The Big One Pt.2 – To Battle!

And thus was battle joined… We’ve decided to split this report across a couple of posts due to the sheer size of the game and therefore the length of time posts take to write… with this one, there’s every chance you wouldn’t be hearing from us again this side of Christmas! Anyway – enjoy the first two turns:

Turn 1 –

Goodies – most of the Atlantic Alliance, all the Sky Marines and the Crimson Fists arrive.

Baddies – most of the Holy Soviet Army (but no IS-6 or Stompy Uncle Joe), Da Skooderia, most of the PFH 237th arrive.

Goodies bag initiative and get the first few shots off – a Silverbug glides forward and looses off a pair of Stinger/TOW ADATS missiles at the lead T-48s
This blows the cannon off one tank and severs the fuel line of the second, which is quickly finished off by a salvo from the Avenger cannon. First blood to the Goodies!
Holy Soviet Army troops wait for the signal to move alongside the Orcs of Da Skooderia
Elements of the People’s Front Of Hazzard 237th Freedom Brigade shelter in place in the Skalk Point plasma generator station. Creighton light assault vehicle on the extreme left.
Crimson Fists deploy from their APC to secure the objective while Da Skooderia leadership deploy forward into cover
Crimson Fists lose two commandos to fire from the Holy Soviet Army No. 1 Rifle Squad…
Reaction fire downs four Soviet riflemen, but the Russians hold fast under the gaze of their Commissar
Mobile units on both sides sprint for the objective
Lethal fire slaughters Soviet riflemen caught in the open, immobilising and cutting the fuel line on the assault gun
On the Goodie’s left flank, Grand Alliance Sky Marines advance through the heights above the beach
Expert sniping from the Milibandalorian boys deployed on the roof of the command centre annihilates Bravo squad in a storm of plasma!
A superb long range Stinger/ TOW shot from combat support bot (top left) arcs and twists through the trees ,immobilising the 237th PFH’s Creighton tank!
Having been lurking out of sight in the power station, another T-48 roars out of cover and demolishes an M113 with it’s main gun, although fire from it’s machine guns patters harmlessly off the Crimson Fist’s power armour
“Comrade, was that tree always there?” – M42 Stealth Tank performs its’ party trick
The situation at the end of Turn 1 – Goodies command the objective with a single Crimson Fist squad, but have lost two of the elite troopers, plus an M113, damage to a Silverbug, as well as all of Bravo squad and the RTO. Meanwhile the baddies have lost almost all of No. 1 rifle squad, a T-48 and 3 more damaged.

Turn 2 –

Goodies – most of the rest of the Atlantic Alliance bar the two Humvees, League of European Nations – HQ, Jagers, infantry, Ancien Regime rifle regiment & Steam Tank

Baddies – More Soviet infantry, Orc Archers, and as you’ll see, the bulk of the Virum Nascii…

Allied reinforcements hit the beach, but look at the top of the photo….
ALL THE RATS!!!!!!!!! Turns out, Dan had had the plan for this ever since we wrote the rules for the Virum Nascii special weapons teams – the Vrilgrinder teams had been steadily tunnelling through reality itself and as a result they were able to deploy right on the objective, swamping the Crimson Fists lead fireteam and Pedrov Kantrov!
Silverbugs let loose their weapons and arch away from close assault range, Avenger cannons downing three plague priests..
Stinger/ Tow ADATS missiles blow the heat cannon off the Creighton
The Rocketeers throttle forward to try and help the embattled Special Forces team but the rats achieve Frenzy and tear the elite SAS troopers apart!
Said Ratmen are promptly immolated by a plasma missile from the Crimson Fists! The survivors pumped full of heavy calibre explosive rounds
“There’s too many!”
Swamped by Virum Nascii from all sides, even Pedrov Kantrov can’t hold out!
While the Goodies are distracted by the whirling melee, massacring Ratmen right left and centre – a regiment of humble Slaves pick up the objective and start to leg it back to Baddie lines
Atlantic Alliance M113 darts forwards, machine guns pouring fire into the Slave regiment with the spaceship, killing 7 slaves and suppressing them
More Virum Nascii Slaves swarm the Allied infantry on the heights, wiping out Delta squad but dying to a rat in the process..
Kimi Rorkonnen brings Red 7 into play, his gunner Felipe Masha unleashing the heat cannon onto an Allied M60A3 Centurion, blowing the turret off!
Virum Nascii special weapons teams come into play, Vrilrifles damage an M113 pursuing the Slaves carrying the spaceship – immobilising it and blowing a machinegun off it
The second team blow up an M60A3!!
Jagers Marsch!
Cobra missiles from the Jagers demolish Red 7, adding to the utter carnage in the central valley
Ze Churmans are heavily in the fight, 88mw laser destroying Da Skooderia’s battlewagon…
But the sorcerer cabal of the People’s Front Of Hazzard have managed to conjure up a psychically induced wall of fire across the entrance to the ruined town!
The view from the Goodie lines as Turn 2 ends…
Utter carnage in the centre!
Utter chaos as we try and work out who’s winning….
Charles LeclOrk in warbuggy Red 16 surveys a scene of utter bedlam and devastation…and most heartily approves!

