Judge Dredd in the Cursed Earth

PB and MT visited a few weeks back for a gaming weekend.  In addition to the boardgames that we had planned we also wanted to get a game or two of the Judge Dredd Miniatures Game and In the Emperors Name played.

We set up the post apocalyptic shanty town of Standard Falls as shown above.   Continue reading

The Day the Law was Tried

MT, PB and I got together for a days worth of miniature gaming last Saturday.  We decided to focus on the Judge Dredd Miniatures Game this time. Continue reading

Land War in Asia Competition

Donogh at Land War in Asia is running a fun competition.  One of the criteria for entry is that I highlight three of the posts from his blog here.

Land War in Asia: Ambush

1)

First up is a shot from a recent post about modern Afghanistan gaming.  The only modern gaming that I do involves zombies, so its safe to say that I dont really game in the modern period.  Its all cheesy sci-fi for me in one form or another.

Therefore I think that its worth noting that this post grabbed me anyway.  Mainly this was due to all of the nice details that are worked into the terrain.  I like the numbered objective markers, the dusty, dirty die cast car and the like.  The overall impression from the table is fantastic.

Land War In Asia: A Good Day To Die - Setup

2)

Another desert game although this time its not set on this planet.  Again it is the coherent look of the whole table that appeals to me.  From the troops to the vehicles to the outcrops to the buildings all of the models look like a matching set.

Although I have been pushing in that direction with my stuff for a while my tendency to flit around the place regarding my projects can often make for an less coherent look on the table than I would like.  Therefore I am envious of Donoghs harmonised set-ups and enjoy checking them out.

Land War in Asia: A Good Day to Die - Scenario

3)

Lastly, the post illustrated by the image above shows the amount of work put in to one of the games set-up on LWiA.

Its safe to say that I am the guy in my gaming group that drives things forward and generally does the majority of the prep work for our gaming. I dont tend to go into the detail shown above though, although it pleases me to see that some people do.

So, thats enough shilling for one day 😉

GorkaMorka Gaming

Having been cutting, gluing and painting ork miniatures and post apocalyptic terrain for the last few months, MT and SOS paid a visit to play some GorkaMorka a couple of weeks ago.

The plan was to concentrate on putting our respective mobs through their paces by playing nothing but GoMo for the duration, which is what we did.

I used my Bigdogz mob.  SOS had plans to paint a Freebooter pirate mob, but only got a couple of figures painted.  MT didnt have anything ready so he used SOSs figures.

SOS "Kaptin"

One of the reasons that GoMo was chosen for this particular gaming weekend is that SOS has enough orks already painted to allow us to build pretty much any ork mob we could want.  That way we had a fallback in case painting plans didnt come to fruition.  Therefore MT and SOS picked their mobs from SOS older stuff and we got going.

The look of SOS ork army is largely themed around WWII Wehrmacht, in case you were wondering, with each squad looking like paratroopers or desert camo guys or whatever.  SOS chose the ride above to start with.

MT chose the vehicle above as his first transport.  He chose to use one of SOS squads denoted by their soft brown caps.

We played a number of games over the day.  We didnt record exhaustive details of each game (there was enough bookwork in keeping track of the mob development itself), but we took photos of some of the more memorable moments, starting with the distinctly unmemorable picture below.

The opening three way game. Believe it or not, that turned out to be too much terrain for a game of GoMo...

GoMo needs very little terrain.  Manoeuvring the vehicles is sufficiently difficult that including too many obstacles makes things a bit too frustrating.

Playing with miniatures on gaming tables that are largely devoid of scenery is anathema to me: part of the point of tabletop gaming is the visual vignettes and the 3D, train set nature of the pasttime.  Without those it quickly becomes something that would be better played with cardboard counters on a hex grid.

That said however I think that elements of the vehicle side of GoMo work well and give an unusually fluid (some would say non-existent) battle line.  For the unique game experience that this brings I am willing to suck up the fact that GoMo games are played on largely featureless plains.

A head on ram by SOS causes MTs truck to explode, while my boyz circle in for the kill...

... but a lucky shot from SOS jams the throttle on the Bigdogz truck, sending the lot of them hurtling off the table with flame shooting from the exhaust. Giggling ensues.

The end of the first game had amply illustrated the Keystone Kops nature of Gorkamorka.  It is very much a think-on-the-fly followed by shoulder shrugging and laughing sort of affair.  There is a lot of screwy randomness involved.

