Strontium Dog Miniatures Game - Johnny Alpha

Johnny Alpha


Johnny Alpha in action by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd
If you're any kind of Strontium Dog fan, when you sit down to play the miniatures game, your first pick will be to take the strip's central character, Johnny Alpha. In the strip, Johnny is a gunslinger with a heart and is probably 2000AD's greatest out and out hero (Dredd is better known but is famously both hero and villain). With all this going for him and a wide arsenal of weapons at his disposal, it's natural to want to see how Johnny Alpha plays in Warlord's new Strontium Dog Miniatures Game tabletop game. So does he live up to expectations?


Stats 

It goes without saying that, as is befitting the star of the show, Johnny Alpha has the best overall stats in the game. He is the fastest character (in terms of Move and Evade stats), is an expert gunfighter (great Shoot, has Gunfighter skill), is strong in close combat (Fight) and can soak up damage pretty well too (Resist). Perhaps most importantly, he can keep up the good fight far longer than most (with the game's highest Cool stat).  From a stats point of view, this is as good as it gets - and rightly so!


Skills & Special Abilities

Johnny Alpha has four fantastic abilities:


Gunfighter: This ability isn't unique to Johnny so it is one that is good to learn to remember to use as it will serve you well for a few other characters. Provided you aren't Pinned, a 2000AD result when making your Evade or Resist rolls will activate Gunfighter and enable you to return a snap shot at your opponent! Try not to forget about this!

In My Head!: This is an ability which Johnny doesn't perform very often in the strip, namely to implant a thought in an enemy model's head. The obvious use for this in the game is to have one enemy attack the other which is fine as a game ability, but doesn't seem like the kind of thing that the Johnny Alpha we know would do.


Johnny Weird Eyes: This reflects Johnny's ability to see through most objects, allowing him to target opponents who are trying to hide behind cover out of his usual his line of sight! This single ability is what I feel makes Johnny unique and incredibly powerful in the game. Shooting at enemies through walls is great fun - and be sure to use that variable blaster to reduce the effectiveness of the hard cover bonus the enemy has!

Well Equipped: You get an extra Armoury card when Johnny is in your team which is a powerful bonus. The Armoury cards represent most of the wide range of weaponry (no lifewire!) that Johnny employs on a regular basis, such as Number 3 and 4 cartridges, electronux, time traps and time bombs! Remember that because the Westinghouse is a variable cartridge blaster, you can use the cartridge Armoury cards! No other pre-generated characters can make use of those!

Footnote on abilities: I found it odd that there wasn't a specific skill that would grant Johnny some advantage if he is fielded as a leader. Other than in the very early days of the mutant resistance, Johnny has always been a leader, whether that being inspiring mutants to rise up against the Norms, or taking the lead in the partnerships that he has made throughout his many adventures, notably with Wulf Sternhammer, Middenface McNulty and Durham Red. I would even argue that making Johnny leader in the game is undesirable; in certain scenarios the leader is having a face-off against the other leader which tends to leave him in a vulnerable position. Better that your most valuable character is not the most exposed one in such scenarios! Personally I would have preferred some kind of leadership bonus in place of the In My Head! skill but that comes from my love for the source material rather than with a game designer hat on!

Tactics for playing Johnny

My feeling is that the best strategy is to put Johnny in a remote corner of the board, preferably hidden from view behind a building or the like. Stay out of harm's way and use the In My Head! ability to suggest to enemies to shoot their allies. When the enemy starts to close in you can use the Johnny Weird Eyes ability to shoot them! If things are getting too tight, Johnny can move incredibly quickly; get a Sprint on and you can get out of there, moving up to 20" in one go! In a game where there are often enemies who cannot Evade at all, Johnny has a reasonable chance of dodging incoming attacks but I wouldn't rely on making those 2000AD results too often.

Do all of the above and you'll see the victories rack up. However, none of that feels true to the character. You may not care about that and happily play Johnny this way, making the most of his strengths. There is nothing wrong about doing this if that's what you enjoy.

