fathom  Blogger refuses to post the picture without rotating it. So, no picture, I guess.

I also acquired a copy of the Wargear book (literally a book dedicated to the variety of weapons and their abilities), which is generally available at throw away prices. No picture of this because I haven't taken one.

I have PDFs of both, found online, but I like being able to flip through the pages. The artwork in the books is perfect. I have a regularly expressed preference for Moldvay B/X D&D, the rules and its artwork, and this era of 40K feels like it's in the same lineage.

Finally, here's what's currently on my painting table:

The second figure from the left in the front row, on a "rock" (foam core), is an old metal Adepta Sororitas Hospitaller. She is so tiny. So so tiny. I think this figure was undersized compared to its contemporaries even.

I ordered it at the tail end of 2025 (so she doesn't count towards my purchase tracking), but it just arrived this past week. I bought it because I had read Faith & Fire (which features Hospitaller Verity as an important secondary character, and I have now also completed Hammer & Anvil, and she's in that, too. More on those books in another post).

You can't see it, but there's a mutant Chaos Cultist in the rear left, in front of the bright green crocodile. I picked up the cultist because of Faith & Fire, as well. Not because there are cultists in the novel, but because I want to use the figure as a psyker for Space Weirdos games. This figure looked way more like how I imagine psykers than any figure, "official" or otherwise, I found.

All of the lizards are Reaper Dark Heaven. The in-progress red lizards will let me round out two of my existing units - the red lizard warriors and the red lizard archers. I haven't decided how I'll paint the unprimed lizards. I am thinking of going with the spider-man lizard They'll act as a guard for the frog shaman.

The Tyranids are the first figures I'm working on from the large 9th ed. 40K starter set I picked up last year on ebay for a song. Eventually the 20 in the box will join the 20 I already have. I have no idea where or when I'd *need* 40 termagants, but painting them is easy and I can just pop on the Golden Girls or Bob's Burgers and listen while I paint.

 

Monday, February 2, 2026

FUBAR 40K : Adepta Sororitas vs Necrons : Part 2

When we last left the story, Canoness Valoria and the Battle Sisters in her command were pressing in on the escaping Necrons and their trophy.

The "x" markers remind me they need to check if the figure can return to the game or not. The green bead tells me the figure is suppressed.

Valoria gripped the hilt on her eviscerator and threw herself into the enemy - the whirring blade catching living metal in its teeth. In the ensuing chaos, the Untouchable broke free of his captors and took off for the nearest ruin.

It will forever drive me crazy that the corner piece is on it's side and i didn't notice until I looked at the pictures after!

Two Battle Sisters descended on the running Untouchable and brought him into their custody. But, the second squad of Necrons charged into the ranks of the Sisters and a massive scrum ensued.

It got a little messy here.

The Battle Sisters gave better than they got initially, but the fallen Necrons kept reforming, and Sisters soon began to fall. With no small risk of being overrun, Valoria took personal command of the prisoner and ordered her Sisters to fall back, firing as they went. 


That swarm never stood a chance against 13 dice of shooting.

With their Sisters safely away with the target, the remnants of Sister Angelique's squad dropped back as Sister Caterina's squad provided covering fire.

Reduced to a fraction of their starting force, the Necrons simply disappeared without trace. Moments later Valoria summoned the shuttle for extraction.

They had lost two squad leaders and five Battle Sisters but, costly though it was, it was victory for the Adepta Sororitas.

***

Some Thoughts on FUBAR

I've played many games of FUBAR and I like the rules, so nothing that follows is a deal breaker for me, just some thoughts on suitability for new players.. 

I started down this road because I ran into a situation I hadn't encountered in previous FUBAR games.

The game is a unit vs unit game - activation is by unit and all members of the unit must take the same action. However, while the assumption is multi-figure units, it supports single-figure units, like my Canoness. Some supplements even add rules for Heroes that give some single-figure units special abilities.

Now here's what I found to be a bit of wrench in the works: 

My Canoness charges a unit of Necrons and makes base-to-base contact with one of them. As written, it sounds to me that the whole Necron unit is now in close combat. And per the rules, they may move up unengaged figures that are within 3" of an attacking enemy figure.

  1. How many Necrons in the unit can be moved into contact with the Canoness? That his, how many figures can attack one figure.
  2. What about those figures who are not engaged or are outside of the 3" range? Can they shoot? Can they move? 
  3. Can figures who are within that range, but can't make contact with a model be moved into contact in a subsequent round if a friendly figure is removed? 

The rules don't answer any of these explicitly. The players must decide for themselves.

If you have experience wargaming, you probably have some preferred way of handling the number of figures that can attack a single figure in melee. In my case, I allow three figures to contact one, but only if all other figures in the assaulting unit have been engaged by at least one enemy. 

But, what if you're new to wargaming? 

The second and third questions aren't as straightforward, in my opinion.

