Monday, August 30, 2010

Ogre Challenge: Skin Recipe

Oops. You may have noticed that yesterday’s post never arrived. My bad. I got caught out having double-booked my day and sacrificed the post to benefit of my marriage –a worthy cause if ever there was one.

Well, back to the program. What follows is a step-by-step for my skin tone experiment with 12 surly Ogres and one Giant. I was trying to come up with a very, very quick recipe for mass-production of Ogres. In fact, I’d set myself a rather ambitious challenge of sorting out these 12 Ogres, Giant, and 7 other test models in one week. Did I succeed?

In a word, No. Not even close. But progress is progress so I shan’t wrinkle my nose.

Anyway, here’s what I came up with. I began by simple basecoat of Scorched Brown.

I then built the darkest colors up from a 2-2-1 ratio of Dark Flesh, Liche Purple, and Codex Grey. In hindsight, this still might be a bit too much purple, but I’m not really sure. In later coats, the purple and the Flesh tones started to really conflict with one another. At times, I think it looks great. At times, I’m a bit hesitant. I’ll have to live with it a while and see how I feel.

The next layer was the same mixture but with Fortress Grey instead, to brighten the tone. I tried to leave some of the darkest color along the recesses, but I was working very hastily and didn’t bother much with the particulars.

Having said that, I should also note that I was working quickly and with some extremely old brushes. Again, the idea at this point was as much about pace as style.

I know began to work Elf Flesh into the previous mixture. Elf Flesh, in my humble opinion, is a strange color, and I’m not entirely confident with it. I’m not sure why exactly, but it seems to have peculiar characteristics: on the one hand, it’s quite vibrant and makes an extremely bold contrast to the base colors I’d chosen; on the other hand, it can be quite translucent and unpredictable at times. Obviously, I need to spend more time with it in order to get a bit more acquainted and comfortable.

The next layer was straight Elf Flesh. This worked out better on the Giant than on the Ogres for some reason. Again, I need to get to know this color more if I’m going to be using it in such a grand scale.

Everything had gotten a bit chalky at this point, so I washed the models with a tremendously thinned mixture of Dark Flesh and Liche Purple again. I’d been working too quickly and too carelessly for my own liking and felt that the wash might bring the Elf Flesh back under control.

Finally, I brought back the Elf Flesh in a more deliberate manner. It’s not my favorite concoction, but it’s certainly something different and, I think, appropriate for the Ogres.

And here’s where we stand.

And the test models from earlier. Not great. Not terrible.

Finally, I’ve also been sorting the individual bits of swag that will be going out to all the entrants of A Gentleman’s Ones contest/swagfest (quid pro quo), which concludes tonight at midnight (Central Standard: GMT -6). The entries are brilliant, genuinely brilliant, and I can’t express my gratitude enough to you, the internet.

Winner(s) will be announced on Wednesday. See you then!!!

Friday, August 27, 2010

Killzone: Adepticon

We interrupt the regularly scheduled Ogre Skin Recipe post to bring you an important message:

If you’ve not heard already, please check the announcements over at the AdeptiCon Development site and Big Jim’s Galaxy in Flames. Big Jim is an absolute star, and his brainchild is growing with a near reckless abandon. Behold! Killzone. 

Yep. Yours truly will be hosting a tremendous series of Special Operations: Killzone games at Adepticon 2011. There’s an incredible team of people ironing out the particulars for Killzone as I type, and the ruleset is coming together just beautifully.

Space will be limited, so please don’t miss out. The tables that I’m preparing will make the Sin of Alacrity blush with shame and humility. That’s a fact.  

In the mean time, I’ve started building the first two of what will certainly become many Killzone Special Operations Groups. Inspired by my recent painting adventures with WH39.9K and his Rogue Trader Chaos Marines (more on them soon), I’ve decided to resurrect several of my own old models and finally give them the attention they so richly deserve.

Here’s a quick WIP of the first two “standard” Rogue Trader era Tactical Marines (many years later, and these guys still make me scratch my head).

The remainder of the first Special Operations Group is pictured below in all their stripped and eager glory. Three of these guys (top left, middle, and bottom left) were rescued from the dregs of my basement shelves, while remaining three have been pinched from the “armor through the ages” (or whatever) release from GW. Stay tuned for more.  

