Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Wednesday, 12 March 2025

Ragnarok Miniatures - New Figures to the collection


'The Stahlsons' Armoured Trolls

The Ragnarok Miniatures above and following are some of the first miniatures I've added to my collection this year. The Figures were received last month from the recent Ragnarok 9 Trollheim Kickstarter which was floated at the end of last year and were received ahead of the anticipated delivery, which was nice. All the figures are sculpted by Colin Patten and his style is immediately noticable and the figures fit with many manufacture ranges over and above the many that were sculpted by Colin of course but also other ranges.

I have a number of the Ragnarok minitures already and this package is adding to the range I have which are intended for use in a number of roles but particularly bulking out my Oathmark Army, use in my Solo Fantasy Campaign, various Fantasy Skirmish rules and in some LotR gaming to name a few.

A good deal and a fair passle of figures received, I like the Armoured Trolls particularly and will be useful in a number of roles under a variety of guises which the generic look will fit nicely.



'Uruk Warband'

Along with the Trolls, I went for the Uruk Warband which includes 32 figures in various guises.



'Uruk Command and Armoured Uruks'

Self explanitory Armoured Uruk core with 12 rank and file and a 4 figure command group. I picked up an additional Command group to flesh out previously picked up Ragnarok Armoured Goblin types. Armed with reasonably sized shields and mainly polearms and a few scimtar like swords. I'll probably ditch the scimitars in favour of something a bit heavier.


'Uruk Archers'

Again, self explanitory with the Uruk Archers being of the armoured variety. One issue I didn't like with these is that they came with the standard seperate hand with bow which also came with the Forest Goblins below. While this looked fine with the goblins, it looked a bit small for the beefy Uruks, so I substituted the bows with some spare bows from the bits box. Pretty sure they were from spare Empire Archers, which look the part size wise.

'Uruk Trackers'

The Uruk Trackers are a very usable generic goblinoid beefy type and could be used in a variety of roles again. Armed with spears and lighter shields than their armoured counterparts, the shields are fine and similar if not the same as the Goblin Shields in previous releases. Don't like the spears as pretty blunt looking and like the polearms with the armoured Uruks are very soft metal, so these will be replaced for harder wearing alternatives, probably rod and plastic spear heads.



'Forest Snaga Archers'

Bringing up the rear of this gang are the Forest Goblin Archers. I have a pack of the Forest Goblin Spearmen from previous Kickstarter which I liked a lot and make ideal skirmishy types and the archer addition was a no brainer for me. As you can see, the seperate hand/bow which are pinned and glued to the figures look nicely sized for the shorter stature Goblins but is way to small for the strapping Uruk warriors to bother with.

The previous releases from Ragnarok are available from Gripping Beast and I assume the latest Kickstarter will be available there in due time. I'm probably going to be picking up a couple of additional Goblin types from GB in the near future.






Sunday, 14 April 2024

Battle for Blackside - Mordheim Season 4 Turf War Round 3

Had the third round PvP game of our fourth Mordheim Campaign back in the end of January and had the full complement of players attending, Ian with his Carnival of Chaos, Ric with his Middenhemers, Kev and his Halfling Horde, Andy and his Kislevite's, Dave with his trusty Reklanders, and Leigh with his Bretonnians all ready to do Battle for control of the Blackside area of Mordheim.

Battle commences

The game was to be fought in the cramped confines of the tangled streets of one of the many unsavoury area's of Mordheim, so most of the Warbands were forced to close with each other pretty quickly as the street scape limited the shooting oppurtunities of most of the bands.

Middenheimers move out towards the Chaos horrors

The first turn or so was fairly uneventful with al the bands jockeying to see which way each would go, only the Kislevite's boldly marched towards the centre and towards Ian's Nurgle types (and picking up a couple of Wyrdstones on the way).


The Middenheimers mover towards Ian's Chaos forces and the Halflings spread out and advanced generally into the field moving out towards the Middenheimers and Kislevites. Dave's Reiklandrs hugged the table line and moved towards the Kislevite's while Leighs Bretonnians moved out with an eye on the Wyrdstone and the other on the Nurgler's. THe Chaos Warband moved towards the Bretonians keeping to cover to minimise the incoming shooting.

