I’ve been building and painting this undead sci-fi warband on and off for the past three years. It was initially intended for Stargrave, but it’ll fit in well with any other ruleset, too, from Planet 28 to my very own Star Squabble.
I liked the idea of a “crew” that didn’t need to be kept safe, fed, watered, and essentially transported around the galaxy. The leadership would simply arrive at the location of their next objective and re-animate the corpses of whatever last happened to die there.
These little undead aliens by CP Models can be used under the ‘Guard Dog’ category.
Midlam‘s great Crow Shaman miniature will make an ideal “medic” for the crew. Not a medic in the conventional sense perhaps, just someone with a bit of necromantic magic know-how who can patch up skeletons when they get blasted to bits.
The Captain and Vice-Captain of the crew are Chaos Villain Skully and Kane the Tech Mancer, both courtesy of Diehard.
An ex-Blood Angel, perhaps? He can be deployed in Stargrave in the ‘Armoured Trooper’ category.
I played a couple of games in August, playtesting a skirmish rule system I’ve been tweaking, adapting, and embellishing. There are two variations of it, The Mace of Spades being the fantasy version, and Star Squabble the sci-fi variation.
For the Star Squabble testing, I threw almost all of the terrain I owned onto the tabletop to really fill it up and limit line of sight (there are no range limits in the game). This meant mixing castles and cottages with futuristic sci-fi elements, and I really liked the contrast. See the full photo album over on Flickr.
Some “Scerrain” (scenario-based terrain) – a portal in the middle of the table. The player rolls a D6 upon entering it. 2-5 sees them respawn on a table corner; rolling a six lets them respawn anywhere they like – but a roll of one hands that privilege to their opponent!
Players can also attempt to take control of this machine gun turret high above the battlefield. You can do a bit of damage with that!
In other news, I finished painting a few miniatures, including this fantastic troll from Foundry, a Pict who’s feeling the heat (also from Foundry), and Jeff, the Wandering Wizard.
On top of that, a big unit of goblin spearmen is (finally!) finished. Find out more in my 15mm armies post.
This post was initially published in August 2023. At that point, every single miniature was in its shiny metal form. Now that a decent amount of them have been painted, I thought it was time for an update.
I’m never going to own a 6’4 table. But I still look at those old Warhammer Fantasy Battles pictures in White Dwarf and want to recreate the experience in my own way. 6mm is unarguably a brilliant way to fight out massive battles, but when I learned more about 15mm last year, it felt just right. Not too big, not too small, just right.
To be clear, I’m not abandoning 28mm. It’ll always be the main scale for me. But doing mass battles at that scale is unrealistic for me. I just don’t have the space, or, the budget.
I did have some hobby money available after selling a few 28mm regiments I knew I’d never use. So I re-invested it in two full 15mm armies, which I was able to assemble for around £120 in total.
One is an Orc & Goblin horde (with some Chaos Warrior allies), whilst the other is an Empire/human force. I put them together from three different companies, Ral Partha, Alternative Armies, and Pendraken.
I recently bought a box of Alien Warriors from the official Aliens game. I thought 12 miniatures for £20 was a great price, and I’d been in the market for something like this for a while.
I’m looking to create a DIY version of Space Hulk. I also wanted additional options for my Titan scenarios, particularly non-ranged creatures that can be used as NPC swarms in solo and co-op games.
The miniatures were difficult to build. I’m not used to multi-part plastic and naively clipped them all from their sprues before realising that some parts had very specific companion pieces. Nevertheless, I got some help and managed to eventually get them all put together.
Four of the miniatures had their class inscribed on their bases. Because I’m not using them for their intended rules system, I covered these up with some plastic putty and painted them green. The effect is a sort of xenomorphic acid.
I gave them a zenithal undercoat then covered them with the Terradon Turquoise Citadel contrast paint. I then dry-brushed them with Bleached Bone, and with Tentacle Pink on their heads and faces. Finally, I coated them with Vallejo Gloss Varnish to give them a slimy, wet, shiny effect.
I’m really chuffed with how they turned out, especially given how easy they were to paint (though, as I say, they were also a nightmare to build!).
