Tuesday, 28 November 2023

Playing at Northern King Kon 2023

Over the weekend Mr T. and myself travelled north to the town of Ossett just south of Leeds to attend his first (and my second) wargames event/competition. It was to be 2 1/2 days of gaming and meeting fellow hobbyists under the care of the Northern Kings wargames group. 

I did an extremely poor job of taking pictures over the weekend, I'm hopeful Mr T did a better job and managed to snag many more than I did and that he will post them up.

Friday evening was a relaxed affair with three quick 500 point Firefight games between 6ish and 9is. For us it was mainly a chance to find the venue and meet some of people we would be playing with over the weekend. Whilst it was rather chilly outside the hall the played in was lovely and warm and our hosts made us very welcome. I should give a big shout-out to our hosts Nick, Elliott, and Tom who laid on a great weekend for us. They had to battle against a few issues with people dropping out and even melting trophies. 

The only picture I got from Friday was against Nick's Asterians, an army he'd stuck together and painted all in one week. An impressive feat given how nice it looked and I think I may have been his first opponent with them. I also played Richard with his GCPS and Mr T in the last game. That meant I had played two new opponents with new armies I'd not played against before. 


On Saturday we played three games of Firefight at 1500 points, one in the morning and two in the afternoon after a good lunch. Lunch was provided on both days (and jolly nice it was too), tea and coffee was on permanent offer and the community centre's bar as open as well. On top of that Nick often passed amongst us to ply us with sweet treats. I'd heard the Northern Kings events described as 'premium' online and all things considered we absolutely got value (and more) for our ticket price.

First up I had a game against Adam with his Veer-myn playing the Scourge (kill) scenario. This was one scenario I hoped to avoid as it's not a good one for armies with lots of cheap, easy to kill units. Playing it against another army with cheap, easy to kill units was probably a best case scenario. Adam had gone leader heavy compared to my list so I could only envy the number of command dice he rolled. In the end the game hinged on a small mistake he made in moving a unit of cheap rats he could sacrifice for wounds away from his Brood Mother leader who I'd managed to charge on turn 1 but who just survived. You can see her in the back of the photo I remembered to take just before a Tunneller shot her off and as she was his most expensive unit bagged 10 valuable VP's. Otherwise it was a close game with not much in it. 


Next up was Elliott with his Forge Fathers, I don't think he'd planned to play but because of a number imbalance caused by drop outs he joined us. This Scenario was Manpower and used 4 objective markers which needed to be controlled. Things well reasonably well at the start with my Creepers taking out an Iron Ancestor and a APC in turn 1 and then my lead from the first couple of turns was slowly eroded by Elliott and he saw out the win, I think that was in the last turn, possibly two. 


My last game was against David and his Mazon Labs, I can't believe I didn't get any pictures of his army as they took my best painted vote. The scenario was Lockdown which features two area that need to be controlled. Again I got off to a fast start with the Creepers rushing up and my units scoring on both objectives. Again I slowly got reeled back in with my number of scoring units being eroded and Richard managed to take the win. Not having played Mazon I was surprised by what they could do with respect to healing units back up and also giving units extra move distance.
So the day ended after three games against three new thoroughly nice opponents and one new army. Richard with his GCPS who I played against the night before won the tournament with Elliott coming in second. Mr T played against Richard in one of his games and it seems the GCPS have some units which are rather good (something about missile launchers and other blast weapons) which makes them a challenge to play against. I'm glad with my low armour army I didn't have to face them. 
One win from three left me in the middle part of the table with Mr T one place below me, but only by 30 odd kills points. I was also voted Best Sport by my opponents so it seems they had as much fun as I did.

By the end of the day both Mr T and myself where suffering from some mental (and back based) exhaustion so rather than stay for drinks and more games we headed back to the accommodation for a bite to eat and bed.

Peter's GCPS

On Sunday we had four games of Deadzone to play with one before lunch and then three after we'd filled up. I did manage to get some pictures of the armies on parade but sadly none of the actual games.
Playing at 180 points the game's moved along nice and quickly and given the numbers of players we had (six) we did more of a round robin event than a Swiss matching style. This meant we each got to play someone different each round.
First up I played Richard with his Marauders in Breakthrough where you have to get off the other side of the table. In general I pushed on and Richard tried to make use of his shooting a bit more and he whittled me away enough to then make his melee's decisive.