The Halflings spread out seeking sniping oppurtunities
against the Kislevite's and Middenheimers

This was the general trend for the first couple of moves. Neglgable Random Happenings bar a minor wyrdstone encounter for the Kislevite's.


Kislevite's head into the centre
and seek battle with their Arch-enemy

A small amount of opportunity shooting occured now and then from around the board but with little effect to anyone though did make all the Warbands hug the ample cover.

The Reiklanders skirt the action and look to approach
the Kislevites from the rear

The Kislevite's continued their advance to the centre hugging cover so slow progress, the Reiklanders moved round to the Kislevite's rear and the Bretonians made a mounted knightly dash for some choice wyrdstone placements and back again while bracing for the oncoming Nurgle tide. The Halflings and the Middenheimers moved cautiously forward while sniping at each other and anyone that showed above the parapet.

The Bretonians dash for Wyrdstone before the nasty
Chaos types steal it away


Middenheimer cautiously approach Nurgle's
finest while attemping the odd distance shot

The Middenheimers began to close slightly with Chaos forces but the Halflings chose to stand fast and wait for oportunities for their bows. 

The Nurglings and associated nasty types closed with the Bretonnians and quickly developed a close melee with the Carnival quickly downing a knight and pinned the Bretonnians in place while circling round and leaving a couple of outlyers keeping an eye on the slowly approaching Middenheimers.


The Nurgle Chaos tropps close with the Bretonians 
and quickly gain the upperhand in melee


Things quickly get sticky for the Bretonnians

The Reiklanders gain an opening and begin to shoot at the Kislevite's but these are now mid table and have ample cover from the rear attack still some distance away.


Reiklanders open up on the rapidly disappearing Kislevites
but to little effect


The Bretonnians battle on

And then the rains came...

With the next check for Random Occurances landing with Kev, he rolled up a positive result which produced a 'Storm of Chaos' in the form of a Wyrdstone tainted downpour lasting a couple of turns which would inflict a S2 hit to anyone in the open. 

The streets strangely empty...

With the poisonous tainted rain lashing the streets all the bands dove for cover with some better placed to seek shelter than others.

Over the course of the couple of turns most of the bands took some hits but the Halfings and Reiklanders suffered particularly badly. Both Warbands took multiple casualties and at the end of the 2nd round of rain both bands left the field due to the losses.

The Bretonians also quit the field with minor losses from the rain but coupled with combat losses with the Chaos Horde, Leigh chose the better part of valour and retired to lick his wounds being several Hero types down.

The Kislevite's emerge following the deluge

Once the rains had cleared it was down to a three horse race, with the Kislevite's in the strongest position having taken almost no casualties to date but the Middenheimers and Carnival were both still strong in numbers too.

The Middenheimers make a move on the Chaos Warband

The Kislevite's advanced slowly through the twisting streets keeping their numbers together and letting Ric's Middenheimers have first chance against Ian's mighty Nurgle Warband, and the Middenheimers emerging from their cover rushed in slightly piecemeal against the grouped Nurglers but fought a valiant fight but took greater losses than they inflicted in the open street area.

Threeway fight develops as the Kislevites move
toward their hated enemy

The approaching Kislevite's forced the Chaos troops to split their forces to keep an eye on both front and flank so this limited their effectiveness but the toughness of the Chaos troops bluinting the middenheimers attack.

Middenheimers and Chaos fight it out as
the Kislevites approach cautiosly


The Kislevite's consolidate 
(and pose for the photo opportunity)

After two or three rounds of the slightlt one sided exchange the Middenheimers broke but having inflicted a couple of casualties on the Chaos band.

Kislevite's push forward but struggle to get the
numbers in to make the difference

Andy now chose his moment for a full attack but the cramped confines of the alleys limiting his number advantage on the slightly spread out Chaos types.

A strong and fierce melee ensued in the narrow alley but both sides held back from full engagement with the Chaos trusting to his dice and toughness and the Kislevite's with an eye to survival and lack of opportinity to engage.

All the big hitters of both bands joined in and much claws, teeth and sabres flashing ensued and several rounds of vicious melee was had againsdt the hated rivals.

Once again things went down to both bands being on rout checks and after a few passed checks on Ian's part (with a good chance of success due to his leaders Ld at max) Andy failed his 2nd or third check and it was all over.