In addition this game illustrated that despite having a combined age of ~105 that the three of us are categorically not too old to titter in a juvenile fashion at repeated uses of the words “Nob”, “Chopper”, “Thrust” and “Ram” (all deliberately incorporated into the rules by puerile designers, bless ’em).  Examples included:

  • “All of my guys jump on your Nob”
  • “I Thrust my Nob at your Nob while that guy hits the guy with the hat with his Chopper”
  • “My Nob is a Spanner”

I didnt think that I would laugh as much as I did either, but it wore me down 🙂

Chase Scenario 2 starts with two trucks hurtling through the wasteland, but...

...rapidly turns into a collision, an explosion...

...and a fistfight, with very little chasing involved.

Next we tried a couple of Chase scenarios.  During these games most vehicles largely remain stationary on the table, while the terrain travels towards the edge, giving a “rolling road” effect.

This was something that I had been looking forward to trying for quite a while, but our two attempts didnt work out terribly well.  It is likely to me that this was due to the fact that we were using mobs composed of raw recruits, with only one vehicle each (plus the usual caveat about the Yahtzee like random elements in GoMo).

I think that chase scenarios would likely work better with more vehicles involved and with potentially more skilled vehicle drivers (models that is, not necessarily the players) to flatten out the averages on some of the more extreme results of GoMo games.

King of the Hill three way fight.

MTs mob tries to shift the Bigdogz from their tenuous foothold on the plateau while SOSs boyz opportunistically flank the Bigdogz at ground level.

SOS boyz forgo the enfilade in favour of hurtling bodily into one of the Bigdogz trucks, as is traditional in GoMo. This causes engine explosions in both vehicles (also traditional).

The King of the Hill (or “Nob of da Kop” to use the vernacular) scenario turned out to be one of the more enjoyable games for me.

I specifically made the daft but (to my eyes at least) somewhat charming “Kop” with this scenario in mind.  It was fun for me to have a purpose built piece of terrain with its (albeit limited) functionality (well it is large and flat) in full use.

The game was the usual shenanigans of course.  Nonetheless it gave us all a few laughs and was unpredictable fun.  MT won as everyone else ran away but, in true GoMo style the Bigdogz ended up with the lions share of the booty.

Trucks chase around the fort while the Bigdogz rescue their brother in arms.

More tyre squealing antics as MT rescues his comrade from SOSs clutches.

The last couple of games that we played involved the fort.  I was hoping for a little bit of a Mad Max like siege atmosphere and I got a little of that at least.  I got a kick out of finally using the fort (having owned it in various unfinished states for about sixteen years).  The games themselves were mediocre from my perspective (and I think MTs) and “shit” from SOSs perspective if memory serves.

Conclusions

Definitely not for everybody, but despite (and sometimes because of) its failings, Gorkamorka proved to be ridiculous but entertaining fun for a day.  Not something to play every weekend, but for a while every so often, sure.

For a game as profoundly silly as it is Gorkamorka has a far too convoluted post game sequence, for little gain.  If that part of the game were smoother I could see my group playing it more regularly.

Our three mobs have a little history now.

  1. SOSs guys are basically crewing ghost trucks with swabs thin on the ground, but so far they have got away with it via homicidal ramming and dazzling accurate Kannon shots.
  2. MTs guys made an expensive fashion faux pas by buying (useless) Flak armour early on (thats what he gets for not even reading the rulebook in advance 😛 ) but still held the top of the leaderboard pretty consistently for the duration.
  3. My Bigdogz reputation for rubbishness is deserved with spectacularly slow experience advancement and the massive cost of having to replace an expensive atomised truck hampering their lacklustre efforts further.  Still none of them died or got injured and Ginormuz (my leader, “Norm” to his friends) finally won his last game, giving him his much needed compulsory leadership boost.
With the three mobs details on file I suspect that GoMo will get on the table again at a later date.

Fort Grayskull Part 6 (Final)

Parts 1, 2, 3, 4 and 5.

1/4 of the finished Fort ready for some Gorkamorka.

With Fort Grayskull finally finished I thought that I would put up shots of the finished elements.  The photos could be better (there is a bit of fish eye going on because I forgot to change the macro setting on the camera), but they should illustrate adequately. Continue reading

Salute 2011

I went to Salute yesterday. In between resisting the urge to add to the lead mountain and simply adding to the lead mountain I took some pictures, shown below.

I didnt have time to document which games were run by what groups and the like, but I took photos of the ones that interested me in particular.  I also missed a few that I wanted to photograph but managed not to see them on the second pass through with the camera (the first and third passes through the hall being reserved for shopping and drooling).

