Archives for : Relics

Relics – The NEW rulebook, a first glimpse

So folks what brings me back here during a busy time in my life.

Well I’m happy to say that today I managed to get my hands onto the new Relics Rulebook.

As you may be aware if you’ve followed this blog I am a big liker of Relics because it’s quite different in how it’s rules work (which is copied in other games these days) from the ‘To Hit’ rolls also mean to wound and require you to roll pairs, ie with 2 dice you need 1’s on both or 6’s, as long as it’s a pair it doesn’t matter (well almost).  So I can with my snake eyes dice actually hit and do damage.

Anyway I digress, here’s a picture of the New Rulebook.

It’s the Collectors edition and so the cover is different from the main edition Rulebook and it cost just £22.  This is an absolute bargain when you consider the book is:

  • A5 Hardback – quality hardback with a square perfect bound spine.
  • 176 Full Colour decent quality paper pages
  • ~30 pages of rules using full colour diagrams
  • 13 profiles for each of the factions giving full breakdown of their stats and abilities – so no need to find out what ‘Doom Charge’ might mean.
  • Plenty of photo’s of the superb models
  • Full colour picture art from the amazing hands of Christian
  • Fluff – lots of fluff for everything but if you want more then visit the website.
  • v1.2 of the rules with all known issues resolved, updated rules for morale and more spells.
  • Only 200 Rulebooks printed for the Limited Edition all signed by Gavin

Enough of that, here are some pictures.

Anyway so my thoughts.

The new diagrams are superb and clear.   They functioned very well in the first edition of the rules but now they seriously stand out and are better than the GW versions.

Relics Collectors Edition v1.2 Rulebook - Full Colour Diagrams

The Profiles are expanded.  Each profile now has 2 pages.  Every one contains some concept art so now you can see/visualise what model you want, or find out what models you have plus some have expanded fluff, photo’s of the superb (and superbly painted) models and of course provide all stats, abilities and any spells that profile might have.

Relics Collectors Edition v1.2 Rulebook - Orcnar Profiles

Every page (bar the back pages for me!) are full colour.  Tor Gaming have used a system of tagging each page with the name of the section (top left or top right) and you’ll notice under the faction profiles that each profile has it’s factions logo in the corners of the pages.  Looks like a lot of time has been taken when updating the rule book for this edition and it’s done very nicely.

Now though the biggest change.  My major gripe with the first edition rules was the fact that I couldn’t read most of the fluff and some of the rules due to the lack of double line spacing and then font used.  This has been corrected.  Even though the font size is small (to fit all we need on an A5 page) it’s actually very clear.  I think this has to do with the coloured backgrounds, if so, that’s another excellent decision.

As I told you this is a A5 book, here’s a picture of it against the Osprey Game ‘In Her Majesty’s Name’ which itself is about two-thirds the size of A4.

Btw ignore IHMN it’s crap.

Lastly then the cover.  It looks like the Relics Logo and Tor Gaming Logo are branded in and this Rulebook was some journal.  That fits in perfectly with how some of the fluff is written and if you look at some of the pages you have journal notes as the background… very cleverly done.

Phew.  That’s a lot of praise.

Do I have any complaints?  Maybe a few niggles more than complaints.

I was expecting a ribbon bookmark as part of the book and my other niggle.  It’s a shame we still have a few profiles to be sculpted for each faction.  I am waiting for the Heavy Dragoons so I hope the sales of this rulebook go well as I know producing a book is not a cheap option and the funds could be used to build the last few.

Anyway best thing you folks can do is to pick yourself up a copy.  Looking at the TG website I can see the standard Edition (still A5 Hardback) is £18 and the very strictly limited edition (just 200 printed and I would guess they won’t last long) are just £22.

I welcome all decent comments and questions.



More strange goings on in the world of Relicia….a game of football being played?

I’ve been absent from my blog for a good while.

Sadly my evenings and weekends have all been occupied with the extension to my home here in Yorkshire. I didn’t realise the time it would take to clean rooms of their clutter to allow carpets to go down, clear those rooms that were used to have them fitted with new carpets, only after doing all of this to paint the rooms. Madness.