…but the fun doesn’t stop there. Thanks to the quite remarkable kindness of Derina, I’m also starting a second Special Ops Group of OOP Chaos Marines. Herein lies the beauty of a project like Killzone: with so few models to paint, it’s almost imperative that one try his hand at as many ideas as appear, if and when they will. As a matter of fact, I’m already cooking up a third idea... Mechanicus.

It just doesn’t stop.

Perhaps you can’t hear it from there, but this Heavy Bolter CSMarine is absolutely screaming, “I am awesome.” True.

Back to the Ogres on Sunday. See you then.

Wednesday, August 25, 2010

Ogre Challenge: Alternative Verdigris Experiment

++++[BUT FIRST, don’t forget to check out a very important CONTEST / SWAGFEST , all the relevant details of which you can find here. Everyone is welcome to enter, and anyone who does so wins something. Do it. Do it.]++++ 

On Monday, I mentioned that I’ve set myself a rather ambitious goal this week. That’s true. I set before me the challenge to complete all the “test” minis I’ve been doing for Pitmann’s Ogres (11 in total), as well as to start and finish 12 more basic run-of-the-mill Ogre Bulls… in 6 days.

To be candid, I’m not sure that I’m going to be able to pull this off. The last two days haven’t been particularly forgiving, and there’s little time to spare with this much plastic on the table. Moreover, I didn’t want to approach these next two posts as simple “look, I’m painting” write-ups. Instead, I’m trying to experiment a bit with my own recipes and document, thoroughly, how that works.

Pitmann gave me a simple directive with this Ogre Army: Green. That’s the entire brief. Green. Obvious, Verdigris is the natural choice for metallics given such a succinct directive, but I didn’t want to simply dredge through the same formula that I’ve already described in a previous post from May. No. Pitamann’s Ogres are going to be a deep, dark green, and the Verdigris should follow that lead… On that note, I should mention that what follows is not a refined or distinct process. It is ad hoc, and experimental. In fact, there are several steps that might easily be disregarded entirely if one likes. Still, I wanted to record the entire process as I thought, and worked, it through.

Here goes.

(You’ll note that I have kept the Gut Plate and Iron Fists aside. I usually wouldn’t attempt sub-assemblies of this nature, but time is of the essences, and I think this might help accelerate the process. Also, in the test minis, I found the need to work around these two specific items a real pain when painting the details as such; it seemed a natural step).

The Gut Plates and Fists were blue-tacked to the bases and, after priming, I started with a Dark Angels Green and Tin Bitz mix. This basically made metallic Green basecoat. So far so good.

Inexplicably, I then went with a Dark Flesh and Shining Gold mixture for the first basecoat. Dark Flesh will be the base color of the skin tone, and I think I wanted to keep that somewhere in the mixture; later, I took some steps that made this step irrelevant and/or nonsensical. Ah well. I also don’t have Brass or Bronze colors at the moment, and this often works as a good substitute. 

Straight Shining Gold. I was working a bit too quickly at this point, and my overbrush became something entirely too aggressive. I wasn’t worried just yet, as I knew there were a few washes in the future that would help push the colors back down into the recesses.

I tired to make my wash a bit more sinister and dark here. For that reason I brought back the Dark Angels Green and mixed it with Scaly Green (rather than my usual Turquoise). The Dark Angels Green, again, is designed to link, visually and subtly, the army as a whole.

As this dried, I wasn’t quite content with the overall gloom and seediness of the effect I’d achieved, so I hit it all again with a wash of Badab Black and Thrakka Green. That got me where I wanted to be.

Finally, I was much more careful to clear my brushes of excess paint and work toward a more genuine drybrush of both Shining and then Burnished Gold.

Brilliant? No. Not exactly. But for 12 hungry, but otherwise mundane, Ogres, it should do the trick. We’ll see about that on Friday when I hope pull together a Skin Recipe and more… See you then.

Monday, August 23, 2010

Carry On: Warhammer Fantasy Battle Rulebook

I’ve been squeezing my brain through the F8 (as I saw it called on another blog –oh, you kids. I can barely keep up) rulebook, and I am genuinely enjoying what I’ve seen thus far. I didn’t get too many games of the previous edition under my belt, so I’ve not been suffering any of the existential angst that I’ve noted floating around about FAQs and whatnot. Pishposh, I say. It’s a new edition and a brand new game... and I like it.

Now. There’s one thing that arrested my attention rather early on in the experience.

