Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

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!



Monday, July 6, 2020

Jornath: Goading the Hoard.


As the System Fleet and Battlefleet Vahland fight a holding action against the amassing Ork Invasion Fleet, Astartes forces on Ankou's surface engage renegade Ankouvian's turned feral by xenos psyco-scrapcode, and begin to lockdown Linces Hive, the Capital of Jornath's errant moon, and the crux for the Imperial's defense plans. In the out-hab zones, Knights of House Raven lure off swathes of aliens from their landing zones, destroying them in detail or guiding them into carefully prepared Imperial Guard kill zones. These baiting strikes are wildly successful, buying time for the Imperial Dragoons and other Astartes to fully secure Linces and begin working with a flood of freshly arriving Guard Regiments to fortify the Hive and prepare the moon to bulwark against the coming greenskin storm.




Sir Heximus in the Unyielding Storm, and his attendant Armigers, race through the Hildegard Residential Precinct, breaking nearly a thousand greenskins into smaller groups among the blasted ruins, before striking with massed autocannons, and the crashing might of metal feet into the alien's loose ranks 










The Cadian 32nd and Idirian 5th lend Las and Cannon shot to the cause, scything down Orks under Jagtur Bazz Wursnik in a shattered freight management yard.