Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Sunday, August 2, 2026

Jornath [Woodcutters Due 5]: The Storming of Solchnya Street

 



The men of 2 Platoon, 56th Lumberman's Guildmuster are now fighting a desperate holding action against a large scale counter attack by Ork Warbands on the extreme right of the Imperial's offensive operation into the Usamiljen mountains. This offensive coordinated with the Mechanicus' own push out of Prima Jama in the western portion of the continent is seeking to split Ork armies in the mountainous region in half, making them easier for Astartes and the Imperial Guard to bring to battle and destroy. However, fighting at the cities of Usamilplatz and Saltzkhost have ground to a standstill and efforts by the Guard and other formations to join the two axis of attack through the Hamlis Valley have also been rebuffed by massed Ork firepower. Now a combined Ork attack, swinging wide to the east of Saltzkhost has hit a soft point in the Imperial rear, pushing a green regiment of Jornathii men to their absolute limit, they are working hard to coordinate with their scattered platoons and join with any reinforcements to hand as they attempt to prevent the Imperial's southern axis of attack from being surrounded. Now we will see The Woodcutter's Due...

It is now early afternoon, with the Precpians' now joined with the men of 2 Platoon under Lt. Hoffens, and the local Ork artillery threat dealt with, the Imperials can catch their breath for a short while. Taking stock of the wider situation as best as he can manage it from his makeshift command center in the farmhouse of 1215 Bruno Avenue. It appears that the immediate thrust of the Ork attack over the evening has run out of steam. Scattered firefights can be heard across the area, but scouting and observation indicate that the 56th Lumberman's Guildmuster has held out. With the vox network still largely inoperable, runners begin working to carry messages to other platoon and company commands, slowly through the afternoon, painting a picture of the wider field. 

As the PDF's officers work to determine an outline of force disposition, Brother Klethos, 2 Platoons' stoic Astartes companion, opts to lead a raiding force into Ork territory to gather supplies and score a desperately needed morale win for the PDF.  

Klethos and his small team of volunteers make their way from the farm on Bruno Avenue, through the woods, and northeast, following natural ridges towards a series of small overlooks that offer better visibility of Breznasobor and the eastern suburbs of Saltzkhost. From there, the team sees evidence of growing Ork habitations and chooses a less established area to strike.

Fireteam Klethos stalks through the underbrush towards the Ork encampment


The population of the Ork encampment is minimal, a few Boyz kicking around their huts and shouting insults at a small collection of gretchin.  A quick visual inspection reveals the Orks to be 'Freebootaz' a type of alien mercenary who do not align with their species Klan Kulture. 


Klethos steps out from behind the treeline and lets loose a score of Bolt rounds into the Freebootas in the encampment. 


The Plasma gunner and the rest of the fireteam, having picked their targets join Klethos' fire into the alien settlement


The Freebootas, alerted now from the untimely death of several of their grotz, swing customized shootas toward the treeline and let loose a very impressive but ultimately ineffective torrent of solid slug rounds towards Fireteam Klethos.


Shots criss-cross Solchnya street as both sides trade heavy fire back and forth


Looking to tip the action into the Imperium's favor, Klethos leaps forward, pulling his combat blade and charging across the street.  The rest of the fireteam follows closely behind, coming across the street with a furious charge. 


Clearly the Emperor himself smiled upon Klethos' charge, as Imperial shooting during their advance on the encampment proved enough to slay each of the remaining Freebootas.  Their steaming corpses slumping to the ground just as the Imperial soldiery made footfall into the camp. 


The Imperials quickly begin upturning the camp, looking for ammunition, food, or any other supplies of note that could be carried back.


Klethos, finds an injured Grot, scrabbling through a box of mortar shells. He dispatches the creature with his boot before calling one of the Guildsmen over to add the explosives to his gear. 


As the fireteam finishes its digging, Ork Deffskullz arrive from a nearby encampment accompanied by a fearsome Killa Kan. The Imperials beat a hasty retreat with their loot. Brother Klethos stands defiant against the approaching foe.  


The Guildsmen, having met the treeline, turn and find their Astartes leader staring down a combined arms Ork assault on his own. 


The Mortifactor, unwilling to show his back to the enemy, begins hammering out shots into the closing Orks and their stomping contraption. The guildsmen turn back into the fight and begin hastily adding their fire to Klethos'. Now finding themselves strung out across the road. 