Anyway I digress as I’m here to talk about the Relics Armistice League. What’s that you ask? Well the world of Relicia is rather dark, well more than dark, it’s very dark and deadly,  just like in the 41st century there’s a lot of war going on.

Relics Armistice League Logo

However in one part of the world, (an island I believe) they hold games of fantasy football centered around league and tournament formats.

Now these games of football are not what you’d expect. That’s not quite true, knowing Relics they are like you expect. The ball is metal and spiked allowing you to injure other players with it, there are players who are ‘Brutes’ and their job is to maim an oppositions player (if you so choose) and pretty much it’s lethal.

Just imagine the speed of Rugby, mixed with the aggression of Relics mixed in with a feeling of American football and then you’re almost there.  From my inside knowledge it’s going to be excellent, but it’s in design still and some time off…

To start the ball rolling on this, the nutter behind TOR Gaming has decided to create a Kickstarter Project for the Britanan All Stars.  The project is looking for £5,500 to aid with the funding required to concept, sculpt, mould make and cast the first official team of which there are 9 exclusive miniatures that are just lovely.

The initial team is based on the Britanan faction from Relics.  So you have stitchpunk dolls all padded up to play ball….

Here are some of the sketches that the project has been showing.

Gavin has started to release some player profiles. Here’s the first that he posted today.

Terry Jones – Britanan All Stars

Relics is an excellent game, and this is going to be an excellent game, the miniatures are looking good and there’s simply no excuse as £22 willl pick you up 12 models!  (Assuming you’re based in the UK otherwise there’s a shipping fee of £10 to be added).

So don’t wait for me to carry on talking about this, see for yourselves here and go and pledge.  If you do pledge please mention this blog or leave me a comment.

I backed the Britanan All Stars Kickstarter Project

I backed the Britanan All Stars Kickstarter Project

Anyway expect to see lots of updates for this project and the best way of doing that is going to the source, but you never know I may get some insider exclusives!

For King Jorje! (A Relics battle-report – 350 points)

Greetings All,

This is the first in a new type of blog post that I am writing.  I shall be taking reports from some of the battles I do and this is the first.  Please post comments as to what you think and what adjustments you think I should make.  I know I need a better camera (or a more steady hand!).

So here it is, the 2nd Relics game I’ve had and the 1st Battle report i’ve ever written!


“Company Sergeant Major Archadson looked across the fields watching the arrival of the Orcnar. He quickly barked orders to his own troops to assemble in a line and for his Markman to hide closer to their lines as he knew the onslaught would begin soon.  Moving to the middle of the line he held his sword aloft and whilst slowing pointing the sword to the approaching Orcnar he shouted “Move to war! Move for King Jorje!'”

What now follows is a recap of the events of that evening.

The picture below shows the two forces facing each other across the soon to be bloodied battlefield.  The Britanan forces are those closest to the bottom of the picture.  A breakdown of each force follows.

The two forces facing each other across the field.

Britanans (348 points) (starting from the left):

  • Trooper Company (9 models – 63 points – Squad)
  • Dragoon Company (4 models – 48 points – Squad)
  • Company Sergeant Major (24 points – Commander)
  • Grenadiers Company (3 models – 66 points – Squad)
  • Trooper Company (9 models – 63 points – Squad)
  • Royal Arcanum Guard (50 points – Commander)
  • Marksman (34 points – Independent) (Hiding in the trees on the right)

Orcnar (356 points) (starting from left of the picture)

  • Docga (2 models – 46 points – Squad)
  • Docga (2 models – 46 points – Squad)
  • Beorn (64 points – Commander)
  • Eotan Rifan (43 points – Independent)
  • Niwian (8 points – Commander)
  • Unmann (6 models – 84 points – Squad)
  • Niwian (8 points – Commander)
  • Grymann (3 models – 57 points – Squad)

Now with the two forces listed and show we commence to the goings on.

Turn 1

Britanans win the Initiative and decide to move first.