Chaos numbers and Toughness prove too much
for the Kislevite's

So in the end Ian dice and ability to keep the numbers in the melee's in his favour give him a third victory in the Campaign and push him further ahead in the Turf War. Time will tell if this is an unassailable lead or not already.

The positions for the end of Turn 3 following al the Scouting and Raiding is as the Campaign Map;

Season 4 Mordheim Map - Turn 3 End

Turn 4 PvP game has been played and awaiting final turn orders and results before posting up batrep but will follow shortly with Turn 5 opening game due this month.

Thursday, 21 December 2023

Mordheim Season 4 - Turf War - Round 1




Blood on the streets of Mordheim

This is a bit of a catch up post for our recent Season 4 Mordheim Campaign kick-off which was played a wee while ago at the club.

The campaign was originally planned to have it's inauguration on the March monday 2020 that the pandemic lock-down kicked in and was moth-balled for two and half years.

Following a slow and a gradual return to normality and the club opening up again, discussions crept up to resurrect the campaign. I was slow to get back to the club and gaming generally due to family constraints but managed eventually and having been chased by various bods, dug out the campaign background, map and rules (having to re-write some bits as couldn't find it all) and we re-arranged a new kick-off with a slightly revised line-up of Players. And so after a bit of a serious nudge, we got the campaign under way after a short (three and half years) hiatus.

This campaign was to be a bit different from the previous as being entirely set within the confines of Mordheim east side and is basically a gang war for territory. Winner of the campaign will be the Warband which controls the largest number of territories and amasses the greatest wealth in the process.

The culprits for the Season are; Dave K's Reiklanders setting up in the Wharf District, Ians Carnival of Chaos camped out in the Back O the Wall north of the Great Library, Andy's Kislevite's in the East behind the Temple of Sigmar and Abbeie Ward, Kev's Halflings south east of the Market Square at the Wazard Mansions, Ric's Middenheimers to the South around the Clock Tower, and Leighs Bretonnians in the west at the Adventurer's Wharf.

Things kick-off with all cagey

With the first game PvP game organised, all was ready for the off but at the last minute Kev had to call off as he had picked up Covid (not without a great deal of irony as Kev was the priincipal instigator in getting the season back under way) so it was to be a five sided barney for the first game for a fight to control the north quadrant of the Market Square.

The empty Market, but not for long

With the devistated Market area fairly open and only the remains of Merchant stalls offering much cover on most of the board, the two sides of the market which had the street fronts and buildings were attractive to the fledgling warbands to seek as much cover as possible initially.

Dave's Reiklanders kicked off proceedings and took as much cover as possible entering the fray on the open east side. Ric's Middenheimers took up shooting postions among the ruins of the guild hall to the south est and began to take pot shots at the covering Reiklanders.

The South of the square was empty of combatants and Andy's Kislevite's moved out of the streets to the south west and probed north and east into the open market area's relatively free from enemy's. Leigh's Bretonnians to the North west positioned themselves for a foray into the centre while watching for enemies moving towards them and Ian's Chaos forged to wards the centre and tentatively moved to cover facing the Bretonians. All the warbands targetting warp stone for quick and easy pickings while watching to see where the others would head.

The Middenheimers move out to engage the Reiklanders
while skirting out to hoover up some ripe Warpstone

Once all warbands could see itial directions of play, the game broke up into it's usual pairings with the odd number player (in this game it was Leigh's Bretonnians) getting sandwiched between the Chaos Bods and Kislevite's.

Ric's Middenheimers moved out towards Dave's Reiklanders while skirting wide to pick up any available Warp Stone in the open Market area. Dave reciprocating in like with an eye covering the Chaos bods emerging in the centre but not closing for now.


Middenheimers engage with Reiklanders

Meanwhile Ian's Carnival of Chaos moved cautiously out in the centre of the table keeping to the cover and moving to hover up any shards available and turning to face Leighs Bretonians to his right. Leigh also fairly cautious with Chaos to his left and moving in and Kislev to his right though more distant also kept to cover and set up in cover for taking pot shots at the approaching horde and picking up any nearby warpstone. While the getting was good Leighs mounted knight made a staraight beeline for the centre of the board to pick up the spare warpstone while the centre was clear and bods otherwise engaged.