I’m reasonably confident that only a limited number of readers will be familiar with the “Carry On” series of films made some time ago by our quirky, clever cousins from across the pond. I must say now that if you’ve not seen them, DON’T. They are dreadful creations. Truly. Dreadful. Each installment is a saccharine romp through the depths of double entendre, and there are seemingly endless hordes of installments. 

Well. Nevermind. I suspect that at least one writer of the WHFB rulebook is an avid fan. Here’s why:

“That’s why it’s absolutely crucial that, if there’s a doubt […blah, blah, blah] because he might not be expecting your unit in his rear!“ (p. 21). Oh, really.


I read this passage aloud to my wife and she replied, “they can’t say that, can they?”
-Indeed they can.

Speaking of WHFB: I’ve set myself a pretty ambitious challenge for the remainder of the week (think Ogres). See you Wednesday for the guts of it all.

Sunday, August 22, 2010

WIP: Terminators at long last

[note: Perhaps you'll have noticed that this is an incredibly late post. I had, in fact, written what appears below earlier this morning, but set it aside when the Roberto Vo5 arrived for a  day's worth of gaming. It's not often that I get to spend an entire afternoon focused on the tabletop, so I quite simply dropped everything as the moment presented itself,  blog included. Apologies blog. And now to the post as I'd intended it this morning...].

This week was another in which most of my hobby time was consumed by commission work and other sundry matters. I currently have several really quite exciting projects in the pipeline, and I can’t wait to tell you about them in detail. Now, however, is not the appropriate time.

More soon.

So, while most of my time was directed toward the work end of this hobby, I did manage to finally finish my Arrugginiti Terminators at long, long last. They’ve been very patient with me. And really, they are a reminder as to why I must finish all projects on my desk before leaving for an extended holiday.

They were painfully, tantalizingly close to completion before I left for holiday. You may remember them from late May or early June. To be sure, by the time I got back from my travels, head was swimming with a gaggle of compelling new ideas that demanded my attention. Suddenly, the few tiny flourishes that I needed to finish the squad seemed an absolute agony.

They shuffled around my workspace for a bit and counted the hours until I finally found the energy and focus to sort out those minor details like skulls and the color red and fur and normal metalics and more skulls and all those little items like skulls.

And none too soon!

Today, rather unexpectedly, my very good friend Roberto Vo5 has appeared as if translated from the immaterium itself. He got a surprise bit of leave and headed back to Chicago to visit family and, thankfully, friends. It just so happens that Rob brought 2500pts of Dark Angels with him from the Warp -ohhoho.

So. These Terminators will be on the tabletop mere hours after I type this. We’ll see how that turns out.

[note part two: Ahem. We managed 2 full games (2500 and 2000 pts. respectively) of 40K, as well as 2 games of Space Hulk.  The Answer? Not so well. The Terminators did not perform to their expectations. In fact, none of the Arrugginiti did. In the second game, I was basically tabled by the end of Turn 5, with only 2 Obliterators remaining... Ouch. Belial and his crazy command squad are insane. At least we split the Space Hulk games].

Friday, August 20, 2010

Mini-Campaign: Game Two, p. 3. The Vultures Circle

So the Sin of Alacrity has been reclaimed by the Onorevoli Boarding Teams and guided gently back to the relative safety of the Onorevoli’s security perimeter tentatively surrounding planet Tredici XIII. Any sense of accomplishment in the Alacrity’s reclamation has been quickly subsumed under the looming presence of Iron Warrior Cruisers and what appears to be an impending invasion. As hasty preparations for the assault begin in earnest, what little manpower can be spared has been sent to the Alacrity in order to squeeze whatever information might be gleaned from its disastrous four-year mission.

These first two games were tremendous fun: visually compelling and fully infused with grand narrative elements -just the way we like them. The idea here was to kick off our modest summer campaign with grand flourish, and it worked out better than we anticipated –not only because the games were so dynamic, but also because they ended up so suggestive and appropriate for the narrative of the campaign. Moreover, both games exemplified our notion that we should push our boundaries a bit with this campaign, particularly with regard to Alternative mechanics of gameplay and House Rules, etc.

With regard to Game Two, here’s WHAT WENT RIGHT: From the Onorevoli point of view, the second game went quite well primarily because I had a plan and didn’t lose focus. I’ve been trying to become a more “proactive” player and less “reactive,” which means that I must have a clear design on what I want to accomplish (and how I want to accomplish it) before the game starts.  For this game, I decided to pool my teams and try to apply the entire weight onto the relatively potent Iron Warrior threats. By collapsing my two strongest Teams into the Central Corridor, with the third waiting just on the margin, the Onorevoli presented a threat that the Iron Warriors couldn’t approach with one bold action.

