Guildford Games Club

Mondays 19:30-23:00 at The Park Barn Centre in Guildford, Surrey, UK

Shadow War Armageddon Campaign Starting 29th May 2017

GGC Spring/Summer Shadow War Armageddon Campaign will be starting on Monday 29th May.

Campaign Rules

The campaign will be organised as per the Shadow War Armageddon rule book with the following changes.

  1. The campaign will run from Monday 29th May to 31 July 2017.
  2. All Kill Teams must be newly created for this date.
  3. The campaign will be divided into three campaign turns, each of 3 weeks, and a finale.
    1. 29/05 – 12/06
    2. 19/06 – 03/07
    3. 10/07 – 24/07
    4. Playoff Finale 31/07

     

  4. No participant may play more than 4 games in a single campaign turn with the same kill team. 12 games max over the campaign per kill team.
  5. Participants may use more than one kill teams.
  6. Lone operative kill teams may not be used.
  7. If a kill team reaches 15 caches and wins another game, instead of winning the campaign as per the rule book, it gains participation to the Finale playoff on the 31/07.
    The kill teams roster is frozen and it may no longer be used until the finale playoff.
  8. The Playoff Finale will consist of a ‘timed’ single elimination tournament. If a large number of players qualify the tournament format may be adjusted to allow completion in the time available.
  9. Should a player manage to advance multiple kill teams to the playoff they must choose only one of them to use.
  10. Kill teams reaching the 12 game limit without qualifying for the finale retire in shame! If your planning on coming every week, best run two or more kill teams.
  11. In the unlikely event that at the end of the campaign nobody has reached 15 caches the top two, or more, players will fight a off game to determine the victor.
  12. Players should avoid playing the same opposing kill team in consecutive games where possible.
  13. Players should aim to play at a pace to allow a minimum of two games of Shadow War to played in the same evening.
  14. Players should observe each others end of game rolls to ensure fairness.
  15. Players must have a clear roster and models must be easily identifiable, with a number or similar if necessary.

Would all players please submit their current Promethium cache count at the end of each weeks games so we can keep a running leader board.

Additionally, photos of games in progress would be appreciated and should be posted on the GGC facebook group. A selection will be included in campaign updates.

Any questions please discuss on the GGC facebook group

Shadow War : Armageddon Campaign Hub

Playing EPIC Armageddon at Guildford Games Club

Hi, I’m Dave and I play Epic Armageddon at the GGC. I’m putting together this article to try and encourage more people to play this great game and maybe perhaps entice some more people from outside the club to come on down and give it a go.

But, who am I and why do you care what I have to say? I used to play Warhammer back when I was a teenager but I gave up on it when I headed off to University and got a job and all that life stuff. After a while though I ended up getting the itch to play a wargame again and went looking for something to suit my needs. I wanted something that had lots of options and strategic play but with a – comparatively – low cost and that would not take up too much space to store.

I went looking for 10 and 6mm games as those would give me plenty of models for a decent price and would be pretty easy to fit a big army into a shoe box or cake tin, perfect!

Then I found a 6mm game that mixed those perks with a setting I already knew and had enjoyed before so I set out to try and find a game.

I reached out to the GGC (as they were local to me) and found that there were a few players about and jumped right in under the tutelage of Matt. Now I own 5 full armies (oops!) and am building another 2 (what is wrong with me…), have played at tournaments (and placed alright) and spent time coming up with different scenarios or ways of integrating other 40k set games into narrative events alongside Epic. Chances are if you want to play Epic at the GGC we’ll have a conversation at some point!

Now enough of my pointless blather, on to the real reason you’re here.

What is Epic Armageddon?

Epic Armageddon is a 6mm scale mass combat game set in the sci-fi (sci-fantasy?) universe of Warhammer 40k from Games Workshop. It’s the most recent incarnation of a set of rules originating in Adeptus Titanicus and Space Marine. It is, however, not that recent. The rules were originally published around 2004, underwent some FAQs and updated for a while and then were dropped by Games Workshop.

The game typically plays out with a player controlling multiple company level formations fighting over objectives on the field with a focus on securing objectives rather than being the last man standing (though being the last man standing does kind of help…). Now, you may be wondering ‘what do you mean by ‘company level formations’?

Let’s take a quick look at a Steel Legion Imperial Guard mechanised infantry company as an example. You get a command stand (5 models), 12 stands of regular infantry (5 models per stand, 60 models total) and 7 chimera to transport them so 65 guardsmen and 7 tanks. Normally you’d have two or more of these companies and then half a dozen or more supporting elements too.

Space Marines might bring 30 tactical marines (6 stands) and three Rhinos as a single formation so fielding entire marine companies from the 1st to the 10th is entirely plausible in a standard game.

Fielding 10-12 formations per player is fairly standard for a game

Basically it does what the Apocalypse style games of WH40k do just with 6mm models and notably less cost!

e9hgrr.jpg

How does it play?