Richard's Marauders

Second up Ian D and myself continued the Ian-off (it was one all from Nottingham) to see who would take the lead. The scenario was Strength in Depth and the Veer-myn got off to a quick start and then it all went rather wrong. One of the joys of Deadzone is how it creates cinematic moments like when a cheap as chips Plague Ghoul shooting on 6+ boards the eight-train and one shots your Nightmare saving on 4+. All you can do at that point is have a laugh and silently curse your opponents luck! Not for nothing is Ian D (probably) the best Deadzone player in the UK and he quickly reeled my lead back in and took the game. So I'm currently trailing 2-1 and have some work to do if I don't want that first win to look like a fluke.

Ian's Plague

Next up was Sharad who was also sitting on two defeats from two but as this was essentially the first time he'd played he at least had an excuse :-) Sharad had won Best Sports in the Kings of War tournament the day before so in many ways it was a clash of the two nicest people in the hall! Chem Chase isn't really the scenario you want to see if you are playing a low model count Strike Team against a faster and more numerous opponent. This time the luck swung in my favour, for instance Sharad's first move was with his sniper who moved a square, picked up an item, turned over the booby-trap and was knocked back down again. Unfortunately that rather set the tone for him and again I took the early lead but this time managed to keep extending it.

Sharad's Enforcers

My last game up was against Mr T in Deep Strike. Again my luck stayed with me and after a good tussle against his very fighty Forge Fathers I managed to come out on top. Unfortunately the way things played out I didn't get to play against Peter and his GCPS so I'll need to issue a challenge against him if we meet up again at another event.
With two wins from four I again ended up in the middle of the pack and was again voted Best Sport. I hope that means the people I played with enjoyed themselves as much as I did. Playing four games of Deadzone on the Sunday was much less draining than the three of Firefight on the Saturday and really the perfect way to complete an enjoyable weekend. I had four more enjoyable games against two new opponents and got to meet even more members of the community who I'd love to play again.
On the bright side I think Mr T enjoyed the Deadzone enough to want to go and play that again in the future, both agreed that competition Firefight (even the way we play :-) was probably not the best fit for ourselves. 


Saturday, 11 November 2023

Return of the Twilight Kin

Way back in March 2017 I did second post on this blog about building an army for game called Kings of War. Whilst it's not been the Mantic game of choice recently my interest was once again  piqued when a new line of Mantic Twilight Kin where announced. These are still the evil / mis-understood Elves of that year but now their lore is rooted in the Void, home of the Nightstalkers. 

Mantic released the Armada fleet for the Twilight Kin before the the KoW army so I've built up the navy already and did some Abyssal Dwarf ships for Mr T so we can have a campaign based on land and the high seas.


For the land force I decided to go all Mantic and ordered up  pretty much a couple of everything from the new range. I also got a few bits printed from the Mantic Vault to add in with the July bundle offering Soulflayer Cavalry and a Mind Screech to add to the Elves themselves.


I want the bulk of the army to be actual Twilight Kin so I've not gone mad with the Nightstalker elements but have rather invested in the proper Elven units, as you can see.


With KoW offering ample chances to do something interesting with your unit bases I decided to base this army up to match the new mat I got with the latest Terrain Crate Kickstarter by Mantic. The mat itself is pretty funky so I don't think I need to go too mad with the models.


On other Nightstalker unit I've opted to include are the Phantoms, these are fast, fearless flying chaff, always a good unit to have. As these are existing models I bought these before the release of the new TK and have been working through them.



I have enough models for three troops of these which I think should be sufficient.


At the moment I'm waiting for the latest Clash of Kings book from Mantic which includes all the new and updated lore for the Twilight Kin, so it will be interesting to read up on what's been happening with them since ver 2.