However, as a huge fan of the series, I try to play Johnny the way I think John Wagner might write him... Johnny would hardly ever use In My Head! and wouldn't be using it to control enemies to shoot their allies in the back. More likely he would probably just put the idea in their head to walk away from danger. Once per game would be my personal limit - if it was used at all. The Johnny Weird Eyes ability is incredibly powerful but I try not to rely upon it too often either; typically Johnny seems to use it once per major action sequence in the comic. Neither though would I like to impose any limits to its use in the game. It becomes increasingly justified to use the ability the more Johnny is outnumbered in the battle or if he faces enemies who are trying to hide from him behind cover. He isn't a coward, but neither is he stupid, so some caution doesn't seem unthematic. That said, Johnny routinely engages in face to face gunfights in the strip, not to mention occasional close quarters combat so I try to play him as heroically as possible, taking on enemies head on where it seems feasible! While he is uninjured he is extremely powerful; keep using your Star Chips on him and keep Going For Broke! With Cool 5 you have a very decent chance of getting the 2000AD result to put that Star Chip back in the bag! That does run the risk of you Pinning yourself and effectively losing the use of his Gunfighter ability so there is a potential downside...but when it goes your way with the Star Chips, you can really cause a massive amount of damage with Johnny. I would always Go For Broke with Johnny and it's cool from a thematic point of view as you see Johnny getting the drop on enemies by living on his reflexes just as he does in the series!  Once you receive two or more wounds, you may want to think carefully about whether you still want to Go For Broke. Remaining unpinned and able to use Gunfighter may be the better option. Keeping Wulf close will also greatly benefit you by increasing Johnny's longevity through the Look Out Johnny! ability - see the Wulf tactics guide for more on this.

There is an optional rule that game designer Andy Chambers offered on The Dog House - Unofficial Strontium Dog Miniatures Game Group on Facebook for Johnny Alpha. The optional rule is as follows:-

You can field Johnny for 19 Notoriety or 190,000 Bounty if you don't bring Johnny's second blaster - the Webley - to the battle.

The Webley doesn't offer much in the way of advantages as its only use is to increase Johnny's chances of hitting an enemy by wielding two guns. Given that Johnny has a high Shoot, you don't really need this additional weapon and therefore it isn't really desirable to dual-wield guns, particularly because doing so comes at the expense of providing the target with a bonus to their Resist. If you like the flavour of having the Webley blaster as I do, please check out my Hero Mode home-brew rules below which allow you to keep the spare blaster at the same reduced cost.

Overall

Johnny costs a lot of points to bring to the table but does have strong stats as well as some very powerful and unique abilities. Unfortunately those abilities can encourage unthematic play. Playing heroically can go spectacularly well if you are fortunate enough to keep sending your Star Chip back into the bag; Johnny really shines with multiple activations! The flip side of that coin though is that there is a fairly high chance that playing heroically will result in Johnny playing into your opponent's hands and, ultimately, that this can easily lead to failure. There is a very thin line between heroism and stupidity and it can be frustrating when fortune deserts you!

Optional Homebrew Rules 

Honourable: If a player agrees at the start of a scenario that they will only use In My Head! to make enemies move away from danger, they can reduce Johnny's cost by 1 Notoriety / 10,000 credits bounty.

Leadership: Johnny is a renowned and inspirational leader for the mutant cause.  To reflect this, when playing a scenario where there are Mutant Allies fighting with him, or if the scenario involves Johnny fighting as part of the mutant rebellion, the following optional rule applies:-

In Set Up, when Armoury cards are dealt, the player fielding Johnny may opt to only take 3 Armoury cards rather than 4. In return for sacrificing one of his Armoury cards, he is immediately dealt the Leadership Chicanery card. Johnny can still choose which 3 cards of the 6 Armoury cards dealt he wishes to use in the game. Note that the player using Johnny must declare his intention to do this during the deal Armoury cards step in Set Up.  He cannot opt to do so once Chicanery cards are dealt. To clarify, this would mean Johnny would start the game with 3 Armoury Cards and 4 Chicanery Cards, and one of those Chicanery Cards would be Leadership.

Hero Mode:

Players can field Johnny Alpha for 19 Notoriety / 190,000 credit bounty, subject to the following restrictions:

1) Use of the "Johnny Weird Eyes"* and "In My Head" abilities are restricted to only being used once each per scenario (in line with the strip).
2) You play Johnny in a heroic manner.**

*If an enemy is deliberately hiding from Johnny to force him into a trap, multiple uses of Johnny Weird Eyes is permitted. Johnny has foiled traps like this and neutralised the lurking enemy without hesitation several times int the strip.
**This is clearly a grey area but in practice Johnny should be heavily involved in the action and not indulging in camping strategies unless defending something in a scenario or if he is grossly outnumbered. If it looks as though he is behaving in a cowardly manner, he shouldn't be doing that if you are playing him in Hero Mode. On the flip side, that doesn't mean he is stupid and that you are obliged to play him as though he has a death wish. If he's under pressure, there is nothing wrong with him claiming hard cover behind crates and the like to exchange fire. Equally, if he's wounded, don't be shy in using Hunker Down and keeping him out of sight until he is ready to rejoin the fight!

