I have the good fortune to be playing games with some of my friends for over 20 years. Recently we've started a grudge match between Tyranids and the Imperium. Namely Astra Militarum and Space Wolves vs a ton of bugs. We tend to naturally fall into multiple game grudge matches when we play our regular games. So this can easily evolve into a narrative campaign. Having a professional writer and a college professor in the ranks will hopefully allow us to develop a story line and background.
What makes a campaign last for a length of time for our group is that we don't need the six of us every time to play. Each of our collections are substantial enough to fight any size battle we may need. Some of us even have armies that can fight on either side of the campaign.
The devil is in the details and book keeping so the next step is a briefing of our past conflicts and background of our forces and commanders.
The main thing to know right now is that this winged A-hole has been kick'in butt the last couple of games.
Tyranids 2
Imperium 0
Sunday, December 6, 2015
Thursday, November 19, 2015
Salt River Rumble Results
An exciting day of gaming for the first Salt River Rumble on November 7th. A fun event with a couple of speed bumps but a good job of organizing the event from Dr. Todd. Thanks for stepping up and handling the tournament. Myself I pulled the rough job of handing out free stuff and shaking hands and BS with the players. Something I've volunteer to do again next year.
Here's Your Top Five
First Place: Herb Schaffer - Dark Eldar
Second Place: Scott Freeman - Orks
Third Place: Derek Page - Imperial Knights
Fourth Place: Cail Peterson - Daemonkin: Khorne
Fifth Place: Jason McCormack - Space Marines/Imperial Knights
Herb's Dark Eldar
Scott's Stompa doing bad things in my chemical pool.
Best Painted Army: Darin Shwartzman Astra Militarium
Thanks to everyone who participated and yes we're dumb enough to do this again next year!
Here's Your Top Five
First Place: Herb Schaffer - Dark Eldar
Second Place: Scott Freeman - Orks
Third Place: Derek Page - Imperial Knights
Fourth Place: Cail Peterson - Daemonkin: Khorne
Fifth Place: Jason McCormack - Space Marines/Imperial Knights
Herb's Dark Eldar
Scott's Stompa doing bad things in my chemical pool.
Best Painted Army: Darin Shwartzman Astra Militarium
Thanks to everyone who participated and yes we're dumb enough to do this again next year!
Friday, November 6, 2015
Pipe Works vs Imperial Knights
The great thing about all of the different types of terrain available for our hobby is that we can create a different environment every time we play. But this can sometimes cause confusion with some players who may be used to the typical flocked tree and cereal box buildings. Nothing against the basic terrain items but the same rules of thumb applies to all types of terrain.
First make sure you and your opponent understand the terrain and rules that can apply to the pieces before playing.
If your playing a scenario or tournament game make sure to check the rules and/or cross reference any concerns with the TO before you begin.
Unfortunately if you can't resolve a problem with a piece of terrain with your opponent role a die and call odd or even to resolve an issue. Keep the game going.
Remember this is a game with a cool pieces of terrain on a table. Don't let the semantics of a piece ruin you hobby time.
I've had some question about how to play super-heavy walkers around the Pipe Works terrain. Fortunately Dr. Todd has a Imperial Knight army that he likes to run through the pipe works terrain like a jungle gym.
We've been having Super Heavy walkers simply ignore the ground level pipe works and not benefiting from any cover as well. Monstrous creatures can ignore any movement restrictions put can gain a cover save depending on the model size.
Level 2 pipe works definitely slow the super heavy walkers down. We've been having knight roll for difficult terrain to cross the taller pipe section. The models can also get a 5+ cover save for within 1" of the pipes. The same applies for monstrous creatures unless the model can comfortably fit under the level 2 pipes.
Remember these are just guidelines for you to use if needed. Use and play the terrain to your systems rules or groups style of play..
First make sure you and your opponent understand the terrain and rules that can apply to the pieces before playing.