Epic Armageddon plays using an ‘alternating activations’ style turn system where one player chooses one of their formations, gives it an order, resolves that order in its entirety and then passes control over to their opponent who does the same, selecting one of their formations, giving an order, resolving and passing back. Turn continues until all the formations of both players have had a chance to receive and carry out an order and then the turn ends and the cycle begins again. The primary benefit of this system is that it means players are able to more rapidly react to one another’s actions and reduces the time between each player getting to do something.

Most games play out over the course of 3 turns and games usually take 2.5-3 hours to play through.

Scenarios vary the victory conditions but in a standard game players fight over achieving 5 objectives, only one of which requires actively destroying the enemy (though…come one…you brought that big shiny gun so you may as well use it anyway…) while the rest revolve around controlling specific points on the table or denying your opponent access to your half of the table. Broadly this encourages planning out how you will achieve the various objectives and playing to those rather than going for a giant orgy of death in the middle of the board and also diversifies how valuable units are encouraging more choices in army construction.

The resolution of actions such as moving and shooting is nothing revolutionary and should be fairly comfortable to most wargamers and simple to pick up for those new to it. The models stat lines are simplified compared to wh40k and follows trends used by many other games of this scale. It is designed to allow the seamless and balanced interaction of units of very different power and scope within the same force and in opposition to one another covering air, land and space wth units able to enter and leave the table (and return again!) throughout the game.

You roll a small handful of d6s, need to equal or exceed the numbers on your models stat line to have an effect and the opponent rolls a save to not die.

Movement and the control of space on the table is critical and many formations have surprising speed, able to cover 90cm+ in a single activation on a table that is typically 180cm by 120cm thus attacks can be sweeping and quick and forces can reposition in response to threats rapidly thus making the ability to block or control the movement of an opponent with your own (often lighter, scouting) troops essential, especially considering the control of objectives on the table requires board position to achieve.

Psychology is abstracted from the individual unit level and up to the company/formation level through a mechanic called Blast Markers. You accumulate these by taking damage and coming under fire and they represent the confusion, panic and disruption that units face in combat. As your formations accumulate them they degrade in performance and may refuse to follow orders until accumulating too many and withdrawing. As the controlling player you have methods to remove these Blast Markers to restore your formations to combat readiness.

It uses a point system combined with semi-fixed formations and upgrades. By which I mean you don’t buy ‘two leman russ, a basilisk and four imperial guard infantry stands’ to make a formation in a pick and mix style. Instead you’d buy an ‘Imperial Guard Leman Russ Company’ that comes with 9 leman russ and 1 leman russ vanquisher for a fixed number of points and could then add on some upgrades (such as hellhounds for close support, infantry, etc.). The common game sizes are 3000-5000 points and there are some variant rules for playing at particularly small sizes (100pts or so).

Wait, isn’t this game dead?

Yes and no. Yes in that Games Workshop has desupported it after a period of general neglect. No in that the community playing the game has not gone away and has instead taken up the mantle of updating, balancing and producing models for it themselves.

New armies and updated armies are released every year. New 6mm miniatures are produced every year. Tournaments are held consistently, especially in the UK but across the world as well. Communities on facebook and internet forums are alive and well and who know if your local game club will have people who played back in the day to dust off old models or buy new manufacturers latest creations?

How do I get started? What do I need?

Rules, models, space and an opponent! (which is probably less than helpful…you knew that already…)

Luckily the rules are available online for free here:

http://epic-uk.co.uk/wp/rules/

All of the army lists (that are balanced for tournament play if that’s your thing) are here:

http://epic-uk.co.uk/wp/army-lists/

There are several manufacturers of 6mm sci fi models that can be used as well as a good search on eBay or buy and sell pages on Facebook

If you need an opponent or would like to try the game out why not ask on the Guildford games Club Facebook page! :

Guildford Games Club Facebook Group

Otherwise there is a major community hub: Taccomms 

Taccomms has all sorts of development and playtest lists so if there’s not the specific thing you’re looking for on the ‘approved’ lists page then perhaps there will be something more to your taste in development somewhere?

There’s no way I can paint something that small!

This is a common comment and I think you’re selling yourself short! Painting at 6mm is NOT the same as painting at 15, 28, 30 or larger scales and I think you’ll find that you can do a satisfying job without too much difficulty.