I’m looking forward to handing them their debut in a playtest of the narrative Titan-based scenario I’m working on. I’ll also be looking to pack them into the cramped tunnels of a derelict spaceship for a bit of Space Hulk-style action soon, too.
Want to walk around town sporting an obscure 90s tabletop miniature hobby reference that no one will ever understand? Then you need some Goblin Green Bases-themed merch.
On there, you’ll find t-shirts, hoodies, caps, mugs, stickers, magnets and more. In the infinitely rare chance you bump into someone as stuck in the past as you are, it’ll probably be the finest moment you’ve had this side of the millennium.
Goblin Green bases were a hallmark of Games Workshop miniatures, particularly in the early to mid-90s. This distinct basing style involved painting the bases of miniatures with a bright, saturated green colour known as Goblin Green. The technique was popularized through Games Workshop’s own painting team, known as ‘Eavy Metal, and was prominently featured in White Dwarf magazine, their flagship publication. Here’s a deeper look into the significance and appeal of Goblin Green bases:
Historical Context and Technique
Standardization: In the early 90s, the hobby of miniature painting was still developing standardized techniques and styles. Goblin Green bases provided a uniform look that helped tie together various armies and models in photos and in play.
Materials and Methods: Typically, the base was first painted with Goblin Green paint. To add texture, a mix of PVA glue and sand was often applied before painting. This created a simple but effective grass-like appearance.
Photographic Consistency: For White Dwarf magazine, consistency in miniature presentation was crucial. Goblin Green bases ensured that regardless of the model or its primary colour scheme, the bases would create a cohesive visual theme across various articles and battle reports.
Appeal and Aesthetic
Vivid and Bold: The 90s were characterized by bright, bold, and saturated colours in many aspects of culture, from fashion to graphic design. Goblin Green bases matched this trend, making the miniatures visually striking and easily noticeable.
Contrast and Highlight: The bright green bases provided a stark contrast to the often dark and gritty miniatures of the Warhammer universes. This contrast helped the models stand out, making their intricate details more noticeable.
Nostalgia and Community Identity: Many hobbyists who grew up with White Dwarf magazine and early Warhammer models have a deep nostalgia for the Goblin Green base. It became a symbol of the early days of the hobby, creating a sense of community identity among long-time fans.
Complementary Colors: During the 90s, Warhammer models were often painted in saturated, high-contrast colours. The bright greens, reds, blues, and yellows of the miniatures were complemented by the equally vibrant Goblin Green bases. This created a cohesive and appealing aesthetic that resonated well with the visual tastes of the time.
Evolution and Legacy
As the hobby evolved, so did basing techniques. The introduction of more sophisticated basing materials and techniques, such as resin bases, tufts, and advanced texturing methods, gradually led to a decline in the use of Goblin Green. Modern miniatures often feature more realistic and varied basing styles, reflecting diverse environments and adding to the overall narrative of the models.
However, Goblin Green bases still hold a place of fondness for many veteran hobbyists. Some continue to use the style for its nostalgic value, while others incorporate elements of it into more modern basing techniques as a nod to the past. The bright green base remains an iconic and instantly recognizable part of Warhammer’s rich history, symbolizing a formative era in miniature painting and gaming.
Saturn’s biggest moon, Titan, is one of the most fascinating places in our solar system. With its thick, nitrogen-rich atmosphere and surface lakes of liquid methane and ethane, Titan presents an eerie yet captivating world that starkly contrasts with our own. The Cassini-Huygens mission unveiled its complex weather system and revealed landscapes eerily similar to Earth’s, with vast dunes, river channels, and possible cryovolcanoes. NASA’s Dragonfly mission is set to return to Titan in 2034. But until then, much of this world remains shrouded in mystery.
This mixture of fact and mystery makes Titan a brilliantly flavourful sandbox for a futuristic sci-fi setting. Imagine if human colonisation led to a booming hydrocarbon industry that (quite literally) fuelled man’s exploration beyond the boundaries of the Kuiper Belt. And then, as these space capitalism narratives generally do, it all gets torn apart by corporate entities and warring factions. What remains is… a brilliant place to get your miniatures on the tabletop and roll some dice.
The Factions
Based on my own miniature collection, here are the initial factions who’ll be shooting it out under rust-coloured skies.