Bretonnians position for the oncoming tide

Andy's Kislevites also generally kept to cover initially though moving wide to tempt Rics Middenheimers out and perhaps pick any unclaimed warpstone in the area and moved slowly north towards the Bretonnians.


Middenheimers slowly taking the worst vs Reiklanders 

With the game direction fixed, the warbands then downed and entered into the matter at hand. The Middenheimers and Reiklanders engaged with missile bods adding support while the Reiklanders kept a weather eye on Chaos to their rear and the Middenheimers sent a wide scouting foray towards the Kislevites.

Chaos and the Bretonnians faced up with the Bretonians laying down as much fire as possible while Chaos slowly advanced keeping to cover as much as possible before charging in. The Kislevites a bit further away advanced mainly towards the Bretonnians and approaching Chaos hordlings and a countering group to the infringing Middenheimers.


Kislevites and Middenheimers battle in the market

The Middenheimers and Kislevite skirmish was brief and costly to the Middeneheimers with the Kislivites quickly gaining the upper hand though this did seperate some of the Kislevites from the main event to the north.

The melee between the Reiklanders and Middenheimers to the east was protracted but ulimately fewll in favour of the Reiklanders with minimal losses, the spreading out of the Middenheimers ultimately proving to be spread to thin and Ric's Warband was the first to reach break point and decided to voluntarily flee the field with reasonable booty in tow.

Middenheimers moving wide and spread out towards the open market

The onslaught of the chaos hordes and a rapidly declining situation for the Bretonnians with Ians Chaos troops moving in enmasse and coming to blows and the Kislevites moving in to his flank, Leigh took the 'live to fight another day' option and voluntarily fled as soon as he was able flowing several losses to melee.


Kislevites close on the Bretonnian/Chaos melee and
join the fray

With the three way melee resolved with the Bretonnians departure, the Kislevites and Chaos forces engaged in a hard fought melee but with nearly a quarter of the Kislevite forces delayd to the south and slow to get into the fray and the Chaos troops consolidated more or less the tide of the melee though at first to and fro quickly moved in Chaos's favour.


The main struggle draws to a close with the Kislevites and
Chaos in full melee

The extended melee though hard fought went in Chaos's favour and Andy's Kislevites ultimately broke leaving the Reiklanders and Chaos Warbands both bruised though the Chaos troops having taken more loses with it's battles with both the Bretonians and Kislevites but left the two surviving forces pretty seperated either side of the open market.

Ian's Carnival troupe moved to engage with the Reiklanders but Dave played the tactical card and moved away while trying to take pot shots at the advancing Nurgle horrors and force a break test.

The Chaos troops quickly reached break point and Ian's Leadership throws were universally successful and eventually managed to make contact with the retiring Reiklanders with Dave bowing to the inevitable and charging in to try and reduce the numbers in his favour. 

The resulting running skirmishing went badly for the Reiklanders as they retired over the previously hard fought ground and this pushed the Reiklanders into break tests too and so in the final turns it was down to who failed the break test first with this ultimately being the Reiklanders, leaving the Nurgle horde masters of the field.


All the bands managed to pick up reasonable loot and losses were largely minimal though with the usual smatterring of injuries and so on. 

The campaign is set to be a fairly rich one and with territories and area's of control additional recruitment is available to all the bands so any losses will be easily replaced and long term give each of the Warbands a pot to draw replacements from though they do need to husband their bands as any territorial gains will need to be garrisoned.

Interesting first match and the first campaign turn concluded including scouting raids and trading and  the second campaign battle has already been foght and will post up the batrep for this fairly shortly.

Wednesday, 5 October 2022

WHFBs 6th Ed - Empire vs Orcs Bash

 

Managed to have a Warhammer Fantasy bash at the club this week. First WHFB's outing for my Empire chaps in over 8 years (which happened to be a 6th Ed game too) and around 5 since last outing at all with the troops, then with the 9th Age rules.

Had had a couple of chats over the interweb during Covid about looking out the old 6th Ed stuff and finally got around to arranging a game with Kev and his Orc Boyz and game was duly played this week.

Managed all the rules OK with memories providing most of the details and only a couple of look ups required for a couple of details so both pretty pleased with brain power here as we both expected to be struggling but all pretty much fell into place once we got going.