The standard of the shots isnt great, but they should give a feel for some of the games being played.

I think that the players were playing Infinity on the table above.  I have always liked the idea of a set of snow terrain, but never made anyway because it doesnt really mix with any of my existing stuff.  It would be like a brand new scale or project all of its own.  Cool looking though.

I dont know what was being played on the table shown above, but it looked great the rocky (cork?) mesas made for a very nice looking table.  I love the high flying aircraft.  A lot of games at the show had flyers mounted quite high.  It looks great, but strikes me as being impractical for people who play at home (plus the usual problems with storing that sort of thing).  I could be wrong though.  A lovely looking game.

Judging by the sign at the top of the above photo I suspect that this was the table showing the Gripping Beast historical plastic kits.  Shedloads of nice and (to my eyes at least) authentic looking figures.

Another nice looking historical table.  The amount of love and attention individually paid to so many figures in a single big hall can be a bit overwhelming.  If this display was at some of the other shows that I have been too I would have pored over it for ages.  At Salute there was so much to look at that I only got to take a quick look and snap.

I loved this table.  Its from Taban Miniatures showing off their large 30mm post apoc game, Eden.  The table is an abandoned fairground complete with roller coaster, bumper cars and merry-go-round, all exquisitely rendered and very evocative.  The Eden figures are absoultely beautifully sculpted and the display paint jobs are so good as to make me want to give up my feeble attempts.

I didnt buy any Eden figures though as the 30mm scale is just a bit too big for my tastes and existing figure collection, plus the figures are not cheap.  I may buy one of their samurai exo-suits/robots at a later date, assuming that some get-rich-quick scheme eventually has me rolling in dough.  Until then though…

I am on a bit of a Judge Dredd kick at the moment, with some Mega City One stuff in the project pipeline (I bought a few Judges, Holocaust suits and the Angel Gang from Mongoose yesterday).  As a result the table from Antenocitis Workshop was 100% up my street.  Its brilliant to see a 28mm sci-fi city that isnt 1) gothic, 2) ruined, 3) a small town or 4) shitty looking.

AW make some lovely stuff but it tends to be expensive.  I had to avoid their display of sci-fi street furniture after seeing it early on show yesterday.  I knew if I went back that I would buy stuff that I just cant currently afford.  Ho hum.

Another shot of the boner-inducing Antenocitis Workshop G.O.T. table…

…and another…

…and the last one.  As you can probably tell this was one of my favourite tables.  Its not realistic for me to ever think that I will have a table as nice as that at home, but it is inspiring all the same.  I can just imagine all of the Judge Dredd, Bladerunner, Star Trek etc games that could be played on something like that.

Thank Christ I dont play 15mm sci-fi, I have enough figures unpainted already.  If I had my time over again though I would consider ditching both the 6mm (Epic) stuff and the 28mm (everything else) and just stick to 15mm sci-fi.  Its a great scale for tanks, mecha are totally feasible and the infantry is super cheap in comparison with 28mm.  I dont know who was responsible for this cool looking table, but I wish that they were my neighbours.

Modern stuff here from an unknown party.  Another table that was improved a lot by being able to see the helicopters above it from a distance.  In the context of a gaming hall it looks fantastic.  At home I think that its too hard to get that sort of perspective going (unless your game room is as big as a basketball court or something, in which case I am jealous).

I *think* that this table was hosting some Car Wars style game.  I liked the base boards ( I think that they are laser cut prefab bits form somewhere that I saw a few years ago, but I could be wrong).

More cool helicopters on a dramatic board.

The table above was very realistic looking to me.  So realistic in fact that the realistically camouflaged miniatures blended in almost perfectly.

I honestly mean no disrespect to the guys who put this really impressive table together, but I think that most of their hard work couldnt be seen, which is a pity.  My own tastes prefer that the figures stand out a little, being the heroes of the little narratives that are developing (even though that can end up gaudy and horrible really easily too).

The above shot was from a simple (by the standards of the show at least) display of  what I *think* was Flames of War.  I took the photo because the table made me hum Ride of the Valkyries.

An impressive Stalingrad sort of game (at least, thats what it looked like to me).  The more that I looked at this the better it got.  Ten different kinds of awesome smothered in rich creamery butter it was.

More Eastern front cool-ness.