  • Marksman shoots at the Grymann.  Marksman have the Outrider ability and are always considered to always be in Command Range.  They have Unreliable of 2 meaning a 2+ needs to be rolled on a single d6 for them to act.  A 5 is rolled and so the Marksman may shoot.
    The Marksman have a Ranged score of 4 so that’s 4d6 dice to roll for a hit (any doubles are considered successes).  The Grymann have a Defence on 1 meaning you removed 1d6 from the attack so the Marksman has 3d6 to try and obtain a double.   The 3 dice are rolled and a 2, 4 and 5 are shown.  Using the Marksman’s Sharpshooter skill (increase any 1 dice score by 1) the 4 is bumped up to 5, meaning one hit and as Grymann have Damage of 1 then that’s one kill, first blood to the Marksman.

The Britanan Marksman hiding in the trees.

  • Grymann advance but are out of range for any of their attacks.
  • Britanan left flank troopers advance 4″ towards the far left Docgas.
  • Right flank Docgas advance 8″.
  • Dragoons advance 8″ towards the centre Docgas (that haven’t advanced).
  • Centre Docgas advance 8″ towards the Dragoons.
  • Beorn advances 6″ then performs a Howl ability which allows the Eotan Rifan advance 3″ for free.
  • Right Flank Troopers advance 4″ up the field.
  • Eotan Rifan advances 6″
  • Colour Sergeant Major advances 4″
  • Unmann start to advance with their 5″ movement
  • Guard Company advances forward toward the oncoming Eotan Rifan and Beorn.

Britanan Troopers and Dragoons advancing towards the Orcnar Docgra.

Britanan Grenadiers, Troopers and Royal Guard advance towards the Orcnar Eotan, Beorn, Niwian, Unmann and Grymann.










Turn 2

Britanans win the Initiative and decide to move first.

  • Marksman passes his Unreliability roll with a 3 and shoots at the Grymann.  The Marksman have 3 dice to roll for a hit.   The 3 dice are rolled and a 5, 5 and 6 appear.  No need to use the Sharpshooter skill so one hit and we have another Grymann casualty.
    Now that the Grymann are down to 1/3 of their starting Unit strength a Morale Test is required.  In Relics a total of 12 is required.  7 is rolled, add their Morale score of 7 and we have 14.  Take 1 away for 1/3 strength resulting in 13 which is a pass.
  • Centre Docga charge the Dragoons and achieve the 10″ distance between the two.  A pair of Docgas crash into the 4 Dragoons.  Docgra have a combat skill of 4 so 4d6 are rolled, an extra d6 is added for charging.  The Dragoons have 0 defence (so no dice are removed) meaning both Docga roll 5d6… 3 Dragoons fall.
    This causes the Dragoons to make a Morale Test and they fail!  The company of Dragoons are now Shaken.

The Docga make contact when they charge the Dragoon Company.

The result of the Docga charge leaving 3 Dragoons dead and 1 still alive!









