Thursday Night is Games Night!

Another bustling night at Nexus for the IGC. as always a variety of games taking place.

Two Guildball games, Warmachine/Hordes Mosh Pit, 40K city fight, and a new board game, Betrayal at House on the Hill, getting its first outing.

Wally of the week was guy who came to visit and see what we are about before joining. For popping in for an hour and winning Street Dice(tm) with a double six on his first try.

Photos below-

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Gaming Archeology

It’s not just me at it!

I’m sure  I’ve got a half built one of these somewhere.

The deodorant hover tank of doom!!

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Dash-ed at the last!

Hi and welcome to our first X wing battle report. We hope to bring you many more of these as and when they happen. This particular battle was between Rebels (Matt) vs Imperials (Adam), both running a 100pts list. Our asteroids were provided by another member of the IGC and look excellent on the board.

Matt’s List – (Rebels)

Dash Rendar, PTL, Proton Rockets, HLC, Engine Upgrade, Kyle Katarn and Outrider Title – 61pts

Ten Numb, Veteran Instincts, Mangler Cannon, Advanced Sensors – 39pts

Why I chose this list

In a nutshell I have been running a 3 ship list for a while with no avail in any of the tournaments I have entered. I thought it was about time I tried out a 2 ship list and I was excited about the Ten Numb and Mangler cannon combination. I have flown Super Dash a few times but always used him too offensively and got shot down in flames. I was hoping this time he could survive to the end.

Adam’s List – (Imperials)

Darth Vader, Cluster Missiles – 33pts

Obsidian Pilot – 13pts

Night Beast – 15pts

Whisper, Advanced Sensors and Advanced Cloaking Device – 39pts

Why I chose this list

I’m relatively new to X wing, having only played a few games as Rebels up until now. I had the Phantom for Christmas and needed an excuse to put it on the table so decided to run an Imperial list for this game. Everybody raves about Echo so I purposefully took Whisper to try him out instead and see what his skills are like. I also wanted Vader because he’s iconic and the best pilot for the Tie Advanced. With his extra action it meant he should be pretty handy in a fight and as I love cluster missiles they seemed like an obvious pairing, being able to target lock and focus to maximise their damage. From there I had to fill out my list with fighters I had remaining. The option was a Lambda or 2 Tie Fighters. In the end I opted for Night Beast and an Obsidian Pilot. This was very much going to be an introduction into the capabilities of the Imperial side and my first game against Matt.

Deployment – Rebel End


Due to only having two ships I decided to place Dash Rendar in the middle so I could use the asteroids as cover and Ten Numb in line for a head to head with Whisper.

Deployment – Imperial End


Night Beast, Vader and an Obsidian pilot far out on the right flank with Whisper waiting left of centre. My initial plan was to push the 2 Tie Fighters and Vader up the side and get behind the Rebels as fast as possible. I placed Whisper on his own, aiming to pummel Ten Numb into oblivion once I caught up.

Rebel Turn 1


As per usual Turn 1 is more about movement then anything happening in the combat phase. Dash moved 2 straight then boosted and focused by using PTL. This allowed me to be in a central position for next turn and just out of range of the approaching Imperial ships. Ten Numb moved 3 straight in order to bring him into the battle as soon as possible and unleash the mangler cannon.

Imperial Turn 1


All the Imperials pushed forward and evaded with Vader hanging back slightly as I wasn’t sure what Dash would do. I finished by activating the cloak on Whisper. That should keep him safe for a while.

Rebel Turn 2


Dash Rendar began his movement by a 1 forward green thus clearing his stress and using Kyle Katarn to give him a focus token. He boosted to bring himself into range and then barrel rolled to keep his distance thanks to the Outrider ability. This again used the PTL to give him a stress. Ten Numb continued his hunting of Whisper and target locked him.

During the combat phase Ten Numb with PS10 shot first and used one of my favourite combinations atm of Mangler cannon and Ten Numb’s special ability. So even with a cloaked Whisper and 4 evade dice the critical hit went straight through and took a shield. Dash then used his HLC and fired 4 hits at the Obsidian for the plucky Imperial ship to roll 3 evade dice out of 3; causing him to only lose 1 shield.

Imperial Turn 2


Things were hotting up so I zipped Whisper through the asteroid field ready to unleash on Ten Numb but didn’t decloak, instead choosing to evade and pray that I could weather the shooting this turn ready to unleash a decisive blow in the next. Both Tie Fighters pulled a 3 curve to get behind Dash whilst Vader barrel rolled out of his way and evaded.