WHAT WENT WRONG: Despite the above, I’d be a fool to believe that blind luck didn’t have a heavy hand in the Onorevoli victory. First my humble Scouts survived a charge from Chaos Bikers, which cold easily have been disastrous. Then the TH/SS Terminators fulfilled a spectacularly odd sequence of comedic events at the end of the game to ensure an Onorevoli victory. Having said that, I’m not sure that I’d change much from this game. The plan worked and Fate did what she will, as she inevitably will. So it goes.

WHAT HAPPENS NOW: The next game or two will be from the Planetstrike expansion. Again, this is deliberately meant to push our boundaries a bit and give us an excuse to play a few more unconventional games. On top of that, each Objective we claimed will have a lasting effect in the ongoing campaign, with more of the same as the campaign continues. We wanted these extraneous effects to be both quirky and potent, specifically designed to upset whatever semblance of balance and/or fairness debatably inherent to the greater game. So far. So good.

THE FILTRATION ROOM: Poison!!! The squad discovers (with perhaps accidental consequences) a peculiar virus that has been introduced into the water system, hinting to part of the mystery surrounding the Alacrity's missing crew. Upon disturbance, the adjoining Barracks shamble to life with infested Zombies or heretics. Profile: WS3 S3 T4 I3 A2 W1 Sv3+ (poison=always wound on a 4+. No A bonus for charging. Fearless). This squad of 10 is controlled by activating player for his first turn, and by either player winning roll off at the beginning of each new turn, or the player that did not control them previously in case of a tie. 

+ uncontested control of this objective at the end of the game allows the player to utilize one unit of 10 Zombies (or Heretics as appropriate) in the next three battles. Free.

THE BRIDGE: Although seemingly dormant, the Alacrity’s passive external sensors and cogitators have ceaselessly and inexplicably been collecting staggering reams of information for over four years. If the Central Spine is the Alacrity’s nervous system, the Bridge is its brain and promises untold access to all manners of strategic information should that information be collected and suitably sifted.

+ uncontested control of this objective at the end of the game allows the player to ignore the “fog of war” on the turn map for the entire campaign. Moreover, he will have full access to army lists and points value in advance (ie: before the composition of his own army lists) for each battle of the campaign.

THE BRIG: Deeper subsequent scans have shown dim but static life-signs on the Alacrity. While some of these are undoubtedly “ghost” echoes from the landing teams, perhaps the strongest single sign registers from the Interrogation Room in the Brig. A quick cross-reference to the ship’s public records reveals the repeated mention of a captured intelligence officer and suspected double agent, known only as the “person of interest.”

+ uncontested control of this objective at the end of the game allows the player to re-deploy (in a legal manner) either three units in a single game, or one unit in the next three games of the campaign (friend or foe).

Game Three coming up soon. It’s going to get interesting.

Wednesday, August 18, 2010

Mini-Campaign: the Sin of Alacrity Game Two, p. 2

++++[BUT FIRST, don’t forget to check out a very important CONTEST / SWAGFEST , all the relevant details of which you can find here. Everyone is welcome to enter, and anyone who does so wins something. Do it. Do it.]++++ 

A quick recap (if this is muddled or otherwise nonsensical to you, please see the Mini Campaign tag for a bit of insight… I hope):

Scouts (x7): PW, HB
Terminators (x5): AC (there’s a TH/SS in the photo that acts as a standard Srgt. in gameplay)

Scouts (x5): PW
Tactical Squad (x5): PW
Terminators (x5): AC

Scout Bikers (x3)
Tactical Squad (x5): PF/PP
Terminators (x5): TH/SS

Berzerkers (x7): PW
Bikers (x5): PW

Berzerkers (x7)
Terminators (x5)

Berzerkers (x7): PW
Bikers (x5): PW

And away we go…

Without any targets, the early turns were mostly a glut of running. Thankfully, we were basically playing a mini-40K game, so the units acted as such (requiring one roll each) instead of the mess we encountered in our first effort.