We know units can only take one action on their activation, different actions can't be taken by different figures in the unit - so shooting seems unlikely to be allowed. 

Fair enough, although this might strain the ol' noggin' as it seems to be unrealistic and especially so if your brain is telling you the figures are individuals even though you know it's a unit vs unit game.

But what if that unit was attacked before it activated? Can those figures still get their activation? (probably not for most of us, but someone might decide otherwise)

Even potentially more confusing, it implies a single figure can tie up an entire unit. This is useful for the side with the single-figure unit but is that what was intended?

Intended or not I like that, but again, players have to decide. 

It worked well for the Necrons - a scarab swarm was able to screen the main body of warriors as they made their exit. It worked well too for the Sisters, when, as in my example, Valoria charged the Necrons - she was able to freeze them in position at the table's edge. She's a heroic individual doing heroic things, so narratively speaking it made sense.

Per the rules,  "The combat continues at the beginning of each subsequent turn. The units involved automatically activate at that point. They cannot subsequently activate in that turn."

What does that mean for non-engaged models? Certainly, they can't shoot. The whole unit has to take the same action after all and they've been forced to activate automatically at the start of the turn.

Can those figures move if it involves moving into the close combat their unit is engaged in? If they were within 3" but couldn't make contact initially can they fill in for the fallen? 

It's not explicitly stated that non-engaged models can move up to fill openings as others of their side fall. Common sense tell us they should be able to, but the rules are silent and again, if you're new to wargaming, you might wonder if allowing it is in keeping with the designer's intent.

If you liberally interpret "Then the opponent can move up any unengaged figures that are within 3”/8cm of an assaulting enemy figure." as applying in subsequent rounds of close combat,  you can at least reason your way to supporting the conclusion if they are within that 3" range, they could move to fill in for a fallen comrade.

What about figures that were outside the 3" when the assault began? Can they move into the combat? Or do they just hold their position? 

Once again, the players need to decide. 

Again, none of this is a slam against FUBAR. Lots of sets of rules have issues like this. It does mean that I wouldn't make FUBAR my top recommendation for totally new players without guidance from an experienced gamer. 

"For my money" (they're free, so ...), they are better suited for people who have experience to draw on and fill in the gaps.  As I'm not new to wargaming by any means, I'll be returning to them undoubtedly, but for now I've got my eyes set on trying Warhammer 40k's 2nd edition rules. 

Saturday, January 24, 2026

FUBAR 40K : Adepta Sororitas vs Necrons : Part 1

The Necrons learned of the presence of an Untouchable on an Imperial planet, Nilia 9C6, and dispatched a force there to find and retrieve him for research purposes. Hidden away by the Inquisition in the ruins of a town far from the any active settlement, the Untouchable is unaware of any danger. Cannoness Valoria has been ordered to retrieve the Untouchable or prevent him from falling into their hands, alive.

A drop ship deposited the Cannoness and two of her Battle Sisters squads just South of the town. 

Sister Caterina's squad is in the foreground, Sister Angelique is behind the wall in the back.

To the North, two squads of Necrons accompanied by three Canoptek Scarab Swarms fanned out to search for their quarry.

Necrons advance us

Table before the first moves (pictured above)

The Warriors sent the swarms ahead, their beating wings carrying them above any obstacle. In the shadow of a decrepit storage tank, one swarm found the prize.


Moments later, Necron Warrriors moved in to capture him.


With the enemy already in possession of the objective and retreating to their extraction point, Sister Angelique raced her squad across the ruins, hoping to gain a clear line of sight to the enemy, but swarms of robotic beetles hampered their advance. 

To the right of that fray, the Battle Sisters of Sister Caterina's squad, driven by holy zeal, stormed over the wall

If you look closely in the upper left, you'll see I've marked a swarm as suppressed (green bead). This was a mistake. There is no suppression in close combat. It should have been marked down (see special rules for Necrons below)

directly into the line of sight of an approaching Necron squad.



For a moment it looked like the Necrons would escape with their prisoner and extract a high price from the oncoming Adepta Sororitas. But the faith of the Sisters never wavered, knowing with certainty in their hearts, the Emperor protects.

As if in a state of confusion, both squads of Necron Warriors stopped in place - neither advancing to contact nor moving to extract their prisoner. 

A heretic might say the Necrons suffered glitches in their communication matrix due to atmospheric interference, common on Nilia 9C6, but the Sisters of the Adepta Sororitas knew it was the light of the Emperor's will that shone grace upon them.

The Necron Warriors with the prisoner failed their activation rule several turns in a row, as did the other squad. This allowed the Battle Sisters to stay in the fight.

The Sisters pressed forward, but clouds of flying, living metal swarmed on them, their metallic mandibles seeking any weakness in the Sororitas' Ceramite armor, buying the Necrons time to escape with their prize.

Or so it seemed.  Still the Necron Warriors stood in place.

