Showing posts with label Games Workshop. Show all posts
Showing posts with label Games Workshop. Show all posts

Tuesday, July 14, 2026

A Game of Inches

The other night I decided to experiment with a half-sized play area for One Hour Wargames - just to add my voice to the chorus of those who are happy to celebrate that you don't need a lot of figures or space to play miniature wargames that aren't 1 figure = 1 man/lizard/orc/etc. And you can use 28mm+ sized figures to do it.

Some will no doubt guffaw at such a spectacle, but not all of us have room for large tables, permanent or otherwise, nor do we all have easy access to clubs or stores that provide tables and space to game.

I have used 3" wide bases many times, and that is half the max 6" width Neil Thomas recommends, but usually I play on 2/3 size surface with them, just to have some more room for maneuver or to play 8 v 8 instead of 6 v 6, or to better fit some of my terrain pieces, which were intended for the full-size 36" square.

Enough rambling!

Here is one of my favorite scenarios, set out on my kitchen island using an 18" square (my 36" surface folded into 4ths!)

The Black Orcs, which I treat as "shieldwall", are hard to see, but they are in the village. The savage orc "warband" covers the gap between the road and the mountains.
 
Bottleneck!

No room around this.

Next!

Turn 5 - Orc first wave of reinforcements arrive.

And quickly take over for the fallen warband.

And do a splendid job of it.

Turn 10 and the second reinforcement wave arrives. The lizards are cooked. I call the game after another turn or two.

The game, enjoyable as it was to look at, felt frustrating as play went on. 

The lizards could never get a second unit up between the orcs and the mountains and so one unit of orcs at held of a far larger force. When they finally fell, they were replaced by reinforcements and the pattern continued. 

Realistic, but not how this scenario usually plays out (often the attacker at least reaches the village even if they don't capture it).

Then it occurred to me: I never go this small an area because my terrain is not sized for it!

The mountains are 7" across - which means they truncate the center as do the 8" diameter woods. Neither piece should be over 6" if they are to occupy 1/9th of the table per the scenario setup.

So I moved them slightly apart (overhanging off my cloth just a bit) and the result was much more satisfactory - I could fit another base through the gap now. 

The game started out almost identically with the orc unit defending the road eliminating the lizard cavalry, but a second lizard unit was able to move up and attack the orc unit from the flank. This opened the way to the village (where the orc "shieldwall" was located).

I love the colorful look of the lizards.

This time, by the time the first wave of orc reinforcements arrived, the lizards had already begun their assault on the village.

The orc cavalry are dangerous but this time the lizards come out on top.
 
The skinks assaulting the village are driven off, but the orc cavalry repulsed.

A second attempt at the village is made!

And the second wave of orc reinforcements arrive. Note, I decided they couldn't flank the crocodile unit as they are nearly up against the "table" edge and no room for a unit to squeeze in.

The village falls!

The lizards capture the village but it's going to be a close run thing.

End of turn 14, this is how things stand,

The game should have ended on turn 15, but I played one more turn. The lizards were victorious - having captured the village and the remaining orc cavalry retired to regroup and try again another day.

This worked much better - more like how it usually plays out, with the attacker having an actual chance of winning. For future half-sized games I will remember to adjust the size of area terrain to fit the playing area! 

I have the space on this counter to go up to a full 36" square, but there's just something about this tiny setup that I find very appealing so I expect I'll do this more often. 

It also effectively doubles my troops without having to paint anything else. If I need two units of shieldwall for the orcs, I can put 5 per base instead of 6! These (and, the Boar Boyz), are old GW metal sculpts and are kind of pricey to buy enough to make a full unit - so the savings are not insubstantial.



Sunday, June 28, 2026

End of June Cornucopia

I'm moving soon - Monday officially, although I'll have two apartments for July while I finish moving bits and pieces of things - and sorting through things to decide what to bin, what to donate, and what to pack this past week has taken up a lot of time. 

Still, I did manage to squeeze in hobby time last weekend to alleviate some of the stress of the whole thing.

