Showing posts with label Tournaments. Show all posts
Showing posts with label Tournaments. Show all posts

Sunday, 28 June 2026

She-Ra and the Multi-Coloured Show Swap Shennanigans

It's been a few years since I've been to a 7TV event, and so when Crooked Dice announced the return of their annual 7TV day, this time held at Players' Paradice in Newport Pagnell, i resolved to get back into the Director's chair.

As I'm sure you are aware, I have no shortage of casts and projects that would fit with the loose theme of Saturday Morning TV shows from the 70s and 80s, but opted to take a She-Ra: Princess of Power cast as I'd previously used all the other factions from my Masters of the Universe collection for similar events.

In case you are interested, my 40 rating cast list was:

She-Ra: Wonder Warrior - Star
Queen Angella: Daring Rebel - Co-Star
Castapella: Wise Mentor - Co-Star
Princess Glimmer: Commander - Extra
Sea Hawk: Daredevil - Extra
3 Brightmoon Guards: Freedom Fighters - Extra
Flutterina: Phantom - Extra
Madame Razz: Comic Relief - Extra
Prince Adam: VIP: Extra
Swiftwind: Electron Bike - Vehicle

I also took a board for the event, but I must admit that the level of board design had taken a significant step up, and I felt that I probably should have done a little more with my list ruins of Grayskull board.


The Multi-Coloured Show Swap

It's 1987 and the cast of She:Ra: Princess of Power have once again been invited to the studio's annual event to take part in celebratory crossover episodes and talks on the future programming schedule.

In previous years, this event had produced classics like the He-Man & She:Ra Christmas Special, and so the Great Rebellion of Etheria were keen to send a delegation, accompanied by their special guest, Prince Adam, who hoped to find an opportunity to resurrect the fortunes of his own show.

Unfortunately, sinister moves were afoot. The Bloody Red Baron, the ghost of the ancestor of studio boss Sidney Barron, had been seen haunting the backlots of the studio and She-Ra was walking into a trap.

Episode 1: The Creepy Carnival Caper


My first game was against Tavis, who despite being at pretty much every 7TV event I've attended, I've never played until now.

He'd brought a Scooby-Doo cast, but as I had an obviously heroic cast, opted to bring out his Scooby-Doo villainous cast from his own episode, the Creepy Construction Yard Caper.


He has also produced a handy little booklet about his cast, which is about to save me a lot of typing...

***

As the Great Rebellion entered the abandoned fairground, they were confused as to why they had been asked to wait by the Dungeons & Dragons ride, and as the fog rolled in, the began to suspect something was very wrong.

Glimmer organised a defensive cordon, whilst She-Ra, Queen Angella and Flutterina flew off to investigate.

She-Ra caught sight of group of ne'er-do-wells moving through the fog, and plunged into the mist ahead of them.

The Brightmoon Guards pressed forward to discover the figure of a teenage boy standing eerily still by the test your strength machine.

As they approached, his mouth opened, his eyes glowed red and a spectral voice issued forth, "the time of wholesome & technicolour children's entertainment is over, you will become edgy, violent and incessantly snarky, or you are doomed!"

Glimmer and Castaspella didn't know what to say. To be fair, She-Ra usually did all the thinking, and their job was to stand around being confused, look pretty and probably get captured. However. They were even more dumbstruck than usual.

"I think you'll find we are more suited to this new age," came the voice of A.G. Silver, as he and his fellow flunkies stepped out of the gloom, "we may have only appeared in a single episode, but we have transferrable skills. Reaganomics has made the young people wary of corporate America, and we represent the dark side of capitalism mixed with a touch of the supernatural, making us ideal opposition for teen-focussed vampire hunters, FBI occult investigators, or even three hot witches who are sisters."

"But I don't have any sisters," said Castaspella, who was, to be fair, hot for a cartoon.""

Meanwhile, Adam, who has been trying to sneak off to transform into He-Man found himself face to face with a sharply dressed woman in a business suit.

"Good evening, your highness, my name is Argentina Sterling and I have a business proposition for you. Have you ever considered going into the movies? I have the necessary funding and an extremely well written script which is dark, edgy, has several brutal deaths, involves 'cool' teens and we're in talks with Dolph Lundgren. It's exactly what your fanbase wants."