A not great shot of a cute looking game above.  The game is “Twilight” (note: not the horseshit about vampires who look like diamonds when the sunrays trickle through their obscenely overworked hairdos and glistens on their tennis court sized foreheads.  Its a different, Brian Froud-y, Dark Crystal-y “Twilight”).

Cute figures for this, but being fantasy I doubt that I will ever get into it.  They do have little guys with mechanical exo-suit looking legs that remind me a bit of “sligs” from Abes Odyssey on PS1.  I could see myself picking up two or three of those for gaming AE bounty or similar sometime.

More exquisitely painted, beautifully sculpted expensive figures on display here.  Freebooters Fate is about pirates, but features goblins and the like.  A really cute table for their display games I thought.

A very impressive hu-u-ge game here.  It looked like VSF flying dreadnoughts to me.  Another game that really wouldnt be practical to run domestically and therefore ideal for a show like Salute.

More lovely 15mm sci-fi.

Even more 15mm (maybe 10mm?), this time playing in the snow again.  I suppose it must be vast exposure to The Empire Strikes Back that makes wargaming giant robot walkers on a snowy planet so appealing.  Whatever the reason, it floats my boat.

An impressive post apoc or simply bombed out warzone here.  This table grabbed me with the little bits of ruined furniture etc in the buildings.  Very much lived-in structures rather than bombed out shells. Lovely.

A close up from the table above.

This was a table for showing the  7TV rules.  Having watched the tables construction evolve on the LAF forum over the last few months it was nice to see in in the flesh.  Obviously its is a James Bond type game set in a underground lair, complete with rocket and associated paraphenalia, “Little Nelly” style gyrocopter and cells from which incarcerated interloper can easily escape via the modeled in ventilation shafts.  Nice.

Another beautiful historical table.  I thought that the poppys were a nice touch.

This was the table AKULA (of AR:SE fame) has been documenting on LAF (and Frothers I suspect).  Its a cool table based on the Battlefield Bad Company Xbox game.  As I was rushing to make a flight at this stage I unfortunately didnt have time to say hi and thank him in person for the use of his rules.  Next time.

More of the above game again.

I think that this was the Frothers Cthulhu/Cluedo game, but as I was rushing at this stage I cant be sure.  It looked cute though and like something that would be a lot of fun to play.

I used the opportunity to meet up with fellow miniatures blogger and commenter TheAngryLurker yesterday too.  At an early point in the day we met to say hi and to press the flesh.  Thats TheAngryLurker on the rear left with me on the rear right.  In front (and behind the camera) are three of the “Rejects”, TALs gaming buddies.  It was cool to meet up with the lot of them for a few minutes and it added an extra element to what was already a fun day.

Back To The (Grim, Dark) Future Pt5

Parts 1, 2, 3 and 4.

For the final game we switched the forces from the previous game around.  This time the Kouranaya Craftworld Eldar Kill Team would be attacking the Sin Eaters.

GAME 5: Kouranaya Craftworld Eldar Kill Team Vs Sin Eaters Chaos Space Marines

The Sin Eaters set up with squads of three sentries plus Brother Damien leading the defence.

In Kill Team the more exceptions that are made to build the Kill Team force the more sentries are allowed in defence.  Additionally, the defenders are allowed to buy one low level character who in this case was Brother Damien.

Brother Damien and his bodyguard are shown above guarding the dark altar with Trixie the captured Eldar tied up and ready for sacrifice.

MT went for a pretty big, pretty bog standard codex squad Kill Team, with few alterations made to it (the added Howling Banshee being the only one that I remember). This also made for correspondingly smaller defending forces.

Personally my preference for Kill Teams is to use mixtures of figure types to make for a fun, idiosyncratic group of badasses, like the guys from Predator or the A-Team or whatever.  While this may not always be the most effective way of ensuring a win, the team in itself will be a talking point and fun to use.  This meant that I thought that the Kill Team above was dull, even if it meant that it stood a better chance of winning the game.

The vast Kill Team surged forward and swamped the first group of sentries…

…killed them and proceeded towards the next bunch…

…bumped them off…rinsed, repeated…

…and made it to the altar and mangled the defenders there too.  Successful, for the victorious Eldar yes.  For the people playing it was less so.  A humdrum exercise in dice rolling.  Yawn.

———-

Conclusions:  that was dull, but mercifully quick, showcasing the worst of 40k.  The perfect venture to enable me to put all of that stuff behind me again for another five years at least.

I still hope to use my 40k figures in a skirmish level game at some point soon, but as yet I havent found something suitable.  Savage Worlds Showdown is the next rule set that I am going to consider.