The Orks continue forward; the killa kan's 'eavy shoota opens up down the road, hitting with more accuracy than might normally be anticipated from the greenskins thanks to its grot pilot. One of the guildsmen is struck by a round and collapses to the ground with a non-fatal injury. This convinces his comrade furthest from the road to make for an escape with his share of the captured goods.


The Orks are closing in on Fireteam Klethos. 


The Plasma Gunner lets out a despairing cry as Brother Klethos is engaged by the whole of the encroaching Orks.  The Astartes warrior does not flinch, instead producing a Krak grenade alongside his combat blade and diving low under the massive swing of the Killa Kan's buzzing saw blade.


A massive detonation occurs, bathing the area in a haze of smoke.  Now the valley comes alive with the clamour of nearby Ork's.  The sounds of violence sufficent to begin truly rousing the horde. The Plasma Gunner picks up his wounded compatriot, casting furtive glances over his shoulder at the burning remnants of the encampment.  The trio of guildsmen makes for the ridges before the Orks close on them



In the aftermath, Brother Klethos was reduced to -1 wounds, even after his additional 'free' Transhuman Physiology wound. In the end he did manage to slay the Killa Kan, but was himself laid low by the explosion of his Krak Grenade. I decided to roll twice on the serious injuries chart for him, one for each of the 'death' wounds he sustained. His first gives him "Old Battle Wounds," meaning that his lingering injuries from this encounter may preclude him from being included in future games if he is chosen by the players. I think it is justifiable to say that an Astartes in the field and distant from the Apothecaries of his brotherhood maybe experience some hardship after a one-on-one melee against an Ork light walker.


His second score, gives him 'Bitter Enemy: Killa Kan' in the context of Mordhiem this would have meant the character gained Hatred against the specific character that injured them. As I'm running things in a bit of a modified way (to say the least) I'm going to treat this as any Killa Kan that Klethos might encounter. It's probably safe to say that he's gotten a bit of a vendetta against them now. 

In the dusk hours, forward pickets occupying fresh trenches at the edge of 2 Platoon's position on Bruno avenue. A lumbering form, steaming with small embers of cordite smoke still burning off its chipped and broken armor.  

Klethos, holding a blood slick Ork Choppa spoke from the gatering darkness.

"Ready yourselves, they are coming"



Thank you for reading!

-Your Favorite Madman- 





Monday, July 13, 2026

1490 Doom: First Test Game

 

Myself and Sophie went over to see Chris 'The Fabricator' a few weeks ago to test out Beur Games' 1490 Doom Ruleset. It's been something of an indie darling since its release and is one of several resurgent games with a decisively grim dark atmosphere. Inspired by older titles like Mordhiem and more recent major successes like Mork Borg and Trench Crusade, 1490's atmosphere is indicative of the sludgey dark fantasy genre's oppressive atmosphere combined with slick production quality.  I find the combination of 80s punk zine aesthetic and modern professional design very appealing. 

As for the game itself, the primary narrative thrust is that in the year 1490, a deadly miasma called the 'creeping death' has settled across the world. The majority of the population dies from this mysterious, deadly fog, with the remainder developing rebreathers to stay alive in this apocalyptic time. Even with this some banks of the dog are so caustic that they will still cause death.  This essentially means a 'King of the Hill' style scenario with survivor bands attempting to climb to the highest point on the board to get above the fog. 

Each player controls 3 figures, with players assigning a class out of a generous dozen or so different options and selecting options like climbing gear, throwables, and other expendable items 


My warband, the 'Dread Harvest', from left to right, an Assassin, Executioner, and Reaver


Chris' warband the 'Hallowed Hand'


Sophies warband 'The Bread Line' 


1490 is played normally on a small round table with a lot of terrain, defined as about the size of a dinner plate. For our purposes, we went with a 2x2 board and a scattering of castle terrain to give us some interesting verticality.


The warbands set out into the labarythine ruins of the castle. working aggressively to get to good positions to gain height for later in the game.  VP is scored at the end, and is primarily centered around who has models the highest up on the board, and how much vitality (health) each player has remaining in active play. 


The nature of the games setup lends itself to some cool tight aesthetics of adventurers exploring toppled ruins and castles. Which is a big win in my book


Chris' warband scrabbles around courtyards of the eastern castle looking for a way up to the top of the center tower



My assassin, whom started on the opposite side of the board from the rest of the Dread Harvest makes his way up to the southern battlements and begins heading to meet up with the Reaver to ascend to the top of the complex.