The Strontium Dog Miniatures Game is available from Warlord Games here.

Johnny Alpha leads a mutant revolt by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd












Strontium Dog Miniatures Game - Rules Errata

Since the release of Warlord Games' Strontium Dog Miniatures Game, those of us who are members of The Dog House: Unofficial Strontium Dog Miniatures Game Group on Facebook have been fortunate enough to be able to field rules questions to the game's designers, Andy Chambers and Gav Thorpe. Most of the answers we got were simply clarifying or reiterating points about the rules but there is some errata as well. 
As not all SD players will have Facebook accounts or be group members, I thought it might be handy to make a public post here covering everything discussed. I will endeavour to keep updating this post if there are further questions and clarifications. Enjoy!

Image Copyright Warlord Games

Star Chips: Players may attempt to "Go For Broke" but are not obliged to do so.  It is always a player's choice to attempt to return Star Chips to the bag as there is the potential penalty of being Pinned which can cause fresh issues when activating the following turn (especially for models using heavy weapons which can only be activated with a double action).

Spare Chips In The Bag: You may find that in the course of a turn that you have several characters either subdued or incapacitated whose chips are still in the bag. If you draw a chip, you cannot opt to discard it unless you have already activated all of your models this turn (you cannot allocate a chip to a model who already has used a chip this turn). For clarity, this means that if you still have a mix of standard and Star chips in the bag, if you draw a standard chip, you must assign it to one of your models available, even if all of the models in play are characters who have Cool of 4+.

Evade: You do not make an Evade roll if the model targeting you lands no Hit results (and therefore cannot move an extra 3" if you were to succeed in evading). If you are engaged in Close Combat and you make an Evade roll, you can opt to move the 3" away as usual, but this removes you from Close Combat but the usual rules about Escaping Close Combat do not apply (no free attack against you if you leave CC through Evading). This that this rule applies whether you Evade a Close Combat attack or a Ranged Attack from a third party.

No Hits: If an attack rolls zero Hits on the Combat Dice, this means the result is currently 0 which would inflict a Stun; this means that a Resist roll should still be made by the defending model and a Stun applied if no Armour results are rolled.
Sprint Markers and their effects remain in place until the model is next activated.
You can move through friendly models without penalty.
Firing Multiple Weapons: +1 to Shoot per additional weapon fired, defender receives a total +1 to Resist regardless of how many guns are firing upon them, not +1 to Resist per additional weapon fired.
You suffer a -1 to Shoot when firing weapons at models which are engaged in Close Combat. If you hit, you hit the intended target, while a miss is a miss. Missed shots do not hit other units engaged in the Close Combat.
Injuries: the -1 to stats applies to Move as well as other stats. i.e. if you take two wounds, all of your stats will be at -2 meaning your Move is also reduced by 2".
Charge Actions can be still be used even if you are already engaged in close combat.
Aimed Shots and Armoury cards: The rules on the armoury card replace the normal aimed shot rules and benefits - you have to declare the aimed shot action simply to use the card.
Throwing Grenades: Remember to use Fight to roll to hit for Grenades. If you are more than 3" away from the target, it counts as long range and Fight at -1. If you miss when throwing a grenade, roll for scatter just as you would for any blast weapon missing the target.

Burst Weapons & Intervening Blocking Terrain: When area effect weapons destroy cover which shields a model from its effects (such as a wall), if they are also within the burst area of the weapon, they may take damage (Evade rolls made as normal). If the intervening blocking terrain stands up to the damage, it protects other models from the hit, even if they are within the burst area of the weapon.

