Tag Archives: Tabletop Wargaming

Getting Started in Age of Sigmar

After Declan’s great article on getting started with Warmaster, we decided to perhaps turn this into a little series. So today I bring you getting started in Age of Sigmar!

For those who don’t know, Age of Sigmar is a fantasy game which is commonly played on a 60″ x 44″ board, with points values of 2,000 points bring the most common sized games. It is the replacement of Warhammer Fantasy and is designed to be a much simpler rule set to its predecessor.

Games Workshop has produced a number of videos explaining how to play Age of Sigmar.

1. Introduction

2. Overview

3. Warscrolls

4. Hero Phase

5. Movement Phase

6. Shooting Phase

7. Charge Phase

8. Combat Phase

9. Battleshock Phase

If you’re interested in getting into Age of Sigmar. I can’t suggest you start anywhere else but these excellent collection of videos.

— Peter

Peter’s Painting Challenge #1

So in response to the horror that is my backlog, I’ve decided to start a little challenge for myself.

I’ve created a spreadsheet with all of my backlog of miniatures listed inside, there’s a simple formula which will then choose a unit that is yet to be completed at random. My task is to paint that unit before moving on to anything else.

This will be to go side by side with my current projects of getting the Kruleboyz tournament ready and painting the oldhammer I have.

The first challenge according to the spreadsheet is……..

So, I’ll paint the smallest sized unit allowed in Warhammer Fantasy which is a unit of 10. When that’s done we’ll see what I have to paint next…..

Writing a Sci-fi table top Wargame

The results of last week’s polls are as follows:

In replacement of listing every post on this project so far, I’ve started a written document that should eventually evolve into the ruleset for the game.

As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know below. This is completely anonymous.


Every battle has a purpose. There are many ways to decide on objectives for a game. There’s the pre determined locations that games like Age Of Sigmar or 40k uses that ensured there distribution is fair and even. It there is the method where players take it in turn to place them randomly. Or there’s the narrative version where each army needs to perform a certain task or survive for a certain number of rounds.

However, I have another proposal. What about narrative objectives that make sense? For example, the invaders primary object in a battle may be to take and hold an ammunition dump. While also having a number of secondary objectives such as cutting a fuel supply line or destroying a communication centre. Plus, as our game will encompass all aspects of warfare such as space, land and aerial combat these objectives can be tied together in a campaign.


This links me nicely to my next topic which is deployment. There are a number of options here.

One I used in Clausewitz was for light infantry units to count as deployment markers which then took part in a mini game to decide the deployment zones before a game. Here’s an example video:

Or alternatively, we have specified table edges with a set distance from the edge.

Or, there is the option to have the defender set up where they feel appropriate given the objectives (this would be more for narrative based objectives), and the attacker would then ‘drop in’ or arrive in on or at certain points of the table that are a certain distance from the enemy.

Lastly, there’s the Argument of Kings option where units arrive on their table edge only after a certain turn. i.e. light units can arrive from turn one, regular infantry turn two, heavy infantry and light tanks turn 3 and so on.


Do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.

Combat Patrol: Orks – Beginners 1,000 Point Army

Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Orks

In the Orks Combat Patrol box you’re given;

  • Ork Warboss in Mega Amour
  • 20x Ork Boyz
  • 3x Deffkoptas
  • 1x Deff Dread

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).

The list above brings us with upgrades to 1,000 points and the list will be as follows;


Warboss in Mega Armour (Warlord) – 115 pts
‘Uge Choppa & Big Shoota
– Command Trait: Big Gob
– Trukkboyz

Weirdboy – 70 pts
– Power of the Waaagh!: Da Krunch & Da Jump


Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga
– Trukkboyz Mob

Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga


Meganobz – 105 pts
– 2x Meganobz: Kustom Shoota, Power Klaw
– Boss Meganob: Kustom Shoota, Power Klaw


Deffkoptas – 150 pts
– 3x Deffkoptas

Warbikers – 130 pts
– 4x Warbiker: Dakkaguns and Choppa
– Boss Nob: Big Choppa


Deff Dread – 85 pts
4x Dread Klaw
Deff Dread – 85 pts
4x Dread Klaw


Trukk – 70 pts



This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.

On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.

Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.

With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.


While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.

Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.


Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.

Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.


This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.