  • Right Flank Trooper Company advances and fires at the Eotan Rifan.  The 9 Troopers are split into 3 groups of 3.  This allows their standard Ranged skill of 2 to have an extra d6 for each of the Ganged Up Troopers (2d6 in total).  Eotan Rifan has a Defence of 1 so that means 1d6 is removed for each group.  Troopers have an Unreliabilityof 3.
    • Group 1 rolls and 2 of the 3 may act, 2d6 are rolled (2d6 + 1d6 for the second trooper minus 1d6 for the Defence) and a double 2 is rolled, a hit!  The Eotan Rifan has Hardened 4 which allows it to ignore any hit on a roll of 4+ on a d6, a 5 is rolled, the hit is saved!
    • Group 2 rolls and 2 of the 3 may act, 2d6 are rolled and no doubles are rolled meaning a Miss.
    • Group 3 rolls and all 3 pass their Unreliability test!, 3d6 are rolled (2d6 + 2d6 for the second/third trooper minus 1d6 for the Defence) and a double 4 is rolled another hit!  The Eotan Rifan rolls against his Hardened 4 and another 5 the hit is once again saved!
  • The Grymann advance and are now in range.for their Special Ranged Attack.  This attack works better the more models in the firing unit, as they’ve only one model left, the unit just rolls 2d6 and fail to hit.
  • Royal Arcanum Guard moves up and casts his first spell of this battle.  He casts Distraction.  The distance between the Guard and the Unmann determines the drain for the spell, it’s a drain of 4 dice (leaving the Guard 3 dice left in his power pool).  All three of these dice are used and 2,4 and 5 are rolled.  As a roll of 5+ is required the spell is a success, the Unmann are now marked as being activated for this turn.
  • Beorn moves up another 6″ towards the Company Sergeant Major and the Trooper Company. It then uses Howl to move the Eotan Rifan up another 3″ towards the same targets and also moves in front of Beorn attacking as a shield for it.
  • Grenadier launch their Grenade attack and Gang Up.  The Company Sergeant Major applies his Rapid Fire ability which means the Grenadier automatically pass their Unreliability rolls.  He also uses the No! Like This! ability which gives the Grenadiers an extra Gang Upattack, meaning two groups of two Grenadiers.
    • Group 1 (2 Grenadiers) have 4d6.  They target Eotan Rifan who has a Defence of 1 which leaves them with 3d6.  A 4,4 and 2 are rolled meaning a hit!
    • Group 2 (1 Grenadier and 1 free Gang Up)  have 4d6.  They also target the Eotan Rifan and so have 3d6.  A 4,4 and 1 are rolled another hit!
    • The Eotan Rifan rolls against his Hardening 4 and fails both rolls with a 1 and a 2.  Eotan Rifan receives 2 wounds.
  • Eotan Rifan then takes umbrage and charges the Grenadier Company.  It rolls 3 on a 1d3 (making 9″ charge) and reaches the Grenadiers who were 8.5″ away.  It has 4d6 + 1d6 for charging against a 0 Defence Grenadier.  3,3,1,1,5 are rolled which means 2 doubles and thus 2 hits.  2 Grenadiers fall… (we made a mistake here and removed 2 Grenadiers – that shouldn’t have happened as they have 2 Damage each and so only one should have been removed).
  • Left Flank Trooper Company open fire on the approaching Docga!  3 Groups of 3 Troopers Gang Up and help each other.
    • Group 1 rolls 2 of 3 Unreliability rolls.  They shoot with 3d6 and a hit is scored!  The Docga makes a Hardened 5 roll and passes with a 6!  No wound.
    • Group 2 rolls 2 or 3 Unreliability rolls.  They shoot with 3d6 and a hit is scored!  The Docga makes a Hardened 5 roll and fails, it takes a single wound.
    • Group 2 rolls 2 or 3 Unreliability rolls.  They shoot with 3d6 and no hits are scored.
  • Those Docga then approached the Trooper Company.
  • Company Sergeant Major then loses his sense and charges the Eotan Rifan, he gets 3d6 to hit (3d6 + 1d6 charge – 1Defence) and rolls a 2,3 and 6, that’s a miss!
  • The Niwian moved forward.
  • The final Dragoon moves into combat with the Docga that destroyed them this turn and misses his attack.

Turn 3

Orcnar win the Initiative and decide to move first.

  • Right flank Docga charge the Left flank Troopers and crash into them!  5d6 (4d6 + 1d6 for charging) are rolled by both scoring 1 hit for the first Docga and 2 hits for the second.  That’s three dead Troopers.

Right flank Docga charge the left flank Trooper Company and 3 fall!

  • Royal Arcanum Guard moves up and casts Distraction on the Eotan Rifan,  All the power dice are needed for this but it’s a success and the Eotan is marked as activated for this turn meaning the Company Sergeant Major and the lonely Grenadier may live until the next turn.
  • The final Grymann advances further and attempts a Scream attack.  This affects the Marksman who now has to make a Morale Test.  A Morale Test requires a 12 or more.  The Marksman has a Morale score of 8 and rolls 11 on 2d6 meaning he’s passed.
  • Right flank troopers use their ranged attack on the approaching Beorn.  The Company Sergeant Major uses his Rapid Fire ability so the troopers automatically pass their Unreliabilityrolls.  3 Groups of 3 Troopers fire.
    • Group 1 roll 3d6 and get 1 hit.  The Beorn fails his Hardened 4 roll!
    • Group 2 roll 3d6 and get no hits!
    • Group 3 roll 3d6 and get no hits!
  • Beorn charges the Troopers that just shot at him.  On the charge he has 6d6!  Using his Ferocious ability (this allows you to re-roll any 1 dice) he gets 2 hits meaning 2 dead Troopers.
    Using the Blood Ceremony ability he is able to heal 1 point of damage taken this turn.  The Eotan Rifan’s damage was done last turn so many only remove the damage it has taken.  The Beorn is now fully healed.
  • Company Sergeant Major attacks the  Eotan Rifan but sadly misses as he has just 2d6 and rolls 1 and 4.
Company Sergeant Major attacks the Eotan Rifian

