7TV TMNT Battle Report

I finally got a chance to get my Ninja Turtles on the table in a game of 7TV by Crooked Dice. 7TV is a great little system that allows a lot of flexibility and they just happened to release a TMNT Programme Guide a couple of years ago but it has taken a while to give them a whirl. Having assembled forces for the Turtles and their enemy, the Foot Clan, I assembled a couple of small 30 Rating forces (the 4 Turtles vs 3 groups of 3 Foot Ninja, led by a Foot Ninja Leader and of course, Shredder). A quick word on balance – 7TV was errata’d to try to take some of the power away from forces which focus on Co-Stars and Stars, so a requirement of 1/3 of the force to be Extras was introduced. I was a bit disappointed by this change, and speaking to the game designers, they suggested a fix of adding 2 points to the cost of each Co-Star, and 4 points to Stars if the 1/3 requirement was not followed, so that’s what I did here.

The scenario we played was a standard Fight on a 3 foot square table. I bodged up some objectives using old counters from Tannhauser and a green bead to represent mutagen. I imagined that the area had recently suffered some localised seismic activity, and the Turtles went out to investigate, against the wishes of Splinter. Having reached the site of the quakes, the discover the damaged buildings and a number of mutagen canisters, along with dark hooded Ninja, intent on recovering the ooze for their own nefarious purposes. I imagined this as a first initial encounter between the turtles and Shredder’s forces.

What follows is a collection of highlights of the game. The models are largely repainted Heroclix figures. You can find more info on the collection in this post.

A group of Foot Ninja deploy  on the roof of a bus, dropping down from the rooftops, their shapes silhouetted against the moonlight. 
Michelangelo, the lone Turtle who does not have the Spy trait, deploys on his own in front of a mutagen cache.
The rest of the brothers deploy using their Spy trait and make a move towards the Mutagen and the opposition.
The Foot move towards the centre.
The Foot close in on the Turtles, after freezing them in their tracks in the initial turn thanks to the Countdown deck.
Donatello charges a Foot Leader as Raphael tries to fend off another unit on his own.
Michelangelo, having taken some damage from shuriken, attempts to hold off a group of Ninja, but is brought down by weight of numbers.
Donatello takes out a few Ninja, but Leonardo is not so lucky as Shredder charges in to take him down.
Donatello and Raphael find themselves surrounded as things take a turn for the worse.
Raphael falls and Donatello follows soon after, leaving the Foot in command of the board.

So in the end it was a fairly one-sided affair, as the sheer number of Foot Ninja took its toll on the Turtles. It was a fun game and the Countdown deck, as always, added some flavour to the proceedings. For my next outing, I’m keen to get Splinter in the mix, as he is a full-on Action Hero, so it’ll be cool to see a classic showdown between Oroku Saki and Hamato Yoshi.

I’ll take this opportunity to give a shout-out to the IDW TMNT comic series – if you like the Turtles even a little bit, you owe it to yourself to check out the series. It’s a fantastic amalgam of a lot of what has come before and a unique take on the Turtles mythos (and the art, largely by Mateus Santolouco, is outstanding).

Until next time, Happy Gaming!



Star Wars Clone Army

Star Wars. Just the name is enough to evoke nostalgia in even the most jaded gamer and with Star Wars Legion now released, the gaming world is going crazy over all things Original Trilogy. Now, say what you will about the prequels, but I’ve always had a liking for the Grand Army of the Republic and the Clone Wars animated series was a lot of fun. Ever since seeing Attack of the Clones, I’ve wanted to field an army of Clones on the tabletop and I’m pleased to say I’ve finally realised this dream some 16 years later.