Prince Adam, looked at her and a slow smile appeared at the corner of his mouth. "Go on. I'm listening."

Realizing the existential threat that edgy corporate America represented to children's entertainment, Glimmer ordered the Brightmoon Guards to open fire. However, perhaps the fog was disappating the energy blasters as no damage was inflicted.

"Curse our before the watershed timeslot and consequent lack of lethality!" she cried as the boy with the voice of the Bloody Red Baron disappeared into the fog.

On the other side of the carnival, She-Ra has found nothing of interest except a small mob of badly brought hoodlums that seemed intent on violence.

This was exactly the sort of behaviour that she and her brother had attempted to prevent with their end of episode life advice.

Realising that they would not listen to reason, she kicked Swiftwind into action and flew deeper into the fairground looking for answers.

Meanwhile, caught in her own investigations, Flutterina was surprised to find a teenaged boy appear behind her, his deathly voice shocking her into inaction.

"Scaled-down Barbie dolls do not have a future in merchandising!" he rasped.

She-Ra discovered another group of problematic youths who seemed to complaining about something. They were so riled up that she had no option but punch them into submission do that she could calmly explain them benefits of solving problems through communication.


The fight in the centre of the carnival raged on, neither side able to gain the upped hand, mainly due to using animated ammunition.

The fog rolled in, separating the combatants. Argentina Sterling saw hope for her future in this new age, She-Ra viewed to fight this loss of wholesomeness, whilst Adam just saw his name in lights.

***

We didn't get to the end of Act Two in our game, mainly because neither of use seemed able to hit the broad side of a barn with our shooting, meaning that we still had pretty much our full casts on the table by the end and do the game never sped up.

The final result was 6-3 to Tavis as we'd both managed to defeat an enemy Co-Star, but he'd been more effective at passing the tests to pick up the objectives.

Episode 2 - The Fright Zone


My second game was against Simon, who I've known for years and met through the Batman Miniatures Game. We've not played in a long while so it was really good to get to play him.

Simon had brought along a cast of horror movie villains, which fit into the theme of being extremely early Saturday Morning TV, especially if it was Saturday 14th.

As far as I can remember, was:

Freddy Krueger: Dream Stalker - Star
The Werewolf: Boss Monster - Co-Star
Jason Voorhees: Psycho Killer - Co-Star
Chucky: Psycho Killer - Co-Star
Wolfman & Scarecrow: Hellions - Extas
4 Child Victims: Zombies - Extras

***


Determined to root out dark and violent content from children's entertainment, She-Ra led the Great Rebellion to the spookiest backlot she could find: a graveyard.

She was certain that this would be where she could locate an drive put some real video nasties.

And she was right. This was the haunt of movie monsters being wrung dry in eternally diminishing sequel hell and they had such pleasures to show her.

The monsters evasively slipped through the shadows unseen. These were creatures that only had one response to an attractive blond stumbling through the darkness.

Slash her!


Whilst investigating a gravestone, She-Ra found herself suddenly wrapped in chains and dragged towards a horrific looking Scarecrow.


However, she didn't remain in captivity for long as Glimmer organised the Brightmoon Guards into a firing line and blasted the creature into oblivion.

Flutterina though she saw a group of children hiding at the edge of the graveyard. She knew that they must be terrified and fluttered off to help the poor things.

"I'll be right back," she said as she disappeared into the darkness and the diminutive figure of a possessed doll scurried after her.

Whilst all this was taking place, Prince Adam has been explaining to a mystified Madam Razz why replacing Orko with a rubber-faced Goblin who's mouth didn't move was a good idea.

She was almost relieved he was interrupted by a man in a striped jumper summoning a bevy of scantily clad animated corpses to assault them.

"Oh deary my!"

Angella now led the charge into the horrors, determined once and for all to drive this sort of violent content out of the entertainment industry 

Supported by the Brightmoon Guard, they began to obliterate any monster they could find, certain that none of these creatures were capable of repeatedly coming back from the dead.

Unfortunately for her, Freddy knew different,  and summoned more disturbingly sensuous corpses to assault Angella.

As they clawed and scratched at her, Angella's mind was filled with nightmarish visions, horrifying her with the idea that despite their wholesome ideas, the Great Rebellion were simply reinforcing the objectifaction of the female form and thus complicit in an industry which transformed women into nothing more that passive objects of desire and victims of violence.