IMG_0233

I plan on putting together a simple article on how to paint to a game table ready standard at 6mm (I’m no artist, I just want models that look alright on the table!) but generally you can get away with a few tips to get started:

  1. ink washes are good
  2. drybrushing is better
  3. don’t worry about painting all the details, the thing is 6mm tall and you’ll be playing from around 24 inches away, think anyone is going to notice you didn’t paint the belt pouches!?
  4. brighter shades or strongly contrasting colours work better at these smaller scales
  5. don’t neglect your basing, often times a competently based stand will make even a simple scrappy paint job look great on the table

Epic at Guildford Games Club

At Guildford Games Club there are several Epic players and usually a game or two being played every few weeks. By my count there are 5-6 frequent players with experience ranging from a handful of games to finishing in the winning UK team at the European Epic Championship and players whose interest’s span the breadth from just putting some models on the table and having a dust up to tournament tuning of their lists so there’ll probably be someone who matches your preferred gaming style too

Best way to get involved is to just post on Guildford Games Club Facebook Group

In closing and future plans

Hopefully there’s something useful for you here, maybe piquing your interest in giving Epic a go for the first time or rooting around in the bottom of that cupboard for that box from 1997 you remember is back there somewhere…

I would like to write a few more articles looking at some of the different facets of epic, from painting to playing and maybe even throwing up a few scenarios so maybe I’ll get around to writing those up and putting them here.

Happy gaming!

EPIC Armageddon Hub

Legends of Mantica – Relaxed 1000 points Kings of War Tournament – Monday 15th May at 19:30–23:00

Legends of Mantica

Relaxed 1000 points Kings of War Tournament

Monday 15th May at 19:30–23:00

 

Hello all, following the great success of the tournament on the 15th April there has been discussion of holding a mini tournament on a games night of 1000 points for a duration of 2 rounds. This is to give some the opportunity to participate in the fun who were unable to attend.

Everyone welcome – this will be a relaxed tournament with no clocks. Just mass fantasy battle action!

Facebook event

Kings of War Hub

Club Night – Mon 24th April

Tonight’s games played included:

  • Shadow War Armageddon
  • Age of Sigmar
  • Epic Armageddon
  • Frostgrave
  • Kings of War
  • Mansions of Madness (boardgame)

Apocafez 2017 Mk2 – The Fall of 40K : Sunday 11th June 2017

Apocafez 2017 Mk2 – The Fall of 40K

Sunday 11th June at 09:00 – 17:00

Facebook event page

Strange things are happening on the Planet of Kendonia, the home of the Storm Legion Space Marines Chapter. As the ancient Codex’s crumble to dust, the forces of good and evil both race to find the truth buried below the planets surface….

Well, it’s the end of 40k as we know it! Join us at the Guildford Games Club for one last hurrah of the current 40k Apocalypse rules, and find out dark truths before your Codex is obsolete!

One day, painted models only, but no points limit – rather a set turn time limit.

Tickets are £15 in advance, £20 on the day (So please pay before!)

This promises to be the best Apocafez ever, so share far and wide to make it truely ‘epic’.

Follow these links for some photos of past Apocafez events:

Apocafez 2017 – The Fall of Cadia : Saturday 25th Feb 2017

Apocafez The Fate of Kendonia – Part One “Invasion” : Saturday 23rd November 2013

Slaughter in the South East Kings of War Tournament – Saturday 15th April 2017

Slaughter in the South East Kings of War Tournament

Saturday 15th April 2017

14 players met to participate and a great time was had by all.

Final Standings
  1. Dominic Staveacre – Orcs
  2. George Kirke – Goblins
  3. Paul Fox – Abyssals
  4. Matt James – Orcs
  5. Grant Alexander – Varangur
  6. Leo midwinter – Twilight Kin
  7. David Musgrave – Kingdoms of Men
  8. Anthony Pearson – Night Stalkers
  9. Walter Simpson – The Herd
  10. Mark Cunningham – Undead
  11. Ben Edwards – Salamanders
  12. Jim Cockburn – Dwarfs
  13. Daniel Graves – Brotherhood
  14. David Sifford – Kingdoms of Men

 

Kings of War Hub

Guilders Ford April Rules Update

+++April Game Rules+++

– Zombie plague: Roll a D6 before the game. On a 5+ you are fighting in an area affected by the zombie plague, use the treacherous condition Plague of Flies – There are so many flies swarming through the air and crawling over the gangers that it makes it difficult to concentrate and see other targets. The distraction caused by the flies means that all model that shoot suffer a -1 to hit penalty for the whole game.

– Tensions Rising: Gangers ‘captured’ by lawful gangs must be turned into Precinct 19 immediately as a suspect in the recent PDF raids. Following interrogation first by Precinct 19 and then Ordo Hereticus agents, gangers will either not survive the ordeal or will be summarily exectued. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment.)

– Protect the Prophet: Gangers ‘captured’ by outlander or outlaw gangs will not be ransomed – they will be immediately killed so as not to have the chance to alert the authorities as to the location of the recently outlawed gangs, especially the ‘prophet’ Gangrene. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment). Scavvies may also eat the unfortunate ganger.