Sunday, 5 November 2023

Northern King Kon 2023

Having enjoyed myself last year at the UK Deadzone Championship I was on the lookout for another 2 day event to attend this year. When the Northern King-Con was announced it seemed like just the thing, 2 1/2 days of Mantic based gaming being run by an extremely experienced group of players. I immediately purchased a ticket and even managed to persuade Mr T to make the journey northwards as well.

Over the last few months we've been working our way through the Firefight scenarios to familiarise ourselves with them and honing our lists. We've not done much in the way of Deadzone preparation but having played a lot in the past I think we should be ok with that.


The Deadzone event consists of four games on Sunday at 180 points. I've essentially taken the same list as I ran at the UK Championship last year but dropped a Troop & Specialist choice to take me down from the 200 points of that event. As with that list the idea is to get onto objectives early and try to build a points lead before my opponent can get going. 

Deadzone 180 points

MASTER CREEPER * 1
[Leader / +20 / 2VP] Master Creeper
- - Ray Pistol
- - Det Bombs
- - Det Packs

NIGHTMARE * 2
[Troop / +20 / 2VP] Nightmare
- - Twin Combat Drills


STALKER * 3
[Troop / +9 / 1VP] Stalker
- - Ray Pistol

MALIGNUS * 2
[Specialist / +16 / 1VP] Malignus
- - Chem Spitter
- - [+2] Ammo [one-use]


CREEPER * 2
[Specialist / +14 / 1VP] Creeper
- - Ray Pistol
- - Det Bombs
- - Det Packs

TUNNEL RUNNER * 1
[Support / +33 / 3VP] Tunnel Runner
- - Twin Chem Spitters
- - Scythes


With the release of the Command Protocols book for Firefight the rules got a few tweaks to make charging from vehicles less devastating and also all the scenarios changed to progressive scoring. I'll probably do another blog on the scenarios as my previous one is now out of date after I've played at the event. My initial reaction has been that (as with Deadzone) getting early points on the board is crucial and being able to score from turn 1 puts you in the driving seat and pressure on your opponent to move quicker than they may want to do.


On Friday evening we have three quick and furious games of Firefight at 500 points, this isn't meant to be (overly) competitive but more of a way to meet up with people and make their acquaintance. I've put together a list that uses some of the models I'm already taking to ease with transport and rules learning.

Firefight 500 points

PROGENITOR (Command) [60]
PROGENITOR [+10] Chemical Grenade Launcher - - Chemical Shells** / Smoke Shells** / Claws

CREEPERS (Troop) [89]
CREEPERS x 6 - - Ray Pistol / Det Pack
CREEPER PACK LEADER - - Ray Pistol / Det Pack

CRAWLERS (Troop) [120]
CRAWLERS x 18 - - Ray Gun / Crawler Assault Weaponry
MALIGNUS LEADER - - Heavy Ray Gun / Assault Weaponry

STALKERS (Troop) [82]
MALIGNUS LEADER - - Chem Thrower / Assault Weaponry
STALKERS x 9 - - Ray Pistol / Stalker Assault Weaponry

TUNNELLER (Support) [145]
TUNNELLER [+25] - - Super Heavy Ray Gun / Tunneller Ramming
DEFENSIVE SHILEDING - - Defensive Shielding


The main event on Saturday is three games at 1500 points with the Scouting Pack Leader and Creeper squads being the main early scorers and pressure builders. They also give an option of charging on turn 1 and knocking out a high value unit or two which could catch a few people unaware. For the Tunnellers I've gone with the shielded version which start on the table rather than coming on via Subterranean Deployment on turn 2/3. Again, this choice is driven by the incremental scoring, I don't want to waste a good chunk of points off table when they could be scoring VP's. Three small units of Stalkers are included for sitting on objectives and the big Creeper unit is the perfect target for the one shooting Faction Order the Veer-myn have.