Mutations which award a +1 to Fight are applied both to the roll to hit and the damage (provided the attack makes use of the mutation).
Unless the scenario states otherwise, picking up items/weapons is free (such as "Der Happy Stick" after it has been Thrown) and do not cost an action to perform.
Special Abilities: Unless it states otherwise in the description, these can be used for models which are Pinned. 
Johnny Weird Eyes: When Johnny uses his eyes to target enemies behind walls and other cover, they are treated as being in Hard Cover. This is usually provides the target with +2 to Resist but because of Johnny's variable blasters, this only provides a cover benefit of +1 Resist.
Johnny's "In My Head" ability can be used to take control of an enemy model. If the target model fails a Cool test, Johnny can compel the target model perform a single action, including using the model to attack its own allies. It cannot be used to compel the victim to throw away their weapons (as no such action exists). It can be used, only if Scenario rules allow it, to move models off the board.
Option: do not bring the Webley blaster with Johnny to reduce his Notoriety to 19 and his Bounty to 190,000. Or try out my home-brew hero mode for the same cost reduction!
The Gronk has Cool of 1, not Cool of 5. As a result, he does not receive a Star Chip.
Gronk's "I has the best medicines": roll the target model's unmodified Resist.

Low-Down O'Phee & Skull errata: Their Stormers fire 24", not 16" (note that Brute and Impetigo range is still 16" due to the splitter modification on their Stormers.)
Low-Down's +1 to Resist when attached to cover is cumulative with any built in cover bonuses; i.e. he gets +3 Resist when in Hard Cover, compared to when he has no cover.

Chicanery Cards are usually played in between chips being drawn. If both players try to play Chicanery cards in between the same draw, the player who first announced their intent to play a card does so first. Players may only play 1 Chicanery card each between activations.

Anti-Grav Shot: You can still roll for Evade when you are suffering the effects of this weapon. Assuming he had an Evade stat at all, Vicious Malicious would have failed his Evade test when the Osmongs had their "bird-shoot" in The Killing.
Named Characters: Those shown in the books have had all costings built into them for weapons and also stats already amended to reflect any special rules such as High Power on weapons and mutations which affect stats (such as Impetigo Jones whose Move has been reduced by 1 and Resist increased by 1). 
Skull Markers: Reminder that these are only used in Campaigns and denote a character carrying a wound throughout the game. Note that characters with Berserker skill cannot ignore this and stats are reduced by 1 from the outset of the scenario. When they take their first wound during the scenario, Berserker skill then activates.
Hold Up Scenario: At the start of deployment the players place 5 cache markers, starting with the defending player and then take turns in placing each remaining marker. Each marker must be within 6” of the table centre and at least 3” from another marker.
These markers can be picked up by a model in contact with the marker by spending a single action.
Whilst carrying a cache marker a model may not Sprint or Charge unless they drop the cache at the start of their movement (free action). If a model is Pinned, Stunned or Wounded by an attack it drops the cache on the spot. A protagonist model captures a cache by picking it up (but they can drop it again as described); a defender model stashes a cache by moving off the table with it (or loading it onto a shuttle – see the box out).
Raiders Scenario: After deployment, the protagonist models get a free single movement action after deployment.
Page 92 Corral rules: The word "encounter" is missing from the end of the text.
Pack Models: if one model is Pinned, all of the pack are also Pinned. 
Time Bombs in Campaigns: Time Bombs are preset to deliver the criminal to a time and a place for incarceration. In effect, time bombs do not kill enemy models so affected characters are not removed from the campaign roster. It is up to players whether they have somehow escaped or if they perhaps wish to run a scenario where they attempt to break out their comrade(s) from their prison.
In Campaigns, you still receive the Collateral as set out in the Jobs and Encounters descriptions, but the players also can spend additional Collateral for the scenario provided they have set aside funds to do so.
Scenario 1: When S/D agents get control of an outlaw, they can only make it do a Move action, and may not do anything else (i.e.shoot at fellow outlaws).
Dervish Dogs: it costs 6 for both, making them effectively worth 3 each.
The Armoury and Chicanery cards that come with model packs should be added to the decks that came with the starter set. If you have more than one starter set, you can add the additional decks together if you wish but it isn't mandatory either.

Mounted Models: Notoriety or Bounties are not increased if models are mounted. The relevant Collateral does though require to be spent to bring them to the table.

Strontium Dog Miniatures Game - Introduction


For the uninitiated, Strontium Dog is a comic strip whose home is in the UK's 2000AD comic. Created by John Wagner and Carlos Ezquerra (also the creators of Judge Dredd), the series follows the adventures of Johnny Alpha, a mutant who is forced into the life of bounty hunting. Along with his loyal partner Wulf Sternhammer, they search the galaxy in pursuit of the worst and weirdest criminal scum the universe has to offer. Sometimes funny, sometimes tragic, Strontium Dog is always action packed and entertaining. The series is a fantastic read which is collected in a series of graphic novels available at the 2000AD store here.

