The Punic Campaign

Sunday, 17 August 2025

Galloping into Glory: My 15mm Napoleonic French Hussars are Ready for Action!

 

Introduction:

The drums of war are beating once more, and I'm absolutely delighted to share a project that's been a true passion of mine: my 15mm Napoleonic French Hussars are finally painted and ready to charge! There's something incredibly dynamic about cavalry on the tabletop, and bringing these miniature horsemen to life has been a rewarding journey. Join me as I showcase the finished units and share a few thoughts on their painting and their future on the battlefield.

The Painting Process: Speed and Detail in 15mm

Painting 15mm miniatures is always a balance between achieving detail and maintaining a reasonable pace, especially when you have entire regiments of cavalry. For these French horsemen, I focused on a consistent scheme that would look striking en masse.

I started with a Vallejo White Surface Primer undercoat, which provided a good foundation for the darker tones in small scales. For the vibrant blue of their uniforms, I used a mix of Pro acrylic sky blue and secret weapons verdigris blue. A later highlight with just the sky blue. The shako, boots and other black areas on the Pelisse were painted with vallejo German grey and drybrushed with vallejo white. Collar and cuffs were painted with Vallejo bloody red. The whole rider was then shaded with citadel Nuln oil. The horses were painted using Citadel contrast paints. Darkoath flesh, Gore grunta fur, snakebite leather and skeleton horde. The bridalwear was painted again with German grey. The key was to keep the brushwork clean but efficient, knowing that the overall effect on the tabletop is paramount.















The bases were kept simple, with filler to and sand to base, with a Seraphim sepia wash and drybrushing vallejo earth and beige over the top. The static grass tufts I made myself using 6mm loose static grass and an applicator to grass blobs of PVA glue on baking paper. This helps to represent the European battlefields they'll fight on.

The Regiments of the Empire

This batch of cavalry represents a formidable force on the field. I've focused on completing several key units that will form the backbone of my mounted arm.

Ready for the Charge!

With these cavalry units now fully painted, my Napoleonic French army feels much more complete and ready for larger engagements. I'm looking forward to seeing them thunder across the tabletop in games of Soldiers of Napoleon or Field of Glory Napoleonics.

What are your favorite Napoleonic cavalry units to paint or play with? Let me know in the comments below!

Conclusion:

Bringing these 15mm Napoleonic French cavalry to completion has been a fantastic project, and I'm incredibly proud of how they've turned out. The sheer visual impact of a painted cavalry charge is unmatched, even in this smaller scale. Stay tuned for battle reports and more painting updates as my French army continues to grow!


Monday, 28 July 2025

Warhammer: The Old World Battle Report - The Sands of Fury

A desolate Empire farmstead somewhere near the Border Princes - a grim testament to humanity's struggle against the encroaching darkness.

The Gathering Storm

The air hung heavy with the scent of damp earth and decay, a stark contrast to the usual arid winds of Khemri. From the desolate human farmstead, its fields long overgrown and its buildings crumbling, the relentless, shuffling advance of the Tomb Kings of Khemri began to manifest. Led by Lord Ramhotep the bone reaver, a venerable Tomb King, his ancient eyes fixed on the horizon, the legions of the undying marched forth, their purpose as clear as the coming dawn: reclaim what was theirs, and utterly destroy any who stood in their path.

But this day, the grim quiet of the farmstead would be shattered. From the nearby, ancient woods, the foul stench of unwashed fur and primal rage filled the air as a Brayherd of Beastmen burst forth, a cacophony of guttural roars and cloven hooves. These twisted abominations, children of Chaos, sought to despoil the sacred lands, unaware of the ancient wrath they were about to unleash. The stage was set for a brutal, grinding conflict between the ordered might of the Tomb Kings and the savage fury of the Beastmen!