Firefight 1500 points

PROGENITOR (Command) [72]
PROGENITOR [+10] Chemical Grenade Launcher - - Chemical Shells** / Smoke Shells** / Claws 
CRAWLERS x 2 - - Ray Gun / Crawler Assault Weaponry 

PROGENITOR (Command) [66]
PROGENITOR [+10] Chemical Grenade Launcher - - Chemical Shells** / Smoke Shells** / Claws 
CRAWLERS - - Ray Gun / Crawler Assault Weaponry 

PACK LEADER (Command) [124]
PACK LEADER - - Pack Leader Razor Claws 
NIGHTMARES [+27] Default Loadout - - Twin Combat Drills 
NIGHTMARES [+27] Default Loadout - - Twin Combat Drills 

CREEPERS (Troop) [125] * 2
CREEPERS x 9 - - Ray Pistol / Det Pack 
CREEPER PACK LEADER - - Ray Pistol / Det Pack 


CRAWLERS (Troop) [125]
CRAWLERS x 19 - - Ray Gun / Crawler Assault Weaponry 
MALIGNUS LEADER - - Heavy Ray Gun / Assault Weaponry 

STALKERS (Troop) [70] * 3
MALIGNUS LEADER - - Chem Thrower / Assault Weaponry 
STALKERS x 7 - - Ray Pistol / Stalker Assault Weaponry 

TUNNEL RUNNER (Specialist) [170]
TUNNEL RUNNER x 3 - - Twin Chem Spitter / Tunnel Runner Scythes 

CLAWSHOTS (Specialist) [130]
CLAWSHOTS x 4 - - Long Rifle / Assault Weaponry 
CLAWSHOT LEADER - - Heavy Long Rifle / Assault Weaponry 

RUMBLER (Support) [60]
RUMBLER - - Rumbler Super Heavy Ray Gun 

TUNNELLER (Support) [145] * 2
TUNNELLER [+25] - - Super Heavy Ray Gun / Tunneller Ramming 
DEFENSIVE SHILEDING - - Defensive Shielding 


Whether this works or not will very much depend on the armies (and generals) I end up facing, there are plenty of factions I've not played against and I think my toughest match-up could be a good melee army, only time will tell!


Friday, 6 October 2023

Strange New Worlds

I've been busy painting up some alien plants from the recent Mantic Games Terrain Crate 3 Kickstarter. The kits have just gone up for sale on the Mantic website so this seems like a good time to show them off. 


The kits come with multiple PVC parts that can be stuck together in multiple configurations, I used proper hard PVC glue.


Most of the painting was done with GW contrast over a light basecoat and then some Vallejo fluoro paints to add the bright details.


Here you can see them on my red planet style sci-fi table but I also got a new playing mat and forest templates in the KSer. The boxes on sale look reasonable value but not as good as backing the KSer, this is around a third of the parts I received for £50.



This being a somewhat brighter affair is more of an assault on the eyes!


We've also had a recent update to the Firefight lists so in order to show the new shield update for the Tunnellers I've added a couple of Tesla coils from Zinge Industries that can be removed or added as required.



Sunday, 10 September 2023

Armada: Mixed Fleet

The last ships I had to paint up for Armada are the 3D printed ones from BIG, these are to be used as neutral ships in some of the scenarios. 


First up we have the Orc XL ship Ripper Hulk, as you would expect from an XL it's a massive bit of resin and no doubt a real terror to face in a proper game. I've not had 3D resin prints to work with before and this was very easy with no washing required. The only thing I did was leave it out in the sun whilst it was in the painting queue to help ensure the resin was fully cured. 



Next we have the War Galley, which is an Empire of Dust large ship. With the EoD having an Egyptian theme this ship has some nice detailing nods to that period.



Lastly we have a pair of medium Gur Panther ships from Basilea. Again lots of nice little Basilean and panther details are included on the model.


The models did have the odd breakage here and there but overall for the price ( around 2/3 of a model from Mantic) I'm very impressed. The ability to also buy the models as individuals is a real bonus as many are only available as part of large packs. I'm sure more factions will have their 3D models released in the future so no doubt I will be picking up some more Armada stuff to paint.


The latest Armada book also includes rules for forming a Pirate fleet allowing you to use ships from any nation, so these models could be used together though I'm not sure how balanced a fleet it would be.