Launching himself at the hulking monster, the Company Sergeant Major fails to wound it whils the single Grenadier looks on after having his other comrades killed off it the previous turn.

Beorn charges at the Trooper Company that have just opened fire on him! He dispatches 2 of them on this charge.

Left Orcnar flank

The last Grymann approaches the Marksman whilst the Unmann and Niwian follow close behind.












  • Docga that were in combat with the single Dragoon continue their onslaught.  They each roll 4d6 and the first Docga misses and uses the Ferocious ability but still rolls no doubles.  The second Docga doesn’t make the same mistake.  On the original 4d6 a single hit is scored, Ferocious ability is used and that brings in a second hit!  The lone Dragoon is now dead, the Dragoon Company is no more.
  • The lone Grenadier walks into combat (he’s within 2″ of the Eotan Rifan so cannot charge) and on his 2d6 roll he rolls a 4 and 5, a miss.
  • Unmann moved up closer to the lone Marksman.
  • Marksman then shoots at the last Grymann (after passing his Unreliability with a roll of 3).  With the 3d6 a 4, 5 and 6 are rolled.  Using the Sharpshooter ability the 4 gets bumped up to 5 meaning a hit and the final Grymann falls.  The Grymann have been wiped out.
  • Niwian move closer to the Britanans but still behind the Unmann.
  • The Left Flank Trooper Company attack the Docga.  As they’re in combat there’s no need to roll Unreliability(who wouldn’t fight for their lives in hand to hand?).  The Troopers are down to 6 Troopers and so group up in 3’s for the best odds.
    • Group 1 roll 4d6 (2d6 + 2d6 for each Gang Up attack) and score 1 hit!  The Docga makes its Hardened 5 save and passes with a 5!
    • Group 1 roll 4d6 (2d6 + 2d6 for each Gang Up attack) and score 1 hit!  The Docga makes its Hardened 5 save and passes with a 6!

Turn 4

Britanans win the Initiative and decide to move first.

  • Royal Arcanum Guard moves up and attempts a shot on Beorn.  He has 2d6 and misses.
    He then casts King’s Anger on the approaching Unmann.  Choosing carefully 1 (of the 7) power dice are discarded for the Drain value of the spell.  Then 3 power dice were used for the spell success.  The 3d6 were rolled and 1,1 and 6 came up, a success!  As only 1 success was rolled, the Area of Effect is 3″ radius (6″ diameter).
    Looking at the template used, both of the Unmann (they are classed as Independent so are hit as so) are within the Area of Effect and both Niwian are as well.

    • 3d6 are rolled against Niwian 1 and 2,2 and 5 are rolled, the first Niwian falls to the spells effects.
    • 3d6 are rolled against Niwian 2, these are 2, 3 and 6 so no hits.
    • 7d6 are rolled against the Unmann – (the Spell allows 2d6 + 1d6 for each full unit member, so the larger the unit…) 2 hits are rolled and so 2 Unmann are removed as they have 1 Damage score.

    Finally he tries to cast Distraction upon the Eotan Rifan but due to the distance 2 dice are removed from the 3 remaining power pool.  Leaving 1d6 for a success roll and a 2 was rolled, the spell wasn’t successful.

The King’s Anger spell caused a 6″ diameter AoE. Under which all of the Unmann and both Niwian units were caught.

