Tag Archives: campaign

2025 Wrap-up & Happy New Year!

Hi, folks. Happy New Year to you all!

I always tire of typing it, but it has been a while. I’ve been distracted towards the end of last year, not so much from hobbying, but more from keeping the blog up to date. Daily life and writing have been getting in the way, though I have been able to use painting and building minis as a stress reliever.

The last couple of months, I’ve been looking into skirmish gaming, looking to do more with the collection of minis in my cabinet. I was looking into Assassins & Templars: A Ruckus Game, from Wargames Illustrated’s November issue, as I really liked the models that were being used to show off the game. These are from Gripping Beast, which has a lot of very cool pieces in their shop. I had to show some proper restraint; I started with a small retinue of assassins, which draw in part from their Arab military kit, as well as a few standalone metal minis. Pictured below are two assassins, a long range character, as well as a priest mini I was using as an imam.

I have also been working on some fantasy minis, including my Lord of the Rings models, and finishing up work on this proxy mini of Buhdur the troll cheiftain. I had recently acquired a pot of AK Interactive’s snow terrain mixture, having really enjoyed their battlefield mud tub, and used it on our wholesome troll here; my plan is to use him as a random encounter in Frostgrave, which is another skirmish game I have been diving into.

My son recently showed an interest in Mordheim and Frostgrave, and I have been grouping many of my minis into warbands with a new spark of excitement. I also picked up a few sprues from the Frostgrave kits and began kitbashing every manner of unit I was planning, including many Mordheim warbands. Pictured below are a Grave Robber warband, the rules of which I found on the Mordheimer site. These include a lookout, a graver, a junior medic, a couple of grave diggers, and a thug.

Trench Crusade remains in my brain also, and I have been chipping away at the remaining minis that are grey, of which there are few. The Observer has been relatively straightforward to paint, sticking with the colour scheme from the rulebook, as I liked the contrast between the red and gold.

Finally, I have been painting up a warband for Frostgrave, as my son has also been showing an interest in playing the game, mainly due to the wizard creation system. I’m helping to paint a warband of his own so we can play together, as well as some terrain. There are many scenarios in the rulebook that we’re keen to try, and I’d like to write about these as I go.

I hope you all had a great Christmas and New Year’s Eve, and I wish you all the best for 2026.

Take care.

Five Parsecs from Home, pt.4

Hi, folks.

After a few weeks’ break, I jumped back into a game of Five Parsecs from Home, returning where my crew had left off. In turn 3, Griff’s crew had faced off against a small group of swarm, and although they had come away successful, their encounter with the bug-like aliens triggered an invasion on the upcoming turn.

In the invasion turn, we rolled the dice and found that we didn’t escape the world during the opening phase of this invasion, instead being forced to hold out for 6 waves of combat, or until we Hold the Field. With Glitch in the infirmary, I was having to lean on my less combat-enthusiastic companions to pick up on some of the heavy lifting; this mean bringing Derrick, Vul, and Maimar into a fight against 6x swarm brood in this battle. The weapons loadout remained the same from the previous turn, as if the invasion caught our heroes completely off-guard (which… it kinda did).

With the swarm brood falling under the behavioural bracket of ‘beasts’, they were deployed in pairs, stuck together in pairs, and would mainly seek out cover unless there was a clear opportunity to make a successful charge. Their lack of projectile weaponry (they only have claws) did not present much of an advantage to Griff’s crew, as the swarm were always in cover, and if there’s one thing Griff’s crew can do consistently, it’s miss the most basic of shots in the open. Cover was a huge problem.

Klano, still wearing the jump-belt repaired by the team in a previous turn, leapt towards the nearest pair and became locked in a brawl with them. Despite his ingrained K’Erin tendencies to love close combat, he did not manage to wound the brood. Instead, one of the bugs landed a natural six after rolling to hit him, and removed him as a casualty. On the right flank, Derrick stuck with Vul and blasted one of the brood to the afterlife with a squeeze of the shotgun’s trigger.

On the far left flank, the pair of bugs snuck up on Salisi and dove into combat. While they didn’t manage to wound her, she herself was able to land a blow on them, albeit with no wound; this pushed one of the bugs back. When she was free on her next turn, she took aim with her colony rifle and put it down.

Both Maimar and Griff made some questionable shots, though Griff was aiming through cover. Maimar’s needle rifle, despite getting two shots per turn, was only hitting 50% of the time, and scored no wounds throughout the game. Vul, with dual handguns in his tentacles, took down another of the brood, with Griff eventually cleaning up the rest.

In quite a strange battle, the crew came out on top, and relatively swiftly at that. XP was assigned and attributes improved; I’m looking to increase Klano’s defence somewhat in the turns to come, as well as the reaction scores of the less-combat-inclined members of the crew, who spent most of the battle operating in the slow phase of the turns.

There is nothing to loot, nor is there time to really sit and ponder the job as the invasion is ongoing, and with the field successfully held, Griff and the crew evac in their ship (which was thankfully fully fully repaired in the previous turn) and make for another world. We are allowed to role on the character chart, post-battle; Griff receives a hearty meal, which lets her shrug off an injury in the infirmary when next she is hurt.

As they head towards a new world, past rivals and troubles ablaze behind them, who knows what turn 5 will look like.

Thanks for reading.