1. The Armies Muster


Lord Ramhotep, the bone reaper’s Undying Host: Tomb Kings of Khemri (2000 points)

The Charactors:

  • Lord Ramhotep, the bone reaper, Tomb King (on foot): The very embodiment of ancient Khemri's might, a tireless warrior whose every swing of his blade carried the weight of millennia. He stood at the heart of the Tomb Guard, a beacon of unyielding resolve.

  • High Priest: A master of Nehekharan magic, his withered hands crackled with arcane energy, ready to unleash the spells of the Liche Priests upon the foe or to mend the shattered bones of his legions.

  • Royal Herald with Battle Standard: Bearing the sacred banner of Khemri, his presence bolstered the bindings of the skeletal warriors, ensuring their unwavering advance.

  • The Core of the Dynasty:

  • 23 Skeleton Warriors (with spears/hand weapons)

  • 10 Skeleton Skirmishers 

  • 2x Units of 3 Skeleton Chariots 

  • 18 Tomb Guard

Special:

  • 3 Necropolis Knights

  • Khemrian Warshinx

  • Tomb Scorpion

Rare:

  • Necrolith Colossus


Tom's Savage Tide: Beastmen Brayherds (2000 points)

  • The Brayherd's Charactors:

  • Doombull: A hulking, muscle-bound brute, the undisputed alpha of the Brayherd, his roar a rallying cry, his club hungry for blood.

  • Great Bray-Shaman (in Chariot): A twisted sorcerer, channeling the raw, untamed magic of the Wild, mounted on a crude chariot, ready to unleash devastating spells or empower his monstrous brethren.

  • The Feral Core:

  • 2x 12 Gor Herd (with hand weapons/shields)

  • 2x 5 Warhounds

  • 5x Minotaur Herd

  • 3x Tuskgor Chariots

  • The Beasts of War:

  • 12x Bestigor Herd

Rare:

  • Ghorgon



2. The Battlefield & Deployment

  • Scenario: Battleline - A classic confrontation, armies arrayed against each other, with victory hinging on breaking the enemy's will.

  • The Field of Battle: The battle unfolded across a desolate stretch of the Border Princes, centred around a long-abandoned Empire farmstead. Two crumbling farmhouses, their roofs caved in and windows shattered, stood as grim monuments to a bygone era on either flank. To the north and south, lay two ancient woods providing ample cover, its gnarled trees casting long, ominous shadows. Two prominent hills dominated the landscape; two steep, defensible hills towards the north east and south west edges. Finally, a dilapidated watchtower, its stone weathered and cracked stood in the centre.

  • Deployment - The Undying Phalanx:

Skeleton Warriors and Royal Herald  formed the core of the Tomb Kings central line, a solid wall of bone, with Lord Ramhotep, the Tomb King, and High Priest nestled within the Tomb Guard to form an unyielding anvil.

The Necrolith Colossus anchored the centre-left, a towering threat alongside the infantry.

On the left flank, the Skeleton Skirmishers provided a nimble screen, with the Necropolis Knights poised behind them for a swift advance.

The right flank saw the two units of Skeleton Chariots ready to thunder forward, supported by the majestic Khemrian Warshinx.

The Tomb Scorpion remained hidden, burrowed beneath the earth, awaiting the opportune moment to strike.





  • Deployment - The Braying Tide:

Tom's centre was a formidable mass, spearheaded by his Tuskgor Chariots, the monstrous Ghorgon, the elite Bestigor Herd led by the formidable Doombull, and the arcane power of the Great Bray-Shaman in Chariot.

On his left flank, Tom positioned his Minotaur Herd, one unit of Gor Herd, a unit of Warhounds, and a single Tuskgor Chariot, ready to smash into My left.

His right flank comprised the remaining unit of Gor Herd, the other unit of Warhounds, and the final Tuskgor Chariot, aiming to outflank My right.