Back To The (Grim, Dark) Future Pt4

Parts 1, 2 and 3.

For the second last game of 40k that we played that weekend we decided to try a “Kill Team” scenario.  For those that dont know, Kill Team is a way of playing games using a small, hand-picked force from an army list that doesnt conform to the usual restrictions and getting them to do something cinematic like rescue a hostage, blow up a reactor etc.  It is a potentially fun way to use some of the more oddball figures in your collection to do something worthy of a crappy yet entertaining movie.  One of the main reasons to play miniature games in my opinion.

Kill Team games are also by definition quick affairs with only a handful of figures on one side and not really a vast amount on the other side either, sentry types mostly.

GAME 4: Sin Eaters Kill Team Vs Kouranaya Craftworld Eldar

The Sin Eater Kill Team consisted of three Chaos Space marines (here and here), of which one had a Plasma Gun (right), two Possessed Marines from Squad Nemesis and Sgt Damien, a vintage Nurgle Chaos Renegade that I am very fond of (he oozes character), representing a Veteran Sergeant/Aspiring Champion type.

The Kouranaya Eldar set up around the table in an unalerted state, talking about the good old days ten thousand years ago when they didnt have to live like monks for fear of their souls being devoured by an evil god (represented by the yellow markers.  The unlaerted state that is, not the evil god).  The floating pyramid in the middle of the table is the webway portal which the Kill Team has been sent to destroy.

The Kill Team enter from the East…

…and quickly blow one unit of Guardians to pieces, forcefeed knuckle sandwiches to a second squad and send a third running back home to tell on them.  All in a days work for paranormal, post-human, pestilent pantheon proclaimers.

Although the Kill Team kept the noise down a reasonable amount, most of the Eldar cottoned on (the yellow markers have turned red) and they regrouped ready to provide a reasonably coherent defence of the portal.

The Kill Team is surrounded.  What we got here is a Mexican stand off… ‘cept there aint no Mexicans.

In a potent display of why the Kill Team is comprised of the best of the best (with honours), the Guardians are either killed or driven off, with some casualties to the Sin Eaters.

Sgt Damien allows himself a rare, rotten-gobbed smile as the corrupting influence of Chaos permeates the sacred ground of the Eldar, all according to plan.

——-

Conclusions:  The game was fun, but would probably have been more so if another gaming system was used: it was hampered by the Warhammer system.

I was surprised at the time when GW published the Kill Team rules and even more so when they codified them fully and comprehensively in the 4th edition rulebook.  It showed that they were willing to acknowledge that there was more to figure gaming than just their usual tedious big battle fare.  Within the limitations of the 40k system they did a good job too.

I dont think that the Kill Team rules are included in the current rulebook which is both a sign of the times and a pity.

Part FIVE.

Back To The (Grim, Dark) Future Pt3

Part 1 is here and part 2 is here.

Using the last game for rules of thumb we decided to throw points values out of the window.  We then tweaked the scenario to represent the disruption by Harlequins of a daemonic summoning ritual by the Sin-Eaters.

The main reason for that scenario was that I wanted to use some of the daemon and other miniatures that I painted for the army years ago that never proved viable enough for regular play.  It is always fun going back to play with figures that were fun to paint that never got much table time for whatever reason.

GAME 3: Harlequins Vs Sin Eaters Chaos Space Marines

We set  up as above but doubled the number of sentries as the Harlequins had too easy a time avoiding them in the previous game.

Nonetheless two troupes made short work of the sentries on the Western side.

That didnt slow down the summoning ritual though.  Swarms of Nurglings and and a group of Plaguebearers poured through the rift that was being opened by the Plague Marines.  Sin-Eaters Bikers also came in from the East in support.

Nurglings swarmed over one squad of Harlequins, catching them unawares and killing them unexpectedly.  The fight between the Plaguebearers and the second troupe caused casualties on both sides.

Eldar Guardians from the Kouranaya Craftworld stepped through their webway portal (the tacky looking golden pyramid) to support the Harlequins.  The Sin Eater bikers adjusted to an intercept course.

Tough as they were the Plaguebearers were finding it difficult to withstand the repeated hit and run attacks from the Harlequin troupe.  The Nurglings unexpected run of luck didnt hold and a fully expected obliteration occurred at the hands of the third troupe.

Sin Eater Havocs moved in from the South West and deployed their heavy weapons to cover the altar.

