Friday, 7 February 2025

Turnip 28 - The Pastinaca 233rd Regiment of Foote


Some time ago I put together a first go at a Turnip 28 (T28) army. I wasn’t really happy with the result and in any case, my wargaming companions didn’t really buy into the game so it withered on the vine.  Recently, while playing One Page Rules, one of my friends revealed his own T28 themed army

So among other projects I set about updating, rebasing and partly repainting my force. I also expanded the force with a few other bits and bobs (so far).

Anyway, one of the great joys of T28, aside from its core facilitation of a bit of conversion work, is that it is steeped in narrative. Most of the best wargames are! So as well as discussing how I created this force, I’ll also give the narrative for these little toy soldiers.

Pastinaca 233rd Regiment of Foote

My regiment is a denuded rump of mutated soldiery, most of whom have very little memory of much before the last bout of imbibed fungal grog.

They are part of the ‘Stranglin’ Harry’s Wretched Recruits’ cult, and have taken to worshipping the Grand Parsnip. The 233rd wander the barren marshes, fens, and bogs of the Ardene Sours in search of food and glorious war. Their original uniforms were red, but attrition and an increasing penchant to show their allegiance to the Parsnip, means that yellow coats are worn by replacements and new recruits.

The Toff

Every T28 force has a single leader, the ‘Toff’ to command it. I created mine for a mix of a Perry Medieval figure, Games Workshop parts and a 3D printed head. As with all models in the force, it is given a rough paintjob and heavily doused in AK Streaking grime. The base uses AK ‘wet ground’ basing.

So, here we have the Toff himself, General Mann Waisse, 802nd Viscount Bouillon. Waisse is heavily mutated with a woody infection that has relocated his skull out of his head, meaning his noggin is now held together by his helmet, which he never removes. Afflicted by a constant headache from his sloshing, rotted brain, he is utterly callous and uncaring of his minions, who he uses in his merciless search for glory. He prefers to fight in the old manner with blade and shield.



Every Toff needs a cadre of Toadies to keep the soldiery in line, and General Waisse has his contemptible compatriots, who he mostly hates.

Perhaps the most powerful among them is Bishop Bakkebaard, a minister given to tremendous tub-thumpery. Bakkebaard fluctuates wildly in his allegiances. On odd days he spreads the gospel of the Grand Parsnip, especially when the lads are hungry. On even days he preaches the word of the Worm God. In truth he believes in nothing save his own stomach, which he fills at every opportunity, particularly with long-pig and parsnip stew. Bakkebaard carries a brutal falchion for carving meat and a brass icon, which the soldiery fear and revere in equal measure. Bakkebaard found it in a waterlogged hayloft several years back (he thinks). His splendid moustache is actually a feathery fungal growth that infests his lungs and pokes out of his nostrils.

I believe this was a Games Workshop figure of some kind, and it received only minor conversions before painting.





The other two Toadies are Lieutenants Alexi and Bela although everyone calls them ‘The Pointers’. Alexi and Bela come from the eastern wastes, and speak a strange babbling tongue that nobody understands.  Hence they are only able to make themselves known to the soldiery by pointing and gesticulation. Alexi favours a huge chopper to dismember his foes. He carries the skull of his dead wife, and her favourite hat (in a hat box) as a reminder brief happiness leads only to misery. His brother Bela is a skilled pistoleer now trapped in his armour, as infections made his skin slough off.  He tanned his own hide and wears it like a cloak.

Both are made from a mix of Perry Medieval and Napoleonic figures with bits from Games Workshop.






‘Stranglin’ Harry’s Wretched Recruits’ cult gives me access to a special unit called ‘rootlings’. I really wasn’t sure what to do for them, but after a good rummage I found some Games Workshop goblins. Mixing them with some Games Workshop Branch Wraith bits I’m pleased with the result.

The soldiery regard these rootlings as blessings from the Grand Parsnip, and it seems that only Bishop Bakkebaard is able to communicate with or control them. In battle they pop up from the ground to cause trouble before disappearing into the ground again. Generally the soldiery call them 'The Red Caps', as they say the hoods the rootlings wear are soaked in old blood (which they aren't).





General Waisse maintains a small number of Chaff, skilled musketeers whose main role on the march is to scout out the ground ahead. When the musket balls start flying they are enthusiastic marksmen, and terribly noisy. As they blast away with their firearms, its accompanied by a cacophony of cries such as ‘every one’s a winner!’, and ‘first one to hit the captain gets ‘is liver!’ These chaps never quite seem to stay dead no matter how many times they fall in battle. Captain Cranmer has never learned to keep his head down, ans as such has lost most of the flesh on his head. Old Bokey is heavily mutated and once served with the Bone Eaters before transferring to the Chaff because of his skill with a musket. Unfortunately he lost his firearm somewhere, but it no longer matters as his mutated arm can throw iron-like thorns as lethally as a musket ball. In the camp they keep to themselves for the most part and are avoided as they are seen to be somewhat spooky by the others.