– Black Market Crackdown: Only 1 rare item will be offered to the gang leader at lawful trading posts instead of D3. Gangers sent along with the gang leader will not be offered a rare item, but can instead still use their +1 trade to purchase items from another house list if desired. Outlander trading posts are unaffected.

– Zombie Plague: All outlander and outlaw gangs may ‘hire’ plague zombies – see comments on this post for details.

– Frateris Templar: All lawful gangs may ‘hire’ Frateris Templar – see below for details.

 

Necromunda Campaign Hub

PLAGUE ZOMBIES
Cost to recruit: 10 credits

Zombie plague breaks out from time to time in the Underhive and packs of flesh eating plague zombies are yet another of the many dangers in the hive’s dark underbelly. These shambling neurone plague victims live in wild packs living off what carrion they can find or anything that’s stupid enough to let itself be caught. Scavvies often round up packs of zombies and send them against outposts, settlements and rival gangs that they are attacking. In sufficient numbers these contagious creatures are fearsome opponents.

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Plague Zombies don’t have wargear; they are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: An outlander or outlaw gang can ‘buy’ Plague Zombies for a game, the cost representing bits of food used to lure them. If the 10 credits is paid then D6 Zombies come along to fight. Note the gang cannot pay more than 10 credits otherwise they risk being overrun themselves! The Zombies are under the control of the player for the entire game, but scatter back to their wandering existence after the fight.

Scenarios: Zombies are deployed like regular gang models and count towards any scenario fighter limits. Zombies cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Shuffle: Plague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they can break into a loping, shambling run.
To represent their unpredictable gait Plague Zombies move 2D6″ in the movement phase. Each Zombie is rolled for individually and the Scavvy player may move them as he wishes up to the distance rolled. Note Zombies cannot go into hiding and follow the usual movement rules if downed. Plague Zombies may not run or charge, they always move 2D6″. However, Plague Zombies always count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

No Pain: You can burn Zombies, shoot them or cut them up and they’ll still just keep trying to bite you. Zombies are immune from the negative effects of pinning, flesh wounds and gas clouds. If a Zombie is set on fire then he can still move as normal. If the alight Zombie ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Zombies lack the intellect to be afraid as the reasoning parts of their brains are long gone. They are immune from nerve tests.

Plague!: Naturally, Plague Zombies carry the dreaded neurone zombie plague. If a model is taken out of action by a Zombie he may contract the disease and (gulp) turn into a Plague Zombie. At the end of the game, each affected model must roll a D6 to see if they are infected. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Clear: After a few tense days no symptoms of zombie plague have emerged and the gang member is in the clear.

3-5
Sickness: The victim feels weak and ill for days and must miss the gang’s next fight while he recovers.

6
Zombie Time! The gang member is infected and suffers brain death within hours. The new Zombie wanders off into the wastes to join his fellows. All of the model’s equipment is infected and counts as destroyed.

FRATERIS TEMPLAR
Cost to recruit: 10 credits

Civilians are taking up arms, unsatisfied with Precinct 19 and the PDF’s response to the recent zombie plague, citizens are taking matters into their own hands in the name of the Imperial Cult:

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Citizens are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: A lawful gang can ‘buy’ Frateris Templar for a game, the cost representing donations to the Ecclesiarchy. If the 10 credits is paid then D6 Frateris Templar come along to fight. Note the gang cannot pay more than 10 credits. The citizens are under the control of the player for the entire game, but disperse to their homes after the fight.

Scenarios: Frateris Templar are deployed like regular gang models and count towards any scenario fighter limits. They cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Unreliable: These are simple Imperial Citizens, eager to do their bit but woefuly unprepared for battle. To represent their unpredictable nature, Frateris Templar move 2D6″ in the movement phase. Each citizen is rolled for individually and the player may move them as he wishes up to the distance rolled. Note that citizens cannot go into hiding and follow the usual movement rules if downed. Frateris Templar may not run or charge, they always move 2D6″. However, they will count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

Devout Faith: Frateris Templar have an almost unhinged desire to ‘do their bit’ in the name of the Emperor. Despite their lack of training, their religious frenzy makes them are immune from the negative effects of pinning, flesh wounds and gas clouds. If a citizen is set on fire then he can still move as normal. If the alight citizen ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Frateris Templar believe that the emperor will protect them if they are worthy. They are immune from nerve tests.

Justice of the faith: Frateris Templar fight with a religious zeal. If a model is taken out of action by a Frateris Templar, they may suffer the consequences. At the end of the game, each affected model must roll a D6 to see what happens to them. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Somehow missed: The ganger somehow avoids the attentions of the Frateris Templar and is left alone.

3-5
Severely beaten: The victim is beaten to within an inch of their life and must miss the gang’s next fight while he recovers.

6
Heretic! The gang member is declared as a heretic and is dragged off by the Frateris Templar and publicly burned at the stake in the name of the Emperor! The ganger and all their equipment is lost.