South Auckland
Miniatures
Wargames Club
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NewsLetter January 1998 |
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Next meeting:
Saturday January 9th 1998, at St. Johns Church Hall, Norrie St., Drury, starting at 9a.m.
CLUB FEES FOR 1999:Dont forget that club fees for 1999 are due now ($30 for the year if paid at the January meeting - otherwise it goes up to $35 for late payment). We need the money to pay for the use of the church hall and for this wonderful newsletter, so prompt payment would be appreciated. We may have to limit numbers due to the sheer number of potential new members showing up each month and wanting to join so first in, best dressed. Ive already paid! - Bryan.
Games arranged:
Not too sure whats happening this month (as I missed last months meeting) but I do know that the Big Game (i.e. The Battle for Armageddon - Orks v Imperial Guard) has been postponed till the February meeting. - Bryan.)
Seems like Pete has written the newsletter this month so over to Assistant Editor, Peter Colson, who has his say in...... THE PETE-HOUSE FORUM.Welcome to the second instalment of the forum.

First
things first, I hope you guys enjoyed my attempt at running a tournament last November, at least I enjoyed myself. Congratulations must go to "Dictator" Davies for his vast tactical ability, Reid Pittams for his beautifully painted Undead army (check out his multi-colour carrion, groovy), and Bryan Orsbourne for the control he has over the club - how else would he get so many votes for best general? (Perhaps by being an all-round nice guy? - Bryan). I thought that perhaps some of you might be interested in the results of the tournament so here they are all neat and structured:| NAME | ROUND 1 | ROUND 2 | ROUND 3 | BEST GENERAL | TOTAL | ||
| Robert | 1810 |
946 |
2500 |
0 |
5256 |
||
| Reid | 438 |
1900 |
2150 |
300 |
4788 |
||
| Bryan | 541.5 |
566 |
2900 |
500 |
4507.5 |
||
| Jarrod | 1210 |
800 |
1683 |
0 |
3693 |
||
| Ben | 2038 |
643 |
874 |
0 |
3555 |
||
| Ivan | 553 |
618 |
0 |
0 |
1171 |
||
| Ken | 124 |
391 |
248 |
0 |
763 |
||
| Andrew | 476 |
0 |
0 |
0 |
476 |
||
Also a quick note, Andrew doesnt really suck as this spreadsheet may suggest, he was using an army he had never used before, using someone elses army list, that was designed for anti-magic, and came up against two armies with no wizards (one of which was Bryans Khorne Daemons) in the games where he got 0, and had some of the worst runs of bad luck I have ever seen. Better luck next time Andrew. - Peter.
Courtesy of Jarrod is this little bit of info on Armageddon:
This was the site for the most pivotal point in the entire Armageddon campaign where the fate of the Empire as we know it was decided by one man. Refreshing your memory, from the beginning the Orks of the planet Urk led by Ghazghkull Mag Uruk Thraka, attack the Imperial world of Armageddon within the Segmentum solar. After a brief rampage where the Orks run riot almost ousting the humans from the planet their forces meet at Hades Hive where they are halted and kept at bay by the defence coordinated by none other than Commissar Evil Eye Yarrick (Boo! Hiss!). After the Blood Angel Chapter of Marines take the bridges over the Skletus river using drop pods where they sustained heavy losses (Yeehaa!), managed to brake through the Ork lines and relieve the defenders of Hades Hive (Damn). But they were too late (Yippee!) and the hive was basically torn down rivet by rivet, stone by stone, steel strut by you get the idea. However despite the Orks success the whole campaign was decided then and there. Once the Orks had defeated the planets defence force at Hades the pussy Marines back stabbed da boyz before they had even the time to react. And the Waaagh was broken. Later in pursuit of Ghazghkull, Yarrick was captured during the fighting on the Squat world of Golgotha (wonder what is going to happen about that since the Squats are less than history). Somehow he managed to escape with the aid of the stunty fellows (pretty hard seeing as according to G.W. they never existed -P.C.), and then the Ordinatus came to town and drove the Orks off the planet. And that was what we last heard of the epic saga.