Unfortunately that mangler cannon forced through a shot and tore a shield from Whisper. I wasn’t overly concerned at this point but recognised the threat the cannon posed to my plans. My Obsidian pilot showed his mettle and pulled off some legendary evasive manoeuvres this turn. I wasn’t expecting that.

Rebel Turn 3

Dash began by banking 1, gaining a focus, then boosted a 1 bank and use PTL to barrel roll. This put Dash in a position where he wasn’t able to shoot but was safe from Vader for now. Ten Numb continued to pursue Whisper even though he was cloaked and shot Whisper with the mangler cannon combination. This again took another shield and left Whisper down to hull.

Imperial Turn 3

I sent the Obsidian 4 forwards and decided to evade with him again. If I could hold out for one more turn then I should be ready to turn the tables on Matt. Night Beast took a more leisurely route through the asteroids towards the centre and Ten Numb’s flank also evading all the way. Whisper made good use of advanced sensors, barrel rolling before pulling a sharp 3 to the left. He would be doing more of the same next turn or face impacting with an asteroid. Getting tired of Dash Rendar, Vader pulled a Koiogran turn followed by a barrel roll and threw in some evasive moves for good measure. That left him stressed but well placed on Dash’s tail. The hunt was on.

Unfortunately Whisper just couldn’t dodge that cannon, losing another shield and 1 hull. 4 evade dice and 0 evades… not good. To make matters worse, Vader fluffed his shooting on Dash and failed to hit his target.

Rebel Turn 4


Decisions had to be made with Whisper on the move so Dash again banked 1 gaining a focus through clearing stress and then barrel rolled and completed his actions by Target Locking Night Beast. Ten Numb used AS to barrel roll and then turn a hard left causing stress. Ten Numb turned his attention to Night Beast and using the mangler cannon combination hit him with a critical and got a direct hit. Dash got shot by Vader using cluster missiles which took all 5s shields from Dash – GULP. Dash angered by this let rip with his HLC on Night Beast and destroyed him before he got a chance to return fire.

Imperial Turn 4

Night Beast pulled a slower green forward action this turn gaining a free focus token and also evading in case of return fire. The lucky Obsidian pilot couldn’t follow him in on the attack run, choosing to evade as he didn’t quite have the necessary angle after flying out past the asteroids. Whisper decloaked which allowed him to barrel roll and miss the asteroid that was causing him problems. He finished by recloaking – it had done little for him so far so I hoped it would come in handy this turn. Vader finished up my movement by sticking with Dash and target locking him ready for a payload of missiles.

In my shooting step I unleashed cluster missiles on Dash, stripping all 5 shields from the larger ship. Now this was more like it!

Ten Numb badly damaged Night Beast, who criticalled for another 2 damage. I only managed to keep him in the fight by spending the evade token to save the final damage point. To make things worse Dash turned his ship’s turret on him and finished him off right before his chance to shoot at Ten Numb. Things just went from bad to worse this round.

Rebel Turn 5


Dash continued to clear his stress and gain a focus token by going 1 forward and then barrel rolling backward to stop himself from flying off the board in the next turn. Ten Numb being in between two targets flew 1 straight to clear the stress from previous turn. This left Ten Numb with no target this turn but left the still cloaked Whisper worth a shot with Dash. He fired the HLC at Whisper and managed to get a shot through and killed Whisper without him firing a shot.

Imperial Turn 5

So I took stock this turn; I’d lost Night Beast and Whisper was quickly becoming a fireball as well. With little to do except try and put some distance between Whisper and Dash I moved him as fast as possible away whilsh recloaking. With Vader still blasting away at Dash there was hope of me pulling this back so I kept him in my sights with a target lock, only advancing forward 2. The Obsidian pilot finally pulled a hard left 3, evaded and looked ready to make an attack next turn.

Vader took a shot at Dash but missed. Then disaster struck. Unable to jink and his cloaking device failing, Whisper was engulfed in flames as Dash opened up on him. That was my second ship out of the game and I’d barely scratched the Rebels so far. My lack of experience was clearly showing by now.

Rebel Turn 6


The most exciting round of the game by far – Dash couldn’t clear his stress so did 1 turn and was unable to do any actions – what an impact this was going to have! Ten Numb used AS to TL the Obsidian ship and performed a 2 Koiogran Turn. Ten Numb used his mangler cannon combination yet again to take a critical hit on the Obsidian pilot but evaded the rest. Dash then took his first beating from Vader by dishing out a critical hit and a normal hit leaving Dash with an agility of 1. Dash returned fire with the HLC but sadly only took 1 shield from Darth Vader. Then the Obsidian pilot rolled 3 hits and all Dash needed to do was to roll 1 evade to stay alive. Dash rolled a focus which I didn’t have and he was wiped from the board.