Sophie's warband works its way forward at ground level, and begins attempting to use ladders and grappling hooks to ascend at different points of the structure. 


The warbands begin meeting and violence ensues as the Dread Harvest's assassin pushes Sophies' scout off her ladder, and confrontation is had at the centre tower and north western gate between the Dread Harvest and the Hallowed Hand.


The clash of steel between my executioner and Chris' bulwark goes against me, and the executioner finds himself reduced to a gory pile in the face of his foes attacks. 


Things start getting tense at cloud level as members of each warband begin a showdown at the towers atrium, with throwables and the crash of blades signalling the beginning of the end game. 


In the final turn, everyone had made their way to the top of the tower and a frantic rush to push each other off the highest tower began. 

Chris ended up carrying the day by only a small VP margin over Sophie and myself. 

Overall it was a really enjoyable experience, that reminded me in some ways of Mordhiem, which is of course no bad thing.  It does make me consider how much versatility the ruleset has to it, so many of its abilities and mechanics focus on climbing and the ascent to higher levels for positional advantage, that it may be limited in regards to some of the more specific narratives that we tend to craft. That being said, its a great 'beer and pretzels' game, that can be played very quickly. Making it a perfect option for midweek gaming. That plus the small model count and limited space needed for the table means that I can heartily recommend the title for anyone interested. 

I think, if you are transitioning into the world of tabletop wargames from more traditional TTRPG's you may find this a particularly fun one for its limited model count and slick app support. Its certainly more approachable that larger battles games like Warhammer, or Dragons Rampant. With a tight focus that means more game, with more people. 

  Thanks for Reading! 

-Your Favorite Madman-















Wednesday, July 29, 2020

The Western Marches: Battle of Wraithwood

 Some time ago now, my friend Chris descended upon our realms here in North Carolina once more to darken the skies with crossbow bolts and cause the ground to rumble with the clattering of a thousand dice. He brought with him a very lovely force of 15mm Renaissance figures painted up as a the retained men of a noble house within the Kingdom of Wallonce in his Western Marches setting.  We played two games of Dragons Rampant during his visit, this first game he squared up against our other friend Chris (I know, it gets confusing), who brought a sizeable force of very spooky skeletons to plague the realms of men with.  As this was in October of last year, I'm a little hazy on the exact disposition of forces and a direct play by play, but I'm going to attempt to catalog the tenor of the game as best as I can below

The Game Size was 24pts and they were playing the "Into the Valley of Certain Death" Scenario, which sees both armies attempting to move off the opposing table edge, through the enemy army and a table filled with dangerous terrain. 



The Retinue of Lord Hollowell of Wallonce
Painted by Chris H.

Lord Hollowell [Elite Foot]
-Goader

Pikemen Militia [Light Foot]

Halberdier Militia [Light Foot] 

                                                Crossbow Militia [Heavy Missiles]
                                               
                                               Alchemist's Company [Scouts w/ 'Spellcaster']





   The Unquiet Dead of the Wraithwood
    Painted by Chris Mc.

   The Bone Lich Mull'Occm [Light Foot w/ Undead]

    4x Skeleton Warriors [Light Foot w/ Undead]
 
    Skeleton Archers [Light Missiles w/ Undead]
 
                                                 Wraiths [Lesser Warbeasts w/ Undead]














An overview of the table before deployment, the forest stands, and the giant mushrooms are all counted as dangerous terrain for the purposes of this scenario, no doubt the evil magic tainting the Wraithwood has seeped deep into the roots of the trees, and encouraged them to new heights of arboreal malice.


A view of the Walloncian line, the ranged arquebuses and crossbows deployed to the right, and the pikes and halberdiers on the left, both wings using the hostile terrain to their advantage, encouraging the undead host to march through a hail of bolts and bullets across dangerous and rough terrain to get to grips with them


The undead, however, have the numbers to weather the fire, and the Wraiths have the 'ranger' ability allowing them to cross through terrain features without distress (after all, who best to traverse the Wraithwood but the Wraiths themselves)


multiple Regiments of Skeleton Warriors move to engage the Walloncian Pikes along the left flank, but several units falter in the rough terrain or fail to organize well enough to charge just yet. Resulting in several Undead units strung out in dangerous terrain, with only one unit making it into close quarters with the Humans on the left.