The game was most enjoyable and won't put down a blow by blow account of the action, but suffice to say being seriously outnumbered from the get go and a poor deployment sealed the Empire's fate for the result. Though it wasn't all one sided and managed to score a couple of minor victories it was a well deserved overall victory for the Orks. Only three Empire units left on the field at the end and them pretty badly mauled and the Orcs still having 6 or so largely intact units rampaging about.

I did do my usual with my artillery and the Great Cannon blew up on it's first shot Rd 1 to much merriment, pretty standard for my luck with artillery dice unfortuneately. Kev also had similar luck with his wizard on his 2nd spell with the Gobbo type's head exploding, also producing much laughter.

The game produced quite a bit of interest on the night and a couple of bods expressed interest in digging out their 6th Ed armies for a bash, so all good from that point of view.

So there's likely to be some more 6th Edition action coming up, hopefully in the near future, and I'll endeavour to put up a better showing with the chaps in black & yellow. (I feel a gun line coming up with no doubt an explosive result). Watch this space for the next exciting episode soon.

Monday, 8 August 2022

Scatter Terrain - Collapsed Columns

Wee bit of scatter terrain posting on this one, having recently painted up these plastic bits from GW AoS range for some fill in bits.

Took me a while to do as painted them up between painting other projects and took my time with multiple home made washes and them all but obliterated the nice grime build up and graduated staining with my high-lighting and the pigments which I added to soften the contrast on the shadows/cracks, but lesson learned.

Quite enjoyed the process and pleased enough with the outcome and intenting to add the pieces to three (or four) small scenic bases to bulk out the effect. More anon.


 

Saturday, 2 July 2022

Five Leagues from the Borderlands - Review

Recently picked up the third edition of the Modiphius rules set 'Five Leagues from the Borderlands' solo/co-op skirmish game.

Ordered on pre-release and arriving a couple of weeks ago the rules are now out on general release, and available at all your usual outlets (and from the publisher obviously).

Hadn't picked up on the previous versions of the fantasy rule set, which have been about for a number of years, though I believe these were reasonably well received but possibly lacking in various departments so, 'building on years of fan feedback' Modiphius have developed the latest version and upgraded to include full colour art, expanded options and cupdated the basic game system premise. I suspect new eyes and development team involvement with a new outlook on the development and writing of the rule set.

This 3rd Ed obviously addresses and expands on a lot of the previous editions and has been developed from their SciFi rules-engine and FLftB3's sister game 'Five Parsecs from Home' which the intro describes as having many shared concepts and mechanics.

The basic premise of the rule set is that is provides a framework to play tabletop miniature based games on a principally solo basis (though easily adding in co-op play to the narrative) with the player developing and playing a warband in the classic skirmish game style and playing through a campaign, of a length decided by the player to suit their needs. Basically linked series of table top skirmish games with a narrative framework attached to give weight to the individual game outcomes.

The overall look of the 233 page rule book is very nice, clear and reasonably well laid out. The general fell of the layout is very reminiscant of the Osprey wargaming rule sets with similar if not identical typeface and the tables are much the same as say the Frostgrave rule sets and supplements.

The rules are split into the following sections;

Part 1; Setting Out

            * Introduction

            * Characters

            * Game Rules

Part 2; The Campaign 

            * Preparation

            * Adventures

            * Encounters

            * The Enemy

            * Resolution

            * Appendices

The Introduction section is self explanatory and explains the Rules background and basic methodology and basic premise of the rule set and a blurb on The World of Five Leagues (read Anyworld) and inspirations fueling the idea's behind the rules and the writers sources and even has a play list for background music for mood while playing the game.

Each Warband created generally follows the same set-up; A starting number number of Hero's (4) one of which is the Avatar (ie the player) and Followers (2) with the number in the warband increased or decreased to ease or make the campaign more or less difficult and the warband can and will be added to and have losses and things progress.

Next up is character creation and is a RPG-lite system for creating warband characters of varying races and professions. The races are from the writers world (Six Races) and cover the usual tropes with only the Preen (bird-like humanoids) being slightly unusual. The profession types are pretty basic but between the race types and profession types available, most of likely character type requirements can be produced, either by selection or by random generation, which ever way is preferred.Each character has it's own stats of four basic abilities and each race has basic abilities peculiar to each and these are back-up by professional and back-ground skills making each character and on-going play pretty varied. There are a reasonable number of tables available here and looking at the relative simple framework, easily expanded upon to incorporate your own preferences, milieu bias's and professions if desired.