Sunday, 3 September 2023

Armada: Battleship in my Pocket

Continuing the Abyssal Dwarf theme of ships having the stats of one size above what other fleets get we have the final ship in the fleet. The Hellfane / Arbiter of Pain is a proper pocket battleship and is in the same cost range as other fleet's XL's. This means it packs a powerful punch and can take a massive amount of punishment before being defeated.


It comes in two variants with the Hellfane being the standard version and boasts a nice little re-roll effect for boarding actions for itself and nearby friendly ships. Both versions have a good number of close range guns so will do their best work up close.



The model provided by Mantic comes with the central towers as separate parts that drop into a bay in the main hull so you can easily swap between the two versions without needing to resort to magnets or buying an extra model. Given the cost of both variants you would need to be playing a really big game to fit two in.


The Arbiter of Pain in the unique version of the ship and again wants to get in close, especially with it's Ram (4) rule and it's combat strength of 10, I have noticed that the unit entry on the Mantic app is slightly incorrect as the AoP has 4 close guns up front on it's unit card from the box rather than the 3 shown.


As the ultimate ship in the Abyssal Dwarf fleet I went in a bit more on the bling front when painting her up and despite not being an XL in actual size I think she should stand out on the table.



Lastly we have the two flyers to accompany the fleet, the flying sphincter was originally planned to be a Dwarf release but after a bit of a community outcry over it not fitting the theme is was moved to the evil Dwarf list instead. The Abyssal Dwarfs also share the Gargoyle Swarm with the Twilight Kin so I painted these ones with Abyssal red bodies instead.




So that's the entire fleet for the Abyssal Dwarfs completed, due to the high cost of individual ships the points for contents of the Starter + Expansion + Flyer box's is much higher than that for the same Twilight Kin boxes. I do have another Butcher to paint for the TK and then the extra scenario ships I had 3D printed, so I'm not entirely done with ships yet. 




Monday, 28 August 2023

Armada: Don't Call me Short!

 The second fleet I'm painting up for Armada are the Abyssal Dwarfs, these will be for Mr T to play and will pair nicely with the Ambush force already completed if/when we decide to do a land and see campaign.

In general the Abyssal Dwarf navy has a nice mixture of long range indirect fire and boarding focused ships. Whilst not the fastest fleet overall they do have the Hellforged Engines special which allows them to balance greater manoeuvrability against the chance to cause self-inflicted damage by pushing their engines over the safe limit. The Abyssal Dwarfs don't field any Tiny or XL ships so everything is every Small, Medium, or Large.


First up we have a pair of Angkor, named after a KoW mortar unit it is no surprise these boast a large indirect weapon up front and decent broadsides. One thing that is noticeable for the AD is the cost of their ships tends to be comparable to one size up of most other fleets. They are also generally tougher than comparable sized ships in other navies, so can take a real beating.




The studio paint-jobs depicted all the skulls in bone colour but I fancied something a bit more bling for the AD so broke out the gold. This is the first outing for the Army Painter speedpaint metallics, which I really liked. I wasn't getting much of a contrast but the paint really flows nicely onto the models.
The Infernox boasts a mighty CS 7 for boarding actions along with it's massive gold skull so absolutely wants to get in close and mix it up in boarding actions. I think we could have some bloody actions with my Twilight Kin also looking to get in close and initiate boarding.




The Decimator also wants to get in close but rather than boarding it wants to set the enemy ablaze. I've not really checked out the fire rules yet but my expectation is that being on a wooden ship that's burning is probably a bad thing that you want to avoid. It also has a good CS for boarding actions so certainly isn't a one trick sea-pony.






The cheapest and fastest ships in the AD fleet the Blacksouls are useful for filling out the last few points and chucking in the way of enemy ships to run interference. I think their speed could also be useful in scenario play for seizing objectives.



The last ship (for the moment) is the Katsuchan and this again concentrates on the long range indirect fire support. This has two forward firing IDW's and the chance to cause extra damage on the enemy when rolling doubles to hit at the expense of setting itself ablaze.




That's all the ships painted thus far, it's certainly much more straight forwards painting up ships without sails so perhaps the next fleet will be Trident Realm's.