2 Unmann and 1 Niwian killed in that spell blast.











  • Unmann move up on the Marksman but due to the Marksman being in difficult terrain they are not able to charge and reach him.
  • Right Flank Troopers moved into close contact with the Beorn.  There are 7 Troopers so group up in 3, 3 and 2.
    • Group 1 has 3d6 (2d6 Combat score + 2d6 Gang Up – 1 Defence) and roll zero hits.
    • Group 2 has 3d6 (2d6 Combat score + 2d6 Gang Up – 1 Defence) and roll zero hits.
    • Group 3 has 2d6 (2d6 Combat score + 1d6 Gang Up – 1 Defence) and roll zero hits.

    The Beorn roars with laughter.

The Marksman safe inside the woods watches as the Unmann approaches – soon after this picture was taken another Umann lays dead.

The Troopers attacked last turn move into combat and try to kill the monster that is if front of them.










  • Beorn then returns the hurt.  5d6 are rolled and only 1 hit is scored, 1 more dead Trooper.
  • Marksman makes his Unreliability roll (6) and then shoots at the very close Unmann.   Rolls 3d6 (Unmann have a Defence of 1) and rolls 3,4 and 5.  The 3 is bumped upto to 4 using the Sharpshooter ability and that’s 1 dead Unmann.
    They are now down to 50% unit size in this round thanks to shooting as so are required to make a Morale Test.  Looking at this they have a base of 7, they are not supported (as Britanan’s are closer) so are at -2 for that, they’re not in Command Range so -2 for that.  An 11 is rolled, 11 + 7 = 18 – 4 = 14.  A success as 12 is required.
  • The Eotan Rifan then attacks the Company Sergeant Major.  It has 4d6 and rolls 3,3,4 and 5.  Using the Brutal skill a single dice may have the score increased by 1.  The 4 then becomes a 5 making 2 hits in total.  The Company Sergeant Major has 2 Damage and is therefore the latest casualty.
    When a Commander dies, all units within its Command Range that are not in range of another Commander need to pass a Morale Test.
    The Right Flank Troopers are within range of the Royal Arcanum Guard and do not require a roll.  The single Grenadier is not so he must do.  He has a base Morale of 9 and a 9 is rolled making a total of 18.  He has -1 applied due to being in combat, -1 for being below half original unit strength and -2 for not being in command, so 18-4 = 14 which means he succeeds as that’s above the 12 required.
  • That very brave Grenadier goes to attack the Eotan Rifan but misses.
  • The right flank Docga in contact with the left flank Troopers attacks them.  Each Docga has 4d6 and the first rolls 1 hit (after a Ferocious re-roll was made), the second rolls zero hits even with the Ferocious re-roll!
  • The Troopers return the attack and split into 2 groups, 1 of 3 and 1 of 2.
    • Group 1 rolls 4d6 (2d6 + 2d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 1 hit landed.
    • Group 1 rolls 3d6 (2d6 + 1d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 2 hits landed and one Docga is removed as a casualty!

    The Docga then require a Moral Test as they’re 50% or below of the original unit strength.  The Docga has a base Morale of 7 and 2d6 are rolled… a 4!  That’s 11 and not enough even without the -1 for being in combat applied.  The last Docga is Shaken.

Turn 5

Orcnar win the Initiative and decide to move first and things are not looking good for the Britanans!

  • The Unmann change focus and charge the Royal Arcanum Guard!  They number 3 and so Gang Up meaning 4d6 are to be rolled (4d6 + 2d6 Gang Up – 2 Defence).  The dice roll 1,1,3 and 5 a single hit!  The Royal Arcanum Guard has 2 Damage and so takes the hit.
  • That very brave Grenadier once again goes to attack the Eotan Rifan and hits!  The Eotan Rifan rolls his Hardened 4 and rolls a 2 and takes the hit!  That’s 3 hits against him now and he’s dead!  The Grenadier looks smug.  (It was at this point I noticed I should still have another Grenadier due to them having 2 Damage each).
  • The smug look of the Grenadier doesn’t last very long as the Docgas that finished off the Dragoons 2 turns ago have made it within charge range of him and do so…. they get 4d6 each and between them land 2 hits killing off that Grenadier.

The Docga charge and collide into the Grenadier who doesn’t last long after their opening attacks…

The activation marker is all that remains of the Grenadiers now.