A solitary Plaguebearer was all that remained of the unit as the troupe disengaged ready to charge in again.

The armoured bikers were too tough for the guardians who were wiped out after a protracted fight.

More Guardians came through the Webway portal just as the Bikers finished off the first Guardian squad while the surviving Harlequins circled the altar ready to assault.

With heavy casualties on both sides the Harlequins nearly dislodge the Plague Marines from the altar…

…but a Chaos Spawn congeals out of nowhere and lands behind the surviving troupe.  It looks bad for the Eldar.

The Harlequins on the altar are killed by the remaining Plague Marines, Chaos Spawn and solitary Plaguebearer.  The Harlequins backflip out of combat with the bikers as the guardians kill another, leaving only the Sergeant.

This frees up the last Harlequin troupe to rush back towards the altar.  Unexpected supporting fire from the final Guardian squad that just warped in proves lethal in combination with the Harlequins sidearms.

The Guardians finally tear the biker sergeant from his saddle and riddle him with close range shuriken fire while the remnants of the last troupe send the final daemon back to the hole that spawned him.  Bloody but victorious the Eldar prepare to set explosives and counter wards to ensure that the altar can never be used again.

————————————-

Conclusions:

Although at this stage we were tiring of our trip down 40k memory lane, with all of its dead ends and turn offs that go nowhere and for no real reason, that game ended up being quite fun, if a bit linear and predictable.  It was close in the end and it was evocative of the source material.  That is the most that we could have hoped for in fairness.

Parts FOUR and FIVE.

Back To The (Grim, Dark) Future Pt2

Part 1 with some preamble is here.

There was only a little bit of vague information about Eldar Pirates in the Rogue Trader book before White Dwarf 127 brought in swathes of background and info regarding the Craftworld Eldar.  Before that the only Eldar worth talking about were the Harlequins.

Last year MT painted up a bunch of Harlequins that he had traded with me years ago which were last seen in a Space Hulk here.  Despite how cool the original Harlequin stuff was back in the day neither of us had been involved in a game using them (apart from a few abortive attempts to use the silly Harlequin list from the Citadel Journal circa 2001).

The current Eldar Codex and the new Dark Eldar Codex both have rules for Harlequin Squads that looked good to us.  It seemed like GW had finally got the Harlequin power level right: stylish and effective rather than bland and ineffectual (Eldar Codices 1 and 2) and playable rather than broken (Citadel Journal Harlequin list).  So we were pleased to be able to finally play a game of 40K with them so many years later.

GAME 2: Sin Eaters Vs Unknown Harlequin Troupe

We set up an Altar of eeevil in the middle of the table with Sin-Eaters holding it and four Chaos Marine sentries surrounding them.  We decided to play a second, more involved scenario with daemon summoning etc after this one,  once we had an idea of how well the Harlequins functioned.  This game was to be all about how the Cosmic Elf Ninja Clowns work in their current form.

The Troupe started off on the Western edge.

With all of the panache that one would expect from a group of almost immortal space ninja elves devoted to a god of violent deception, a pair of Chaos Marine sentries were silently bumped off.

A trio of Sin-Eater bikers rush in from the East in response.

The irresistible force of the Harlequins meets the immovable object of the Plague Marines.  Something had to give.

It turned out that the Plague Marines caved to the flurry of attacks brought about by the Harlequin ability to Hit and Run.  Say what you like about 40k, but it felt just right, one of the rare marriages of the background and the game mechanics in action.

The last Plague Marine regrouped with the depleted biker squad, but the fight was gone out of them.  Their indistinct would-be assassins encircled.

The last of the Chaos forces were wiped out and the Harlequins won by a large margin.

————————-

Conclusions: Already a number of the tried and utterly untrusted mechanisms of 40k were starting to wear thin.  We glossed over these with the wave of our hands and the application of hazily remembered other rules from the various editions of the system over the years.  This kept the game going, but obviously wasnt ideal.  Also the IGo/UGo nature of the game felt scripted and dull.

On the plus side it was nice to play with Harlequins that felt like how we thought that they should feel after all these years (thin and muscley with an excellent skincare regime in case you were wondering).

Digging out older figures that havent seen the light of day for a while (like the Sin Eaters) for a game is always a little bit of a kick.  The fight between the Harlequins and the Plague Marines on the altar was evocative because of the thinly applied setting/scenario and because the rules actually helped the events to feel authentic.  This is a main goal for me with miniature games so that was a big plus.

Parts THREEFOUR and FIVE.