In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!

Saturday, September 26, 2026

Skaven List for Midgard

A draft list for my Skaven.

Hero Points 235

Unit Points 474

Reputation 71

Reputation Tokens 18


Heroes

Darktan Bloodclaw

Type Points Combat Shooting Armour Stamina Reputation Missiles

Legendary Hero (Level 4) 74 4 1 4 2 8 Javelins

Army Commander Can influence any friendly Unit within 2 ST; +1 Reputation [pg71]

Brutal 4+ to hit in Melee Combat [pg66]

Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]

Mounted May move 2 ST per Movement Action [pg73]

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Dangerous Beans

Type Points Combat Shooting Armour Stamina Reputation Missiles

Major Hero (Level 3) 47 3 0 3 2 5 None

Sorcery May use spells [pg81]

Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]

I Foretell Mighty Deeds Once per game, may expend 1 Mighty Deed in Phase 7; a friendly Hero gains +d3 additional Mighty Deeds in Phase 1 of the next turn [72]

Favour of the Gods Once per game, may gain an additional Mighty Deed [pg72]

SPELLS

Battle Rage, Cloud of Fear, Curse

Nyquil

Type Points Combat Shooting Armour Stamina Reputation Missiles

Minor Hero (Level 2) 31 2 0 2 2 3 None

Sorcery May use spells [pg81]

Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]

Omens May expend 1 Mighty Deed in Phase 1 of Turn 1 to read Omens [pg73]

SPELLS

Battle Rage, Magic Missile

Hamnpork

Type Points Combat Shooting Armour Stamina Reputation Missiles

Minor Hero (Level 2) 42 2 1 4 2 4 Elf Bow / Crossbow / Longbow

Artillerist May attach to a friendly Monstrosity (Artillery) Unit and influence it using Mighty Deeds [pg71]

Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]

Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]

On My Command, Unleash Hell Once per game, may expend 1 Mighty Deed when attached to a missile-armed Unit armed with bows; Unit gains +d6 Shooting Dice [pg74]

Spam

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 14 1 0 3 1 1 None

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Klik

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 14 1 0 3 1 1 None

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Peaches

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 13 1 0 2 1 1 None

Beast Master May attach to a friendly Monstrosity (non-Artillery) Unit and influence it using Mighty Deeds [pg71]

Units

Rat Ogres

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

3 Monstrosities (Elephants & War Mammoths) 50 10 0 5 3 5 None

Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]

Brutal 4+ to hit in Melee Combat [pg66]

Counter Charge If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68]

Fearsome Enemy will retreat 1 ST in Melee Combat unless also fearsome. Fearsome troops and supports may pursue defeated enemy 1 ST [pg66]

Impetuous Must charge enemy within Killing Zone at the start of Movement Phase. Add +1 Combat Dice if at full strength with a Charging or Winning marker. Must pursue enemy defeated in Melee Combat [pg68]

Stampede If reduced to 1 Stamina, retreats and fails Command Test for breaking, will stampede. Move 2 ST directly to rear. Units in path must roll Command Test on 2d6, choosing lowest, and lose a point of Stamina if failed. Units in path must roll 2d6 for Risk to Units and choose lowest dice. Stampeding Unit is then removed [pg70]

Steadfast Does not take a Command Test if retreated into by friendly Units [pg70]

Towering +2 Combat Dice in Melee Combat but +2 Shooting Dice to enemy when targeted. May collapse if destroyed [pg71]

Relentless Never take Command Tests from shooting. Never retreat when losing a Melee Combat – lose an extra point of Stamina instead. Must pursue if winning a Melee Combat [pg69]

Stormvermin

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

3 Warriors (Heavy Infantry) 24 12 0 3 4 2 None

Spears as Tribute Add +2 Combat Dice while at full Stamina [pg70]

Clanrats

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

4 Warriors (Heavy Infantry) 16 12 0 2 4 2 None

Clanrats with halberds

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Warriors (Heavy Infantry) 34 12 0 2 4 3 None

Brutal 4+ to hit in Melee Combat [pg66]