This project owes a debt to Agis Neugebauer, whose idea to use Dreamforge Eisenkern Stormtrooper bodies with plastic WotC Clone heads showed me that the idea was achievable and I’ve mixed in some Imperial Assault minis as well as some elements from Sedition Wars’ Vanguard range. I’ve been quietly acquiring elements of the army over the last few years and the release of Star Wars Legion has inspired me to put paint to brush and get the army done. Here are the results (so far!):

The Grand Army of the Republic.
Jedi heroes (Privateer Press and Hasslefree Miniatures) with a gun drone from the Sedition Wars range.
A Clone Commander and specialists to bolster the ranks.
Clone Squad with some Imperial Assault Snowtroopers masquerading as Galactic Marines.
ISP Speeder from the WotC range. I replaced the bendy plastic gun barrels and gave it some washes and highlights.
Republic Gunship – 1/72 Revell EasyKit prepainted model which has been varnished and washed to bring out the details.

There are some more plans on the horizon for the force including some heavy weapon troops and Scouts with sniper rifles to round out the infantry, as well as a selection of Jedi to add to the command. I also will be adding in some Speeder Bikes from Star Wars Legion, as well as AT-RTs. Converting the drivers will be a challenge but it should be possible using old WotC Clones as a base.

As for which game systems I will be using this in, there are a number of possibilities. Obviously Star Wars Legion is one option, and I would use them as Imperials, or as a Clone Army using custom cards made by Stephen Thorpe on the Star Wars: Legion Facebook group. The bases are a little small, so I have some 27mm MDF bases coming which I can temporarily mount the figures on.

Another system I’ve had my eye on for a while is Mantic’s Warpath: Firefight, which requires a force of around this size and has rules for Flyers that would suit the Gunship nicely. The rules look like a nice blend of old school 40k and some more modern command and control and suppression elements that I think should be mandatory in wargames these days. I’ll be using these as Enforcers, with possibly some Asterian allies to represent the Jedi.

I will keep the blog updated with additions to the force but until then, Happy Gaming!

Star Breach Battle Report: Fight to the Centre

I managed to get Elijah Kellogg’s Star Breach Tabletop Game on the table again recently. I was lucky enough to be given a preview copy of a new Warband Roster (v1.1) so I decided to try out one of the new additions to the lists, the new version of The Path.

In the first version of The Path, the warband was basically a Jedi analogue, but I encouraged Elijah to add in some troopers to represent Clones and thankfully, he obliged. I have always wanted to create an army of Clones since seeing them hit the screen in Star Wars Episode II, and I have been working on some conversions for the last few years so it was good to finally get them on the table.

For this mission, I set up a remote outpost on a lush green world as the backdrop for our game. My opponent, Scott, decided to field some Nomad Raiders using Tallarn Imperial Guard. This warband is an interesting one, as not only do you get a free Sergeant (like every warband), you also get a free First Mate, who is basically a second Sergeant. Not to mention, the majority of troopers have Initiative of 4, which allows them to take extra actions each turn, which Scott took full advantage of.

The mission was “Fight to the Centre” and the shuttle was the objective of the game, with bonus points granted for having your soldiers closer than the enemy. Here are some highlights from a close-fought battle.

Turn One opening moves. The Clones attempt to flank the right side of the board but immediately encounter stiff opposition from the Nomads. Meanwhile, the Jedi master and his faithful Padawan on the left start approaching the central objective, careful not to expose themselves to enemy fire.
Clone specialists set up in position to engage the Nomad mech and a rather scary Rocket Launcher trooper.
Nomads establish a solid firebase as the Clones approach the objective.
The Clones’ flanking maneuver starts to encounter opposition from Nomads. One lone trooper in the forest starts taking fire but keeps his head down (for now)…
The Jedi cautiously approach the enemy, and start making use of their array of Psychic powers, stripping the enemy of their most deadly weapons before they can become a threat.
Having dealt with the Clone flank, the Nomads look to be in strong position and head for the central objective.


A Nomad specialist makes it to the objective and starts to threaten the Jedi as they approach the building.
The Jedi and Padawan start taking grenades from on high, but the Padawan proves invaluable in healing his master.
The Jedi takes aim at the Nomad specialist on top of the building and hurls his lightsaber towards him, cutting him in two with a spectacular roll!
Inspired by his master, the Padawan replicates his skill with a thrown lightsaber and takes out the Nomad sergeant with double 6s!
The Padawan and his Master are the only troops left standing for The Path, but they make all the difference.