Recon Teams E and F both converged toward the Central Corridor. D-Team headed in that same general direction, but with a significant measure of caution. They were relatively isolated and I wanted to be sure that they didn’t get caught out by a KT full of Berzerker mayhem. At worst, they could act as a placeholder for the nearby Brig Mission (which was precisely where E-Team was headed). As such, they tended to shuffle around a bit, and were sure to keep the Terminators in the path of any potential muss. Particularly as the “disintegration” rule was still in effect, I didn’t want to let some soft kills wipe out my Scouts and put the more valuable members of the Team in jeopardy. More on that in a bit.

Pitmann’s Bikers from KTs 4 and 6 threw caution to the wind and sped with merciless haste toward the Central Corridor. I think Pitmann knew that I intended to pool my strength there and he was keen to disrupt that thought before it fully formed.

And indeed, his gambit nearly paid off. In turn two, the first group of Bikers from KT6 caught a group of Scouts flat-footed, while the second wave from KT4 stood on the doorstep to the Central Corridor. I had some serious firepower just inches away, but the Scouts were on their own for a desperate round of combat… in which they performed brilliantly.

Unbelievably, the Scouts traded casualties with the Bikers and pushed into the next turn of Combat when help was certain to arrive. Pitmann cursed his luck, and stood amazed that the dice gods had nodded so kindly in my favor. It was a rare moment of truly good luck on my part, but I’ll take full credit for acumen nonetheless.

In the next turn, I was able to bring in my Terminators and finish the first wave of Chaos Bikers, losing only another Scout for the cause. At the same moment, the Scout Bikers from F-Team plugged the gap in front of the next wave of Chaos Bikers at the doorstep. The Scout Bikers were going to get it good, without doubt, but F-Team could add grist to the mill in order to save the potential collapse of their comrades. Moreover, I didn’t trust my regular Scouts to weather another storm like the one they’d just come through. Luck is luck, after all.

Sure enough, the Scout Bikers got pummeled, but Pitmann’s last group of KT4 Bikers were caught in the lurch. They had no choice but to charge the Onorevoli Scout Bikers but hopelessly exposed themselves by doing so. They would no longer have such easy picking for opposition.

For his part, Pitmann had his Iron Warriors swapping places on the North end of the table, with KT5 and KT6 dancing a bizarre Conga line. Finally, the Berzerkers from KT4 marched cozily onto the Bridge, unchallenged and unfazed. I wasn’t to know it yet, but there was something fishy about this fact.

The TH/SS Terminators from F-Team charged the Chaos Bikers for the first of two epic showdowns. The Terminators made reasonably short work of the Bikers in two turns (Pitmann was, once again, stunned by the generous Invulnerable Save afforded by their Storm Shields), and the road was suddenly open leading toward the admittedly contested Bridge… which is precisely where F-Team needed to be.

With quite a lot to play for, Recon Teams D and E flooded the rather large area composing the Barracks, just North of the Central Corridor, in an attempt to hammer the Iron Warriors before they could properly regroup from their setback in the early turns.

And that’s where it all went pear-shaped for Pitmann. The tail end of his Conga line (made up of the Berzerkers from KT6) got caught out. Having lost their Bikers, the squad was dangerously close to its “disintegration” number. Forced to choose between targets, Terminators or the tail end of the Berzerker Conga, my Terminators opted for the Conga as a matter of principle as much as strategy. There will be none of that tomfoolery on the sacred ground of the Alacrity. Two Berzerkers fell, and Pitmann would subsequently be forced to take a Ld test before their next movement.

Fingers crossed.

On his turn, and after passing a truly miraculous number of Ld rolls last game, I suppose Pitmann was feeling Fortune’s smile when rolling for his Conga Berzerkers. Oh, she was smiling all right. Pitmann pulled up double-sixes and the Berzerkers were gone. KT6 melted back to its extraction point.

In fact, the Berzerkers were gone so quickly that a rather curious fact here almost slipped beneath the Onorevoli radar without comment or commotion.  I noticed with some interest that KT6 was undeniably winding its way toward the Bridge (and not the nearby Filtration Chamber as I initially suspected), which meant that the Berzerkers currently sitting on the Bridge were simply holding the spot. This was a tightener for the Iron Warriors, who were  now capable of capturing only one Objective at best. Suddenly, the Alacrity looked a bit brighter.

That didn’t last.