If your playing a scenario or tournament game make sure to check the rules and/or cross reference any concerns with the TO before you begin.
Unfortunately if you can't resolve a problem with a piece of terrain with your opponent role a die and call odd or even to resolve an issue. Keep the game going.
Remember this is a game with a cool pieces of terrain on a table. Don't let the semantics of a piece ruin you hobby time.
I've had some question about how to play super-heavy walkers around the Pipe Works terrain. Fortunately Dr. Todd has a Imperial Knight army that he likes to run through the pipe works terrain like a jungle gym.
We've been having Super Heavy walkers simply ignore the ground level pipe works and not benefiting from any cover as well. Monstrous creatures can ignore any movement restrictions put can gain a cover save depending on the model size.
Level 2 pipe works definitely slow the super heavy walkers down. We've been having knight roll for difficult terrain to cross the taller pipe section. The models can also get a 5+ cover save for within 1" of the pipes. The same applies for monstrous creatures unless the model can comfortably fit under the level 2 pipes.
Remember these are just guidelines for you to use if needed. Use and play the terrain to your systems rules or groups style of play..
Sunday, October 25, 2015
Salt River Rumble Update
Hi everyone,
Dr. Todd wanting to give you an update about the Salt River Rumble (Sat Nov 7 at Game Depot). I’d like to thank all of you who have signed up so far, and to those who haven’t and were thinking about I want to let you know we’re down to just 4 spots available with a little less than two weeks to ago. Remember all models must be painted and based, with a prizes for the best painted army, and top three placing armies. Judging will occur between Rounds 1 and 2, during the 30 minute lunch break. So if you’re thinking about signing up, remember that sooner is better than later. I look forward to seeing you all there.
As for Mechanical Warhorse it's a busy two weeks of painting terrain before the event. I recently finished up some ice lakes for the Ice Base Zero terrain. All of the completed components for Ice Base Zero will be set up for everyone at the rumble to give it a good test run.
Friday, September 25, 2015
Salt River Rumble - Out of reach sign-up
If your not within range of our sign-up location contact Mechanical Warhorse and we'll send you a pay pal invoice to reserve your spot at the rumble. This fee is non-refundable and you can also send your list to the same e-mail address.
info@mechanicalwarhorse.com
Thanks
info@mechanicalwarhorse.com
Thanks
Friday, September 18, 2015
Salt River Rumble!

Welcome everyone, Dr. T. here with some great news. I am pleased to announce that I will be holding an Independent Tournament Circuit (ITC) Event on Saturday November 7 at the Game Depot in Tempe, Az. The guys at Mechanical Warhorse have been gracious enough to sponsor the event, henceforth known as “The Salt River Rumble”, and the Game Depot has allotted us their gaming area. Signup now for $10.00 by simply visiting the Game Depot to register. The tournament will consist of three missions randomly selected from the ITC list and army composition (1850 points) will follow the rules outline on the ITC website which can be accessed by visiting www.frontlinegaming.org with the only restrictions that allied detachments must be published in the codex or White Dwarf, sorry no Web Exclusive Detachments. I look forward to seeing you all there.
Keep an eye out on this blog page for tournament updates.
Sunday, August 2, 2015
Ice Base Zero: Concrete Walls
This month I've been working on a new set of concrete walls to go around Ice Base Zero. This is a MDF kit that makes a 6" wide, 3" tall wall section. Each wall section can stand alone or a rampart can be added on top for your models to defend the base.
Recently, we play tested the wall sections and they work great to break up line of sight but also give larger models some cover and the ability to spot targets.
The Pipe Works section ended up working well. It allows you to connect your pipe sections and extend the ramparts in order that larger base models can be deployed.
Now I need to spend some time to finish off the tower section, which is becoming the trickiest part of this new project. It's looks good, but has some access and line of site issues I need to work out. Hopefully, I can work in another playtest round to see how models can move around and over wall sections.
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