A Clash Of Evil – Hyperian Wars Battle Report

It’s customary in many a fantasy trope to regard humanity as besieged on all sides by innumerable hordes of vile creatures, united as one in their desire for destruction – but on the world of Hyperia, this ain’t necessarily so! As it turns out, be they human, elf, dwarf, or Baddie (TM) – pretty much everyone hates everyone else in roughly equal measure.

And so to today’s battle report, which pits Dan’s Orcathe followers of Warchief Ghazhrag The Bloody – against the Virum Nascii ratman horde of Ratticus McStilton III!

As some of you may be aware, we did a fair few HW games in 2019 and the ratmen kicked some ass and took some names… but then The Great Plague struck and gaming (and thus rule development) all went down the pan. Now, mercifully, we’ve just got potential WW3 to worry about, and until someone invents a facemask that can stop a Satan II ICBM warhead… well, we might as well stop worrying, crack open a bottle and play soldiers.

Dan brought everything he’d got finished, including a commander I hadn’t seen before (!), and because our Virum Nascii horde vastly outnumbers… everything, really, I decided to stick to the basics – warriors, slaves, archers, Plague Priests, Stormtroopers and Warlord. All the special weapons stuff would stay home for now. This was a rough estimate in points values, but also so I could beat him without fear of emotional blackmail – the Orca are tough – thick, but tough – and hit hard in big blocks but have little missile weaponry and no magic (yet).

Rules, for those interested:

Orcs:

Orc Warrior:

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1264292RegularDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D61

Orc Archer

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1253292RegularDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Bow160cm7+D61

Savage Orc

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1264282EliteDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D61

Orc General

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
12563124EliteDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D62

Orc Shaman

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
12553103EliteDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D62

Filth (4+): Target friendly unit within 12” gets Poison in melee next time it fights.

Cracks (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2).

Sickness (5+): Target enemy unit within 18” gets -1 to hit next time it shoots.

Lightning (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).

Frenzy (6+): Target friendly unit within 12” may immediately move by up to 6”.

Pestilence (6+): Target enemy unit within 6” takes 1 automatic hit per model.

Virum Nascii

Warrior

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1863361PoorDefault – Hold

Slaves

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1872361UntrainedDefault – Panic
WeaponRate Of FireClose RangePenetrationDamage
Bow150cm6+D61
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee6+D61

Poison Grenadiers

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1863361RegularDefault: Advance (ranged)
WeaponRate Of FireClose RangePenetrationDamage
Poison Grenade112+D68+D63 (Blast 3cm)

Stormtroopers

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1864361RegularDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D61

Assassins

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
2063461RegularDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee8+D61

Warlord

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1854492VeteranHero
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons3Melee7+D61

Plague Priests

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1863371RegularDefault: Advance (Assault)
WeaponRate Of FireClose RangePenetrationDamage
Hand Weapons1Melee7+D62

Weapons Teams

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1853471RegularIndependent, Default: Hold (Ranged)
WeaponRate Of FireClose RangePenetrationDamage
Vrilrifle148cm20+2D62
Ratling Gun636cm7+D61
Vrilfire Thrower1Template12+D62
Vrilgrinder DrillN/AN/AN/ASets up Ambush*

*Ambush – This unit begins in reserve. When it is placed, it may pop up anywhere more than 18cm from an enemy unit. Any friendly Virum Nascii units not already deployed may follow through the tunnel and pop and deploy with a unit facing touching the tunnel mouth in the case of a regiment or in the case of an individual character.

Master Of Engineers:

SpeedShooting SkillCCRInitiativeArmourHit PointMoraleNotes
1843492VeteranHero
WeaponRate Of FireClose RangePenetrationDamage
Vrilfire Pistol324cm12+D62

Dan brought the Orca general, two regiments of 30 Warriors each, a regiment of 25 Savage Orcs and 16 Archers – I brought the Virum Nascii Warlord, a regiment of 32 Slave archers, 2 regiments of 16 warriors each, 28 Slaves, 6 Stormtroopers and 16 Plague Priests.

We decided on a specific objective – controlling the sacred stones within a ruined temple. To win, a player would have to have an unshaken (unsuppressed) unit within half a move distance, so 9cm for the VN, 6cm for the slower Orcs. To war!

The objective – some holy stones within a ruined. “Why’s dey ‘oly boss?” “Cause dey’s full of ‘oles, don’t ask stoopid questions”

Virum Nascii win the deployment roll off, choosing their table edge and forcing the Orca to deploy first.
Hordes of chittering Virum Nascii swarm forth! Using a new deployment rule to simulate the increased flexibility of faster armies, basically everyone can deploy a double move forward onto the board – meant 24cm for the Orca, 36cm for the Ratmen.
Both side close for battle – Virum Nascii archers attempt to provide covering fire… this is comically ineffective

Orca attempt a flanking manouevre

Cunning Virum Nascii warlord uses his slaves as bait to try and lure the Orca into doing something rash…
Orca flanking manoeuvre hurtles ponderously toward Ratmen lines…
Plague Priests ambush a unit of Orca warriors, catching them in the flank

Ratmen warriors ambush a unit of Orca warriors in the rear, causing them to rout!

Orca archers provide counterbattery fire, covering the advance of the Savage/ Feral (choose your poison) Orca – this is somewhat more effective than their Virum Nascii counterparts….
…causing both the slave warriors and slave archers to rout! Warlord Ratticus does his best to rally the troops…
With the Orca flank threat successfully dealt with, the Ratmen encircle the temple ruins…

First Ratmen Warrior unit sent in is duly demolished by superior Savage Orca numbers and strength…

But then (while the slaves are rallying) a second regiment of Virum Nascii Warriors attacks the Savage Orca from behind, routing them!
…Plague Priests catch the fleeing Orca and annihilate them!
Ratmen attempt to press home the attack in the temple, but the Orca are too strong and too many!
Arrow fire routs the Slave archers… again…
Lord Ratticus send in his finest, the Plague Priests – will they get the job done?
At the height of the battle, Warlord Ratticus charges Ghazrag The Bloody!
…and he is no match for his greenskin adversary!
Seeing their warlord fall, the slave archers leg it as the Plague priests start to struggle, with the Stormtroopers looking for an opening..