Now a great new miniatures game from Warlord Games based on the 2000AD series of the same name has just been released.  The system is designed by Andy Chambers and Gav Thorpe and is available from their store here.

As a long time fan of the strip, I have bought into this game in a big way. Not only have I bought two starter sets, but I've also invested in most of the expansion packs and have even enjoyed painting at times (which is something of a rarity for me)! This is in no little part due to the fantastic miniatures which realise in beautiful detail the late, great Carlos' wonderful characters. What I love best though about wargaming as a hobby is playing the games, so you can expect the coming Strontium Dog posts to focus on tactics and battle reports.

Strontium Dog Starter Set Box Art - copyright Rebellion 2000AD Ltd and Warlord Games

All opinions expressed here are mine alone and shouldn't be taken too seriously; this is a miniatures game after all and fun is what it's all about! Note that because of my longterm love for the series, I will be looking at the game with both my gamer and fan hats on. I've become an instant fan of the game and I expect to play on a regular basis for the foreseeable future.

I hope you enjoy the blog, more on Strontium Dog coming soon, starting with rules clarifications and errata which has been compiled from responses to questions put to game designers Andy Chambers and Gav Thorpe!

...and Epic fans rest assured that the Midnight campaign will continue weekly instalments until its conclusion!

Epic War - Midnight Campaign Part XIII: Desert Storm!


The winter vortex passes and the lands of Midnight quickly thaw.  Commander Dwalin has been charged with a daring mission to travel north and assault the Ork base in the city of Ushgarak but his huge army is slow and ponderous.  A smaller opportunistic Ork force led by Kommander Creppa hears from his scouts of the larger Squat army to the north.  Creppa could stick to the plans and push forward towards the stunts hideout at Xarjorkith…and miss out on a chance of battle?  No way!  He charges his army to engage Dwalin’s force!. Dwalin is amused by the Ork attack as his Squats outnumber the Orks 3:2.  He sees this as an opportunity to inflict a humiliating defeat upon the Orks and perhaps turn the tide of the war.  He gives explicit orders to his men not to contest the battlefield but instead allow the moronic scum to throw themselves into the formidable array of firepower at his disposal.  Grinning with hate, Dwalin knows that victory is a formality…
The Squats have a 6,000 point army while the Orks have 4,000 points in action. 50VPs are required for victory. The ruleset is Net Epic Evolution.
Here we see an overview of the battlefield.  The Squats are at the top of the picture while the Orks are at the bottom.


Commander Dwalin has positioned a large chunk of his force in a deep bowl at the base of the Mountains of Ashimar (highlighted in red).  The plan is to keep his artillery out of harm’s way.


Despite being the smaller force, the Orks have speed on their side and spread their forces wider than the Squats, aiming to capture a host of objectives in Turn 1!



The depth of of the bowl is clearly illustrated in this picture as Squat Berserkers begin the battle high in the hills!




For most of the Squat forces though, this will be an uphill battle!





Central to Squat hopes is the feared Doomanvil Squadron which consists of two Cyclops Praetorians and a Colossus!  With the Air Attack Corps in close support surely there can be no hope for the Orks through the centre of the battlefield…






























And the Squats have yet another Praetorian - a Leviathan - covering their flank!



The Goffs and a Kult of Speed care not - they are ready for waaaaaggghhhh!






























Yellow battlewagons are the only proxy, representing Gobsmashas.






























High in the hills, Goff Boyz charge forward, suffering only a few light casualties from incoming artillery fire…


…while in the plain below, a Cyclops unleashes a hail of Doomstorm missiles upon the Evil Sunz!  Iron Eagle Gyrocopters hover in support and absolutely hammer the Evil Sunz but do not break them!


Ork vehicles rampage through the hills, led by their Nobz bikers who, almost singlehandedly, annihilate the Gyrocopter wing!  Burning wreckage spinning out of the sky all around him, Dwalin realises that he has overestimated his strength and underestimated the sheer speed and reckless abandon of the Orks!  His army is configured for siege, not close quarters fighting!


Nobz bikers and a caravan of tanks gleefully surge across the sandy foothills and are now perfectly poised to cause more carnage in turn 2!






