You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.

Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.

You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,


These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.

If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.

With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.

If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.


Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.

In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.

This unit is ideal for harassing the enemy and taking wounds off here and there.


This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.

They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……

when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.

To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.


The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.

Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.


If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.


The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.

I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.



Rogue Trader Collection – 13/01/22

So the diorama for Marneus is starting to come together. All that’s left to do is perhaps tidying the bear up a little and finishing the marine Guard.

On top of this I’ve ordered from Etsy some mini banners for the 1st and 2nd companies as well as the chapter banner which I’ll hand on the wall behind Marneus.

The chapter banner
The 2nd Company banner
The first company banner

Once these arrive and are placed the model will finally be finished!

Combat Patrol: Blood Angels – Beginners 1,000 Point Starter Army

Following the success of the first article in this series on the Sisters of Battle, I decided to dip my foot in and attempt another. This time on my own favourite army the Blood Angels. So like last time we’re going to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of Space Marine armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Blood Angels

In the Blood Angel Combat Patrol box you’re given;

  • Primaris Librarian
  • 5x Incursors
  • 5x Intercessors
  • 3x Aggressors
  • Impulsor
  • 2x Blood Angel upgrade frames

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

  • Sanguinary Guard (2 packs) £60
  • Space Marine Captain (Free!) – you can kitbash one from the upgrade sprue and Sanguinary Guard.

This will cost you an additional £60, alongside the cost of the Codex (£30) and Blood Angel Supplement (£17.50) the entire army will set you back £192.50!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £152! That’s a saving of just over £40!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

The list above brings us with upgrades to 1,000 points and the list will be as follows;

Vanguard Detachment (3CP)
Adeptus Astartes: Blood Angels


Captain (Warlord) -140 pts
Angel Exemplar (-1cp)
– Jump Pack
– Thunder Hammer and Storm Shield
– Relic: Gleaming Pinions
– Warlord Traits: Speed of the Primarch, Gift of Foresight

Primaris Librarian – 95 pts
– Quickening


Incursor Squad – 115 pts
– 4x Incursor w/Occulus Bolt Carbine
– Incursor Sergeant w/Occulus Bolt Carbine
– Haywire Mine

Intercessor Squad – 100 pts
– 4x Intercessor w/Auto-Bolt Rifles
– Intercessor Sergeant w/Auto-Bolt Rifle


Aggressor Squad – 120 pts
– 2x Aggressor w/Flamestorm Gauntlets
– Aggressor Sergeant w/Flamestorm Gauntlet

Sanguinary Ancient – 110 pts
– Angelus Boltgun and Encarmine Sword

Sanguinary Guard – 202 pts
– 4x Sanguinary Guard w/ Angelus Boltgun and Encarmine Swords
– 2x Sanguinary Guard w/ Angelus Boltgun and Power Fist


Impulsor – 115 pts
– 2x Storm Bolters
– Ironhail Heavy Stubber


Credit: Reddit User u/l0te

With your Captain you can kitbash this model from parts of the Sanguinary Guard (using the legs, body, backpack and head) plus the upgrade sprue – replacing the chainsword for a Thunder Hammer (ask a friend if you don’t have one of these, same for the storm shield).

Make this chap your Warlord and give him the relic Gleaming Pinions which will allow the captain to withdraw from combat and then charge again, as well as giving him the ability to re-roll fail charges. This guy will be an absolute beast for you. He’ll have five attacks on the charge with the Shock Assault rule (six if your in Assault Doctrine thanks to Savage Echoes) hitting on 3’s and wounding anything up to strength 7 on 2’s thanks to The Red Thirst.

With flat three damage which also has -2 AP, this guy can bring the pain. Plus if you give him Speed of the Primarch he’ll always fight first in the fight phase. By giving him Angel Exemplar for 1cp you’ll be able have an additional Warlord Trait as well, so why not give him Gift of Foresight to allow him to re-roll one hit roll, wound roll and save roll each turn?

Make sure you keep him within 6″ of your Sanguinary Guard and Ancient as they’ll benefit from a plus 1 to their attack hit roll. Perhaps consider keeping all three units in reserve and deploying them later to counter punch against the enemy.

This guy also has a 2+ save thanks to the Storm shield along with a 4+ invulnerable save, so he’ll be hard to shift without your enemy focusing on him.