The Ethane Frontier Corporation: One of the major players in the Titan Hydrocarbon Industry and the only company to survive the war. They fight to clear out or eliminate all other factions from the region. Typically, they use a mixture of androids and mercenary companies to do their fighting.
The People’s Government of Red Mars: Communist Mars has the biggest human population in the solar system, and the government will do anything in its power to secure Titan’s hydrocarbon infrastructure and resources.
Titan’s Remaining Human Survivors: Millions of people still live on Titan, ranging from former industry workers and their families to criminal gangs and maddened cultists.
Creatures of Space: From the walking dead to the creatures of the warp, it isn’t just humans fighting it out on Titan. All other monsters and horrors are welcome here.
It was the thought of a grid-based system like a chessboard that stirred some ideas in my mind.
Now, I know, crucially, you can’t put a chessboard in a tin, (not unless it is a very big tin), but this was enough to get me started with a basic framework.
To back up a little, my daughter is the proud owner of a Farm in a Tin. Each time we’re out at dinner, the table becomes an agricultural utopia with little wooden sheep and cows grazing happily on the set’s felt mat. As I’m sitting there (usually on my 3rd or 4th pint), I start to think to myself, “Wouldn’t it be cool if there was a wargame in a tin?”
The finished “Wargame in a Tin” set
But I’m no game designer. I had no idea where to start. What I did have, though, were some core criteria:
Minimal components
Minimal dice rolling
No bookkeeping
A healthy balance of luck and skill
Infinite setup and scenario possibilities
That’s a lot to ask from one small tin. But, the thought of using a chessboard for a game other than chess had me reaching for the ubiquitous “Chess & Drafts” set in the cupboard. I had just recently painted up a set of single-figure trays from Warbases, and numbered each of them, so the game suddenly took shape in my head.
Early playtesting with a chessboard
Each player has six miniatures, numbered 1-6.
On your turn, you roll two D6. One is the “Activation dice”, the other is the “Action dice”.
The Activation dice tells you which of your miniatures to activate.
The Action dice tells you how many action points they have, either to move or shoot.
For example, if you roll a four, you can move two, shoot two, or move one, shoot three. Or, just move four.
Shooting results in an immediate kill – there are no saving rolls.
For each miniature you lose, you get a +1 to your Activation dicein your next turn.
That last addition was brought in to keep the game competitive to the end. Thematically, this could be depleted forces getting more and more desperate, powerful, or dangerous. Tactically, it means you want to avoid having any of your own guys too close together – the enemy’s last man standing can do a tonne of damage if they roll a six with a +5 modifier!
Some blocking terrain (the wee one’s wooden blocks) made it more interesting, and meant that no two games ever had to be the same. Then (and still thinking, “I’ll never fit this chessboard in a tin!”), I bought some plastic graph template sheets and cut them up into handy “dungeon tiles”.
The final iteration
I got some 10mm figures from Pendraken to form the two rival warbands. They are mounted on 15mm x 15mm bases.
Finally, I cut up and glued some felt to the inside of a tobacco tin. This will be especially handy for silent dice rolling in public places and generally not annoying anyone. I’ll just need some bubble wrap in there to stop the pieces ratting about during transportation. I’m also looking into magnetising the bottom of the bases.
A game of Space Saverz
So there you have it, my very own “wargame in a tin” – Space Saverz. Sci-fi, space and all that, combined with… well, saving space. You get the idea.
I’ve been thinking about ways to incorporate the flavour, narrative, and cooperative fun of a game like Rangers of Shadow Deep into mass fantasy battles. Here, instead of playing against one another, two players can take charge of one army against an opposing force controlled by the game’s “AI”.
Most rulesets usually have their own solo modes built in now, and this isn’t an attempt to write a new game. My thinking here was literally to create a set of event cards that could be drawn between each turn and work with pretty much any system, from Warhammer Fantasy Battles and Kings of War to Hobgoblin, Oathmark, and Mayhem.
If you’re playing a game that doesn’t have any solo rules, then John Lambshead has come up with a cool system in his Sci-Fi Skirmish Scenarios book that I think could be adapted well to the movement of regiments. This involves rolling for each unit before it moves.
they panic and move backwards
they stop and move into any nearby cover
they move straight down the table
they move down the table at 45 degrees right
they move down the table at 45 degrees left
they charge anyone within charge range
More explanation is given by John in his book (which I’d highly recommend), but this offers a really good starting point if we want to avoid a wall of troops moving towards our own in an entirely predictable and methodical fashion.
