Saturday, 13 June 2026

The Surströmm Luggers (for Turnip28) - part 1


I've started work on a new army, a Turnip28 Regiment of fishmen, made from the Skaven Spearhead I acquired from the latest Hachette Partworks magazine. They will all have greenstuff sculpted fish heads, black powder weapons, and pirate hats.

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Baron Röda von Ulven of Swill, Toff


The self-styled Baron gurgles unhelpful instructions and ill-considered orders, and screeches in frustration no matter what his followers do.



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Scab-Captain Garant, Toady


Argumentative and uncooperative, the captain takes all possible chances to avoid being anywhere near to action.



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The Chumbuckets, Black Powder Fodder


The Press-gangs had dredged the worst gutters and dive-bars of the city and pressed anyone they found into service to bolster the regiment's numbers, regardless of how clearly useless they looked.







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Saint Alamei’s Rocket Battery


I like the look of several cults, but I think Saint Alamei’s is my favourite. I really like the Panic Token mechanics in Turnip28 and the rocket cult really lean into them.





I've already painted the rocket battery, as I have some thoughts about using my pirate orruk models with the Turnip28 rules, and I just love the idea of them using a massive unstable stack of fireworks!






I've started painting the Surströmm Luggers I'll post the first  batch as soon as they're ready.

Monday, 1 June 2026

Unfallen - UKGE 2026 Warcry Narrative


Into the Wilds


The wilds of Thyria do not welcome trespassers. Tangled rootways shift without warning, spores cloud the air, and ancient stone markers lie half-swallowed by thorn and mire. Scattered and disoriented, your warbands must seize forgotten navigation landmarks to chart a path toward your true destination.

Yet survival alone is not enough. As you advance, each force must also shape the land to its cause - Remediators purging corruption and restoring sacred ground; Contaminators spreading blight through soil, stream, and vine. Every marker claimed and every patch of earth transformed will guide not only your route, but the fate of the battles still to come.

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Unfallen (Narrative) was a single day, narrative Warcry tournament run by me and the WorldCryUK team, inspired by the Path to Glory Blighted Wilds narrative AoS campaign, at UK Games Expo at the Birmingham NEC on Friday, 29th May 2026.

10 players were asked to choose their path as either Contaminators who seeded creeping corruption, or Remediators sworn to burn out the rot and restore balance.

We did not use the Core Book narrative campaign rules, as they're not designed for a single-day, multi-game event.

Instead we used custom battleplans and a branching narrative structure. The players actions on the battlefield decided the fate of Smuggler's Haven in the unfolding story, through the push-and-pull of (often conflicting) choices between a course that will help their coalition and one toward a personal victory.

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The Battlefields



Each board was labelled with a hand-made and not-at-all-contaminated card, that included a location-marked map, title and description.


Bilgehook Harbour


A ramshackle settlement built from shipwreck timbers and salvaged hulls, atop stone ruins. Lashed together with sailcloth, rigging and chains.

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The Shardgarden


Fragments of a shattered Stormvault, that kept its secrets buried and hidden for centuries, now the arcane seals are broken open and the treasures looted. The power fades but in places the green stone still glows with strange light.

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The Amethyst Roots


A warren of narrow tunnels and large chambers, used for generations by a long-gone city to lay their dead to rest. The narrow paths between broken tombs are covered in purple-hued sand that drifts through the tunnels on supernatural winds.

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Leechwater


Home to smugglers and cutthroats, the muddy streets and rotting boardwalks of this stinking port-town are lined with merchants willing to buy and sell anything the local pirates gather from the seas.

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Tangleroot Reach (South)


A large forest where yellow leaves blanket the ground. Broken statues and mossy ruins hint at a long-forgotten temple complex among the trees.

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Tangleroot Reach (North)


A large forest where yellow leaves blanket the ground. Broken statues and mossy ruins hint at a long-forgotten temple complex among the trees.

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Chapter 1 - A Dense and Choking Maze


Thyria is one of the most wild and untamed regions of the Everspring Swathe. Few truly pitched battles can be fought here; instead, warbands are likely to become lost among the shifting trees and cloying undergrowth, forced to spend precious time getting their bearings, and calculating their position.