Primaris Librarian

This fellow comes inside the Combat Patrol box, and is our second HQ unit. You can make him tasty in combat by giving him the psychic power Quickening which will allow him to re-roll advance and charge rolls as well as adding D3 attacks to his attacks characteristic giving him the potential to dish out up to nine attacks on the charge thanks to Shock Assault and Savage Echoes. Plus with The Red Thirst you’ll be adding one to your wound rolls.

The draw back is his speed, he won’t be able to keep up with your Sanguinary Guard or Captain, but he can move up the field fairly quickly with the re-rolling of advance rolls. Your opponents will be surprised by his melee capability, hitting on 3’s with a strength five weapon that also provides -3 AP and D3 damage.


Incursor Squad Credit: Alex Heap

The Incursor Squads are great and fit into the Blood Angel theme perfectly. Equip these guys with a Haywire Mine which will cause D3 mortal wounds to an enemy within engagement range on a 2+ (flat 3 wounds if the target is a vehicle).

These guys have Concealed Positions allowing them to deploy anywhere on the battlefield more than 9″ away from the enemy deployment zone or enemy units.

They also benefit from the Occulus Bolt Carbine which removes cover benefits for enemy targets.

Plus as with all Blood Angel units they’re tasty in hand to hand as well, with two attack each (three for the sergeant), and an additional one on the charge courtesy of Shock Assault, they can push out 3 attacks each (four if in Assault Doctrine, again thanks to Savage Echoes).

Buy another box of these when looking to expand your force in the future!



Again, a solid unit and although only five man initially they still benefit from some solid gains though the Blood Angels special rules in the same way that the Incursors do.

Plus if you use the space marine stratagem Rapid Fire for 2cp you’ll be able to fire these boys for a second time at the end of the shooting phase. Rapid firing them on both occasions gets the most out of them. If you give them Auto-Bolt Rifles as well and use Rapid Fire then they could kick out 30 shots in a turn.



These chaps are slow with only a 5″ movement, meaning they’ll be outpaced by the vast majority of units in the game. That being said with D6 shots from their flamestorm gauntlets once they close to within 12″ these guys will each kick out a serious number of hits which are great against large units such as Orks or Astra Militarum conscripts.

With three attacks (four for the sergeant) base these guys will also smash face in the fight phase, remember to charge and you’ll be kicking out 16 attacks for the unit with Shock Assault and Savage Echoes. Remember that Red Thirst will give you +1 to your wound rolls as well meaning they’re wounding most things on either 2’s or 3’s if it’s toughness 8 or above.

Also remember that you can use the Space Marine codex stratagem Unyielding in the Face of the Foe which, for 1 cp allows them to add +1 to their armour saves against weapons with damage 1.


A Sanguinary Ancient with Sanguinary Guard

The Sanguinary Ancient and the Sanguinary Guard will be your close combat specialists in the army, and that’s saying something for the Blood Angels when as we’ve seen even librarians can dish out up to nine attacks.

Keep this guy within 6″ of both the Guard and your Captain so that they gain +1 to their attack roll for being near the captain and +1 to their roll for having the Chapter banner nearby. This plus if any Sanguinary Guard or the Ancient are destroyed by an enemy model on a 4+ they’ll be able to make a final attack (shooting or melee) before being removed.

With Angelic Visage the enemy also suffer a -1 to hit roll on their attacks in the fight phase.


Sanguinary Guard

Much of what was mentioned for the Ancient applies to the Guard as well. Keep them within 6″ of the Captain and the Ancient and you’ll have one big scary melee ball of pain.

Each model is able to dish out three attacks base, and like all of the other units the Guard will benefit from Savage Echoes, The Red Thirst and Shock Assault. All this means is that each one will make four attacks on the charge (five when in assault doctrine). You can increase the potential by +1 on your attack roll if you use the Stratagem Descent of Angels on the turn which they arrived from reserve.

Plus with the Stratagem Upon Wings of Fire, once they’ve mulched their target in the next movement phase you can place them back into reserve and do it all over again.

Thanks to the Ancient and the Captain means they’ll always be hitting on 2’s and with the encarmine blade giving them +1 strength they’ll be able to wound anything up to T4 on 2’s and T5 targets (looking at you greenskins) on 3’s. With AP -3 and flat 2 damage these guys are great against any infantry opponent, and if you equip a couple with power fists they’ll take on tanks as well.