Once again these are made from a mix of Perry Medieval and Napoleonic figures with bits from Games Workshop. I didn’t repaint them yellow, leaving them with red coats as, well, they don’t seem to stay dead so haven’t been replaced yet!



The Twisted Misters form a heavy unit of Brutes, close combat assault specialists who are highly mutated by their devotion to the Grand Parsnip. They are bullies, and vicious butchers in melee. While the wider soldiery fear them, their tendency to return from the battlefield caked in blood and bearing sacks filled with tasty livers means they remain an integral part of the 233rd.

Among the usual Perry/Games Workshop mix there are a couple of weird metal miniatures. I don’t know where I got them from, but they look suitably brutal.




Bill’s Butchers are the next unit of Brutes. They are armed with captive bolt guns designed to kill livestock, which they found in a collapsed barn outside of the ruins of Haybiss. A unit of new recruits, they exhibit only mild mutations so far. They are led by a gruff-voiced sergeant simply known as Bill. They joined the 233rd on the promise of plentiful meat, and are disgruntled to find that they have to hunt the prey themselves. Most of it comes from opponents killed in the melee, where they use their spring-loaded killing bolt contraptions to good effect.

This unit is made with a mix of Perry Napoleonic, Warlord WWII Russian, and 3D printed T28 style parts.



Although the 233rd are a regiment of foot, General Waisse recently managed to attract the service of a troop of Whelps. Fast riding and haughty fellows, they do not fraternise with or even speak to the infantry. To be fair, they barely speak to the General, considering themselves better than the foot sloggers. Mutations are rife among them and their horses.

I made these from Victrix Napoleonic French cavalry as a base, with mutations made from a plastic toy spider and a greenstuff/Mulliput mix.



This chap has a severely mutated head obviously.




The mutated spider-horse.








The Tumour Guard

I picked these figures up from the front of a couple of wargames magazines and used them with very little conversion. The only addition was some texture paste over their faces. They form into a Fodder unit armed with muskets.

The Tumour Guard is populated by fellows whose heads and vital organs have been entirely replaced by vegetably tumours. They are blind, deaf, mute, and brainless, operating entirely on intuition gleaned from a connection to the Grand Parsnip. They move in an unnaturally uniform way, almost as if they were a single being. In camp they stand at attention and never seem to rest or eat.





The Umbles

The second Fodder unit was made from the usual mix of figures and bits.

The Umbles are a true unit of battle fodder. Nobody cares for them, or even knows their names. They are an unruly rabble at best.





The Worms

The third Fodder unit in the army is heavily enhanced with greenstuff and miliput mutations to give them long mutated noses or helmet snouts.

The Worms as they are known are afflicted by a particular blessing from their worship of the Worm God. Each is slowly degenerating into a large earthworm, a fate they embrace with ecstatic joy. For each of them, they pray for the day that they will take their final form and slither off into the ground as a beautiful burrowing worm. They believe that the din of battle hastens their transformation and so they march to war eagerly.




The Bone Eaters

Long ago the sergeant of this unit mutated into a goat-like form, before being killed by a fateful sword thrust from some long forgotten foe. His unit now carries his bones aloft into battle to honour his loss. Out of respect the Fodder of this unit only eat bones. They crush them into a powder and add the dust to a mix of brackish water, blood, and bile to make their ‘bone paste’ that they consume greedily. They consider the best bones to come from a hanged creature and so their current sergeant, who calls himself Harry in honour of Stranglin’ Harry, carries a noose for the purposes of food preparation.






I’ll be adding more to this force over time I think. We’ll be playing our first game of Turnip 28 next week, where the 233rd will be taking on the Cult of Charybdis I suspect. Should be fun!

Wednesday, 8 January 2025

One Page Rules Regiments - Dwarves vs Orcs 2025pts

2024 was a bit of an odd year for me, for <reasons> and it meant that I didn’t get much blogging done.

2025 is a new year and we have some significant plans for gaming in the year.  I hope they come to pass, but whatever happens I’m hoping to blog more consistently.

Kicking off with our first session, this evening we diverted into One Page Rules (OPR) Regiments.  OPR has been a solid standard in our gaming schedule for a few years now and its an excellent suite of simple and playable rules.

Regiments is something we’ve not tried much of, so here we go.  During 2024 I spent some time using up the 10mm miniatures I had left over from my Warband Fantasy armies, and I had enough to put together an orc army and their traditional adversaries, the dwarves. As these were ‘what I have left’, rather than planned lists it meant that they are not in OPR terms ‘competitively validated’, but no worries. In 10mm I roughly had 4 figures to a single base, with each base being a single figure in game terms.

So we set out with a test game, and therefore no scenario involved. We put some basic terrain down and ran our standard ‘5 objective in an X’ to determine victory.