She was so confounded by these thought that she didn't see the Wolfman sneaking up behind her.

Mind you, the Brightmoon Guards did and as she fell he was blasted into smithereens.

As the wall of laser death advanced through the graveyard, the monsters began to flee from the horrible light they shone into the darkness.

She-Ra rode out again to hunt down the remaining creatures, but as they slunk away into the shadows the only one she could catch was a man in a hockey mask.

"How's this for a final girl?" she said as her blade struck true (and blaster beams pummeled into him from behind).

She would continue to hunt down all the monsters she could and clean up the television landscape for children everywhere.

***

This was a really interesting game. I had a very definite ranged advantage, but Simon's cast had some incredibly elusive rules and pinning the down was really hard. This meant that they grabbed most of the objectives really quickly, but we're getting slaughtered once they were out in the open. I used She-Ra really badly in this game and should have sent her instead of poor old Flutterina to hunt the zombie kids.

The final score was 7-6 to Simon, which is technically a draw, and he was running away at the end...look, I've got to cling to something.

Episode 3 - Think Of The Children!


My final game of the day was against Mike, who I have played a couple of times before, and he'd brought his Monster Babies cast.

I'm going to be honest, I'm not usually a fan of the chibi/super deformed aesthetic, but this cast was excellently done as it totally captures the feel of several cartoons of the 80's. Mike had been inspired by Muppet Babies, and only having the bottom half of Nanny was an inspired move. It seems other people agreed as Mike won best cast.

I don't know the exact make up of the cast as he was using the 7TV: Fantasy profiles, which I didn't own until yesterday. However, I'll do my best.

Vlad: Tragic Hero - Star
Frankie: Steadfast Goliath - Co-Star
Ella: Enchanting Beauty - Co-Star
Reptar: Lizardfolk Monarchan - Extra
Moomoo: Not Sure - Extra
Wolfie: Wolf - Extra
3 Bats: Faeries - Extras
Nanny: Witch - Extra

***

Furious at what she saw as the innocence of childhood, She-Ra led the Great Rebellion through the studio backlots, carving a swathe of destruction through any perceived monsters that they found.


Stumbling upon a group of distorted creatures being led by what appeared to be a disembodied set of legs, she knew she'd found more of the edgy and terrible creatures that threatened to destroy children's television and ordered the attack immediately.


The Brightmoon Guards opened up and brought down the monstrosity, and terrible screaming issued from the other creatures, almost as if they were crying.


One of the creatures, a sad looking fellow, ran up to Glimmer and began babbling about nannies and nursery outings. A look of horror entered Glimmer's eyes and she dropped to ground. Curled up into a foetal position and began rocking.

What horrific spell has the creature cast?

The Brightmoon Guards levelled their blasters and destroyed the hulking green brute that was advancing on them.


Worried for Glimmer, She-Ra and Queen Angella ran to help, all the while unaware of a long haired hippy lurking in the sewers with red glowing eyes and a manic grin.

"My plans come to fruition," chuckled the Bloody Red Baron, "even you, She-Ra, shall become violent and edgy with far too much snark"


She-Ra set about the monsters, slaying the wolf-beast, sending the lizardman flying and charging towards the fluttering bats.

The creature with amazing hair and tears in her eyes approached Angella and simply said, "why are you doing this? We're babies!"

Realisation dawned on Angella, and she looked on what they had become.

Flutterina. Innocent and gentle Flutterina, had a manic and hateful look in her eyes and was showing far too much cleavage. 

Acting quickly, Angella blasted her into unconsciousness and determined to help these children to try to right the wrongs she had done.

She called out to She-Ra, who was flailing away at the bats around her, "Stop this! They're children!"

A look of comprehension slowly dawned on to the Princess of Power's face.

This is what the Bloody Red Baron had wanted. Once wholesome franchises to become blood-soaked and irresponsible.

She-Ra would not do it. She would not become the thing that she had fought so long against. And if that meant slipping into obscurity for 30 years before being picked up by Netflix for a reboot that's actually really rather good (although there is quite a bit of snark), then so be it.