The Nomads started strong and were able to whittle down the Clone Troopers before the Jedi could assert themselves, but once engaged, the Jedi proved to be formidable fighters. Their psychic abilities complemented the warband well, Dismantling enemy weapons and Healing each other, meaning they could survive much more punishment than expected. In the end, the Jedi cut a swathe through the Nomads and consolidated their position close to the objective when time was called.

All in all this was a really interesting game and it was nice to try out some different terrain pieces, some of which were provided by Scott thanks to his 3D printer. The Clone army will feature again in a future blog post as I expand the force past Skirmish level with an eye towards using them in the newly released Star Wars Legion. They won’t be used in tournament play, but they should prove a fun alternative to the Stormtroopers which will be flooding gaming tables in the near future.

For our next Star Breach game, I plan to use another of the new warbands, Hunters! This is an elite warband with a very low model count, but each warrior is a deadly foe who can more than hold their own. Can’t wait, but until then, here’s a sneak preview of what I have in mind.


Until next time,
Happy Gaming!

Star Breach

A slight change of tack with this post as I introduce you to a new skirmish wargame system designed by Elijah Kellogg named Star Breach.

The concept of the game is an open-ended sci-fi game which will accommodate a number of different universes (and most importantly, miniature manufacturers). Elijah initially posted the rules for free on Facebook but has since upgraded to a website where you can download the rules for free!


The game is intended for small scale skirmishes of around 10-12 figures and utilises a dice draw order mechanic reminiscent of Bolt Action. I’m a big fan of this kind of activation system so I was immediately interested in giving the game a try. The game also includes rules for 17(!) different factions, each with their own unique flavour. Each faction has some suggestions for what armies from various universes the lists could be used to represent, which was very helpful.

Another interesting mechanic is the opposed shooting mechanic, which also combines damage and hitting in one roll. This takes a bit of getting used to, but streamlines things pretty well once you get going. The basic concept for shooting is as follows:

Attacker rolls 2D6 and adds their Initiative +/- any other modifiers for moving, etc.             Defender rolls 2D6 and adds their own Initiative +/- their own modifiers.
If the attacker rolls higher, they have hit, and the 2D6 roll is used to determine                     damage (+ damage modifier from the weapon and minus the target’s armour).

This results in an interesting situation, where a highly armoured target will need a high roll to hit, as well as to cause damage. This results in some instances where a good hit roll can remove a basic soldier pretty quickly, but a low hit roll will most likely not cause sufficient damage even if it does hit the target. It’s an interesting system and works better in practice than I had imagined.

Another interesting twist on the Bolt Action rules is that elite troops (those with Initiative 4 or more) get to take an extra Special Action at the end of the round. This gives some advantage to smaller, more elite squads and somewhat offsets the swarm tactics of more numerous warbands.

There are a few hazy areas of the rules in terms of how different weapons interact with cover, etc, but on the whole, it’s a solid first draft of the game which will be getting feedback from the community as things progress. I have always liked Bolt Action, and this seems like a great variation of that system as well as an opportunity to use some of the many sci-fi figures in my collection that haven’t had much love lately. It gets a thumbs up from me so far!

I managed to have a short game recently to trial the rules. I took my Appleseed/Ghost in the Shell inspired troops using the Continuum Syndicate rules, whilst my opponent took a Concord force from Beyond the Gates of Antares using the Legion of Mankind rules. Here are some of the highlights of the game:

Section 9 of ESWAT.
The initial turn was spent getting troops into position. Deployment zones are only 3″ long, and climbing ladders precludes shooting, so the first couple of turns were spent trying to navigate the board and gain lines of sight.
Concord forces line up and start heading for the high ground.
Some of Section 9’s elite troops set up to get lines of sight, but suffer a huge blow from an opposing Rocket Launcher, leaving Major Kusanagi reeling from the impact, but still in the game.
Concord troops take advantage of their excellent leader to coordinate their attacks, forming a formidable firing line on the gantry.
A game-defining moment. Briareos and two of his lackeys are taken out by a single Plasma Grenade!
After sustaining heavy losses initially, Section 9 starts to regain some footing and begins to pour on the fire on the Concord, with slow but steady results.
The Concord lose their mech support, and eventually start losing foot soldiers. Their formidable armour of 6 kept them ticking far longer than basic troopers had any right to!
Section 9’s Landmate eyes up the opposition, and begins laying down fire using its Ion Cannon. This has the effect of reducing movement and initiative in its target, so is a great way to soften up hard to hit foes for the rest of the squad.
Despite taking a beating, Kusanagi’s stealth suit keeps her in the game, and her faithful Tachikoma claims vital real estate in the centre of the table.

The game scenario was “Secure the Sectors”, which involved occupying areas of the board and denying the enemy. We only had time to play 4 of the 6 turns and it ended in a Narrow Advantage Win for Section 9, but it was definitely touch and go!

It was an enjoyable game but we were slowed down a bit as this was our first game with a new ruleset. I’m sure we’ll be able to play much quicker in future, and I’m looking forward to trying out some alternate warbands. There is a warband called The Path, which will be a good fit for a Star Wars Clone Wars era force of Jedi and Clone Troopers.

Until next time,

Happy Gaming!




Year in Review 2017

Hi all,

It’s been a while since my last blog post. A change in personal circumstances has kept me pretty busy lately but I have managed to find some time to devote to my hobbies. I thought I would write a more reflective post to end this, my first year of the blog.

Here are all the miniatures I painted in 2017. There are 117 minis from four major projects, some of which I have blogged about before, others which may be new to readers.


The year started with finishing my Imperial Assault Rebels. I would love to use all these minis in a full-scale wargame like Bolt Action or Beyond the Gates of Antares, so there are just enough figures to do that. I’m interested to see what comes of Star Wars Legion, but I don’t see myself buying and painting all the same figures in 35mm scale. If I can get away with using these (and the many other IA figures I already have), I will. I have also been playing a bit of the Imperial Assault campaign solo thanks to the new app which takes the role of the Imperial player. It’s given my collection a new lease on life so I highly recommend it.


The next project I worked on was of course my Ninja Turtles for 7TV. I have blogged about these before, but I have a project I am working on at the moment which has connections with this one (more on that later).


Following that, I got back into superhero gaming with my Heroclix repaints for Super Mission Force. I devoted a lot of time to creating stat cards for my heroes, and these are the minis I painted this year to go with my old repaints. I’ve had  few games of this system so far and really enjoy the flexibility of character creation and the dice pool mechanic.


Finally, a project I started in March was a force for Test of Honour by Warord Games. I was seduced by its low price point but I didn’t get much further than assembling the plastics (which was quite time consuming). At the time, I also ordered some Samurai and Ninja minis from Perry Miniatures and set them aside for future use. The release of the new Ninjas of Iga set from Warlord really reignited this project for me just before Christmas, and so I spent a marathon painting session painting 2 forces for ToH – an all-Ninja force and a more traditional mix of commoners and Samurai. I need to finish off painting the Samurai for this force, but they are currently half finished on my painting table so shouldn’t be hard to do.


The Test of Honour project has its roots in the TMNT project, as the force is based on the Foot Clan! I’m really enjoying the IDW TMNT comic series, and the Secret History of the Foot Clan mini-series gave a lot of backstory for the Foot Clan’s origins in Feudal Japan. I have taken some of the concepts and done my own take on this using what I had available and I am pretty pleased with how they have turned out. I can mix and match the commoners with the Ninja, or separate them into two forces. I have some lanterns coming from Warlord Games to finish this set off (they’re a vital component of night missions and they look great, too).