But this time there is much much more. While Ghazghkull and his boyz were bashing up some helpless Oomans on some far distant planet far away in the Arx system Mork looked down and saw that the time was ripe to set his master plan in action. You see Mork had enjoyed watching the Waaagh and the many victories that came out of those years back in 40,941 so much so that the mighty deity himself twisted the fabric of reality around his little green finger and it was done. The Emperor complained and started to cry like all stinkin Oomy grodz and Mork got Gork to slap him in da head. With that wimp out of the way Mork waited until the Waaagh was back in the warp. Humans call it a fluctuation in the space-time continuum, Orks call it a "Zoggin cool ride!". Mork had twisted time back onto itself so that when the ulks carrying Waaagh Ghazghkull emerged from warp space they found themselves looking upon the world of Armageddon in the year 40,941. Ghazghkull called dis a blessin from Gork and Mork and it was, a second chance to set things right and once and for all pound the stuffing out of that snivelling sissy Yarrick. The new Waaagh was joined by several new additions, Ork armies from all across time had assembled, even old colleagues dead and forgotten a time ago materialised from thin air. Sticking with his basic plan from all those years ago because of the fact that he knew it would succeed the Waaagh of Ghazghkull began again for the second time. From inside the Warp Mork gave a whoop of delight as the return of his favourite show reached its shock conciliation. It was the same everywhere he looked, Ghazghkull realised that if he did not change his strategy at the siege of Hades then it would be for naught. Releasing forces and reserves from the defence of the Skletus river his forces that were laying siege swelled, when the time had come for the Blood Angels to arrive in the battle Ghazghkull gave the order for the to disperse and withdraw from the hive allowing the marines passage into Hades. With the trap sprung the Greenskins band of iron determination snapped around and encircled the hive. A prong is sent to destroy the small band of Blood Angels guarding the Skletus river there is no chance of them surviving the onslaught. With the Orks closing and the bridges defences looking too fragile to withstand the rush of Orks pouring towards it. The final Ork attack begins on Hades as the Marines realise that in their haste they had left their brothers to await certain doom. While the planetary garrison has been refreshed by the arrival of the space marines, Ghazghkulls army is prepared and larger than what it was before. Both sides clash with even the Emperor unknowing of the outcome (because es unconscious). The final time for survival and victory has arrived. The fate of the planet will be decided by the S.A.M.W.C. on the 12th of December. Ere we go Ere we go Ere we go.
Deployment : Each table is to be linked from end to end length wise forming a long table edge of roughly 16 x 4 feet. The table is to be divided in half and the forces deployment zone is anywhere on their side of the table 9" away from the half way line. The Orks deploy first thus giving the Imperial side the advantage of matching the Orks deployment and not being caught out. Yarricks superb tactical skill at work. However the Orks do get the first turn to represent the well thought out stratergee and swiftness of Ghazghkulls attack (hes already had one plan go sour, this one is bound to work).
There will be several positions on the table like bunkers, storage depots etc., each is worth 5 vp to the side who has possession of them at the end of the game. They can also be destroyed by the Ork players. If a bunker etc. objective is blown up then the Orks get 3 vp. Due to the short range and low strength of Ork weapons this will be an unlikely occurrence. HOW TO CAPTURE A POSITION: Very simply a position is held and worth 5 vp if one of your squads which is not fleeing and above 50% starting size is in or on the position, and no enemy units bigger than the total number of troops holding the position are within assault range. E.g. If a unit of 7 Guardsmen are holding a bunker and there is a mob of 8 Ork boyz within 6" then the position is not sufficiently stable and can not be considered held. The Imperials will need to move in a larger squad, two more soldiers, or eliminate the Ork threat by reducing them to below 7 models in size. This will need a lot of thought on behalf of the commander. If there are models inside the objective then this must be made clear.
In addition to the above method of scoring points the Imperial players get 1vp for every mob of Orks or Grots wiped out, fleeing, or having fled the table at the end of the game. In addition a further 1vp for every Ork and Grot unit still in the Ork deployment zone (heavy support excluded).
Again the Orks get 1vp for every unit of Imperial origin wiped out, fleeing, or having fled from the table at the end of the game. The Orks get an additional 1vp for every unbroken mob of theirs over 50% starting size in the Imperial deployment zone at the end of the game.
#1 Fleeing troops flee towards the nearest patch of cover or table edge so long as they dont flee towards the enemy. The maximum Ld modifier that can be applied in an assault is -5, and a roll of double 1 is a pass regardless of leadership.
#2 When pursuing an enemy and you dont catch them you may use your pursuit distance to make a sweeping advance into another enemy unit. All normal rules for sweeping advances apply.
#3 A unit can no longer regroup if it has less than 25% of its starting strength left.
#4 Crossfire is worked out by enemy models in a units fall back corridor get to fire once at the fleeing unit (i.e. an Ork with a shoota and an Ork with a big shoota are in the corridor, the Ork with the shoota rapid-fires, the other one fires 3 times because his gun is assault 3) and all the shots fired hit automatically. Template weapons (flamers, plasma cannons etc.) hit half the squad (rounding down). Work out wounding and saves as usual.
#5 The Main Event, Ghazghkull and Yarrick must be deployed directly opposite and must attempt to get into combat with one another. Under Ghazghkulls orders during the first turn no Ork may fire at Yarrick, and vice-versa no Imperial may fire at Ghazghkull. This only applies during the first turn after which you may attempt to blast these two to Necromunda and back if you so desire (but it will be stink if they dont get to slug it out hand-ter-hand against each other wont it.)