I handed over the armies to my friends and took the role of arbiter, remembrancer, and keen observer as to how OPR:R runs.

The armies

Orcs


Dwarves


Deployment

Both teams set up in batches of three units. This is a variance to OPR’s rules, but we tend to do it this way to save time. It works for us. Both sides deployed an extended line with solid unit matches. A couple of tactical observations. The dwarves placed their cannons on the flanks in a move that would prove lethal. The orcs deployed their heavy hitting giants and swamp beast in the reserve line, which would see them get the worst of the early game.



Turn 1

The dwarves kicked off proceedings with their cannons obliterating both units of orc cavalry! It was interesting that both sides immediately prioritised their shooting units to try to thin out the opponent’s ranks, with good effect.  In any game the dice play a factor and throughout this game the dwarf players were rolling far better than the orcs. This played a frustrating part of the engagement, especially for the orcs who would struggle to make headway against the winds of randomness.


Hmm...shouldn't those giants be leading the orc battle line?

Following the archery exchange, the melee units of both sides, hampered by bad terrain advanced as best they could.

With the orc flanking losses, the turn ends with objective control as follows:

Dwarves control 2

Orcs control 1

Turn 2

The short-legged dwarves being slow moving, struggle to make progress and so the orcs storm across the table smashing into the dwarf lines.  The early combats are brutal with heavy losses on both sides, but the orcs get the worst of it. The dwarves cost very similar points to the orcs but are a better quality and this is telling.  We assume the points are similar due to the dwarves being slow, but overall, the feeling in our groups was that the slowness doesn’t significantly impair them to compensate for the better quality.  The orcs really struggled to stand up to the dwarves in melee as a result.


That could've gone better for the orcs...

Also, spears are worth ever point they cost. Striking first in melee is a HUGE advantage and the players very quickly simply refused to charge into the front of a spear armed unit.  The orcs sought out non-spear armed units to attack instead. I feel like the spears special ability is very strong and probably under costed in the army building.

Dwarves control 2

Orcs control 1

Turn 3

The orc heavy hitters break out into the front lines, charging hard across the open ground to get to grips with the dwarves.

The swamp beast and both giants finally get into the mix and smash apart the dwarves’ right flank. The swamp beast advanced alone in the dwarves’ left flank, weathering repeated shooting, and shredding its way through the dwarf lines.

Slithering, poisonous, and horrific monstrous swamp beast makes its way forwards.



Outside of these big monsters, much of the orc army is destroyed, as is half the dwarf battle line.

Meanwhile in the centre the dwarf elite hammerers smash their way through the orcs before them.

The game’s victory conditions remained unchanged though, so Turn 4 would be the decider. In the other forms of OPR we play, the game is usually decided by the end of Turn 3, so this was interesting to watch.

Dwarves control 2

Orcs control 1

Turn 4

A scramble of the victory objectives now ensued. The dwarf right flank was mostly destroyed, but there were few orcs left here too.  The few surviving orcs with crossbows advanced into the teeth of a dwarf cannon crew but are shaken by cannon fire securing the objective there for the dwarves.

The dwarven gyrocopter air force on their left flank took control of the objective in the orc lines on that flank.


Can anyone else hear 'Ride of the Valkyries'...?

The final scuffling melee around the swam beast's breakthrough.

Meanwhile the orc swamp beast rampaged through the dwarf lines, and despite being reduced to below half its wounds, succeeded at its morale and loved to capture the dwarf objective on that flank. This would bring the battle to a draw, but with the dwarves having enough force left in play they were able to move to contest this objective to secure a narrow win.

Dwarves control 2

Orcs control 1

Conclusion and observations

The Battle

It was a jolly fun fight with the orcs getting battered throughout and their battle being saved by the big beasts they brought to the fight.  The dwarf cannons began the horror early for the orcs, pretty much deleting two orc units! After that though the battle swung back and forth over control of the objectives. Ultimately the dwarves simply had too much left in the field for the orc remnants to capture objectives effectively, although they made a good try at it and almost succeeded!

The rules

OPR remains an excellent system with many versions well worth playing. Regiments is an interesting beast. We ran it in its basic form, but for us it lacked a couple of things. The main issue we found was that units don’t exert a ‘zone of control’ which allowed weird interactions and unit moves in front of enemy units.  As mainly historical players this jarred with us a bit but its easily house ruled I think.

The orc and dwarf basic troops were similarly pointed, but generally the dwarves were superior in combat to the orcs.  This was frustrating.

Spears are highly effective.  They effectively stop opponents wanting to charge them as they always fight first, a massive bonus. It feels like this is too powerful for the points cost. Aside from this they have the effect of stymying the game’s movement and frictions as two opposing spear units will tend to stand and look at each other rather than engaging.

Overall, an interesting try-out for the OPR Regiments rules. We’re undecided on whether we’ll use these much in future.  Time will tell!