The Wraiths on the Right have better luck, crashing into the Alchemist's Company and causing some casualties. If the Wraiths can continue to roll up into the Crossbows, it could prove disastrous for the Humans, by taking away their ranged advantage. 


Lord Hollowell and his retainers survey the battle, waiting for the most opportune moment to commit to the fight in earnest.


The Undead were repulsed from the Pikemen and lost a scattering of other units to the restless spirits of the trees. Walloncian strength of arms was holding the line firm for the moment.


Taking decisive action in the center, the Halberdier Militia charged into the entangled Skeleton Warrior units. They made some good progress in causing damage to the skeletons, but not as much as they would have hoped, and were rewarded for their bravery with a hail of arrow fire from the Skeleton Archers, which did a brutal number on the unit, and broke the spirit of the rest, causing them to flee. The Pikes slew another depleted unit of Skeletons but were overwhelmed at last by the last of the Undead's reserve, collapsing the entirety of the Walloncian left.

The Right faired little better, with the Alchemist's Company being slain or fleeing from the Wraith's attack. The Crossbows finished off the battered unit of Wraiths, but they too found themselves overrun by the last of a damaged Skeleton Warriors unit.



Lord Hollowell stands alone. defiant in the face of the Wraithwood's evil


While things might appear grim for the Men of Wallonce, a unit of Elite Foot with a leader is a daunting prospect in Dragons Rampant, and Chris H. did a lot to whittle down the threats on the table with his foot and missiles, before ever engaging with the Elite Foot. Essentially the Humans have a very powerful, heavily armored unit, capable of moving and performing actions reliably, versus the remaining undead force which is comprised primarily of light archers and lightly damaged light foot.


The Archers open fire onto Lord Hollowells Retinue, but struggle to score damage against their Armor 4, despite getting a fair number of hits.


The last of the Skeleton Warriors, move to charge the Humans, but fail to activate sadly, leading to Lord Hollowell's forces engaging and destroying the last of the Skeletal Warriors


With the dedicated melee infantry gone, the game was largely decided. The Skeleton Archers fired off a parting volley into the retinue, effecting no casualties, and vanished into the dark eaves of the Wraithwood, no doubt taking the word of the defeat to their Dark Masters


The Banner of Lord Hollowell stands tall on the battlefield, and the first rays of sunlight break over the gray cast clouds, lightening the heaviness in the air and returning some life to the haunted trees and dead grass. The Dark Magic of the Wraithwood has been repulsed for now but at a considerable human cost, no great reveille will be held this night, merely a stoic toast that those that fell did not do so in vain.


Minor Walloncian Victory. 

Saturday, July 25, 2020

Vitritian Interregnum: Game 4



Ankor Thrume processed the rotting, particle-laden air through the grille of his augmetic filtration units and gazed at the burning skyline of Grestian Bay, the Heretic forces had broken through the noble Skitarii's initial attempts at containing them in the Outlands. They had tracked the Chaos forces movements across the dried ocean floors of the planet and waited as they set up a base of operations in Grestian Bay, confirming the blessed Magi's hypothesis that the next clue to the Omnissiahs artifact was buried somewhere within the vast sprawl of once majestic trading concourses and coastal palaces. It was his duty to ensure that they did not escape again, the vast campaign of orbital bombardment and Precision Airstrikes had been in service to this end, crippling the lesser forces of the unaugmented human infantry that stood in his Maniples direct line of advance, and ensuring that all avenues available to other traitor armored groups or fast reaction infantry were mired in chemical fire, rubble, and debris.

His true target was finally revealing itself, clad in ceramite and gripping chainswords, backlit by the white glow of centuries dead city. Thrume would have grinned if he still had a mouth; he pulsed deployment orders to his Maniple across the noosphere. The Battle was nigh

 






Centurions of Innocence 5th Company [Chaos Space Marines]

Points: 753
Legion: World Eaters





HQ

[Warlord] "The Lamb"  Chaos Lord 
        - Trait: Violent Urgency
        - Mark of Khorne, Plasma Pistol, Ul'o'cca the Black Axe

Daemon Prince
        -Hellforged Sword, Mark of Khorne, Talisman of Burning Blood, Wings

Exalted Champion
        -Mark of Khorne, Gorefather, Plasma Pistol.