Ork Bonecrunchas and a few battlewagons are picked off by the Squats but this is a poor start…






























…And an Ironshield squadron is broken by incoming fire!  In the foreground, Kommander Creppa and his Nobz lead a charge… 






























…and they pound the Leviathan lotsa big shootaz, an unbelievable ten shots hitting the mark!  Void shields are stripped and the Doomsday Cannon and Battlecannon are both destroyed - but somehow the Leviathan hangs on.  Things are looking grim for its survival as the engineers fail to get any Void Shields back online!






























The satellite overview of the battlefield shows how much territory the Orks have claimed and the Squats are looking to be under massive pressure!


The Goffs are the only clan who are unable to make huge inroads to the battlefield.  The rest of the Orks have done plenty though - they’ve taken a whopping 7 objectives this turn!


End of Turn 1: 
Squats 5VPs
Orks: 45VPs


At last some fortune for the Squats as they win Initiative!  The Colossus rolls into action and cuts down droves of Nobz bikers, several tanks and a number of Goff Boyz with Plasma Missiles and the fearsome Doomsday Cannon!  Is this the start of a fightback?





























Possibly not as the Grand Battery fail to find their mark - and the Orks destroy two Goliath Mega-Cannon!  The Warrior Brotherhood takes brutal losses from a mixture of Warbuggies and swarming vehicles, but hang on by a pitiful 2 squads!


Spleenrippas surge forward and gun an airship from the sky!  A Cyclops retaliates and reduces the Spleenrippas to molten slag with Melta-Cannon!  A Spleenrippa high on the hill is vaporised by the awesome might of the Hellfury Cannon!  More Ork vehicles try to gun down another Airship but it proves elusive


…but Bad Moon Boyz find their mark and wipe out most of the Squat Thunderers before they have even had a chance to fire in the battle!  An Ironshield tank manoeuvres around the rocks and targets Kommander Crippa with extreme prejudice! The Kommander dies in a sneaky hail of heavy bolter fire as do Nobz all around him! 



Berserkers make a desperate bid for an objective!  There’s real danger of the battle being lost!































Coptas, Gobsmashas and Gibletgrindas continue to batter the Leviathan but somehow - miraculously - it is not destroyed!


Squat bikes dart out from the bowl to steal an objective from Ork Stompas!  This could be a critical move at the death of the turn!


The Orks still dominate the battlefield but have lost two objectives this turn…

























Leaving them with five.  Had they picked off two more squads of the Warrior Brotherhood they would have won the battle!


End of Turn 2: 
Squats 38VPs
Orks: 40VPs


His army teetering on the brink of defeat, rage overwhelms Dwalin and he roars his men into action!  First to respond is a Cyclops which annihilates two Ork Gibletgrindas!


Orks desperately try to shoot an Airship from the sky but fail to do so while the other Cyclops makes short work of two Stompas!  The Hellfury cannon is appropriately named!  A Warlord opens fire at the remaining Stompa without much hope…but destroys it!


The Colossus mops up some remaining Warbuggies and Boyz. His Doomsday Cannon pulverises Goff Boyz while Dwalin himself takes another objective!


The destruction of the Stompas allows a Hearthguard squadron to hold objective 5…






























…allowing the bikes to steal objective 6 from under the Ork’s snouts!


More Hearthguard pour forward to secure another objective and cut down Bad Moons…


…and the indestructible Leviathan takes another!


At the end of Turn 3 the Squats have decisively avoided defeat!


It has been far from a glorious day for Dwalin but, considering how close his army were to defeat, he is relieved to see the Orks completely broken.


End of Turn 3: 
Squats 72VPs
Orks: 44VPs


Kommander Creppa’s Orks were extremely unfortunate not to have gotten more out of the battle!  Surely this was the most heroic of failures!  Creppa will not be forgotten for a few days yet!




The Squats have delivered the overwhelming victory they anticipated…but not in the manner they expected!  Dwalin breathes a sigh of relief.  His blushes have been spared but the Orks almost succeeded, something which was almost unthinkable before the battle.  If he didn't hate them so much, he would have had to concede that the Orks fought well and to their strengths perfectly!

One thing is for sure, the war for Midnight is approaching its close.  Dwalin calls for reinforcements to his army and pushes on with his mission to Ushgarak... 


To be continued...























Strontium Dog Miniatures Game - Mutant Army Generals

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