First and foremost, I finished my Adepta Sororitas Hospitaller. 

That "rock" is the foam core from a piece of well, foam core. I peel off the paper on the front and back and just use the foam bit.

Hers was the first base I used flowers and various grass tufts on - pleased with the results, I finished the baes on the rest of my Sisters:

One squad has predominantly red flowers, one has predominantly black flowers. The red flowers are a better product frankly, but I like having the color distinction to prevent intermingling on the tabletop. 

For Father's Day last Sunday, I received this little gem:

And it's literally little. It's Worthington's Battles of the American Revoltion : Oriskany & Freeman's Farm travel sized set. 

I've only played the Oriskany scenario so far - and it took five attempts before I got my first American win. The Americans have a restricted setup zone but the British and their Native American allies can set up anywhere on the board as long as they aren't adjacent to an American unit or inside the American setup zone.

The setup for my most recent game.

Victory is achieved by the first side to earn 6 Victory Points. VPs are earned by eliminating units and for the Americans by exiting a unit off the board via the road hex on the left edge.

End of Game, the Americans eliminated 6 British units

Each side has number of leadership points and only one can be spent per turn per side. The question of when and where to spend and on which bonus (Rally, +2 movement points to one unit, or +2 combat points to one unit) adds interest to the game.

The rules are pretty short and a far cry from something like ASLSK or Great War Commander or even Hold the Line (which I used to own). There are definitely questions that arise as a result. 

For example, can a retreating unit end up adjacent to an enemy unit that it was not in combat with previously? I originally thought no, but then I found this led to very short games - a unit taking a one step loss was then forced to take a second step loss by being adjacent to a new enemy and thus eliminated. So now I say yes. 

Another example, must a unit attack every unit it's in contact with? Some people BoardgameGeek say yes. I'm not sure about this - again it's a question of game length.

My only other, not gripe, but occasional annoyance, is that the counters fill the hexes and it's too easy to nudge adjacent units when trying to move a unit. I get that compromises must be made to be travel-size and it doesn't really bother me all that often.

Those issues aside, it's a fun, light game that is quick to setup and takes up just a small space.

I gave Scenario 2 from Great War Commander another try as well, this time intentionally placing the French at the start, rather than randomly determining how they'd deploy.

The French deployment - Leaders within command distance of other leaders allowing for many more units to be activated by a single order.

I won't do a turn by turn narrative - I need a better system for note taking for that. But, I will say, the French got off to a bad start, with friendly fire from the pregame barrage landing on one of their own.

The French received an Offensive card on the first turn and so I immediately put to use - trying to play them aggressively, in-line with the historical event.

The effect was ... not what I imagined.  Almost every French unit involved in the Offensive was broken by coordinated op-fire. 

Also visible in this picture, The French called in an artillery strike. And it nearly landed on their advancing units. smh.

Despite the rough start, the French reached the village and engaged the enemy at the point of the bayonet.


The game ended in Sudden Death with then time track reached 10. The French squeaked out a win by just two VP, but as the picture above shows, they were dominating the Germans. 

The Germans had taken shelter in buildings in the town center, but they were virtually surrounded with adjacent buildings in flames or occupied by the French.  A lone German unit, isolated at the edge of town, was essentially bypassed by the French.

Finally, I got out my lizards and orcs for some One Hour Wargames using the 'Dark Ages' rules.

The orcs had one shield-wall, one warband, three heavy cavalry (treat as knights from the Medieval rules), and a unit of goblin skrimishers. The lizards had one unit of archers (treat as Ancients archers), four warband, and one cavalry unit.

For scale, bases are 3" wide x 2" deep.








I played the scenario twice. Both times, the orcs dominated. The fact that they are predominantly cavalry means, in this scenario, their reinforcements can get where they are needed quickly. Their other benefit, the shield-wall depoloying on the hill gives them a unit with a lot of staying power (1/2 damage for shieldwall, 1/2 damage for being on a hill).

