Friday, July 3, 2026

Rynn's World Campaign 3rd Encounter (Part 2)

The Quiet Before the Storm

With the Mac-Guphin Engine hidden among the abandoned farm buildings, the Crimson Fists established a small security detachment while the remainder of the patrol continued their rounds elsewhere in the valley.

Veteran Sergeant Diego Navarro stood watch over the experimental generator with four Scout Marines. Three of the Scouts occupied the second floor of the old farmhouse, giving them commanding views across the surrounding fields. Another Scout remained at ground level with Navarro, guarding the generator itself. Elsewhere, Veteran Sergeant Luis Ortega continued his patrol with the remaining Scouts and the force's Chaplain, ready to respond if the alarm should ever sound.


Across the valley, unseen in the darkness, the Blood Axes were already moving.

Fifteen Orks emerged silently from the northern edge of the battlefield, spreading out in an extended skirmish line before slipping into the orchard. Taking full advantage of the darkness, the greenskins advanced beneath the trees while a lone Ork lugging a heavy stubber climbed the nearby hill. Finding an excellent firing position, he settled into concealment and patiently waited for the signal to open fire.

The rest of the Kommandos crept steadily toward the farmhouse.





Thanks to the Raid scenario's sentry rules, the Scouts were blissfully unaware of the approaching danger. Instead of acting normally, each Marine wandered according to random movement and facing rolls, producing one of the funniest sequences either of us has ever seen on a tabletop.

The three Scouts assigned to the second floor abandoned their carefully prepared firing positions and wandered into the middle of the room, where they formed a neat little circle facing one another.



Apparently, the tactical discussion of the evening had become considerably more interesting than guard duty.

Meanwhile, Veteran Sergeant Navarro abandoned his position in the farmhouse doorway and stepped back inside. After a few purposeful strides, he came to a halt... facing a completely blank wall.

Whether he was contemplating the teachings of Rogal Dorn, reviewing tomorrow's patrol schedule, or simply questioning every decision that had led him to this lonely farm on Rynn's World, no one can say.

Perhaps he was wondering why the Chapter never issued coffee.

We'll never know.



The final Scout decided the open field looked far more interesting than the carefully defended objective and casually wandered out into the night.



The Blood Axes, hardly believing their luck, continued their advance.

With not a single Scout actually watching the approaches, the Orks reached the farmhouse completely undetected. The Blood Axe Nob and one particularly enthusiastic Kommando carrying a plasma pistol peeled off toward the Mac-Guphin Engine, clearly intending to reduce the priceless Imperial device to molten scrap. The remaining Kommandos slipped around the side of the farmhouse while the heavy stubber gunner settled into overwatch from his hillside position.





At this point, the Scouts finally began behaving... slightly more professionally.

The three Marines upstairs drifted back toward their original positions.

Unfortunately, the scatter dice had one last joke to play.

All three ended their movement facing the wrong direction.





Outside, Veteran Sergeant Navarro stepped through the farmhouse doorway, produced what we can only assume was a well-earned lho-stick, and gazed peacefully across the silent countryside. The random facing roll left his back toward an entire mob of Blood Axe Kommandos now only a few yards away around the corner of the building.





Fortunately for the defenders, the sentry rules state that enemy models ending their movement within a sentry's Initiative distance are automatically detected at the end of the turn.

Navarro finally noticed.

Somewhere in the darkness, a challenge was shouted.

Klaxons began to wail.

Floodlights snapped to life.

Signal flares streaked into the night sky.

The peaceful silence of the abandoned farm vanished in an instant.

The Second Battle at the Farm had begun...


______________________________________________________

The setup can be found Here

Rynn's World Campaign 1st Encounter Here
Rynn's World Campaign 2nd Encounter Here

Sunday, June 14, 2026

Rynn's World Campaign 3rd Encounter (Part 1)

 2nd Battle at the Farm

For game 3 of our continuing Invasion of Rynn’s world campaign my son and I chose to revisit the classic scenario The Battle at the Farm. We ran into some problems that made playing it straight impossible. The need for a GM, the lack of terrain, and the mission parameters made playing it as written for Rogue Trader, a tough sell.