3. The Clash of Eras: Turn by Turn

Turn 1 - The Advance and First Blood:

Beastmen Turn: 

The air filled with guttural roars as Tom's Brayherd surged forward. In the Movement Phase, every unit pushed ahead, carefully maintaining distance from my swift cavalry and chariots, seeking to close the gap without exposing themselves to an early charge. The Doombull and Ghorgon lumbered relentlessly towards your centre.

In the Magic Phase, the Great Bray-Shaman in Chariot began to channel the primal energies of the Wild. His focus fell upon my towering Necrolith Colossus, unleashing a searing Viletide that caused 2 wounds to the ancient construct. However, the raw power proved too much for the Shaman to control; a dangerous miscast erupted, causing 1 wound to the Great Bray-Shaman himself and another to a nearby Tuskgor Chariot.

The Beastmen had no shooting phase to speak of, their focus purely on closing the distance.

Tomb Kings Turn:

 A chilling silence descended as the undying legions responded. In the Magic Phase, Lord Ramhotep, my Tomb King, began the ancient rites, casting My Will Be Done upon his Tomb Guard, imbuing them with unnatural precision, granting them +1 Weapon Skill. My High Priest then chanted the sacred words of Djaf's Cursed Blades over the same Tomb Guard, ensuring their blows would strike true by granting them re-rolls of 1 in combat. Not content, the High Priest then wove the chilling spell of Deathly Cabal upon the Tomb Guard, granting them a 6+ Ward Save and causing them to emanate pure Terror, a truly terrifying prospect for the Beastmen.

In the Shooting Phase, the combined volleys of Skeleton Chariots and Skeleton Skirmishers targeted Tom's flanking Warhounds. The skeletal archers and chariot crew shot with grim efficiency, felling a couple of beasts in both of Tom's Warhound units, a small but significant opening salvo.






Turn 2 - The Brayherd Unleashed!

Beastmen Turn:

 The Beastmen's bloodlust could no longer be contained! In the Charge Phase, Tom's right flank Tuskgor Chariot thundered forward, crashing into the Necropolis Knights – a bold move against the monstrous cavalry! On his left, a unit of Warhounds charged one of my Skeleton Chariots and the mighty Minotaur Herd surged into the Khemrian Warshinx – a truly epic clash of monsters was imminent! In the centre, the colossal Ghorgon roared, slamming into the Necrolith Colossus, the ground shaking from the impact.

However, not all charges went as planned. The Bestigor Herd, despite their ferocity, found their path impeded by the lingering magical vortex conjured by the High Priest, failing to move through it and thus unable to declare a charge. The Warhounds on Tom's left flank, facing your Skeleton Skirmishers, faltered, failing their Fear test and refusing to charge the nimble undead. Adding to Tom's woes, the Doombull, attempting to use his Gaze of the Gods, became affected with Stupidity! He then failed his subsequent Stupidity test, leaving him unable to charge my Skeleton Warriors, a critical failure. The remaining Beastmen units pushed up, poised for a charge in the next turn.

In the Magic Phase, the Great Bray-Shaman in Chariot, despite his miscast wounds, continued to channel dark energies. He unleashed another Viletide into my Tomb Guard, causing 2 more casualties to the elite skeletons. Not content, he followed up with a searing Fireball, felling another Tomb Guard!

The Combat Phase erupted across the battlefield! On your right flank, the Necropolis Knights proved utterly dominant, their serpentine forms and powerful spears annihilating the charging Tuskgor Chariot! With their foe broken, the Knights overran, slamming into the nearby Gor Herd! In the centre, the colossal struggle between the Ghorgon and your Necrolith Colossus reached a brutal climax – the Ghorgon's multi-limbed fury proved too much, and the Colossus was utterly destroyed, crumbling into dust! On your right, the Khemrian Warshinx absorbed 3 grievous wounds from the Minotaur Herd's ferocious assault, but retaliated with a mighty swipe, crushing a single Minotaur. Meanwhile, my Skeleton Chariots on the right flank easily dispatched the Warhounds they were fighting, overrunning into the remaining Tuskgor Chariot on that flank.