Unfortunately, it may be a bit before I can get in any wargaming again - everything is going to be boxed up later today. That said, next weekend is July 4th and I'll be running a game session of our ongoing Basic Fantasy RPG campaign or possibly a one-shot RPG related to the holiday.

Monday, June 15, 2026

Great War Commander : 23 August 1914

This was as a learning game in two respects. 

The obvious one is that this scenario, the scenario #2,  introduces on-table ordinance in the form of a German mortar and off-table artillery in the form of a "telephone" that can call local barrages for the French. The other is that it had been almost two weeks since I played last and I had become uncertain about some rules in the interim which lead to more page flipping than I thought it would.

The situation is such that the French are initiating a last counterattack before withdrawing and the Germans are tasked with holding the village of Onhaye, Belgium. 

The Germans are outnumbered but they do have the cover of the village and reinforcements (a platoon with an MG - not exactly an overwhelming force) are coming. Unlike the French in the previous scenario, the Germans are not required to setup in specified hexes and therefore are not required to start units out of cohesion. There is a limit how deep they can deploy and which columns, but beyond that, the only requirement is that all of the fox holes they are allocated have to be deployed and occupied at the start. 

There are 5 objectives in play in this scenario, three of which are near French deployment so they have a leg up in that respect, but the Germans offset this with 6 VP at the start.

The French get a free barrage before the start of turn 1 that will turn two of the buildings, determined by card draw, to rubble and suppress any units in them. Rubble reduces the defense value of the building from a +3 cover bonus to +2. If later rubble is reduced to a shellhole, the cover bonus reduces to +1.

Because it was my first attempt at the scenario and being more interested in the ordinance and barrage aspects for this first run, I, for good or for ill, opted to deploy the French randomly. I used the cards to do this (the cards all have hexes on them for randomization of effects, such as snipers, blazes, and aerial attacks). The result was a force divided into three - which, while it on the one hand enabled easy capture of objectives for the French, led to some very obviously self-inflicted difficulties coordinating attacks.

Setup, post- pre-game barrage.

As one group of French attempted to capture the village head on, one tried to advance over open ground on the right, and another from the woods to the North West. Open ground when facing machine guns is, not suprisingly, a terrible idea - although the French were luck, recovering more than they lost each time. The French attacking from the woods tried to swing around the back of the Germans, but were completely cut off without a leader after some devastating rifle fire.

As I, and thus the French, began to get the hang of artillery barrages the village was gradually brought down to rubble and shell craters. Unfortunately, the bombing did very little to the Germans occupying the village.

And then the tide began to turn.

Not only did the Germans have reinforcements scheduled to arrive, but they drew a card which gave the * additional * support. 

End of game battle for the village.

Close combats went badly for the French. Although they managed to relink the cut-off units in the back of the village, the Germans continued to hammer the French with rifle and MG fire (the mortar was poorly positioned from the start - my error - and served no role in the proceedings) and initiated their own close combats with success. Meanwhile, the French churned cards looking for Offensive, Fire, or Advance (by this point artillery barrages had become too risky - they can drift from the proposed target and strike your own units ff you're unlucky).

The game clock reached 10 - the first sudden death check for this scenario. A card was drawn and the game ended there and then.  When the points were totaled the Germans won 24 to 18. Basically then, both sides scored 18 points, but the Germans had the 6-point advantage from the start.

The final accounting.

A lot of fun and stimulation of the "little grey cells" (been watching Poirot season 1, for the first time). I think next time - if I can get the game in before too much time passes - I will be able to invest more in focusing on the decisions and less on the rules.

Also for next time: the French setup will be more deliberate, and I will put the platoon with an MG with the highest ranked leader, and the Germans will position their mortar     well away from the town and the French board entry points, to take advantage of the mortar's long range.

And, completely unrelated to the above, a WIP shot of my Hospitaller. Quite a bit left to do, but this figure is finally starting to come together.  and you can get a sense of what the final will look like. 


I'm hopeful that I'll pick up the brush again in the next few days, now that I sense completion is near.

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.