Imperial Turn 6

Well what a final turn that was. The Obsidian pilot had helped the Imperials save face with the final shot of the game thanks to Vader’s lucky critical shot in the same round.


After tallying up the points it was a narrow victory to the Imperial side. Both players agreed that it was a very action packed game with lots of seat of your pants flying manoeuvres and some daredevil shooting.

Matt’s Summary and what I learned.

I have to say this will probably be the last time I use Dash, I have always thought 2 evade dice would be better than on the Falcon but being able to get guaranteed evades is priceless in the long term. Dash can be too easy to hunt down and also quite predictable with regards to movement. Having to clear the stress each time left me a narrow range of options. However I could of flown him better but I just feel he is not for me. Ten Numb on the other hand was excellent for me. He dished out the criticals all game and left the Imperial fleet limping around the board. He is a real danger and great against highly agile ships. He is prone to swarming and lack of maneuverability but all in all he does what a B wing should do.

Don’t forget to check back soon for more battle reports and gaming advice.

Matt and Adam @IGC

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What’s on the table this week?

Hi all

It’s a busy Thursday club night for the IGC at Nexus.

This week we have Munchkin, Warmachine and X Wing.

Wally of the week-Mike B for spoiling the photos!

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Rogue Trooper, The Downfall.

Let me take you back through the mists of the time vortex to 1986, December to be precise. The start of my Downfall. Times were different. The internet wasn’t, personal computers were few and far between, and we had to make our own entertainment. And very ropey some of it was! Here’s the Christmas Number 1 from that year.

At least we now had four channels on the TV! So to escape this tedium I hopped on my trusty Kwak Z400 and rode into town in search of diversion. Now what you have to bear in mind here is millenia ago when all this happened, White Dwarf magazine used to feature stuff other than Games workshop product! I know it’s a huge stretch of your fragile young minds, but please try. So in a previous existence I had played Dungeons and Dragons, and I will tell you all about that another time, if body and soul keep together long enough. White Dwarf magazine was the place to go for new material, adventures, etc. and I had recently picked up the latest copy from the local vendor. Remember no internet, so I had to walk into a shop and exchange money with a person to get paper based reading material about my hobbies. I can’t remember the exact issue, and I would still have it if I hadn’t passed it onto some whippersnapper to inspire (ensnare) them. I can remember what was in it though! Space Marines, lovely, shiny Space Marines. With….. JET BIKES!! So on my foray into town to find entertainment, alcohol and/or women, I also popped into Games Workshop the shop(tm). And this happened

It’s only now, thirty years later, that I can start to make sense of what happened next.

—NEXT TIME— Jet Bikes, 300″ movement, Carpet war, Robots and Red Dwarf.

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Mig jimenez Crystal Color Clear Review / Dust SSU KV47 Walker

Welcome Strangers, going to do two things at once here; review the Ammo Mig crystal clear Color paint, and do a quick tutorial using it on some Dust studios KV47 SSU walker.


So this is the Crystal Glass paint. Costs £1.65 direct from ammo mig. Comes in my paint pot of choice the standard dropper bottle. When shaken it feels as if a plastic ball bearing is inside bouncing round mixing the paint, which I really like.

The instructions for using the paint are to paint it over a silver coat and leave to dry for a couple of hours. So that’s what I’ll be doing.

Onto the sexy bit. Four KV47 SSU walkers from dust studios. Koshka’s Wolfpack.


So first as per the instructions a layer of silver paint was applied to the lenses on all four walkers. I used vallejo steel.

image So now I put a few drops of the crystal Color paint onto my wet pallette. It’s quite thin and runs on the pallette without thining. In colour it just looks like a gloss varnish. I apply one coat of the paint to all of the walkers and wait.


To describe the effect all I can say to it after two hours is, gloss paint with a slight blue tint at certain angles. You could probably replicate it by adding a brush tip of blue ink to some gloss varnish, but it is a nice effect.

I’m thinking next time to pop the clear plastics off the model and then paint the silver behind where the clear plastic will sit. Then use the crystal paint on the clear plastic. See if I get a better effect.

So up next will be a tutorial on my SSU steel guard. These will be heavily weathered to reflect them foot slogging across the battle fields of Kursk. So until next time…


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Unboxing Patrol Angis

Hi guys,  it’s Adam here and today I’m going to be unboxing the Patrol Angis starter set.