Tomb Kings Turn: 

The loss of the Colossus was a blow, but the undying legions remained resolute. In the Magic Phase, my High Priest struggled to channel the winds of magic, failing to cast any new offensive spells, though she managed to re-cast Deathly Cabal on the Tomb Guard, maintaining their ward save and terrifying presence.

In the Movement Phase, the Tomb Scorpion remained elusive, failing to emerge from ambush, much to my frustration.

In the Combat Phase, the remaining unit of Skeleton Chariots thundered across the field, slamming into the Minotaur Herd that was still engaged with the Khemrian Warshinx – a powerful combined assault! Most critically, Lord Ramhotep, and his Tomb Guard, their weapons blessed and their forms radiating terror, declared a decisive charge into the stalled Bestigor Herd! Seeing the Ghorgon now free after destroying the Colossus, my Skeleton Warriors immediately turned to face the monstrous beast on their flank, bracing for the inevitable impact.

The Combat Phase saw new clashes erupt! Lord Ramhotep, and his Tomb Guard crashed into the Bestigor Herd. Despite their buffs, the Tomb Guard struggled to inflict decisive blows, hitting only twice and felling 2 Bestigors. In return, the enraged Bestigors struck back with savage fury, killing 3 of my precious Tomb Guard! The combat was lost by 1, and the Tomb Guard were forced to give ground, a rare setback for the elite unit!

On my left flank, the Necropolis Knights continued their rampage, butchering 6 Gors from the unit they had overrun into, suffering no losses in return. The Gors broke and fled, only to be ruthlessly cut down by the pursuing Knights, leaving a swathe of destruction!

The combat between my Chariots and the Tuskgor Chariot on the right flank was a stalemate, with my chariots knocking a couple of wounds off the Beastmen chariot, but neither side gaining a decisive advantage.

The combined charge of my other Chariots and the Khemrian Warshinx into the Minotaur Herd proved devastating. The chariots killed 2 Minotaurs, and the Warshinx crushed another. With their numbers decimated, the last remaining Minotaur fled the field! The victorious Chariots then overran into the Gor Herd directly in front of them, ready for another round of carnage.












Turn 3 - The Grinding Melee:

Beastmen Turn:

 The Beastmen, reeling from their losses but still brimming with savage fury, pressed their advantage where they could. In the Charge Phase, the Bestigor Herd, now free of the magical vortex, roared and surged forward, crashing into the Tomb Guard once more – a brutal rematch! The mighty Doombull, recovering from his stupidity, charged the already wounded Khemrian Warshinx, seeking to bring down the ancient construct. The colossal Ghorgon, now unhindered, slammed into my Skeleton Warriors that had braced to meet it, a terrifying impact! In the centre, the Tuskgor Chariot faced with the terrifying presence of the Tomb Guard and their Terror special rule, failed its Terror check and was unable to declare a charge, leaving it stranded. All other Beastmen units continued to push up, eager to join the fray next turn.

In the Magic Phase, the Great Bray-Shaman in Chariot turned his malevolent gaze towards the rampaging Necropolis Knights. He unleashed a volley of dark magic, first a Viletide and then a searing Fireball, the combined arcane assault proving too much for one of the monstrous cavalry, felling a Necropolis Knight!

The Combat Phase exploded with renewed ferocity! The Tomb Guard and Bestigor Herd locked in a brutal, grinding stalemate. Despite the Tomb Guard's buffs, they continued to struggle to inflict decisive hits, even with their re-rolls of 1, resulting in no clear victor in this round of combat. The Chariots on my right flank continued their protracted struggle against Tom's Tuskgor Chariot, their combat also remaining a frustrating stalemate.

A thunderous roar signaled the end for my Khemrian Warshinx! The Doombull, a whirlwind of muscle and axe, utterly destroyed the already wounded construct, leaving a trail of shattered stone and gold.