This, combined with the following event deck, could bring in a whole new level of chaos, unpredictability, and challenge to a solo or co-op mass battle. In order for it to work, you’d just need to assign a number to each unit, then have a dice on hand to roll and see which unit is going to be affected.
Solo/Co-op Rank & Flank Battle Game Event Deck
At the beginning of each turn, draw one card.
1. Missing Orders
Confusion reigns as orders fail to reach a unit on the battlefield.
“Where are our orders? We’re stranded out here!”
Effect: Roll to determine which friendly unit is affected. This unit must miss its next turn and cannot move, attack, or perform any actions. If applicable to your game-specific system (GSS), it may still defend itself if it is being attacked.
2. Frenzied Unit
One of your units becomes frenzied and uncontrollable, fighting with reckless abandon.
“Madness has taken them! They charge with no regard for strategy!”
Effect: Roll to determine which friendly unit is affected. This unit remains under your control but follows the AI system’s actions for the opposing army for the next two turns.
3. Blocked Horn
The commander’s musician’s horn is blocked with mud, requiring immediate assistance.
“Blast it! The horn is useless. Get someone here to clean it!”
Effect: The nearest unengaged friendly unit to the command group must move towards the command unit and spend one turn in base contact, unable to perform any other actions until the next turn.
Yes, this is a bit of a farcical one, but it riffs off the “incompetent leaders” theme that often forms the basis of Joe Abercrombie’s stories.
4. Ranged Ambush
An unseen force launches a ranged attack from off the table.
“Arrows from nowhere! Take cover!”
Effect: Roll to determine which friendly unit is affected. This unit suffers a ranged attack with damage determined by your Game Specific System (GSS).
5. Panic
Panic spreads through a unit, causing them to flee from the nearest enemy.
“Panic has seized them! They’re running for their lives!”
Effect: Roll to determine which friendly unit is affected. This unit spends the next two turns moving directly away from the nearest enemy unit and cannot attack.
6. Supply Line Shortage
A disruption in the supply line means no ammunition for ranged units.
“We’re out of arrows! Hold your fire and prepare for melee!”
Effect: All friendly ranged units cannot fire this turn but can still move and engage in melee combat.
7. Animosity
Tensions flare between two friendly units, forcing them to stay apart.
“Keep them separated, or they’ll be at each other’s throats!”
Effect: Roll to determine which two friendly units are affected. These units must remain at least 20 inches apart for the rest of the game.
8. Targeted
The enemy focuses all its efforts on a single unit.
“All enemy eyes are on us! Hold the line!”
Effect: Roll to determine which friendly unit is affected. All enemy forces target this unit exclusively for the next two turns.
9. Terrified Horses
An unseen force terrifies all horses on the battlefield.
“The horses are spooked! They’re bolting in all directions!”
Effect: All friendly cavalry units move in random directions this turn. Roll for each unit to determine their movement.
10. Misinformation
False orders cause confusion, leading to a unified but misguided movement.
“We’ve been misled! Everyone, move out!”
Effect: All friendly units must move in the same randomly selected direction this turn, regardless of their current situation.
11. Halted Movement
The commander calls for an immediate halt to reassess the battle strategy due to new intelligence received.
“Hold your positions! We need to rethink our strategy.”
Effect: No friendly units may move this turn, except those already under another effect. Units can still shoot and engage in combat.
12. Inspired
A heroic deed or rallying cry inspires a unit to greater feats of strength.
“For glory and honour! Forward, brave warriors!”
Effect: Roll to determine which friendly unit is affected. This unit receives a significant boost to its combat effectiveness for the remainder of the game.
13. Enemy Reinforcements
The most recently defeated enemy unit returns to the battlefield.
“There’s more of them on the horizon!”
The most recently defeated enemy unit is restored to the table as reinforcements, deployed at the enemy’s table edge.
14. Drunkenness
A unit is found drinking on duty, impairing their abilities.
“They’re drunk! They’ll be useless in this state!”
Effect: Roll to determine which friendly unit is affected. This unit’s stats are reduced for the remainder of the game.