Seizing the moment, Cannoness Valoria sprinted across the battlefield. Glowing green bolts of searing energy from Necron Gauss guns tore through the air exploding clods of earth at her heels as she sprang behind ruined walls. 

A short space of open ground separated her from her quarry.

The Necron with the green bead is suppressed, the one with the black triangle with the red X is actually down. I realized shortly after that I should in fact, lay the figure on its side, with the marker (to remind me they need to make a repair roll).

Stay tuned for Part 2!

***

Background:

This week, I decided I wanted to try out FUBAR take on Warhammer 40K. They are a supplement, rather than a variant of, the FUBAR wargame rules for modern/sci-fi small unit combat. Instead of presenting the rules entirely as the variants do, such as Medieval or VSF, they cover converting the Warhammer 40K units and weapons into FUBAR units and weapons.

The recommendation for balance is to use the points from 40K (I assume the 3rd Edition in the name of the one document refers to the 40K version, but it may refer to the FUBAR version it was meant to supplement). I am very interested in 2e 40K of late, and so I used those point values and found I have around equal points of Adepta Sororitas and Necrons. 

The scenario idea came from the 3rd ed.  Codex : Witch Hunters (can be found online - Adepta Sororitas had their own codex as the end of second edition, and they are included in Witch Hunters in 3rd. I share this because I only just learned this recently).

The Forces:

Adepta Sororitas 

Cannoness Valoria: Elite, bolt pistol (2 FP), power armor (Save on 3+)

Battle Sister Squad 1 (Veteran, power armor (Save on 3+)):

  • Sister Superior Angelique:bolt pistol (2 FP) 
  • 4 Sisters with Bolt Rifles (3 FP each)
  • 1 Sister with Melta (3 FP)
  • 1 Sister with HMG (4 FP) 

 Battle Sister Squad 2 (Veteran, power armor (Save on 3+)):

  • Sister Superior Caterina: Bolt  Pistol (2FP) 
  • 4 Sisters with Bolt Rifles (3 FP each)
  • 1 Sister with Flamer (3 FP)
  • 1 Sister with Heavy Flamer (4 FP) 

 Necrons 

Squad 1

  •  5 Necron Warriors: Veteran (1 FP, Save on 3+)

Squad 2 

  •  5 Necron Warriors: Veteran (1 FP, Save on 3+)

Canoptek Scarab Swarms: 

  • 3 Canoptek Swarms : Seasoned (0 FP, CC only, Save on 5+ , capable of a leap of 16" over intervening terrain). Each swarm acts independently.

The Necrons are not covered by the FUBAR supplements. No worries!

All Necrons have the following special rules (from "W40K 2nd Ed Battle Bible 1.7.2" - available online):

Self-Repair: "Necrons cannot be removed as casualties. Instead, mark them or place them on their side." At the start of each turn, before the automatic close combat round, for each Necron on its side, roll 1d6:

  • 1 - destroyed, remove as casualty
  • 2-5 still trying to repair
  • 6 Repaired and immediately returned to fight. "

Isolation :  "A Necron warrior which repairs itself may find itself outside of normal coherency to the rest of its squad. Necrons in such a condition are said to be isolated. An isolated Necro cannot shoot, although it fights as normal in all other respects. It must move to join a unit of the same type."

Morale : "If the entire Necron force is reduced to 25% or less of its original number at the start of any Necron turn, then the whole army  will mysteriously vanish; the Necrons are assumed to have been driven away. Necrons which have fallen down but not yet removed can’t be counted as part of the remaining force, so a Necron army can be defeated if enough models are knocked down even if they are not permanently destroyed.

The emphasis there is mine - I did not remember that when I was running the game and that played a part in the game's length for sure!

The Untouchable Rules

Untouchables are individuals immune to Pyskkers, or something like that. In any case, I had 3 blinds on the table one real, two dummies.

Swarms can check the blinds but cannot capture the Untouchable if found or escort him off the table. 

Once revealed, the Untouchable, Green with no armor, activates once per turn. And being Green, odds are high they'll fail their activation roll.

  • If he is not currently captured or rescued and he activates successfully, he moves 1d6" in a random direction (roll 1d12, read like a clock direction). 
  • Once captured or rescued, he becomes temporarily part of that unit and moves with them but still activates each turn in order to try and escape. 
    • To escape (he doesn't want to be captured and in the confusion of the moment, doesn't want to be rescued either), he must attack his guard, and the guard must fail in their attack against him. If successful, the Untouchable immediately moves 1d6" in a random direction as above.

If the unit with the Untouchable is attacked, and there are any unsaved hits (using the unit's save value), the Untouchable is hit and killed on a 1 on a 1d6.

Once captured or rescued, the unit with the Untouchable can only move a max of 6" per turn.

As for FUBAR itself, there were some house rules added on the fly to address some grey areas, but more on that next time.