In a swift and decisive engagement, my other Chariots butchered 6 Gors from the unit they were engaged with! The Gor Herd, utterly broken by the devastating charge, turned and fled, only to be ruthlessly cut down by the pursuing chariots, leaving another gaping hole in Tom's lines.

The Ghorgon's charge into the Skeleton Warriors was devastating, the multi-limbed beast felling 5 of the skeletal infantry! In return the warriors managed to inflict a single wound on the monstrous Ghorgon! However, the sheer numbers and unyielding nature of the Skeleton Warriors, combined with the inspiring presence of the Royal Herald and their own static combat resolution, allowed them to astonishingly win the combat by 1! This single wound proved decisive,The mighty Ghorgon, surprised and momentarily checked, was forced to give ground, recoiling from the unyielding skeletal line, while the Skeleton Warriors held their ground, a truly heroic feat!

Tomb Kings Turn: 

The undying legions, though battered, showed their true resilience. In the Movement Phase, my units that were not engaged in combat skillfully redressed their ranks, adjusting their positions to face the remaining Beastmen threats and bring their full strength to bear. The Tomb Scorpion still remained hidden, its moment yet to come.

In the Magic Phase, my High Priest struggled to channel the winds, failing to cast any new offensive spells, though she managed to re-cast Deathly Cabal on the Tomb Guard, maintaining their ward save and terrifying presence.

The Combat Phase saw the culmination of several brutal engagements! Lord Ramhotep, and his Tomb Guard, after a grueling struggle, finally broke the will of the Bestigor Herd! The elite Beastmen, battered and demoralized, turned and fled the field. The Tomb Guard relentlessly pursued their broken foe, overrunning into Tom's central Tuskgor Chariot, setting up a new, decisive engagement!

On my right flank, the protracted stalemate was broken! MySkeleton Chariots finally overwhelmed and shattered the Tuskgor Chariot they were fighting, sending it crashing to the ground.

On my left flank, the Necropolis Knights continued their rampage, having already butchered the Gors.

The combat between my other Skeleton Chariots (who had previously routed the Minotaurs) and the Gor Herd continued, with the chariots having already inflicted heavy casualties.

The Skeleton Warriors continued to hold their ground against the Ghorgon, having forced it to give ground in the previous round.

Game End: A Bloody Stalemate!

As the dust began to settle and the sun dipped below the horizon, the brutal clash between the Tomb Kings and the Beastmen came to an abrupt end. Time had run out on the battlefield, forcing both commanders to call a halt to the fighting.

Upon a final tally of the surviving forces and the value of the units destroyed, the battle was declared a Draw! While the Tomb Kings had inflicted significant casualties and broken several key Beastmen units, they had also suffered grievous losses, including the Necrolith Colossus and the Khemrian Warshinx. The points were close, with the Tomb Kings holding a slight advantage, but not enough to claim a decisive victory.

4. The Aftermath: A Bloody Stalemate!

The battle was a brutal, grinding affair, ending in a hard-fought draw. Both sides had committed their forces with ferocity, and while the Tomb Kings had ultimately broken several key Beastmen units the Beastmen had managed to destroy two of Khemri's mightiest constructs. The desolate farmstead was littered with the broken bones of skeletons and the mangled forms of Beastmen, a testament to the ferocity of the conflict.

5. Commander's Notes & Lessons Learned

From Lord Ramhotep's Perspective:

"The resilience of my Tomb Guard was ultimately proven, even after an initial setback, they broke the Bestigor Herd and continued their relentless advance. The swiftness of my Chariots and Necropolis Knights proved invaluable in clearing the flanks and running down the foe. The Skeleton Warriors' incredible stand against the Ghorgon was a testament to their unyielding nature, even without their Colossus."

"The High Priest's magic, though sometimes difficult to channel, provided crucial buffs. However, the loss of both the Necrolith Colossus and the Khemrian Warshinx to the enemy's monstrous and character attacks was a significant blow, one that prevented a more decisive victory."