  • The lonely Marksman succeeds his Unreliability test with a 4 and shoots at the final Niwian.  He has 3d6 (4d6 – 1 Defence) and rolls 3, 5 and 6.  Using Sharpshooter that 5 becomes a 6.  The Niwian falls dead from the hit.  Both Niwians have now been removed.
  • Beorn attacks the Troopers.  With his 5d6 he rolls just 1 hit, using his Brutal ability that becomes 2 hits.  The Troopers are now down to 4 which is 50% of less of original unit strength, Morale Test time!  A roll of 7 is made which added with the base Morale of 17 is 14.  The modifiers are -1 for being in combat and -2 for no support.  That’s -3 meaning the total is 11, the poor Troopers fail and are now Shaken.
  • On the left flank the Troopers attack the single Docga and split into 2 groups, 1 of 3 and 1 of 2.
    • Group 1 rolls 4d6 (2d6 + 2d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 1 hit landed.
    • Group 1 rolls 3d6 (2d6 + 1d6 Gang Up and 0 Defence of the Docga) and roll 1 hit, the Hardened roll is failed!  That’s 2 hits landed and the Docga is removed as a casualty!  That unit of Docga are no more.
  • Orcnar player has no units left unactivated.
  • The Trooper Company in combat with Beorn give it another go after seeing their fellow Troopers (well hear them) remove the Docga.  As this unit is Shaken they may not Gang Up and are reduced to 1d6.  It’s not possible to roll 1d6 and get a double so you’re allowed 2d6 but you need to roll a double 3,4,5 or 6.  The Troopers go around in turn and between them only one hit is scored but the Beorn gets a 6 for its Hardened 4 roll.

Turn 6

Britanans win the Initiative even though the Orcnar get a +1 to Initiative due to having less units than the Britanans.  The Britanans decide to move first to see if they can defeat Beorn…

  • The Marksman succeeds in his final Unreliability roll with a 4 and takes a shot at the pair of Docga that are approaching the Troopers near him.  He rolls 4,5 and 6 and bumps the 4 upto a 5.  (It should have been 4d6 as the Docga have 0 Defence).  The Hardened 5 roll is failed with a 3 and so the Docga take another hit, that’s 2 hits now and so a single Docga falls dead.
    A Morale Test is now required. A 5 is rolled and this doesn’t look good as that’s 12 in total without the modifiers so that means the Docga is Shaken and has to fall back, 1d3 + 4″directly away from the Marksman.  A 1 is rolled so that single Docga moves 5″ away.

The lonely Marksman takes aim at the Docga, the Beorn continues his bashing of the Trooper Company and the Unmann continue their fight with the Royal Guard!

  • Docga is activated and moved and a Morale Test is re-taken.  This time the roll is 9 which is a success (9 + 7 base Morale – 1 50% or less).
  • The Royal Arcanum Guard splits his power dice and tries to cast Distraction on the Unmann on him and Reinforced Stitching on the Troopers near him.  He fails both spell success rolls!
  • Beorn then starts to lay some hurt on the Troopers.  With his 5d6 he manages to score 2 hits, that’s 2 more Troopers dead, they’re now down to 2 Troopers.
  • The 2 Troopers activate and roll to hit Beorn.  One of them rolls a double 2 but that’s not a hit when you have 1d6.  At the end of their activation they must make a Morale Test as they’re Shaken (to see if they recover).  They fail the Morale Test and are still Shaken.
  • The Unmann attack the Royal Arcanum Guard and using Gang Up they get 4d6 (4d6 + 2d6 Gang Up – 2 Defence) and get 1 hit!  That Guard now has 2 hits and so becomes the latest casualty.
    As the Royal Arcanum Guard is a Commander all units within his 8″ Command Range must make a Morale Test.
    The Troopers in contact with Beorn make a Morale Test and fail!  As they are Shaken they are removed as they run off screaming hoping their stitching lasts!
    The Marksman is cool as something in the freezer for a week and brushes off the Morale Test.

The Trooper Company are running off the field, the Unmann have killed off the Royal Guard and the single Docga goes after the only Britanan unit left on the field that’s not the Marksman…an Orcnar win.