Pikes +2 integral support save dice against Light Riders, Heavy Riders, a Towering Monstrosity or a Swooping Attack from Flying troops. Support still applies against an enemy with Aura of Dread trait [pg69]

Gutter Runners

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Skirmishers (Light Infantry) 16 8 4 3 2 2 Bow / Mounted Elf Bow

Agile No penalties in Rough Terrain [pg67]

Evade If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68]

Jezzails

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

1 Warriors (Formed Archers) 32 8 8 3 4 3 Elf Bow / Crossbow / Longbow

Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]

Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]

Warp Cannons

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Monstrosities (Artillery) 28 8 8 3 2 3 Heavy Artillery

Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]

Blast Does not halve Shooting Dice at targets in 1 ST wide corridor to the front. Does not halve Shooting Dice when a target is obscured by cover. May not be used in a charge situation [pg67]

Fixed If hit by shooting and fails Command Test, Unit must take Shot marker instead of retreating. Unit can not charge. Destroyed if Unit loses a Melee Combat [pg68]

Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]

Reluctant Must pass a Command Test for every Movement Action [pg69]

Slow May only move once per Movement Phase [pg70]


Warp Technology: When a cannon shoots roll a d6. "6" equals every hit counts double. "1" it explodes and does a shooting attack on every unit or character within 1 spear throw. A hero with the Artillerist trait can attempt to reroll this by using a Mighty Deed.

Assassins: When in hand to hand combat with a Skaven warrior unit, an enemy hero must roll +1 Risk to Heroes dice


Friday, September 25, 2026

Kill the Man-things! Yes-yes!

Warp Cannon and Jezzails

Games Workshop bases. I hate them so much.

They're thick and weird shapes and don't fit other game systems without work arounds. But without puddle bases you're forced to use them. I'm not going to try and support a big Rat Ogre on one foot, are you?

At least they're thick enough to hold onto while painting. Although with the Warp Cannon, I could not get all three of the pegs to line up anyway.

So I've been putting the Skaven on them until I figured something out. For characters that's fine. But units? Hmmm....

My other Midgard bases for the Romans and Middle Earth collection are already pretty thick for strength. Sitting GW figures on top would mean they'd be half an inch above the table! That's too thick. A friend on Discord designed one with a big enough hole to sit a Rat Ogre in on his 50mm base, plus another stl for a standard 8 figures in a 4x2 configuration. I'll have those ready in time for their throwdown with Pasha Dan's Chaos Dwarfs.

Work in progress shot. Using the thick bases as holders. 

Once I got things painted though I sliced off the pegs and glued the Warp Cannon and Jezzails to 120mm wide bases for Midgard. The cannon needed 120mm depth as well which left a lot of area empty. Some toy clay bricks were used to make some dramatic piles of rubble. Model railway ballast was also added.


Ready to flock


The jezzails will get Hell's Breath and perhaps Blast.





The Warp Cannon is a heavy artillery piece, obviously. I'm thinking of a Warp Technology rule. When it shoots roll a d6. "6" equals every hit counts double. "1" it explodes and does a shooting attack on every unit within 1 spear throw.




If I get enough extra rat swarms or loose giant rats from Don, I'll add some scuttling around the rubble.


Of course, the miniatures are packed with details. Note the helpful rat at the gunner's feet.




"Push harder Nibbles! Yes-yes!"
"Oh shut up! The Great Horned One should bite your tail, yes-yes!"

Wishing he'd eaten more warp stone and had been able to pursue a career as a Grey Seer instead of the artillery corps.

I also completed my second Grey Seer, and the Engineer. The Grey Seer is named Magic Beans, and the Engineer is Hamnpork, both characters from Discworld. This Grey Seer went together much better than the first one. This model, being much nicer, will be a level 3 Sorcerer, whereas the first model will only be a level 2. I did the magic effect on his knife with green wash over silver.






The Engineer's jezzail will be a Legendary Weapon and he has the Marksman trait as well. Hopefully, he can snipe some enemy heroes, when not using his Mighty Deed rerolls to keep the artillery from exploding.