Troops

Chaos Cultists
        -9 Cultists W/ Autogun, 1 Cult Champion, Mark of Khorne

Khorne Berzerkers
        -3 Berzerkers with Bolt Pistol and Chainsword, 
        -1 Berzerkers with Plasma Pistol and Chainsword
        -1 Berzerker Champion with Plasma Pistol and Power Fist

Khorne Berzerkers
        -3 Berzerkers with Bolt Pistol and Chainsword, 
        -1 Berzerkers with Plasma Pistol and Chainsword
        -1 Berzerker Champion with Plasma Pistol and Power Fist

Elites

Helbrute
        -Mark of Khorne, Power Scourge, and Reaper Autocannon

Possessed 
        -5 Possessed, Mark of Khorne.




Skitarii of Forge World Metallica [Adeptus Mechanicus]

Points: 744
Forge World:  Metallica




HQ

[Warlord] "Ankor Thrume Uh-8"  Techpriest Enginseer
        - Trait: Learnings of the Genetor (PA)
        - The Omniscient Mask

Techpriest Manipulus 
        -Trait: Divinations of the Magos
        -Magnarail Lance, Mechanicus Locum 

Troops

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine


Elites

Secutarii Hoplites
        -9 Secutarii Hoplites with Arc Lances, and Mag-Inverter Shield
        -1 Hoplite Alpha with Arc Lance, and Mag-Inverter Shield

Secutarii Hoplites
        -9 Secutarii Hoplites with Arc Lances, and Mag-Inverter Shield
        -1 Hoplite Alpha with Arc Lance, and Mag-Inverter Shield

Sicarian Ruststalkers
        -5 Sicarian Ruststalkers with Chordclaws and Transonic Razor
        -1 Ruststalker Princeps with Transonic Blades


Fast Attack

Sydonian Dragoons
        -3 Sydonian Dragoons with Phosphor Serpenta and Taser Lance


Dedicated Transport

Skorpius Dunerider
        -2 Cognis Heavy Stubbers, Twin Cognis Heavy Stubber

========================================================================

So, myself and Chris are back at it again, with our Chaos versus Adeptus Mechanicus narrative slow-grow campaign. This time, the mission was a pure and simple Kill Points game, with deployment along long table edges, as it was likely to be the last game we played in 8th Edition, it felt appropriate to use the "classic" game setup.







The Mechanicus Set up, along the town's outskirts, with the Dunerider on their far-right and filled with Sicarian Infiltrators, the core of the battleline comprised of Vanguard and Hoplites is a vicious prospect to attack, and the Sydonian Dragoons are a punishing unit that, if you allow them to survive will absolutely tear a hole in your forces.  Chris' Mechanicus force is very interesting, as its highly aggressive and close combat-focused, with aura debuffs from vanguard and truly intimidating damage output from their specialist units.


My Chaos forces set up within the heart of the town, I was attempting to get as far forward as I could, and overlap my Character's aura abilities onto my Berzerkers, which would be pivotal if I was going to overcome the Vanguard-Hoplite wall



I lose a Berzerker squad to the entire armies worth of Mechanicus fire, and move up my troops, using the cultists to screen my left from the transport mounted Ruststalkers, and positioning the rest in preparation for a charge



Both forces move forward aggressively, I think I made a critical error in this turn, with my placement of the Daemon Prince, I chose to go after the core of the Mechanicus forces, which hampered my placement of models and likely led to their encirclement and destruction in the coming turn. I was considering going after the Dunerider and its occupants with the prince, which may have been a better choice as it would have forced some of the Mechanicus' infantry to either commit to helping the Infiltrators, or at the very least would have slowed the Ruststalkers down




I committed the majority of forces into destroying the Sydonian Dragoons, (which are an excellent "distraction carnifex" im finding), this led to me killing that target, and damaging some Vanguard, but opening up the majority of my force to be counter charged by Hoplites. My hope was that I would have enough of my forces left after the counter attack, to be able to break out and continue my attack, this proved to be wishful thinking.







In the end, the Mechanicus' Counter-attack, consisting of both HQ characters, debuffing Vanguard, and the very hard hitting Hoplites did a lot more damage to my main forces than I was really hoping they would, and the Ruststalkers tore into my rearguard and really shut down the game. It was a textbook encirclement by Chris, and I do really need to be more careful with how I commit to different targets in Melee. I think that target prioritization really cost me the game here, but regardless it was a ton of fun to play, and i'm looking forward to locking blades again with Chris soon in 9th Edition.

Thanks so much for reading and I hope you all stay safe!