The terminology is also added in here and as well as the Warband themselves, they have Friends (usually patrons or non-comatant allies) and Enemies both of whom are controlled by the game system.


The game system is next laid out in the proceeding chapter The Battle Round (or game turn), the Combat system, Movement and Enemy activation, Terrain and it's effects,Spell Casting, Proficienty Tests, Will Points, Story Points and Equipment.

The writers are unabashed about their sources of inspiration of their rule system and openly espouse borrowing idea's from Mordheim, LotR SBG, Necromunda, 5150 and Platoon Forward, so lots of the various mechanics will be familiar to most reading them and there isn't anything over-all new or innovative, but this disparet parts generally gel quite well and the system appears to be well playtested and streamlined.

The game uses D6 for combat, skill rolls etc, with D10 required for character generation and quite a few of the random table require D100. Occassional D20 required too. For the tabletop element yor generrally sticking to the trusty D6.

I won't go through the approx 40 pages of the basic game mechanic as these will be familiar(ish) to most with no real surprises in here but suffice to say all required elements are covered. Observations on though on the spell casting merit a comment; the basic GW 2D6 system is adopted with a couple of tweaks, mainly the introduction od 'strands' which are basically spell fuel and are available from various sorces and possible campaign routes present themselves here, and these strands are collected and kept by spell casters (max 3 at any one time) with a strand is expended if the spell is successfully cast (unless the spell is of 'simple' type or a natural 12 is rolled). This mechanic limits the spell casting on the the table as likely fairly small battles, max 3 spells is likely all the time for.

The other item noted on Spells is on the Spells themselves which are uniformly 'support types' in nature and of the 34 spells on the listed, none are direct or in-direct damage type though there are a few which remove particular skill abilities which may then lead to damage or death.

The meat of the rule set is in Part 2 of the rules with thne campaign system with the initial chaptor 'The Campaign Structure' setting out the idea the campaign turn which is broken into Preparation, Adventuring, Encounter and Resolution Stages.

Basically the rules take you through the steps to create a minor fantasy campaign which can be as simple or extended as desired but the creation of a map is a necessity for the system to work but this can be pretty basic and almost blank to start with as the map will be populated and details of the locale develop as the campaign plays through. The rules suggest a couple of ways to do this and personnally I like this as I enjoy doing maps anyway, both on paper and on computer with various software packages like Inkarnate or Wonderdraft

Once you have a starting map and created your Warband your ready to rock and the system runs on a random generated story. Each campaign turn starts with the warband in town, settlement or camp and this starts a narative depending on start point and there are random events which many add colour but can be scenario hooks but this can be ignored for Quick Play. Indeed many steps here are optional if you just want to generate a tabletop encounter and get to the meat, or you can go whole hog and flesh things out to create a full story to events.

This step is followed the finacial step which covers recovery, financial costs, healing recruitment and so on and the mundane stuff. You can also carryout campaign activities  including gambling foraging hunting and so on, all of which are fun if your into the RPG element of the game. There is research, and then the roll to see if locations or settlements are discovered and finally deciding on the adventure.

This is fairly varied too with options for how to spend the turn based on exploring a location, battling an enemy threat, riding a patrol, carrying out a contract, just resting or carrying out a quest. Once decided upon you can oufit your group for the coming adventure. All the options, ecept the resting one have many threads and forks and lots of potential variety.

The adventure once generated is explored through a series tables to generate the location enemy threat and and extents of the enemy and/or rewards for victory and defeat.

There can be encounters along the way both malign and friendly a a narrative can be woven through each campaign turn and the events leading up to the final tabletop barney through the use of linked tables so nothing silly is likely to occur though running through a few trials on this did produce some surprises, there's nothing there that a bit of intuition can't put a slant on to fit your story.

The number of Scenario's available is pretty varied to with a number of scenario types (Meeting Engagement/Defensive Battles/Camp Raid/Hideout Raid/Site BattleMonster Lair) all of which have sub-types, descisions and variable objectves not including the variety of enemy threats, encounters and the warband itself to keep things interesting.