Original Battle at the Farm Scenario (Rogue Trader Era)

  • Designed with a Game Master/Referee in mind.
  • Features a small force of Space Marines defending a farm against a larger Ork attack.
  • The Orks are outgunned but remain capable of victory through numbers and scenario events.
  • The battlefield is relatively open, offering little protection for the attackers.
  • Mission objectives and battlefield conditions evolve as the game progresses.
  • Emphasizes narrative storytelling over competitive balance.
  • Represents one of the earliest narrative scenarios published for Warhammer 40,000.


Our solution was to go to my son’s favorite fallback game: Necromunda. There is a scenario in the classic version called “the raid” It feels very much like 3rd/4th ed 40K kill team. Lots of skulking around trying to avoid sentries while completing the mission objective.




Our 40K 2E/Necromunda Mashup modifications in the order provided in the scenario.

·       Units- 375 points per side- All models are independent for this game.

o   Attackers

§  8 Ork Blood Axe Boys with Boltguns, 1 with a Hvy Stubber

§  Blood axe Nob with plasma gun

§  9 Blood Axe Kommandos with a mix of pistols and close combat weapons.

§  1 Blood Axe Kommando Kaptin With Bolt Pistol and Power Fist

o   Defenders

§  4 Space Marine Scouts- 2 boltguns, Sniper Rifle, Heavy Bolter

§  Vet Sgt. With power fist

§  4 Space Marine Scouts- 4 bolt pistols and swords

§  Vet Sgt. With power sword

§  1 Basic Chaplin with Bolt Pistol and Targeter



·       Terrain- based on “The Farm,” but with extra fences and other items to give the feel of the original battle, but with lots more cover.

o   Due to the need for more cover in Necromunda style play, we decided that models on the actual “woods” base and on the lone hill can go into hiding even if out in the open.

Original B.A.T.F  Board Layout

Our Layout (Not Bad Right?)

·      Raid objective- Instead of the portal from the original mission we used a piece of scenery that looks like a large engine with a control panel on it. We decided it represented an experimental shield generator created by the famous Imperial scientists Dr. Angus Mac and Dr. Alander Guphin. The Mac-Guphin engine must be protected at all costs! The Objective has T6 and 3 wounds (just like in the “Raid Scenario”). All other rules for the objective follow the original scenario.


The Mac-Guphin engine


·       Gangs- We used the same rules as the Necromunda scenario except we doubled the number of models each side could start with. The defender gets to start with 2d6 models (the rest in reserve) while the attacker can have 4d worth of models for the game. Other than that the rules for this section are unchanger.

o   The space Marines (me) rolled 5 defenders (out of 11)

o   The Orks (my son) rolled 15 (out of 20)

·       Starting the game- Per the Scenario

·       Sentries, Sounding the alarm, and reinforcements – All per the Raid scenario.

·       Ending the game- Per the scenario, but see below.

o   We used the Necromunda Bottle rules.

o   The Space Marines as defenders cannot bottle out by loses or by choice.

o   We decided that the Orks would not need to test until 50% loses (Just felt more Orky)

·       Experience and Special were ignored.

Sunday, March 22, 2026

The Second Battle for Rynn's world.

Yesterday I had the pleasure of playing the second starter mission from the Warhammer 2nd edition starter box. Orks vs. Crimson Fists Space Marines. The original missions are for the Armageddon setting with Space Orks vs. Blood Angels. I don't have Blood Angels so I decided that the Crimson Fists would take the lead and the setting be moved to Rynn's World shortly after the invasion of the Space Ork War Boss Snagrod the Arch-Arsonist of Charadon. 

The first battle can be found here.

In this fight a combat squad of loyal Crimson Fists Space Marines (5 Space Marines with Bolters, Bolt Pistols, and a single Missile launcher) are defending a bridge into the only still human held city - "New Rynn City" against the remains of an Ork strike force. Prior to the start of the mission the Ork's two battle wagons were destroyed and the remaining forces (15 Goff Orks with bolt pistols and axes) 


In this battle my son selected the Space Marines so I grabbed the Orks. I decided to deploy the Orks in 2 squads one of 7 and one of 8. I tried to deploy them out of line of sight (LOS), but also keeping in mind that the game only lasts 4 rounds so I need them the be constantly on the move forward because of the short range of the might bolt pistol. 