"The Tomb Scorpion's failure to emerge from ambush was a missed opportunity; its timely strike could have swung the tide even further in our favour."

Analysis for Future Campaigns:

  • Strengths Highlighted: The Tomb Kings' ability to absorb punishment and grind down elite infantry (Tomb Guard vs. Bestigors), combined with the devastating impact of their monstrous cavalry (Necropolis Knights) and chariots, is a formidable combination. The sheer resilience of even basic Skeleton Warriors can surprise opponents.

  • Key Decisions: The initial buffing of the Tomb Guard was a sound strategy, though the dice rolls proved frustrating. Focusing the fast units on breaking flanks quickly proved effective.

  • Areas for Reflection: The Beastmen's monstrous elements (Ghorgon, Doombull, Minotaurs) proved incredibly dangerous against your constructs. Finding ways to mitigate their impact or focus fire more effectively on them will be crucial in future engagements. The unreliability of the Tomb Scorpion's ambush was a factor.

Memorable Moments:

  • The Great Bray-Shaman's miscast in Turn 1, a small but amusing early setback for Tom.

  • The brutal, drawn-out combat between the Tomb Guard and Bestigor Herd, a true test of elite infantry.

  • The astonishing moment the Skeleton Warriors held their ground and forced the mighty Ghorgon to give way!

  • The final, decisive charges of your Tomb Guard and Chariots, breaking the last of the Beastmen's core units just as time ran out.

A bloody and hard-fought draw, a testament to the resilience of both Khemri's ancient legions and the savage fury of the Beastmen!


Wednesday, 1 January 2025

Tomb Kings for The Old World - My Undead Legions Rise!

 

Introduction:

After countless hours (about 10 years), I'm absolutely thrilled to announce that my 6th edition Tomb Kings army is finally painted and ready to march across the battlefields of The Old World! "I've slowly rebuilt this project, giving these classic miniatures new life. I can't wait to share their transformation and how they'll perform on the tabletop."

Bringing the Undead to Life: The Painting Process

For this army, I really wanted to achieve a consistent, ancient, yet vibrant feel that suited the Tomb Kings' origional aesthetic. My primary approach involved a combination of modern techniques applied to these classic sculpts.

I started with a zenithal undercoat on all models. This involves priming the miniatures black, then applying a grey coat from directly above, followed by a white coat from a high angle. This creates natural shadows and highlights before any color even touches the model, which works really well on armies like Tomb Kings.

The bulk of the army was then painted using contrast paints. This allowed me to achieve rich colours quickly, settling into the recesses and providing instant shading. For the ghostly and tattered cloth seen on many of the skeletal warriors and constructs, I applied several layers of  drybrushing over a black base. I found this particularly effective for creating subtle shifts in the bone and linen tones.

A 2000-Point Host of Nehekhara

This army clocks in at a solid 2000 points, offering a good balance of durability and combat might.

My legions are spearheaded by a Tomb King on foot and a high Priest, providing both punch in combat and magical support. The bulk of the force is made up of a unit of Skeleton Warriors, forming an unyielding rank that can hold the line. I’ve included units of Tomb guard, skeleton chariots and Tomb Necropolis Knights to provide striking power and Necrolith Colossus, Tomb Scorpion and Khemrian Warsphinx to deal with tougher threats. Each unit has been painted to the same battle ready standard.





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Tomb Guard.


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Skeleton Warriors with spears


Skeleton Chariots and High Priest.

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Necrolith Colossus, Tomb Scorpion and Khemrian Warsphinx lurking at the side.

Ready for The Old World

With the painting complete, my focus now shifts to getting these phalanxes onto the gaming table. I’m particularly excited to see how they perform under the new ruleset of Warhammer: The Old World. The Tomb Kings are a unique army, relying on unwavering discipline and powerful magic, and I'm looking forward to exploring new tactical opportunities.