The rules include stats for a reasonably large number of foes and generally each has a sliding/escalating scale for encounters so the warband can easily wage war with a particular enemy culminating after a season of encounters in finally facing down the Big Bad of the clan of Darklings, Undead Horde, Bandits & Deserters, or just the local Baron and his steadfast militia. There are plenty of your standard monster types too and all the usual types are included here.

On completion of your encounter for good or ill, there follows the resolution stage which anf gamer of Necromunda or Mordheim will recognise the premise and this is where you find out casualties, rewards, injuries and payments and any finds that will help the party in their next adventure and the all good loot table.

You also tally out the warband experience and skill up your characters here and the band develops and changes with each adventure.

A nice touch at the end here is the inclusion of a table for 'Enemy Plans' which may scupper the players options/plans which is a nice 

As said above, the rule set does create anything new here with all the systems being drawn together from various sources but there is an addition of pulling lots of disparate elements that do sit together well and the rules provide the player/s with a good mechanic to dress with your own take on and adventure. The rules can even be used to umpire a standard pvp table top game where there are NPC forces to be directed without any bias. Indeed, non-of the rules need to be used for a fully fantasy setting and could easyily be adopted for a more historical setting and substituting the fantasy elements for more mundane results.

Pretty much everything here can (and probably will be) added to by the target audience with extra encounter tables, player races and almost everything can be expanded to suit if the inclusions don't tickle a particular fancy, but the basic offering is well more than sufficient for your more than average player looking to have a solo or co-op campaign off the cuff or something more substantial without any alteration or addition or some time.

The Appendices cover the aspects of collecting miniatures and terrain etc for the tabletop games, aimed at new converts to tabletop gaming, and there is a section for converting characters from previous version of the game to new edition or vice versa along with game adjustments. The final app is the Designer notes which give a bit of insight into the thought process of the whole thing.

Generally, I am quite taken with the rule set and though haven't had time to properly explore here,I most certainly will run a solo campaign to see where it takes me and I've already generated a basic map to explore.

Obviously, this rule set is not for everybody, but there's probably something of use to all players within it's pages who are likely to playing campaigns of any kind be it skirmish or standard large scale tabletop.

Having gone through the rules and tried a few bits and bobs, I am quite tempted to check out the sister rule set from Modiphius, 'Five Parsec from home to see what this offers in the way of Sci-Fi skirmish possibilities.

Five Leagues from the Borderlands 3rd Edition gets an initial score of 8 out of 10 for content and potential. I will update this score once proper play tests have concluded and see if my thoughts improve or reduce my opinion here. 

Friday, 17 December 2021

Chris Achilleos - 1947 - 2021


I recently learned of the passing of the much loved Fantasy artist Chris Achilleos last week. Chris died following the onset of a sudden illness.

Chris' work has always been a favourite of mine since the 70's and was a stalwart of the Fantasy/Sci-Fi literary and Game industries and produced much of the classic Game and Book artwork through the 70's, 80's and 90's and indeed many well known poster art for the Movies too.

Elven Warrior (Elric) - 1983

A lot of my Fantasy and Sci-Fi reading material was based on picking up the book cover which Chris had produced and introduced a few new writers to my reading material that otherwise I may of missed, much like the works of Ian Miller, Rodney Matthews, Chris Foss and John Blanche, all of which helped steer my gaming and creative directions.

Divine Plague Carrier - 1976
Cover for 'To die in Italbar'

Chris is also reknowned for his fantasy glamour work and I have a couple of signed portfolio print runs of his Sirens and Amazon projects and most of his Art books to boot.


The Mercenary - 1977

His output was prolific and a quick tour of his website ( Chris.Achilleos.co.uk ) will produce much nostaga to those who remember all the GW 80's boxed games, Dr Who and Micheal Moorcock book covers and the Heavy Metal animated movie to name just a few.

A scan through his back catalogue will no doubt surprise and enthrall with a bit of healthy nostalga.


Kane's Stand - 1978


A favourite of mine which I post below adorned the cover of 'War of the Wingmen' by Poul Anderson and believe this eptomises Chris strengths in the attention to detail and textures that set him out from the pack and gave a generation of artists inspiration for all the good stuff that has since been produced by so many in the genre.


War of the Wingmen - 1976

An artist that will be sorely missed but who's work will continue to inspire and engage for years to come.