Round 1 

Fast round. The Space Marines stayed put and fired a missile at some of my boys, but failed to wound anyone. The Orks Ran forward and tried to get into cover. 


Crimson Fists combat squad staying put.

Round 2

The Crimson Fists went into overwatch and waited till I moved to open fire. The Missile Launcher fires again still not managing to kill anything *Evil Laugh* One Ork was just inside bolter range of some of the marines but with hard cover he manager to stay alive. The Orks did the same thing as before and ran forward to more cover though many were left out in the open. 

Positions at the top of round 2

Round 3

The Crimson Fists did something completely out of left field. Nah just kidding they shot the Orks. The 8 Ork unit was reduced to 5 and the 7 Ork unit got blasted by the rocket launcher and lost enough to force a break test (passed). The Orks returned fire for once and managed to actually kill a space marine. (The power armor curse strikes again!)

Position during round 3
Round 4

Final round. More shooting from the Space Marines killing one more from the 7 Ork unit forcing another break test (Also passed.) The Orks returned fire and managed to kill the marine with the missile launcher (Primary objective for the Orks: earning 2 victory points and winning the game.)


Final Score
Orks- 2
Crimson Fists- 0

What we learned. 
1. It seems the whole point of this mission was to learn how rocket launcher work.
2. We both need to review some of the targeting rules as I am sure we messed up a few times. 
3. It is a really short scenario. 
4. 4 turns may be too short a game length for this one. 



Friday, January 23, 2026

Tales of the 13th Necromunda- Lucky 13

 


Regimental Folklore – “The Run of 13”

Ask anyone in the 13th Necromunda when Lucky 13 earned her name and you’ll get the same story, told with different details but the same ending.

A platoon had been cut off in the lower levels of a shattered hive district, boxed in by enemy infantry and a pair of light walkers prowling the main avenue. Vox was dead. Ammo was low. The only way out was a half-collapsed transit causeway command had already written off as impassable.

Lucky 13 took it anyway.

Rounds hammered her hull as she pushed through the smoke, one track throwing sparks, engine coughing like it wanted to quit. The driver never slowed. The gunner kept the turret moving, firing short bursts to keep heads down. Inside, the passengers held onto straps, gear, and each other.

Halfway across the causeway, something hit the rear hard enough to lift the back end. One of the doors tore free and vanished into the haze. By all rights, that should have been the end.



Lucky 13 kept going.

She came off the far side trailing smoke, one flank blackened, armor scarred, engine screaming in protest. But she was still moving, and she still carried everyone she started with. When they finally rolled into friendly lines, the crew just patted the dash like nothing unusual had happened.

After that, nobody laughed at the name anymore.

Since then, it’s been tradition in the 13th to knock twice on Lucky 13’s hull before climbing aboard. The crew pretends not to notice. The veterans pretend it doesn’t matter. The new recruits do it because everyone else does.

Before one push into another ruin-choked district, a young trooper froze at the ramp, eyes wide at the distant thump of artillery. He looked back and saw The Commander waiting his turn, coat dusty, face lined with the kind of tired that never really goes away.

The trooper gave the hull two quick taps and hurried inside.

The Commander stepped up next. He rested his hand on the scarred armor for a moment, thumb tracing a weld line from some long-ago repair. Then he gave the metal two solid knocks with his knuckles and climbed aboard without a word.



Nobody saluted. Nobody made a joke.

But everyone saw.

And when Lucky 13 rolled out, she carried a little more than just soldiers.

------------------



Driver’s Log – Lucky 13

They say every vehicle has a spirit. I don’t know about that. I just know Lucky 13 has a personality, and she’s stubborn.

I’ve been in her driver’s seat long enough to know the feel of the controls, the little delay in the left track when it’s cold, the way the engine growls different depending on how bad the damage really is. The techs say she should’ve been decommissioned twice. Maybe three times. I stopped asking.

You learn to listen to a machine like this. She tells you things. Not in words, just in vibration and sound. When she’s about to stall. When she’s got one more hard push left in her. When she’s running on fumes and faith.

