Welcome to the Battle Reports of the Warzone side of the Stygian Abyss.
Each of the following reports deals with a game fought by my gaming group, consisting of myself, Ryan Anderson and John Day (plus or minus a few, over the years). All of these battles was actually fought, and they transpired almost completely as depicted.
I would advise reading through the information on this page before you get into the battle reports.
Table of Contents
(First Edition Rules)
BEFORE WE BEGIN
I'd just like to point out right now that these battle reports are
heavy on the graphics; users with slow connections might want to hold off,
or be ready for something of a wait. The minimum adviseable graphics setup
to view these battle reports is 800x600 resolution (ideal) and 16 bit
colour or better; any worse, and the symbols might be difficult to read.
SO, WHAT PROGRAM DO YOU USE TO DO THE GRAPHICS?
I get asked this alot.
I use a program called Animator Pro, from Autodesk. Apparently, they don't
sell it anymore. One certainly cannot find any mention of it on their
home page. It is old, counter-intuitive for people raised on Windows
environment programs and it can be a pain to get running if your computer
uses Win95 OS. I use it for damn near everything. Kudos to the guys
at Autodesk. Great product. Good luck finding a copy.
A NOTE ON SCALE & ACCURACY
All terrain depicted is in scale relative to the tabletop, within one inch. Note that the symbols of the miniatures are not equally to scale; the symbols marking the positions of miniatures are stylized and oversized for the purposes of clarity and dramatic effect, and are only intended as approximate representations of the disposition and positioning of the actual units and miniatures.
Similarily, I would like to point out that these battle reports are
written and drawn by yours truly, usually in the evening after the game
but on occasion up to a few days after (aided by sketches and conversations
with the participants to flesh out the action). They are as complete and
accurate as I can manage, but I do occasionally have things happening a turn
before or after they did, or the position of units or terrain slightly wrong;
however, I do try to be as accurate as I can.
TERRAIN SYMBOLS KEY
Our gaming table is 6'2" x 4', in the form of a slab of wood laid over a smaller, collapsable table and covered with a green tablecloth to simulate grassy soil. The diagram of the table upon which our battle reports are drawn is gridded, each grid square being 12"x12" in size.
The Factory Complex is built of a long piece of styrofoam originally
designed as shipping material for a TV. It is elevated three or four inches,
allowing miniatures to move and stand beneath it. One edge is lined by a wall
tall enough to obscure a standing mini, broken up by a blast crater. The
dark circles are cooling towers, which can be landed on top of but not
otherwise entered, perhaps ten inches tall. Models can gain access to the
raised styrofoam walkway via the yellow staircase on one end or a ladder on
The concrete ruins are another piece of strangely shapped styrofoam
packaging. It is roughly 12"x12" square and surrounded by walls tall enough
to conceal anything but a Giant sized mini. The four walls are broken in
several places. Set into the middle of the open centre square is another
piece of fragmented concrete, as tall as the exterior walls. The whole
thing is covered in stucco mixed with sand and painted a variety of shades
of grey to give the appearance of concrete. Nice, if I do say so myself.
Various vehicles are included in our tabletop. Among these are an M-3
Grant in desert scheme, usually set into the middle of the Condo Complex,
1/35th scale (I believe); a PzKfw III tank lacking its turret; a PzKfw II,
and a German halftrack (an SdKfz 251 I think) in 1/48th scale.
The Condoes are the biggest piece of terrain we use, and quite possibly the closest to actually being finished. Built on a slab of wood, the condo surface is covered in green (paper-backed felt like substance) and white (stucco to create the effect of pavement). The two circles are tall towers, roughly eleven inches tall. Models can land on top of them but cannot otherwise gain entry unless specified in the scenario.
Also included on this terrain piece are a firing position and a crater,
offering nipple-height and waist-height (respectively) cover, and a broken
down scratchbuilt Thudd Gun for a Dark Angels army I was going to build
way back when before Warzone stole me away from the GW devil. There are also
walls of stone, marked grey on the image, offering full cover.
There are also various other little pieces of terrain, all inert and
unenterable, which we scatter over our tabletops. These include a series
of waist-high walls made from a strange concoction of water and baking soda;
bunkers crafted of old styrofoam burger containers (meticulously washed),
and a number of shipping containers and/or bulk fuel cells made of oddly
shaped shampoo containers spraypainted yellow. We also use a tower, taken
from the Battle Masters boxed set, nicely painted. It takes one action
to go from contact with one of the two doors set into the base to the
trap door in the roof. The crenellations along the top offer roughly
waist-high cover to models on the top. The whole thing stands about six
We also use forests. Out of a combination of my own inadequacies when
it comes to making terrain and a desire for portability and flexibility,
our forests are built of pieces of green felt cut into odd shapes. Lay
the felt down on the table, there's your forest. People it with trees
with your imagination. Sooner or later, I'm going to make water out of
blue felt to go with it.