This just leaves me with three units of infantry to finish up. One of Stormvermin and two of Clanrats.

Monday, September 21, 2026

Momos? Good Oh!

I took Snorkers! (Good Oh!) down to Chatham for KEGSCon this year, naval games being very light on the logistical burden and I wanted to promote it a little. I stayed Friday night at the Comfort Inn and while doing a route recce noticed that The Gurkha Restaurant was very close by. I didn't want to dine alone and Keith and his wife Tam volunteered to join me. It's tucked away in a rental hall on a small industrial road and needs better signage, but it's worth the adventure to find it. Service was very friendly and we shared a platter of steamed momos as an appetizer and then I had a positively gianormous bowl of shrimp biryani, which I took half of it back to my hotel for next day's lunch. The hostess was very nice and packed me some plum sauce to go with it, I guess that is a traditional way to eat it cold.

Saturday arrived bright and early and I set out a scenario from the Rising Sun Over Java far east early war supplement. I modified it for my Mediterranean fleets and used the standard card deck so new comers would have a better sense of the rules, but pointed out that modifying the card mix was a useful scenario building tool.

In the morning I ran it with 4 players. The Italians were trying to intercept a Malta convoy.


Italians moving from left. RN is pushing forward with destroyer flotillas.

Italian and British destroyers clash

First kill. HMS Kipling is lost to torpedoes.

HMS Kashmir from the same flotilla is limping off table with flooding damage, lower right corner. I had the player do some damage control checks and she eventually sank.

After getting heavily embroiled in the center and drawing off the RN Covering Force, but losing the Zara (she ate three torpedoes!), and a Condotierri CL, the Italian DE flotillas dash forward on either flank.

Convoy successfully attacked. All four targets sunk. 

So that was a rather pyrrhic RM victory. They lost the Zara (CA), the Luigi Cardorna (Condotierri class CL), and two DEs (Lupo and Sagittario). The RN lost two destroyers.

After my lunch of left over shrimp biryani I reset the table and had the RN attacking a convoy running from Sicily to North Africa.

RN advancing from the left. The RM still arriving from the upper right, although the Zara has pushed ahead to engage the British. She's going to keep all four RN cruisers busy until she goes down flaming.

RN destroyer flotillas breaking left and right to try and get to the convoy. RM units trying to cut them off.

Bottom of photo flotilla of J class DDs getting intercepted by the Condotierri CLs and some Navigatori DDs.

Js dieing bloody but putting a bit of hurt on the Italian CLs.

RN player remembers his objective and pushes forward on his left flank, eventually sinking all four transport ships.

A bitter victory for the RN. They successfully attacked the convoy but lost three DDs doing it. Although killing an Italian CA and seriously damaging a CL was perhaps a fair trade.

In both games the RN didn't lose a single CL.

I managed to do a quick survey of some other games. There was quite a variety.

Pillage

Midgard. I think the skulls are Keith's measuring sticks.1 spear throw x 2 spear throws. 

General d'Armee in 15mm

Xenos Rampant


The Full Nelson


something with pirates

Sharp Practice

I didn't get a pictures of some Check Your 6!, Chain of Command, and more Xenos Rampant. In total there were 15 games and 50 or so people.

After I packed up,  I headed home, giving Big Dave and Son a lift to London. Big Dave offered to buy me dinner and while talking food, and how much I enjoyed the momos the night before, he mentioned there was a place near his that he went to all the time. Fortunately, I was still full of shrimp biryani, so we eschewed highway rest stop burgers and pushed on to Hakka Momo House. I let Big Dave guide me and had a sumptuous meal of Malai Momos, Hakka Chow Mein Noodles washed down with Massala Lemonade. He insisted I take the large quantity of leftovers home to share with Mrs. Rabbitman for Sunday (and Monday's!) dinner.

Another picture of the really lovely 1:700 scale ships in The Full Nelson game.

A pretty good adventure all told. Hakka is my new favorite ethnic cuisine.