Penitent Engines

Ideally it would be nice to equip this with the Bellicatus Missile Array (allowing you to fire S8 missiles) as without this you’re just relying on the Heavy Stubber and Bolters. But, that being said it can still be useful for transporting your Intercessors and Librarian around the field at a quicker pace.


With Blood Angels, it’s remembering your special rules when you charge and are in combat. The opponent won’t always remind you that you have Savage Echoes, The Red Thirst, Black Rage and Shock Assault so try and get into the habit of learning these if you are going to collect the Blood Angels.

The other thing to remember is that the Blood Angels are a close combat army and so you want to be getting up the field quickly and in the opponents faces as much as possible, but pick your fights well. Don’t throw away your units without possibly whittling down the enemy a little with your boltguns on the Intercessors. Target priority is always key with any army you play, look at your opponents army before your begin, work out the biggest threats and how you can use your units to counter them. Would it involved dropping the Guard, Ancient and Captain nine inches from the horribly big tank? Or perhaps you should kick out those 30 shots that the Intercessors can give on that Ork horde that’s approaching before charging with two or three of your close combat units?

If you like close combat, then these are the Marines for you. Plus who doesn’t love sculpted nips and abs on armour?


As I mentioned earlier I would probably look to be including more Incursors in the larger builds of this list alongside some of the other more well known Blood Angel units for flavour such as Mephiston and Death Company.

I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.



Woehammer Painting Competition

It’s finally time to announce the winner of our painting competition who, with thanks to SCN Hobby World, will walk away with a start Collecting! or Combat Patrol box of their choice.

There were so many great entries to the competition and I’d like to thank everyone who took the time to take part and also to my fellow judges, Sarah, Ed, Declan and Rhys.

Here is the full list of entries:

Marks were awarded out of ten for each miniature by each judge on the panel, and it was a very close run contest!

3rd Place – Antonio Rodrigo & Justin Jackson

The judges just couldn’t separate between the two miniatures with both receiving the same scores across the panel. So both Justin and Rodrigo will walk away with a £10 Games Workshop voucher.

2nd Place – Joseph Isham

In second place and winning £20 of GW vouchers in Joseph Isham who submitted this awesome Space Marine Chaplain conversion.

1st Place – Steve Milford

In first place and walking away with the inaugural Woehammer Painting Competition top prize is Steve Milford and his excellent Relictor.

As I said before the standard really was very high with only 6.5 points separating the top six positions!

I hope you have all enjoyed taking part, and again I would like to extend my heartfelt thanks to Sarah and SCN Hobby World for sponsoring this event and providing the top prize!

Datasheet Review – Astra Militarum Manticore

In my summary post of 2021 I promised that we would be posting more tactica and army lists in the coming year. What better way to start that than with a kit I received for Christmas?

So the first question is what should you build? As with all tank kits I personally feel they’re way to expensive to build as a single kit with set loadout so like with all my other kits I will be magnetising the kit to make both the Manticore and the Deathstrike – I’ll post a how to once I’ve figured it out myself! 🙂


Courtesy of the GW 40k app and Warhammer+

The Manticore is almost a standard go to unit for competition Militarum lists, with board wide range not needing line of sight and 2D6 shots hitting at S10. You only have four rockets per game, but on average a single rocket can deliver 3 hits and will wound T5 targets on 2+. But you’re probably not going to want to expend your ammo on troops, but the enemies much loved tanks however are a different kettle of fish. This will wound most tanks on 3+ meaning out of your seven shots, two to three will wound on average, with one or two of those likely to get through the targets armour after the -2 AP. With D3 damage per hit which can be improved to a flat 3 damage if you give Tank Aces: Full Payload, this will mean you’re taking on average between two to three wounds off your target in the turn (or 6 with Full Payload).

Target Toughness/SaveAv ShotsHitsWoundsUnsaved
T6+ with 3+ Save73.52.31.5
Up to T5 with 3+ Save73.52.91.9

Now that doesn’t sound ground-breaking, but remember that’s average, if you’re rolling well and you have Full Payload equipped the tank will do a further three wounds for each unsaved hit, that’s some serious punch.