***

On such an open table, this game began with my Brightmoon Guards being incredibly dangerous, but the tide was turned by a combination of Mike using Ella's dominate ability to cause all sorts of trouble and me sending She-Ra off on a wild goose chase after bats that it turned out she couldn't hurt. This led to my cast getting axed as Vlad worked his way through the Guards in short order.

The final score was 7-5 to Mike.

Overall I had three good games but I used She-Ra really badly in all three. I'm not sure that the Electrin Bike was a good idea, but it did allow me to stick to theme, so that's a win in itself.

***

Just to finish, I'll add a few pictures of some of the excellent boards and casts on display. I'm sorry I didn't get good shots of more of them.

Sunday, 2 February 2025

Badaboom!

And so I took myself back down to Warhammer World for a second day of playing Combat Patrol as part of the Badab War narrative event run by Arbitor Ian's YouTube channel.

The war was heating up and things were about to explode...well the game sizes and turn lengths were, at any rate.


The second day saw me being involved in two four player games, essentially using the doubles format, with scenarios reflecting specific actions in the Badab War.

Despite liking the game so far, I'm not sure how well Combat Patrol doubles up in this way as we came across a few rules interactions which became a bit too powerful when applied to two armies at the same time.

However, fun was had nonetheless.

Game 4 - The Vyaniah Raids

The secessionist world of Vyaniah was a hub of shipping for the war efford, defended by the Astral Claws, and as such became the target of  raids by the loyalist forces. But the Astral Claws were not the only defenders, and the raids were hampered by the emergence of a new threat - the Tyrant’s Legion!


This game saw my Astral Claws defending the Vyaniah orbital defence batteries against a raiding force of my old nemeses the Minotaurs and the Howling Griffons.

To bolster the lines I was joined by the somewhat numerous Tyrant's Legion who had the benefit of a scenario rule that allowed their destroyed units come back on from reserve.


Therefore the defending forces under the command of myself and Clarkie were:

Astral Claws
Corpsetaker Apothecary and 2 Servitors
10 Tactical Marines
5 Devastator Marines
Dreadnought

Tyrant's Legion
Command Squad
10 Shock Troops
10 Shock Troops 
Field Ordnance Battery
Armoured Sentinel


However, intent on overrunning our positions were the somewhat familiar forces controlled by Andrew and Will, who I had played yesterday.

Minotaurs
Captain in Gravis Armour 
3 Bladeguard Veterans 
5 Helblasters
10 Intercessors

Howling Griffons
Captain in Terminator Armour
Librarian in Terminator Armour
5 Terminators 
5 Infernus Marines


The Loyalists had the first turn and advanced upon our lines and the Minotaurs' Helblasters somewhat predictably started to bully my Devastators as they had yesterday.

Return fire on our following turn did reduce their effectiveness, but I remain somewhat traumatised that across two games Andrew didn't fail a single hazardous check for his plasma guns.

On our right my Dreadnought and melee troops advanced towards a rematch with the Minotaurs' Bladeguard.


The second turn saw Clarkie use a strategem which slowed the enemy advanced and stopped them charging. This is the one that felt a bit too powerful in a larger game as it affected both enemy forces and benefitted me significantly in a way no other strategem could.

However, Will brought his Terminators in anyway, but these were in the mid-table area as we had used our numerical advantage to screen out our deployment zone.


Withe the enemy unable to charge, the Astral Claws took full advantage and the Dreadnought ploughed into a squad of Intercessors, obliterating them, whilst the Corpsetaker and his compatriots brought down the Minotaurs' Captain and braced for the counter charge from the Bladeguard.

However, when it came, the Dreadnought was able to use a heroic intervention to get into combat, but could not stop the Corpsetaker from being killed.


Meanwhile, on the other flank, a thin silver line of Tactical Marines took heavy casualties from the Infernus Marines, but served to hold up the advance towards our deployment zone.


Eventually, the Terminators were able to charge and drive back the Shock Troops, but could not capture the objective due to clever use of a flag.

Ultimately, the Loyalists couldn't close the gap that had been caused by the Tyrant's Legion (Astra Militarum) secondary objective which allowed us to score points for keeping the enemy out of our deployment zone.

Again, this felt a bit much as usually they would be holding the line with squishy humans rather than power armoured Space Marines, and so it felt like Will and Andrew had walked into a perfect storm.