So that’s the end of turn 2 and despite monstrous casualties the Baddies are in a good position… they’ve got the downed spacecraft and are scuttling back to their table edge with it, and the main route for the Goodies is largely inaccessible due to wrecked armour and magic fire… what adventures will turn 3 bring?!? Stay tuned, stay thrifty, and stay healthy and safe out there, we’ll be back soon!

The Big One (Pt. 1)

We’re FREEEEEEEEEE!

Sorta.

And what better way to celebrate our new found glorious, double-jabbed-plus-two-weeks liberty than by reinstating our Grand Summer Megagame…

Now, admittedly, the last time we did this we managed to precipitate the Great Plague Of 2020, so it’s entirely possible that in a couple of months we’ll be staring at a blank screen lamenting the collapse of humanity to an alien invasion… but we’re willing to take that risk. Let’s break out the toy soldiers!

As before, the mantra was WE BRING EVERONE.

So that’s all the factions we’d built in 20mm for Apocalypse: Earth, Hyperian Wars and Future Force Warrior – seeing as these three games are all built around the same basic principles, they’ve proved to be pretty compatible. And as before, we divided them into two rough factions, “goodies” and “baddies”. Orders of battle below:

Goodies:

Atlantic Alliance (A:E)

League Of European Nations (A:E)

People’s State Liberation Army 1977th Guards Regiment (FFW)

People’s State Liberation Army Special Forces “Crimson Fist” Squadron (FFW)

Ancien Regime (HW)

Grand Alliance Sky Marines (HW)

Baddies:

Holy Soviet Empire (A:E)

Da Skooderia (FFW)

People’s Front Of Hazzard 37th Freedom Brigade (with associated civilian elements) (FFW)

Lord Ratticus’ Virum Nascii Horde (HW)

Orcs (HW)

Last time out the baddies had been significantly outnumbered and outgunned, but we’d finished adding some special weapons to the Virum Nascii, not to mention about 100 fantasy Orcs, the PFH rebels with their cabal of powerful psychics and a cloud of armed civilians… should be a close run thing!

We also faced a problem this time – having EVERYONE on the table was just not going to work – there just wasn’t room- so we came up with a different scenario to the basic “Kill ‘Em All” approach of last time. This time we placed an objective – in this instance a downed spaceship (3D printer Dan’s son had lovingly assembled and then sat on) – dead centre. The aim would be to pick up the spaceship and move it off your table – the unit carrying the spaceship would only be able to move at half speed and the objective would only be able to captured from Turn 2 onwards.

For deployment, all forces would be available but each unit would have to pass a reaction roll to appear.. each subsequent turn that roll would get a +1 bonus, then an extra +1 the turn after that and so on.

We set the table up with all the biggies – Mel Bay, Bose Cliffs, Skalk Point and the plasma reactors, ruins , BIG RUINS, and military buildings – with half the table rural and half urban, and I’ve got to say, biased as I am it all looked GOOD. Check it out:

Into The Valley Of Death….

We diced for table edge – the Baddies winning and choosing the ruined city, leaving the Goodies with the beach landing – and then we began to deploy units alternately as per the Apocalypse Earth rulebook, rolling for availability as we went…

Goodies hit the beach – although NONE of ze Churmans or the PSLA 1977th made their rolls, we got the Fists, most of the Atlantic Alliance and the Sky Marines
The Baddies rolled with most of the Holy Soviet Army (Stompy Uncle Joe and the Rampager having failed their reaction rolls), Da Skooderia, the People’s Front Of Hazzard 237th – the Orcs failed their rolls and mysteriously there was no sign of the Virum Nascii….
Birds’ eye view..