So, all in all it has been a challenging year for me personally and professionally, but my hobbies have continued to give me a much needed creative outlet. I have been pleased with what I have been able to achieve considering how busy I have been, but now that I have so many projects done, I will be trying to shift focus onto more gaming! I’m keen to get Test of Honour on the table as soon as possible and I have a selection of Japanese terrain that I will be using. I will be sure to keep the blog updated with the results of these games.

I also wanted to take the time to acknowledge the readers of this blog, as the feedback has been really encouraging. I started this as a way to document my hobby projects, as restricted time to play meant that I couldn’t share my hobby work very easily. This blog has given me another outlet and so I’m grateful for the support and encouragement I’ve received. Thanks, everyone!

Hope you all have had a great hobby year and that you achieve everything you set out to do in the New Year!

Happy Gaming!

Super Mission Force Game Report: Find the Infinity Gems!

I’ve had a bit of time away from the gaming table so it was good to get a game in with my friend Iain. We decided to play the Seek and Find mission, and we were on the hunt for Infinity Gems, which had been scattered throughout the area. There are 7 structures on the board which potentially contain one of 5 gems. The team which recovers and carries the most gems off the board will be the winner. It was a fun game with a lot of back and forth in spite of finding the gems pretty early.

Iain took his trusty Guardians of the Galaxy, with a couple of changes. Mantis made her first appearance, and Iron Man joined forces to give the team a bit more mobility. Iain dubbed the team ‘Date Night’.

Meanwhile, I fielded a team of X-Men to try some characters I hadn’t fielded yet. Deadpool is actually a figure from the Infinity range named Señor Massacre I had painted a while ago. Banshee is a conversion of the original Heroclix figure minus the disco collar and with a new screaming head to represent the Jim Lee era blue and gold Banshee (which was when I first encountered the character).

Here are some of the game’s highlights!

The X-Men examine their first structure and Banshee finds a gem thanks to his Enhanced Senses.

Iron Man finds a gem of his own and starts exchanging fire with Deadpool, who has set up in the opposing building.

Star Lord (legendary outlaw) searches for a gem, but the malignant influence of the artefact results in some nasty psychic backlash.

Gamora and Mantis advance on the X-Men. Mantis’ mind control powers will prove extremely useful in this scenario.

Beast locates a gem, but Iron Man swoops in and starts firing on him.

Star Lord uses his jump boots to investigate Deadpool’s building, and manages to secure a gem at last.

Banshee throws caution to the wind in an attempt to Sonic Blast the already injured Star Lord, but the outlaw proves too resilient.

The ladies close in on the enemy and Mantis starts using mind control to move Beast closer to their clutches.Beast is eliminated by Iron Man, dropping two gems, which Tony scoops up as he makes a run for it with three gems in hand.


Iron Man pulls a classic Tony Stark move and runs for the board edge, abandoning his team.

In a stunning turn of events, Deadpool makes a massive Teleport roll, catching up with the fleeing Iron Man, and unleashes a blaze of fire which takes the billionaire genius philanthropist playboy down!

Star Lord proves that two can play at that game and leaps over to Deadpool, scooping up the three dropped gems before scampering off the board to go shopping for an Infinity Gauntlet!

So all in all, it was a really fun game with lots more back and forth than we would have expected given how the early game played out. Teleport and Leaping are both very useful abilities to cross large distances, which gave each side a chance to reverse their fortunes at various points. Mind Control was again a very decisive ability (I think I will be bringing Jean Grey along next time!) and the objective really added a lot of interest and balance to the game.

Until next time: Truth, Justice and Gaming!

Super Mission Force Game Report

Time for another game report, this time at my local club T.C.O.W (That Club Out West), here in Auckland. This was a demo game for a friend of mine, so we kept things simple again with a basic slugfest to see who would come out on top. My opponent took control of the X-Men (and was clearly a fan of the 90s incarnation of the team) and I took Invincible and friends out for a spin (easily my favourite comic series of the last 10 years). The stat cards for all the relevant characters can be found in this post.

I was pleased to get a chance to put my urban setup on the table, as well. I have been working on elements of this for over a year and it features buildings from Worldworks Games’ Swift Scenics range.