Secessionists 51 - Loyalists 35

Game 5 - The Fall of Surngraad

The Raptors’ taking of the fortress of Surngraad was a stroke of tactical genius. Raptors forces were landed hundreds of km away from the 
fortress, and marchd through frozen blizzards to take the defenders unawares. The Astral Claws garrison was misdirected and confused, and 
once the Raptors took the citadel, their allies in the Salamanders could teleport heavy assault elements in to finish the job.


Once again on the defensive, I was joined by some Astral Claws veterans (in every sense of the word, there were some extremely old models in play) commanded by Nathan.

The scenario saw Ben's Raptors trying to capture an objective to allow Simon's Salamanders to teleport in and catch in a vice.


The Secessionist forces defending the citadel, and spread out as much as possible to prevent shenanigans, were as follows:

Astral Claws Garrison
Corpsetaker Apothecary and 2 Servitors
10 Tactical Marines
5 Devastator Marines
Dreadnought

Astral Claws Veterans
Captain in Terminator Armour
Librarian in Terminator Armour
5 Terminators 
5 Infernus Marines


Meanwhile the infiltrating enemy force that began the game consisted of:

Raptors Infiltrators
Captain in Terminator Armour
Librarian in Terminator Armour
5 Terminators 
5 Infernus Marines

However, the attack got of to a somewhat limp start as after lighting up the Dreadnought and dropping it to just two wounds, both the Terminators (with the Librarian) and the Terminator Captain failed to charge into contact, despite both units being able to reroll. The Terminators rolled snakeyes twice!


Needless to say l, this reprieve for the Dreadnought was about to be exploited as it and the Veteran Terminators charged the Raptors elites and cut them down to a man.


Meanwhile, the Corpsetaker's unit cane under metaphorical and literal fire as the Infernus Marines bathed them in flames causing significant casualties.

In return, half of the Raptors unit was cut down in close combat.


On the second turn, success on a different table saw reinforcements dropping in all over the board:

Salamanders
Captain in Terminator Armour
Librarian in Terminator Armour
5 Terminators 
5 Infernus Marines


Whilst the Terminator squad arrived on one flank, looking to avenge the Raptors, the Salamanders Captain sought out his opposite number in a duel that would ultimately see the Astral Claws commander come out on top.


The Infernus Market nes demonstrated the Salamanders' vaunted skill with flame when they beat the Devastators to the punch and used overwatch to kill half the unit.

Unfortunately, the return fire inflicted similar damage in them.


The second Terminator on Terminator clash was initiated and getting the charge was proven once again to be crucial as the Salamanders had the better of the exchange.


That was until the Dreadnought piled in, killing almost the entire squad across two rounds of combat and although the reverted hero ultimately succumbed, when the dust settled, only the two Librariand were left standing.


Targetted fire brought down the last of the Loyalist Infernus Marines, leaving just the Raptors Captain and the Salamanders Librarian in play.

Whilst battered, the remaining Astral Claws were more than enough to prevent the enemy from catching two of the three objectives, meaning that victory was assured and rendered the secondary objectives both sides had scored somewhat meaningless.

This game was defined by Ben's hideously bad luck with his charge rolls on his first turn, causing the Loyalists to lose a third of their forces without reply. Ben and Simon fought well to keep the game in doubt despite that.

Secessionists 58 - Loyalists 19

With a second victory complete, my tally for the event was 3 wins, 1 draw and a loss. I definitely feel the beneficiary of circumstances that were nothing to do with me for two of those results, but it's still a better ratio than I've had in most versions of 40k that I've played.

As my results were part of a larger campaign, I'm not going to reveal the overall result of the weekend. You'll need to watch Arbitor Ian's next Tale of Four Badab Gamers video to find out the fate of the sector.

As for me, well I set a resolution to get out more this year and this weekend proved why. I met some really nice people and played some really fun games. The next Badab War event will be sometime in the spring, so I'm going to see if I can make it.

Is Combat Patrol an enjoyable format? Yes, very much so. Does it work as a doubles game? I'm not sure, both games overran significantly. Am I now hooked on 40k 10th edition? The jury's out as I probably have to play a couple of larger games before I can commit to an answer.

Nevertheless, I've had a cracking good time, and that's what matters.