The superstition started after the causeway run. I remember the sound more than anything. Not the shooting. Not the shouting. The engine. Like it was angry we even asked, but too proud to quit. I kept expecting the tracks to give out. They didn’t.

Now I watch the troops when they board. Veterans knock twice and don’t break stride. New kids hesitate, glance around, then tap the hull like they’re trying not to be obvious. I pretend I don’t see it.

One time I did look up.

The Commander was climbing aboard. Thought no one was watching. He put his hand on the side plate, right over an old patch we welded on after the run. Stood there a second, quiet. Then he knocked twice, same as everyone else, and came inside.

Didn’t say anything. Didn’t have to.

I don’t know if Lucky 13 has a spirit.

But I know this.

Every time I start her up, she turns over. Every time we roll out, she brings people home. And every time someone knocks on the hull, I ease the throttle just a little gentler.

Just in case she’s listening.

Sunday, January 18, 2026

Tales of the 13th Necromunda- Oddball

 


Nobody in the 13th Necromunda could agree on when OddBall officially became OddBall. Some said it was the day Tech-Priest Moriarty finished “improving” the engine and the tank accidentally reversed out of a manufactorum breach faster than most Chimeras could advance. Others said it was when the barrel got longer. Much longer. Long enough that enemy auspex crews began reporting it as something else entirely.



Commander Donald never corrected them.

Donald had the look of someone who enjoyed being underestimated. The leather aviator helmet and goggles weren’t regulation, but they stayed. He claimed the goggles helped with glare. The crew claimed he liked the way people reacted when he leaned out of the hatch, smiling, like he knew a secret they didn’t.



OddBall’s first real test came during a running fight through the lower hab districts of a nameless hive city. The 13th was outmatched, facing heavier enemy armor moving to seal the streets ahead. The sensible move would have been to pull back and wait for artillery. OddBall did pull back. Just not the way anyone expected.



The engine howled. Moriarty’s handiwork kicked in. OddBall reversed down the avenue at full speed, loudspeaker blaring music that echoed between the ferrocrete walls. The barrel, absurdly long and unmistakable, swung as if daring the enemy to take a shot. They didn’t. Auspex readings didn’t make sense. Visual confirmation was worse. No one wanted to be the crew that challenged a gun that might have been a mega-cannon. Or worse.



When OddBall stopped, it fired.

Not high-explosive. Not armor-piercing. A shell burst in a brilliant splash of color across the lead enemy tank, paint cascading down its hull in bright, unmistakable streaks. Another followed. Then another. Fire discipline dissolved into confusion. Targeting optics were fouled. Vox traffic spiked with shouted questions and half-formed warnings.


By the time the enemy realized what they were facing, the rest of the 13th had repositioned, artillery had dialed in, and OddBall was already gone, music fading as it disappeared back down the street the way it had come.



Afterward, someone asked Donald why he bothered with the loudspeaker.

He shrugged and said it kept everyone calm.

OddBall returned with fresh scrapes, more stories, and a growing reputation. It never destroyed the biggest enemy tank. It never needed to. It scared them, marked them, distracted them, and left. In the 13th Necromunda, that counted as a victory.

Tuesday, December 23, 2025

The Battle for Rynn's World has begun!

Yesterday I played the first mission from the 2nd edition Warhammer 40,000 box set, because apparently I enjoy emotional risk.

~300 points.
30 Gretchin vs 5 Crimson Fists Tactical Marines.
Pure 2nd ed rules. No safety nets.

The game ended in a 1 VP tie, which somehow felt right.

Highlights:

  • A Blood Axe Grot mob rallied after being broken, proving that courage is optional but spite is forever.

  • The grots were alarmingly brave and chose to swarm directly over terrain instead of going around it, like proper lunatics.

  • My Crimson Fists failed every single 3+ armor save I rolled. Every. One. Apparently their chapter tactic is “hope.”

  • I was violently reminded that grenades in 2nd ed are not a suggestion, and that four turns can vanish in the time it takes to argue about a measurement.

End state:
I had 2 Marines left.
The Orks had 2 damaged Grot units (1 broken).

Best part: everything was fully painted and based, which means the dice gods punished me accordingly.

10/10. Would absolutely fail saves for the Emperor again.