The drawback is the Militarum ballistic skill, with 4+ only half your shots may hit your targets. You can improve this, firstly with an additional five points you can purchase an Augur array which will allow you to re-roll a single failed hit roll per battle for that Manticore, well worth the points if successful.

For one CP you can also use the Direct Onslaught stratagem from Psychic Awakening: The Greater Good. This allows the Manticore to add 1 to its hit roll if it can see it’s target.

I would take two Manticores in any list where I’m looking to include them. Keep them out of sight and just use them to bombard enemy high toughness targets. You’re taking two for redundancy options as your opponent will soon destroy them once he realises what they can do.

Make sure you include the 5pt Hunter-Killer missile for the single S10 shot that’s AP-2 and can do D6 damage (or flat 6 if you have Full Payload equipped). Worth the points! I then choose the Heavy Flamer and Stubber for defensive purposes in case anyone decides to charge it.

Manticore (160 points)
Augur array
Heavy Flamer
Heavy Stubber
Hunter-Killer missile

Writing a Sci-Fi Tabletop Wargame – Part VI

Our past posts:

So the results of last weeks votes are as follows:


Now we’ve got most (if not all) of the basic information in place for our game we can start getting our hands dirty with some of the nitty gritty stuff. Firstly, should we have pre-made ready to go factions or should players have options to construct their own units for their own faction? This would make the game miniature agnostic but it would also require players to take the time to build a faction from the ground up, i.e. this is a leader unit it needs this particular weapon, with this armour and these special rules.

Of course we could always have a mixture of both pre-made and create your own. But what do you think?

Turn Order

This is about how the players determine who goes first. There are many options for this, but I’ve narrowed this down to two or three, but bear 🐻 in mind these can also have vary to some extent. For example, while AoS is a UgoIgo system it also implements the turn priority in terms of a dice roll before each turn.

I Go You Go

This is the first and possibly most common option used. Players use a mechanic to determine who goes first and then play is simply alternated between the players until the end of the game.


Players use coloured dice or chips to represent their individual units on the table e.g. one players units are represented by red dice while the others are blue, when a red dice is drawn the red player chooses a unit to activate. This system will be familiar to those who have played Warlord Games Bolt Action.


This could either be an army wide initiative rating or individual initiative ratings for units to decide what order they act in. For example, elite units may have a much higher initiative than conscripts meaning they’ll always act first.


One of my personal favourites is using bidding systems to determine who acts first. This can take various forms such as rolling a number of orders each side can take on two or three dice then giving up a number of those orders to try and claim the priority that turn.

So which is your favourite? Perhaps there’s one I’ve not even thought of, I’d that’s the case why not add a comment below?

Warhammer Fantasy Dwarfs

About a month ago, the legend that is Dave invited me to play a few games of Warhammer Fantasy with him in the coming year. I jumped at the opportunity, and what better army to play with than my old Dwarfs!

I’ve always had a soft spot for these boys ever since I started in Warhammer way back in 93′.

This would also be the perfect opportunity for me to start rebasing them back on to their proper SQUARE bases as is only right! It also means that by the time Old World gets released I may have a fully painted and functional army from the off!

We’re starting out in Fantasy with the Grudge of Drong as Dave has previously mentioned, and for the first battle in the series I need to muster a small force of 1,500 points.

The first battle takes place in Grudge Pass as an Elven force blocks the road to advancing Dwarfs looking to topple Queen Helga from her throne whom the Elves have allied themselves with.

In this case, Dave is replacing the Elves and using his old Empire army. However, I will be using the Dwarfs. The suggested order of battle is below, but this is a 5th edition campaign box and we’re going be playing with 8th edition rules so I will need to adjust this slightly.

We’re going to be using 8th Edition rules, so my force will look something like this:

  • Dwarf Lord
  • Master Engineer
  • Runesmith
  • Battle Standard Bearer
  • 15 Warriors
  • 10 Warriors
  • 10 Longbeards
  • 10 Thunderers
  • 10 Ironbreakers
  • 10 Miners
  • 10 Miners

This is by no means a competitive army , but then its not meant to be as this is a narrative campaign and we’re playing to act a story out rather than attempting to table our opponent.

Some of these models are already painted, they just need rebasing!

I’ve still a fair whack to get through as well as rebasing the above models!