In case you were wondering, Patrol Angis is a new 15mm sci-fi skirmish wargame created by the cool people at

I first stumbled across Patrol Angis purely by accident.  I was looking for a particular style of sci-fi artwork similar to the old Rogue Trader and 2nd edition Warhammer 40k art and whilst surfing through a sea of pictures I came across a drawing from the new rulebook and decided to do some investigating.  What I found turned my nostalgia dial up to 11!

In Patrol Angis you take on the role of either the Prydian Army or the Marcher Barons.  The Prydian troops are on a campaign to reclaim worlds lost during their civil war.  Defending their territories from the Prydians are the Marcher Barons; fiefdoms who have claimed independence and who now find themselves at the mercy of the ever expanding Prydian space.  As a Baron you can play in the employ of the Canlasters or Yordists or any of the other dozen smaller Marcher Barons and their Conda mercenaries.  There will also be further factions added in future supplements – something to look forward to.


The art reminds me very much of the old Rogue Trader rulebook from the 80’s, never a bad thing for an old grumbler like myself.


I was lucky enough to find Ion Age when the pre-orders for the new Patrol Angis set were up on the website at a discounted price.  In their own words “This is low intensity warfare title where troops mainly on foot, root each other out over small objectives. It’s not massive, not often glamorous, but it’s pure adventure, it’s the stuff of heroes and it’s skirmishing at its best! Easy to get into and to build upon. It’s the starting point for your wargaming in The Ion Age!” How could I refuse?

A couple of weeks later and my order arrived safely and tidily packed in a sturdy cardboard box.  Forgoing my usual frenzied tearing and slashing at parcel tape, I decided to savour the moment and open it like a normal human being (well as normal as I can get).


As you can see the 64 page A5 rulebook is at the bottom of the box with some coloured A5 leaflets advertising other products on top.  This helped protect the paperback book from any sharp or pointy models that could damage the cover.  In my opinion there’s nothing more annoying than buying a new book and having the corners bashed and the cover scarred when it arrives – thankfully, the Ion Age crew are smart and cushioned the book. On top of the book and leaflets were a selection of zip-lock bags wrapped in bubblewrap.  Each of these contained a different unit or pack of bases as well as the free figure.

Free figure?

That’s right.  Gavin and Sam at Ion Age give away a free figure with every order placed through the website.  The miniatures are swapped each month and they are always limited editions so you won’t get copies of figures from other packs you may have.  How cool is that?


The book itself is tightly bound and should stand up to most gaming wear and tear. The benefit of A5 rulebooks can never be stressed enough.  It’s far easier to flick through, store and carry a smaller book and the Patrol Angis rules are a pleasure to read. Here’s to hoping that they keep the A5 size and style in future publications.


The pages inside are plain black and white, but the back cover displays some painted examples of the miniatures themselves. I just hope I can do them justice with my average painting skills.

Speaking of miniatures, the casting on these has been perfect on every one I have inspected so far. There is little flash and the mold lines are kept to a minimum.  I have one squad assembled and they took very little time to get that way. In fact I think I spent longer tidying up the bases, which did have a little flash around the edges.


Here are the contents of the Patrol Angis starter.  It contains enough figures for two platoons (one per player) and judging by the rules I have read so far, this is enough to play a small skirmish. With a couple more squads each you would have a large force for an afternoon’s gaming.  If I have one gripe it’s that the bags themselves did not list the contents. Considering this was only the starter box it wasn’t that big a deal as there are only limited figures inside, but if it had been a larger order with lots of troop packs then it would have made identifying the contents that little bit easier. Something like a small sticky label with the name of the unit on it would have been sufficient.


Some painted examples of the two platoons as shown on the website.


If you haven’t checked out The Ion Age website yet then I suggest you give it a look as soon as possible.  As well as 15mm the company also supplies 28mm figures and whilst the classic old school look might not be to everybody’s tastes, if you are a fan then this is the place to stock up on all your retro minis. I’m a big supporter of this company – not only are the 15mm miniatures characterful, but the people themselves are very friendly as well.  I had a query about my order and it was only a few hours before a reply dropped into my inbox. It’s nice to see some smaller companies getting the recognition they deserve and I would recommend The Ion Age as one of the best companies I have had the pleasure to deal with recently.

In part 2 I will review the rules themselves and hopefully get some of my own painted figures out to display, so stay tuned for the next update.


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Welcome to the Insane Gentlemen’s Club

This site is now the home of the IGC – Bridgwater’s best wargaming group.

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