Conclusion:

This project has been incredibly rewarding, and seeing my Tomb Kings army finally complete is a fantastic feeling, after starting it around 20 years ago. It’s amazing how a few pots of paint can bring these fantastic models to life(sorry not sorry). I’ll be sure to post battle reports and further updates on their performance in The Old World. Stay tuned for more!


Tuesday, 7 June 2022

6th edition warhammer fantasy. Chaos warriors vs Empire 1000pts


My first game using warriors of chaos and against a very shooty empire army I didn't hold out much hope. Id selected a champion of Tzeentch and a sorcerer of Slaanesh I was hoping to gain magical dominance as this was the only way i could see myself staying with the empire early doors. next came a unit of warriors with mark of Tzeentch and 2 units of marauders, one with hand weapons and shields and the other with flails. I then chose a unit of marauder cavalry with spears to threaten the empire flank and finally a unit of warhounds to protect my warriors from the inevitable empire handguns.


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First turn and Joe blew away the warhounds with little effort but fortunately that was all.
I advanced as quickly as possible, making use of the available cover. My magic phase was uneventful but at least I managed to force Joe into using a dispel scroll.

The empire gunline opens up on the chaos horde as the swordsmen wait for the inevitable onslaught.

The sorcerer of Slaanesh advances with the marauders casting spells which were all once again dispelled by Joes wizard. by the end of turn 2 and I still had failed to cast a spell but both of the empire dispel scrolls had been used.

The empire army arrayed for battle.

Chaos warriors loose a man to cannon fire but the marauders on the right have been decimated by handgun and mortar fire. somehow the past their panic test. the horsemen charged the halberdier men but they flee to safety behind their own lines. 

Turn 3 and I finally start to get some spells off. magic missiles hammer the handgunners whist a mirage tempts the swordsmen on the empire right flank to move away from the marauders.
The marauders on my right flank charged the swordsmen and are shot and counter charged by the empire detachments. They break, flee and are destroyed.
Its not looking good for chaos. 3 units destroyed and the remainder at half strength against a virtually undamaged empire army.
The marauders on my left charged the handgunners broke them and overran into the halberdier men destroying them too. The warriors with the help of the champion of Tzeentch kill the empire captain and slowly cut their way through the swordsmen and free company. before being killed by a cannonball the sorcerer forces the swordsmen on the left flank to turn away from the marauders again , leaving their flank open to a charge. In go the marauders, breaking them and running the swordsmen and wizard down.

The game ended at this point and was a draw. a great game against Joe that swung to and fro throughout. The Slaanesh sorcerer definitely saved me by casting the delusion spell at just the right time. If I didn't know it before, Empire shooting is devastating.

Friday, 13 May 2022

Massacre at Bute

 Today I played my first game of Dead man's hand against John. We played on John's fantastic looking board using his collection of western miniatures. We played the standard gunfight scenario with John taking control of the outlaws, and myself controlling the lawmen. 


The view down the high street to the saloon where the outlaws would be setting up.

The lawmen lead by sheriff Harkness and featuring Marshall P Nut. Four lawful citizens of Bute turned up to support the three deputies. 
The Preacher gang lead by the Preacher himself on the far left take up their positions on the high street.
Harkness and his Posse set off from their HQ at the hotel.
The outlaws steadily make their way up the street making the most of the available cover.
The citizens supported by the lawmen rush to intercept the preacher gang.
The opening rounds saw lots of movement a couple of gun jams and absolutely zero hits scored. 

The preacher gang comes under fire but the sparse cover keeps them from harm.
A deadly gunfight breaks out between the infamous Preacher and the brave citizens of Bute.

The game ended shortly after this as long range rifle shots spelled doom for the marshal, the sheriff and and a couple for outlaws. Both side managed to pass their initial nerve test but the lawmen broke and ran for their lives upon witnessing the death of sheriff Harkness. 
At least the deputies managed to take down the Preacher.

That was a great game that swung between the two sides throughout. I'm very much looking forward to my 2nd game of Dead mans hand.