And thus the stage was set for quite the showdown – stay tuned for the next episode!

Another Hole In The Head Pt. 4 – Yet More 20mm Fantasy Orcs

How do – and while my compatriot mires himself in paperwork organising something Very Big Indeed, allow me to plug the gap by showing you a little more progress with another project of mine… because it wouldn’t do just to focus on the Blood Angels tribute act, now would it? Even though we’re somehow already in August and I’ve probably missed the boat to take them to Warhammer World for a 30th birthday bash…. oh well.

This lot are part of my “other” lockdown project – I was fancying a fantasy horde army, went looking for Undead 1/72 figures and instead came across a job lot of Caesar fantasy Orcs going cheap because they’d lost their boxes. We’re already familiar with the Caesar Ratmen, having painted something like four billion back in The World That Was before the pandemic struck, and at something like £25 for about 140 figures or so, I really couldn’t say no.

So here we are, another block of 30 greenskins and home made movement tray, giving me a second regiment of Orc Warriors – these will get used for Kings Of War (will be fun trying that in a different scale), OPR’s Age Of Fantasy, Warhammer Fantasy, quite possibly Age Of Sigmar (especially now that 3rd edition rules are out and available to download, and of course our own Hyperian Wars ruleset (essentially Apocalypse: Earth reskinned and reorientated for fantasy).

These lads are all based on 20mm by 20mm square bases cut from wine box cardboard – judge all you like, it’s ecologically friendly and economical – glued on using tacky PVA glue, and then primed white. White? Yep – apart from being how I primed the Blood Angels and therefore all I had in the shed, I find this suits my “go bright and wash down” style of painting and help me get around the obstacles of teeny tiny miniatures and increasingly wonky close in vision.

The paint scheme is also similar to the Blood Angels – Army Painter Goblin Green washed with Green Tone ink, Vallejo Hot Orange washed with Red Ink, Vallejo Filthy Brown (and a few brown craft paints) washed with Brown Ink for the browns, Mithril Silver washed with thinned Smoky Ink for the metallics giving a worn, battered effect. I’ve stuck with the “3 colours and metal” approach for the entire army, but as with the Ratmen, I’ve tried to make no two Orcs look exactly alike. They’re Orcs, after all – uniformityjust wouldn’t look right.

The bases are painted craft chocolate brown, then painted with PVA and dunked first in sand, then powdery earth from the veggie patch in the garden and then flock added in patches.

The moveent tray is done the same way as the bases – I figured I’d rank the Orcs up in 5 of ranks of 6, so that’s a frontage of 100mm x 120mm. Add 5mm each side for breathing space and that adds up to 110mm x 130mm. I cut this out of the winebox card, added a lip of hot glue round the edges to keep everyone more or less in formation, painted it brown, slapped some PVA on and drizzled with flock, sand and earth. Then, because of course it warped like an absolute bugger, I painted the back with PVA, left it upsode down for 24 hours and hey presto, nice and flat. No messin’.

And with that, pics! Here are the lads all ranked up:

And here is the army so far, 101 figures by my count – 16 archers, 25 Savage Orcs, and two regiments of 30 Orc Warriors apiece:

Why are they on the beach? Well, after the last year, everyone deserves a holiday…..

And for those interested, here are the profiles we’ve given them:

Orc Warrior:

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1264292RegularDefault: Advance (Assault)

Orc Archer

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1253292RegularDefault: Advance (Assault)

Savage Orc

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1264292EliteDefault: Advance (Assault)

So as you can see – ‘ard, but pretty thick, and not great at shooting stuff. The Savage Orcs rate elite morale as they’re, well, Savage – if you knock off a couple of those lads, the rest are less likely to cut and run than yell WAAAAAARGH (unless GW has trademarked THAT too) and come pelting at you to beat you to a pulp.

They’ll be getting their tabletop cherries popped pretty soon, but I’m also intrigued to see how they fare against the slippery Ratmen – fast, lethal but with fragile morale against the brick wall of green…

Stay safe and thrifty out there, we’ll see you soon!