In a classic bait-and-switch move, Pitmann’s KT5 pulled its Terminators back behind closed doors in the North quadrant while his Berzerkers from that Team simultaneously claimed the aforementioned Objective at the Filtration Chamber. Pitmann's hand was completely revealed at this point, but he had also quite cleverly activated the Zombies in the Barracks corridor where all my units were muddled. It was a devious, desperate ploy.

The Middle Turns ended with One Objective Secured and One Objective Contested for the Iron Warriors, while the Onorevoli merely Contested a single Objective. 

ENDGAME (7-8):
Thankfully, the random nature of Zombie movement (we rolled each turn for control) kept them from really muddying the situation. Still, they managed to claim one precious Terminator and soak up more shooting than they should ever be allowed to. House Rules! How I loathe and love thee.

The Scouts and Tactical Marines from E-Team slipped behind the Zomb-pocalypse that had erupted in the Barracks, and threaded their way into the Brig in the Northwest. The Scouts guarded the door while the Tactical Marines secured the prisoner, who remains an unknown quantity. Is he Loyal? Is he a double agent? Why is the Inquisition so interested in him? Regardless, reports suggest that the subject was “compliant” and his information will undoubtedly serve the Onorevoli will in the upcoming confrontations.

One Objective secured for the Onorevoli.

With nothing to lose, and in no danger of reaching a “disintegration” point, the Onorevoli Terminators charged into the breach at the North end of the table in a desperate attempt to disrupt the Iron Warriors control of the Filtration Chamber. No dice. The Iron Warriors were able to crowd the bulkhead and keep the Onorevoli from pressing the full weight of their numbers into the conflict. It was worth the effort, to be sure, but the Iron Warriors proved their mettle. Pitmann would enjoy full control these nefarious, inexplicable Zombies for the next three games. Surely, this was a clue to the fate of the Alacrity.

This left only the Bridge to play for.

F-Team Terminators were once again called upon to test themselves against the unit of Berzerkers sitting on the Bridge. Dutifully, they marched up the corridor and met the Berzerkers head on. But something happened here, once again, the full significance of which I didn’t quite realize until it was too late.

Pitmann (quite astutely) maneuvered his Berzerkers into the corridor some distance from the entrance to the Bridge. At first, I presumed that this was merely his normal aggressive style and an attempt to plug the hole, so to speak, before both my Terminators and the Tactical unit behind them could level the full brunt of their righteous fury. In fact, it was much, much more. Pitmann was playing for the tie.

Here’s a quirky thing. The Onorevoli needed to make space in the corridor so that the Tactical Squad could slip past onto the Bridge. In a bizarre, counterintuitive twist of fate, if the Terminators simply wiped out the Berzerkers, all was lost. Having already lost one Kill Team, the annihilation of the second would trigger the end of the game before the Onorevoli could secure the Objective. Pitmann wanted his Berzerkers to die, horribly. Moreover, if the Terminators fell, the Tactical Squad would be caught flat in a struggle that spelled failure either way: if they won, the game would end, if they lost… the point would most certainly be moot. (this, by the way, lead to some beautifully rare comedic moments in which we were each cheering the other’s dice).  

It was a delicate situation. Here’s a checklist of what needed to happen for the Onorevoli win:

1. The Terminators were unlikely to survive a Berzerker charge, and so were forced to charge into the fray themselves: check.

2. The Iron Warriors, having taken several casualties in the first round of combat, needed to pass a Ld test to continue in their turn: check.

3. The Terminators needed to survive two rounds of combat with drooling, savage Berzerkers: check. (in the end, only one Terminator survived).

4. Having sustained a significant number of casualties themselves, the Onorevoli Recon Team needed to pass a Ld test as well to stay on the table: check. 

5. In two rounds of combat, the Terminators needed to be certain NOT to kill all the Berzerkers: check.

6. In two rounds of combat, the Terminators needed to kill enough Berzerkers that a path could be cleared for the Tactical squad to sneak past and onto the Bridge: check.

7. The Tactical Squad required a run roll of 3+ in order to get close enough to claim the Bridge Objective: check.

As the last Terminator buried his hammer into the helmet of a Traitorous Archenemy Pawn, the Tactical Squad arrived to secure the Bridge. And there it was. Perhaps improbable, but a superb effort from the Onorevoli nonetheless. It was quite a day for the fortunate fellows.

The Onorevoli secured Two Objectives. The Iron Warriors secured One Objective.

Sweet Victory.

As this is already a rather lengthy post, on Friday I will briefly discuss the significance of these results on our Mini Campaign… See you then.