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After one battle, The Contaminators were ahead:


The landmarks have led your warbands deep into Thyria’s wounded interior, where rare alchemical growths and volatile wild-essences flourish in the shadow of corruption. Here, the Contaminators’ earlier work has already begun to bear fruit: bloated fungi, venom-sap, corpse-blooms, and tainted moss now thrive in abundance. 

Both sides race to gather these precious ingredients first - one to weaponise the spreading blight, the other to deny its use or salvage what purity remains. Every moment spent harvesting risks ambush, and every prize claimed may decide whether the wilds are pushed further into ruin.

(If the Remediators had been ahead, this version would have been used):


Guided by the reclaimed landmarks, your warbands arrive in a hidden stretch of Thyria where life still fights to endure. Rare herbs, moon-petals, amber resin, and sacred root-sap grow in fragile pockets protected by the Remediators’ earlier successes. Yet such bounty cannot remain untouched. Both sides now scramble to harvest these potent ingredients - one to restore and fortify the wilds, the other to corrupt these natural treasures into vectors of decay. The race is as much about speed as violence, for whoever secures the greater haul will carry a vital advantage into the battles ahead.

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Chapter 2 - Thyria's Bounty


The most skilled of mages in the infected reaches of Thyria will call upon the power of the land itself; various mystical roots, fungi and tubers can be used in arcane rituals. Several clusters of such resources have been located nearby - but so too has a marauding enemy warband with the same covetous intent...


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After two battles, The Contaminators were ahead:


The harvested ingredients have revealed a terrible truth: Thyria’s heart cannot be claimed through conquest alone. To complete the rite of corruption, blood must answer blood. Deep within the blighted heart, each warband comes to the same dreadful conclusion - one of their own must be surrendered to the wilds, and one foe dragged screaming to the altar as the final offering. 

Yet no warrior knows whom the enemy has marked for death, and every fighter now marches beneath a veil of suspicion. Victory is close enough to taste; one final sacrifice may drown Thyria’s roots in irreversible ruin.

(If the Remediators had been ahead, this version would have been used):


The gathered ingredients and restored pathways uncover the final, sorrowful rite needed to save Thyria. Renewal demands balance, and balance demands sacrifice. At the last, each warband must offer one of their own to seal the cleansing, while also claiming an enemy life to pay the wilds’ bitter due. None can know which souls the foe has chosen, turning every advance into a tense gamble and every clash into a desperate bid to protect the marked. Salvation lies within reach - but only if you can endure the cost that Ghyran itself now demands.

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Chapter 2 - The Call of Sacrifice


Even as two warbands come together for battle, there are strange whispers on the wind. The nexus of jade power here demands that life be given in tribute - and worthy life at that. The precise nature of the sacrifice, however, will not be obvious until the moment arrives...


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After the final battle were over and the dust settled....

The Contaminators were Victorious!

The final sacrifice is made, and Thyria’s heart-root blackens with spreading corruption. Rivers curdle, vines twist into grasping horrors, and the wilds howl with newfound fury as the blight takes permanent hold.

The Contaminators depart triumphant, leaving only ruin and maddened growth in their wake.

Those who survive whisper that the land itself now hunts the living, and that somewhere beneath the poisoned canopy, something ancient has begun to awaken.

(If the Remediators had been ahead, this version would have been used):

Against all the odds, the cleansing ritual is completed. Corrupted growth withers, poisoned waters run clear, and the choking wilds of Thyria breathe once more.

Though the cost was steep and the fallen are mourned, the Remediators have preserved a fragile hope within Ghyran’s wounded heart.

Yet the scars of the campaign remain, and beneath the roots, embers of corruption still smoulder - waiting for another season of war.


The award winners!

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The double-sided custom Contamination / Remediation tokens. Conceived by me, sculpted and 3D printed by Phylax, and painted by Jess.


The custom combat gauges and tokens - the gold versions were given to award winners in addition to the larger medals and prizes, and all players were given the black and colour-filled versions to use in the campaign and take home afterwards.

