Copyright © 2022, Paul Scrivens-Smith

Copyright © 2022, Paul Scrivens-Smith

All rights reserved. This work may not be reproduced, in whole or in part, without the prior written permission of the creator.

Thursday, 12 May 2022

Da Boyz git sum Weelz


The Boyz are tired of walking so have dragged a load of rusty scrap out of the junkyard and demanded the Mek gets it battle ready.

Of  course to fit in with my theme the finished product still looks like a load of rusty scrap, but the boyz like that sort of thing.

The Trukk is a nice enough kit, but it's showing it's 15 year vintage, none of the parts are numbered and there are a lot of mould lines, some of which I missed in the clean up.

I wanted a stripped down look so left off the boarding ramps and some of the armour plates, red ones may go faster but lighter ones go even faster still. 

I still need to figure out how this will fit into the battle plans, maybe as a Nob delivery taxi, maybe to keep some Boyz alive an extra turn.

I also finished off the last model in the backlog, I forgot to do the ammo grunt with the last unit of Nobz so he got finished.

I've run out of models to paint now and the two Really Useful Boxes this army fits in are packed full. Do I need any more Orks? Maybe?

Wednesday, 4 May 2022

Stompy, Stomp, Stomp for Waaagh Scrivs

I've painted up some heavy support for Waaagh Scrivs this week with a Deff Dredd and a trio of Killa Kans joining the mob.

Twin big shoota and two klaws

I added another rusty Deff Dredd to the force, like the previous one I've left all the arms and weapons and un-glued so that different options can be selected although I'm pretty wedded to three Klaws and a Skorcha combo.

Skorcha, kustom blasta and two klaws

Four klaws

I also picked up a set of Killa Kans for the mob, I think that with the better BS these will be useful to hold an objective and provide long range support while the Orks surge forwards.

Big shoota and kan klaw

I've stuck on the Kan Klaw but again left the weapons loose so that they can be swapped around.

Big shoota and kan klaw

Big shoota and kan klaw

Grotzooka and kan klaw

On paper the Grotzooka looks a poor choice but I'm still tempted to take it.

Grotzooka and kan klaw

Grotzooka and kan klaw

Kan klaw and rokkit launcha

Kan klaw and rokkit launcha

Kan klaw and rokkit launcha

Probably the least effective load out is likely the skorcha, if you can get some BS 4+ troops in the force then you probably don't want to have this option.

Kan klaw and skorcha

Coming soon to a game near you!

Tuesday, 3 May 2022

Waaagh Scrivs meets the Death Wing

Thursday evening saw Matt and I playing 40K again. Last time we played Matt shot me to pieces with his Crimson Fists so I hid to win the game on objectives. This time he had bought his Dark Angels Death Wing and we would be fielding 1000pt forces.

Matt had a Chaplain, six Angels of Death thingies, one large squad of Terminators that he chose to break into two and a squad of Terminators with hammers, shields etc. I had my Warboss in Mega-armour, two mobs of 10 Beast Snaggas, one mob of 10 Grots, one mob of 6 Nobs, two mobs of 3 Deff Kopters and a Deff Dredd 

We rolled up the Divide and Conquer scenario. Matt elected to deep strike with his Chaplain and Angels of Death while I put everything on the table.

Matt won the first turn roll-off and elected to let me move first, I moved out to snag objectives. The Deffkopters plastered his Terminators and Matt made seven three-plus saves, this would become a pattern. I War-pathed my Nobs and then Da Jumped them behind the Terminators on my right. 

Skorch, charge, crump, crump, crump and a single unsaved wound, bugger, return strikes saw the Nobs all mashed up. I also buffed the Deff Dredd and tried to join this combat, but, needing 10+ on 3d6 with a reroll failed, buggeration!

Matt did not have a lot of shooting, so his fist turn just saw some wounds piled onto the Deff Dredd. 

Normally in my second turn I'd declare Waaagh, but as the Angels of Death had yet to appear and me being quite a way away it was not worth it. The Deff Kopters continue their onslaught against the Terminators, again Matt makes a bucket load of 3+ saves!

Turn two and the Angels of Death beam down and manage to make a 9" charge against my Warboss, who fortunately makes his saves and stays in the fight. More desultory fire from the Terminators.

Turn three and it's time to Waaagh! 

I've not caused a wound since the Nobs messed up their charge in turn one, and the next wound is inflicted by a Grotblaster! The Deffkopters also finally come good when they dispatch two Terminators with their Rokkits, but they really should have been doing at this rate every turn since the first turn.

The Warboss is joined in combat by a couple of units of Beast Snaggas, but my Weirdboy fails his Perils of the Warp and puts three mortal wounds on himself!

I thin out the Angels of Death a bit, but "Mace boy" cuts a swathe through one of the mobs. 

By turn four it's pretty much over, the inability to thin their ranks in the first few round tells and the writing is on the wall, by the end of the Deathwing phase there are no Orks left on the table and Matt secures a solid victory.

Thanks to Sam for the photos, I hardly took any and what I did came out rubbish.

Wednesday, 27 April 2022

More Deffkopters


More rusty flying junk for Waaagh Scrivs. 

My usual opponents will no doubt be thrilled to find out I've added another trio of Deffkopters to Waaagh Scrivs.

I've continued with the shabby chic rusty look that prevails throughout the force, and I think that as I was no longer in a hurry to get boots on the table these are probably quite a bit better painted than the earlier trio. 

The first Deffkopter is armed with Kopta Rokkits which after the Skorcha are probably the best ranged weapon in any Orks arsenal.

When I painted the original batch, I assembled the pilot and painted in-situ, for these I learned the lesson and painted the pilot components separately and assembled after painting.

Deffkopta number two also has the same loadout.

The third Kopta has a Kustom mega-blasta and a Big Bomb, although this load-out is an extra five points over the Kopta Rokkits in my limited games s far, I've not found a situation where this would be the preferable load out. 

I plan to put this trio into action in tomorrow evenings game. 

Tuesday, 26 April 2022

Antietam: Bloody Lane


On Saturday I hosted a game of American Civil War using the Pickett's Charge rules for Martin and Nick

We played the Bloody Lane scenario from the rule book as I've got pretty much all the figures I need to play this, although Nick also contributed some Union Generals and a battery of Union Artillery to the game. 

What follows is more of a photo-dump rather than a full report of the game.

The Union Generals struggled to get their troops moving in the early, with every Brigade Hesitant on turn one! In the early stages we looked to be heading to a solid Confederate victory as casualties racked up on the uncoordinated advance.

The Union troops finally seized the initiative and in the middle third of the battle Kimball, Meagher and Morris all had units in the lane and the Rebels were facing disaster. 

It was not to be though, the Confederacy took back the lane at bayonet point and in the last turn of the game the Union troops were back on their start line with three faltering brigades.

Martin has also added a report of the action on his blog.