That is it.  The final Troopers left the field after throwing in a hand-stitched towel in the direction of the Orcnar.

Here we have the casualty pile for the Britanan and Orcnar forces.  The Britanan pile is quite large!

The collection of Britanans that had to leave the field mainly due to ‘death’.

The various Orcnar dead on top of their data sheets.









It was a great game, looked like the Britanan’s were going to lose a lot quicker when the Dragoons vanished, but they fought back and the Kings Anger spell is very powerful.  The Marksman also took out 5 models on his own, more than any other unit!

The Orcnar had Beorn.  He needs to be removed as quickly as possible, it’s very hard with it’s ability to heal itself so a lot of hurt needs delivering in one round.

This is a long post so i’ll sign off now.  If you’ve not played Relics you really must.  The Britanan and Orcnar are two easy to learn factions, even easier if you don’t want to use magic.

I’ll be playing more games of this and so am looking for more opponents so drop me a comment below (based in Sheffield, UK).





Back, yes back – update on basic stuff, long post.

I’m currently writing my own set of Wargames rules, currently it’s titled ‘Empire of Sand’.  I have a domain for it, and should work on that, but too busy working on the actual rules.

Just ordered GW’s 40k 6th Edition.  Two copies.  Normal rulebook for the reading of, using and playing and the collectors for storing.  I plan to take that edition down to Warhammer World and find some of those responsible to sign it.

The madman in me is still living.

Wargamming though.  I had a short go of Maurice during the week.  I am really really liking that system, it’s very good, so good that I’ve ordered a 10mm French SYW army from Pendraken Miniatures.

I’m slowly building my 28mm Perry Brothers British Line Infantry Napoleonic mniatures.  I built up one Victrix gun and had that painted by Toby at Artsmaster.  He’s currently painting some 95th Rifles for me (16) which I should get back next week and then I’ll send him another 16, or maybe 36 redcoats…. not sure yet, trying not to spend money.


I found Artmaster Studios  just by random, looking somewhere for something and found an awful video.  Ah yes, I was looking for colours for the above models and just found someone with a painting video.

Emailed them, Toby replied and now he’s doing them.  It’s not cheap, approx £10 per model (and I have over 300 to paint) so I’m going to have to do some myself.  I do like the style though, like it very much.  It’s not how I’d paint, so i’m going to have to learn how to copy it so my units all fit in!

I should get off my bottom and paint things, I have so many things to paint.  Let’s see:

Warmachine – Menoth forces include Daughters of the Flame (6), Exemplar Errants (10), EE UA (2), Wracks (3), Holy Zealots (6), HZ UA (1), 3 Warjacks (3), Choir (6), 3 Warcasters (3). Cinerators (6) and Cryx, I have 4 Warjacks (4) and a Warcaster (1).  On top of these I have Solos, so I have Vassal,, EE Seneschal and others.

Warhammer 40k – Not sure where to begin, approx 300 Eldar, approx 200 Marines including Land Raider, Vindicator, 3 Drop Pods…..

Warhammer Fantasy Battle – 3 Batallions of Dwarfs (112 Warriors, 64 Rangers/Thunderers/Quarralers), 3 Cannons and 1 Bolt Thrower.  Plus Rune Lord and Rune Smith (both Finecast).

Clash of Empires – Viking Force (128)

British Napoleonic – 2 Artillery (10), Highlanders (120), Riflemen (16), Line Infantry (180).

Relics – all the starter sets, must be 40 figures.

Empire of the Dead – Gentlemen (8),  Brotherhood (8) and Victorian Zombies (10)

So a quick count, 55ish add 500 40k add 180 WHFB add 128 Vikings add 326 Naps add 40 Relics and add 26 EoTD, what’s that 1255.

Not included my new 10mm army (that’s on it way), or the 2 15mm armies I have here!

To help i’ve ordered from Warlord Games, one of these:

Warlord Games Desktop Painting Station

I’ve added some of their paint racks as well, I hope to be able to clear some space so I can pull the rack down, paint some figures, put the rack away etc.

Anyway that’s it for now.  I’ll post more when it happens, but changes are happening.