The slaves rally…

..but the Plague Priests die to a rat to a crushing assault from Orca archers and Warriors!

With just the 6 Stormtroopers and 20 odd largely ineffectual Slave archers against 16 much more effective Orca archers and a block of 20 Warriors, as well as Ghazrag himself, the surviving Virum Nascii realised they had no chance to take the objective and conceded the game. Victory to the Orca!

Although this was by no means a strictly competitive game – we were tweaking the rules on the fly and working out mechanics as we went – it was still really fun and pretty cinematic watching two VERY different flavours of Baddie go against each other! There are still more Orca to come and lots of special units for the Ratmen too so expect another faceoff in the near future… and of course what happens when these meet the Sky Marines of the Grand Alliance or the massed ranks of the Ancien Regime?

Stay tuned for more fantasy wackiness as we get into summer, and who knows, we may even get these rules out and published before the heat death of the universe…..

Stay safe and thrifty out there, slava ukrainia!

May the 4th Yet Be With You – DIY Rebel Strike Mechs

So after a slightly impassioned – some may even say hysterical- piece a few weeks back, it’s time for a new project. Or, more accurately, time to reopen an old project and add stuff to it.

Inspired by Dan’s endeavours with granny grating, I built a small force of Star Wars rebels and stormtroopers, as well as a teeny tiny Luke Skywalker and Darth Vader… cue much chipmunk voice “I am your father!” “That’s not true! That’s impossible!”

This was for a couple of reasons- I like Star Wars, I like Epic, and we’ve been playing with a ruleset for 6mm battles and I wanted to test out what we had.

Now, we did have The Battle Of Aberdeen planned, but honestly, savage urban battles between a cartoon villain Russian horde and the plucky defenders just felt queasy given the current situation, so we shelved the plans for now and took our interests as far away from current reality as possible…

..which for me meant building these forces up for a May 4th battle! First order of business- vehicles.

I based my design on the units shown in the excellent and venerable RTS game Star Wars Galactic Battlegrounds, so while the Galactic Empire has the iconic walkers from Empire Strikes Back and Return Of The Jedi, with the Rebels I was left guessing a little bit, so I took this as my model:

As you can see, it’s a sort of repurposed hover car/ speeder things with jets and front mounted lasers. So with the standard fare of materials (and of course, Hope), let us get started:
Foamboard for the body, dimensions as you can see marked on them
Cardboard layer around the exposed foam on the sides, detailed with cereal box cardboard overlay frame
Now we’re getting somewhere! Cockpit made from squidgy blob of greenstuff and I had a go at etching cockpit details on with a cocktail stick. Drinking straws, cut to lengths of 1cm and glued on with a mix of superglue for immediate hold and PVA for a lasting reinforcing hold.
Granny grating lasers mounted on the nose, and we’re ready for priming!
Primed grey as that’s what I had to hand, then given a coat of Wilkinsons’ Granite Dust house paint, then washed with grey, black and brown inks thinned down. Quick drybrush of Granite dust again, silver washed with black for the metallic bits, Vallejo Hot Orange for the squadron markings. I based them on 20mm cardboard squares, painted brown and dusted with the magical mix of Garage Floor Dust (TM), earth and flock. I created the illusion of hovering by basing them on a couple of granny grating “spikes” glued into the middle of the body.
And shown with the rest of the Rebel Scum..
Teeny Luke Skywalker leads the troops forward!

Right, next up will be the Empire with a few AT walkers, so until then, stay safe and thrifty out there!

Crossing The Rubicon Nostalgius Pt.9 – When You’re On A Roll…

There’s an old saying – when you’re in a hole, stop digging, but when you’re on a roll, keep rollin’! So after the first Rhino actually took me slightly less than two years….

Yeah…

After having realised (with a couple of pointers from Jim) how to crank ’em out, here’s two more:

These were built exactly the same way as the first one, papercraft template downloaded from “In The Grim Cheapness” (RIP), glued to card… ignored the fiddly bits, used straws for the exhausts, PVA dabs for the rivets and Polyfilla (sanded down with an emery board) to fill in and take care of any glaring gaps. Primed white (and pre-shaded with brown ink), then Vallejo Hot Orange base, Red Ink Wash, drybrush with Hot Orange and edged with cheap Cadmium Yellow craft paint.

Metallics are Vallejo Mithril Silver over craft black base, whites are Dulux Jasmine White house paint (!)
Notice that No. 9 Rhino has a) the variant frontal armour and b) a small dent after having been inadvertently sat on by the boy.. not to worry, what would have been £30+ quid of plastic down the pan gets a quick shake, squeeze and prodding back out with a cocktail stick and..
Good to go! Seen here with the first Rhino, Captain Tycho and some friends…
“Our aim is to create a recognisable brand to strike fear into the hearts of the Imperium’s enemies”

So there we go, more progress on the 1991 Blood Angels Tribute Act… now, to make this force 2nd Ed legal, I need to bodge together a Techmarine, plus there’s a Land Speeder, a Land Raider, a Thudd Gun, two bikes (Christ knows how I’m going to do them) and the rest of the characters still to do… so hmmm, what’s next on the hit list….

Stay safe and thrifty out there, and slavia Ukrainia, slavia heroyem – all things pass