The teams:

Dupli-Kate (Street Level), Invincible (Super Brick), Atom Eve (Blaster) and Rex Splode (Wild Card).
Storm (Wild Card), Wolverine (Scrapper), Cyclops (Blaster) and Jean Grey (Mentalist)

And here are some of the highlights of the game.

Invincible and friends’ set up.
The X-Men set up behind a bus for cover, with Storm taking up an overwatch position as she summons fog to obscure the team.
Wolverine goes for a stroll through the park, trying to sniff out some prey.
Wolverine closes in on the enemy, but he’s not going to be alone for long…
Rex Splode and Atom Eve face off against Storm. Rex’s Super Agility came into play in this game, giving him a lot of mobility moving from building to building.
Dupli-Kate starts creating copies of herself and starts moving in on Wolverine’s position.
Jean Grey takes up position and starts threatening Invincible with mental attacks and mind control.
Invincible gets the jump on Wolverine thanks to his speed, but Wolverine’s healing factor is a tough nut to crack. This will prove to be the deciding showdown of the game as the two brawlers slug it out.
Rex Splode skirts around Storm to get a bead on Jean Grey in the park below.
Rex Splode starts raining attacks on Jean Grey, as she is the one most likely to be able to take out Invincible.
Invincible breaks away from combat with Wolverine to deal with the psychic threat, but takes some damage from Wolverine’s attack of opportunity on the way out. Meanwhile, Cyclops tries to get a bead on Rex Splode and Atom Eve, who are still camped on the rooftops.
Dupli-Kate(s) attempt to charge into Wolverine and try to take him out, but the first duplicate is taken out in short order thanks to the scrapper’s damage reflection ability in melee.
Invincible manages to take out Jean Grey, but Wolverine is there to avenge her!
Cyclops runs out to get a line of fire on Rex Splode, but the cover is too much for his optic blasts to overcome. Rex Splode returns fire in spectacular fashion, taking Cyclops out in one shot!
Atom Eve gets a clear shot on Storm and takes her out with a vicious Power Blast.
Wolverine is the last mutant standing but he won’t go down without a fight. The weight of attacks from Invincible and the Dupli-Kates finally inflict damage that Wolverine just couldn’t regenerate fast enough.

So all in all, it was a fairly one-sided affair, with Team Invincible managing to focus their energies on Jean Grey once the effects of her powers became apparent. Mind Control was a scary prospect, and Invincible was a prime target for this, but my opponent had a bit of bad luck that he couldn’t take full advantage of this ability. Jean’s Telekinesis also proved useful in moving Wolverine closer to the action, and her Mental attacks were the most reliable way to get through Invincible’s tough defenses. I did get pretty lucky with some amazing ranged attacks from Atom Eve and Rex Splode taking out Storm and Cyclops in a single turn.

Lessons learned from this game:

  • As mentioned, Mentalists are a good hard counter against super-tough bricks, but once the brick is ensconced in combat, it becomes tricky to target them with Mental attacks. Mind Control, however, was a viable option in this case and it could really have ruined my day if Jean was allowed to act with impunity.
  • I had previously been playing Enhance wrong. I had assumed extra re-rolls granted went away each turn, but in fact they form a Re-Roll pool of up to 6 dice, which last until used. This made Cyclops a real team player and my opponent took full advantage of that, even after Cyclops had been taken out!
  • Duplicate is a fun power, but it is much better to swarm a target in combat all at once than to attack piecemeal. I learned this after a failed charge meant only one copy made it into combat with Wolverine and was cut down instantly. I didn’t make the same mistake later, and the third attacker became quite formidable thanks to the ganging up bonuses.

It was a fun game and good to get a chance to see some different powers in action. I’m keen to play a scenario next time, as I think having an objective will change how the game plays dramatically. I do worry about the impact of flyers and teleporters in objective grab missions, though, so it will be interesting to see how that plays out.

Until next time, happy gaming!