15. Primary Objective
A critical order is received to eliminate a specific enemy unit at all costs.
“That unit must fall! All efforts on them!”
Effect: Roll to determine which enemy unit is the target. This unit becomes the player’s primary objective until it is defeated.
16. Friendly Reinforcements
The most recently defeated friendly unit returns to the battlefield.
“Reinforcements have arrived! We’re not done yet!”
Effect: The most recently defeated friendly unit is restored to the table as reinforcements, deployed at your table edge.
17. Impending Doom
A report indicates enemy reinforcements approaching from behind.
“Enemy reinforcements from the rear! We need to fall back!”
Effect: All friendly units must now attempt to escape off the (randomly determined) top left or right corner of the table.
18. Out of Ammo
Supplies run out, and no more ranged attacks can be made.
“No more arrows! We’ll have to fight up close!”
Effect: No friendly units can make ranged attacks for the rest of the game. They can still move and engage in melee combat.
19. Out of Water
A lack of water causes fatigue and lowers effectiveness.
“We’re out of water! The troops are exhausted!”
Effect: All friendly units suffer a reduction in their overall abilities/stats for the remainder of the game.
20. Friendly Fire
Confusion leads a ranged unit to accidentally fire upon allies.
“Hold your fire! That’s our own men!”
Effect: Roll to determine which friendly ranged unit is affected. This unit fires at the nearest friendly unit, causing damage as determined by your GSS.
21. Old Comrades
A soldier spots an old comrade among the enemy ranks, leading to an unexpected truce.
“Is that you, old friend? We can’t fight each other!”
Effect: Roll to determine which friendly unit and which enemy unit are affected. Both units refuse to fight one another for the remainder of the game and cannot engage in combat against each other.
22. Corruption and Betrayal
One of your units turns traitor, joining the enemy ranks.
“Treachery! They’ve turned against us!”
Effect: Roll to determine which friendly unit is affected. This unit immediately becomes an enemy unit and will be controlled by the AI system for the opposition for the remainder of the game.
23. Offer of Alliance
A cunning offer persuades an enemy unit to defect and fight for your cause.
“Gold and promises sway even the staunchest of foes!”
Effect: Roll to determine which enemy unit is affected. This unit immediately switches sides and becomes a friendly unit, under your control, for the remainder of the game.
24. Scouting Report
A scout brings vital information about enemy positions.
“We have the intel we need. Let’s use it wisely.”
Effect: You may reposition one friendly unit or gain a strategic advantage as determined by your Game Specific System (GSS).
The army’s pay has been in arrears for months. Any time they defeat an enemy unit, they pause to loot the corpses.
“Now let’s see what he’s got in his pockets, shall we?”
Effect: After defeating an enemy unit roll a 1D6.
1-3: The victorious unit misses its next turn as it stops to thoroughly search the defeated unit for coins and valuables. They may defend themselves if attacked.
4-6: The defeated unit was well-heeled! The attacking unit gets double movement next turn as they rush forward to see if more loot is to be had.
26. Encirclement Fear
Paranoia sets in as rumours of enemy reinforcements arriving from all sides spread through the ranks.
“They’re surrounding us! Stay close and hold together!”
Effect: All friendly units must group together and remain within 30 inches (adjust relevant to your preferred scale) of one another for the remainder of the game. Units outside this radius must move to join the group immediately. This excludes units already under another effect.
27. Stray Puppy
A stray puppy wanders onto the battlefield, causing a temporary ceasefire as everyone tries to ensure its safety.
“Hold your fire! There’s a puppy on the field!”
Effect: All combat ceases for this turn as units ensure the puppy’s safety. No units can engage in melee or ranged attacks, but they can still manoeuvre. Combat resumes once the puppy is safely out of sight.
28. Discordant Melody
The enemy’s musicians play a horrendously out-of-tune cover of “Mustang Sally,” disrupting your forces’ focus.
“What is that noise?! Make it stop!”
Effect: All friendly ranged attacks must now be directed at the enemy command group until they are eliminated. Units without ranged attacks are not affected by this event.
This website collects cookies in order to feed the ogres. We'll assume you're ok with this, but you can opt-out if you wish. Cookie settingsACCEPT
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.