The battleplans, pairings and results are all available on WarTally

There's also a gallery of Phylax's amazing photos of all the warbands that took part on the WorldCryUK site.

Such a great day! Everyone brought their A-game: From the beautifully painted and thoughtfully chosen warbands, great sportsmanship even in hard-fought battles, to the indispensable support from Phylax, Jess and Badger - the WorldCryUK team - who are so professional and well organised, even when wrangling uncooperative tech during a live event.

I can't wait to do it again next year!

(The weekend of Warcry was not over though - the following day, there was also Unfallen Matched Play!)

Friday, 15 May 2026

The Ogresuns in Blighted Waters, part 3 - Planting a Seed

The Ironfang Fleet have begun exploring Thyria in earnest, after a few scouting by Wyrdtoof and a shore-party. They were defeated by a Kruleboyz army while attempting a cold harvest, but Kap'n Salty Ogbad pressed on into the Wilds.

They soon encountered a Soulblight Gravelords army, led by a monstrous Vengorian vampire, who were attempting to plant a Cursed Kernel, a foul Rotseed, near the pirate's encampment.


The crews of the Cleavermaw and the Ogresun formed-up as best they could, the orruks pushed and shoved each-other while Drakmeff struggled to keep some kind of order.

Under the watchful eye of Kagknee, the fleet's master gunner, the gun crews hauled their looted cannon into position and made ready.


Kap'n Ogbad and the crews surged forward as a troop of vampire knights advanced on the guns.





Kap'n Ogbad punted the foul Rotseed toward the vampire's land.

The cavalry bore down on their guns and slaughtered the crew of one and knocked out the master gunner.


The nightmarish vampire lord reached out with his dark sorcery and hurled the Rotseed back toward the pirates' territory in swirling eddies of amethyst magic.


The surviving gunners redeployed their guns and sent the Rotseed back toward the ardboy crews.


The vampire knights reformed and readied another charge as the cannon battered them.


The Vengorian vampire was held at bay by a well timed counter charge, and several volleys of blackpowder pistol fire.




Mogrum used the Hand of Gork successfully twice in the battle, the second time to move close to the two crews of Ardboys.


Ogbad lined up another kick.



The ferocity and firepower of the Ogresuns and the Cleavermaws combined, and they dragged down the vampire lord, despite heavy orruk casualties.


Sludga's Division valiantly charged into the approaching knights and gave their lives to hold the knights back from the Rotseed.


Just long enough for Kap'n Ogbad to plant it solidly in Soulblight territory and secure a victory.

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Last time's game unlocked two new battleplans for me: A Dense and Choking Maze, and Cursed Kernel. We rolled a dice to decide which to play, and I'm really glad we got to play Cursed Kernel, it was a lot of fun!

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My roster, after two games:

The Ironfang Pirate Fleet

Orruk Warclans | Ironjawz Weirdfist
Drops: 3
Total Points Value: 1090
Glory Points: 50

General's Regiment

Kap’n Salty Ogbad, Megaboss (140)
    • General
    • Trophy Skulls
    • Hulking Brute
    • Path of the Brawler: Dependable Assault
    • Renown: 8
Drakmeff, Ardboy Big Boss (100)
    • Renown: 11
    • Path of the Ruler: Inspirational

Regiment 1

Mogrum, Weirdnob Shaman (110)
    • Renown: 8
    • Path of the Sorcerer: Focused Sorcery
Sludga's Division, 10 Ardboys (160)
    • Renown: 6
    • Battle Wounds: 2
    • Path of the Forester: Arboreal Concealment
Da Baron's Division, 10 Ardboys (160)
    • Renown: 10
    • Path of the Forester: Arboreal Concealment

Regiment of Ghyran

30DP (300)

Kagknee, Regiment Hero
    • Renown: 2
3x Ghyranite Bombards:

Smasha
    • Renown: 3
Krasha
    • Renown: 6
Old Smokey
    • Renown: 4
    • Battle Wounds: 1

Faction Terrain

The Krow's Knest, Bossrokk Tower 
The Cleavermaw, Landmark of Ghyran (120)