The reason why these rules have been altered is because the ones in the book are not suitable for the scenario (and they suck!). If you could, bring tape measures, terrain (Necromunda terrain would be great, its a hive after all, P.C.) and whatever else you usually bring to war. Not to mention da boyz and their fun squishy playthings, i.e. Imperial Space Marines. -Jarrod.
I, Arbitrator (Ill-be-a-traitor?) Karlson, am running things now, and if you dont like it you can be sure youll be liking it a lot less with the plague zombies and muties as neighbours, cos anyone who crosses me is gonna be outlawed faster than the psycho-bitch removes fingers. Following the lack of success that Ivan has had recruiting people to take part in his campaign, Ive exploited his misfortune and my position in the newsletter team (which I wont have for much longer if I continue being late with stuff, huh Kev & Bryan, sorry) to set up my own arbitrator campaign. You dont have to play heaps of games, although it helps, you just have to tell me what your gang-ratings are, who died, who killed them, and other interesting bits of info. So far an Escher gang has become active in Terrordark Dive, some Cawdor have made themselves heard in Korny Kourt and Head Posts, and 2 Spyrer teams have abandoned their vows, and Ratskins, Pitslaves, and those disgusting Scavs have been sighted around Dominion Hole and Cargylle as of late (Ill give you an official no-prise if you can find what streets names Ive mutilated to get these names). Thats it from the top dog this month, Ill see you in hell. - Peter.
My New Years Resolution by Peter Colson (Again!)1 Assassinate Toumas Pirinen (or just insult him heaps).
2 Get Adrian (D)"Ork Warlord" Wood stripped of his title.
3 Play more games of warhammer, 40K, etc.
4 Beat Bryan at Warhammer (you have to be lucky all the time Bryan, I only need to be lucky once).
5 Finish collecting Lizardmen, Empire, 40K Orks, and Escher forces, and start collecting Blood Angel Beakies.
6 Find the bright spark that decided to "improve" the 40K Orks, and "improve" his face with a chainsaw.
7 Beat up Brian Nelson for replacing the old happy Ork models with these crap savage and brutal Orks (My Orks ave AXES).
8 Find good glue to stick Slann Mage Priest together (the missing piece has been found)
9 Get money (lots of it).
10 Stop pissing people off (unless I really feel like it).
Well wasnt that an interesting read (Ill do better next time, I can hardly do worse).
PS If anyone has a spare Brettonian Knight either mounted or on foot to donate, I would enjoy painting it, I want to paint a model in a scheme based on Monty Pythons Sir Robin the no quite as brave as Lancelot. - Peter.
ELECTRONIC WARGAMES CAMPAIGN: All members of the club are invited to join in an Electronic Wargames campaign which will be run during 1999. Armies and terrain will be provided, all that players will need is a tape measure, and a willingness to attend the club each month. Those of you who have not yet played this game dont need to worry. I can arrange a practice game before any campaign games or you can go into your first battle as an inexperienced commander, like so many in history!
The campaign is set in the Balkans between the Turks and Europeans in the early 19th century. Each player will command a Corps of 2 or 3 Divisions, with each Division vs Division battle being played as a separate game. This means that each player will probably have to play 3 or 4 games over the next six months. As most games will last an hour or less you should have no trouble in fitting them in between your planned games.
Players will have to be available to submit orders and respond to encounters each month. General information on the progress of the campaign will be in this club newsletter, with detailed information being given to individual players. No doubt a suitably impressive prize will be awarded by the club to the ultimate campaign winner! What more incentive do you need to join in?! See me know for more details as the campaign will be kicking off immediately! - Ken.
CLUB INFORMATION:
The South Auckland Miniature Wargames Club meets on the second Saturday of each month at St. Johns Church Hall, Norrie Road Drury, starting around 9am through to about 5pm.
This newsletter is produced monthly just before the next meeting. It is edited by Bryan Orsbourne so anything you would like included in the newsletter should be sent to me at 16 Nakhle Place, Manurewa or phone 2680820.
Peter Colson is the Assistant Editor so send him all the boring stuff, especially your battle reports, at 44 Shirley Ave, Papakura or phone 2987293 or e-mail colson@xtra.co.nz
Layout and printing of the newsletter, additional contributions and all the pretty colour pictures are courtesy of Kevin Carberry, 46 Churchill Ave, Manurewa or phone 2670319 or e-mail kevin@profax.co.nz
Robert Davies is the Club President so send any queries, problems, complaints or whatever to him at 14 Grebe Street, Manurewa or phone 2770899.