Author Archives: docbungle

Open Combat Review

Recently this ruleset has been getting some chatter on Twitter, so I thought why not bandwagon along and have a look myself.

So what is Open Combat, simply it is a method of playing your model collection against someone else’s BUT you don’t need to be using the same system. Hell you don’t really need to have the same basing set up. There is a strong nod towards the historical and fantasy based games here but I am sure you could pull it off with other system types.

You create the stats for your models as part of the army building process but more on that later. Did I mention that a certain Mr G.Thrope has his hand in these rules as well?

The Book

As is the way with a lot of independents these days this is a pdf for the rules, which is very much becoming the norm and I like it and loathe it all at once.

Well first it makes games more accessible which is great but also means I have more systems I want to try…But I digress..

What I do like is that it isn’t over the top on the finishing so printing it out won’t break the bank in ink cartridges.
The book comes in at a nice easy to digest page level of less than 50 pages, obviously there is no fluff section but this is not surprising…..go make your own ;)

The Rules

Now onto the rules, in this stage I will be giving a rundown of the what the rules cover. First up the stats in the game;

  • SPD – Movement, all done in inches
  • ATK – How good you are at chopping
  • DEF – How good you are at NOT getting chopped
  • FOR – Equivalent of wounds/life source
  • MIN – Equivalent of leadership/Will/Morale etc..

Now the turn sequence is based around you activating all your models then passing over. However it is possible to lose the initiative which means you have to pass to your opponent even if you have models still to activate (more on that later).

So when activating a model they get to do 2 actions that can be any mix of;

  • Move – Up to your SPD stat
  • Attack – Smack someone with sticks/arrows etc..
  • Interact – Pick up something
  • Stand up – guess?
  • Rest – lets a model regain either a point of MIN or FOR so basically you can heal yourself or get your s@&£ together ;)

Now combat is a very simple process (see the theme of this system), after checking usual things of range, LoS etc. as you expect you then compare the ATK of the attacker and DEF of the target (there are modifiers that can tweak these numbers of course).

The difference between the two will alter the number of dice rolled from 1-3 dice, so a draw means you only get to roll 1 dice.

Once the dice have been rolled you get to pick one of them as the result of the attack. This is where the possible loss of initiative comes in.

A 1 is very bad not only do you fluff the miss but you lose initiative, from there it builds up until you get to 5-6 which actually cause a ‘wound’. There is a real sense of movement with this system as not all attacks will result in wounds some result in psuhing a model back as you press forward (very thematic feel – Imagine every Robin Hood film ever)

There are other more in-depth rules for fighting with 2 hands etc.. But will leave that for you to find out. But what this still boils down to is simplicity

Building lists

They recommend that you play a game of 150points or Renown. This is where things get interesting as you use these points to create your warband from the ground up.

Each point of a given stat is 1 point of Renown used, while giving equipment is generally also a point each (so sword and shield is 2 points).

Next is the Break Point of the warband which is worked out from the collective MIN and FOR of all models. During the game you keep track of the remaining MIN and FOR of the warband and once the lost amount reaches the break point then the warband is running (remember you can Rest though).

The remainder of the book covers some more unique rule possibilities be it mounted models (and monsters) as well as the effects various weapons/equipment has on the models using them.

We also get 3 scenarios to get us going, they are standard fair as far as scenarios go but its always nice to have some.

Which brings me to final point these are very much skirmish based level games, the fact you play on a 2’x2’ table means this is extremely accessible to all. It also means games will be very bloody and fast..


This is a nice feeling set of rules that anyone can pick up so easily. Great entry into the hobby but also good fun while you have some time but not enough for a full set up of lets be fair any of the big 3/4 games out there. For the price as well it is very nice.

Go check out the website –

P.S. make sure you head on over to hte webiste before end of October (tomorrow) to bag yourself a nice discount ;)


Its fun tohave a full minion as a totam especially one that can kick out scrap counters :)



I love these guys for 10T the work so well with Toshiro and Mei Feng in a list its almost criminal not to have some around..


Episode 25 – Exigence

Originally posted on Flock & Awe Podcast:

Welcome to Episode 25 of Flock & Awe

This episode we cover the new Hordes book with a ‘special’ guest.

Episode 25: DIRECT download

How can you contact us


Any reviews/comments are welcome as we strive to be the best wargaming podcast for you the listeners.

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Punk Zombies

Toshiro can bring Punk Zombies…..This is the only reason I have them (for now)



Off to the Zoo today, I beleive they have the whole cast of Flock and Awe there now which will be nice.

 Extra Life

Remember to back the Heretic as he goes gaming mad for Charity. Extra Life

Open Combat – A little plug

If you havent seen it yet, head on over to Second Thunder, they have a nice intro price for their new Open Combat system. Go check it out and grab yourself a bargain but be quick it only lasts till the end of the month

 Painting & Hobby

Guess what……

Still painting Malifaux :) I am beavering away on my Neverborn so should have some fully painted playable lists pretty soon which is nice. While after BCB I have the warmachine bug again as well, which means I am finally going to tackle those clockwork angels. I may even suck it up and build Auorora…

As always make sure you check out the guys at the outpost who now over 20% off RRP on everything on their site.

Thunderbear – Tengu

The latest Thunderbear article today has a look at the new (shooting) star of cheap scheme runners for 10T in the shape of the feathery Tengu.


For the 4 pts the Tengu cost you are getting stats you would expect! Low Df and Wp with not great number of wounds. Although it does have reasonable speed.


On to their abilities;

Flight – Means they can go where you need them.

The Shooting Star – At the start of its activation, it can be placed into contact with a friendly Scheme Marker. This is what makes these guys sooo fast and why a pair of them will work so well as well. Basically they get a free Wk which is limited to a target, this isn’t a problem when they start bunny hopping.

Regeneration – A low number of wounds means this will generally not see much use but every little helps sometimes.

Attack Actions

Razor-Edged Talons – Average Ml that has a low damage track.

  • Flay – Needs a Mask – Allows damage flips to be cheated even if negative flips involved.
  • Katanaka’s Mark – Needs a Tome – When dealing moderate/severe damage, you can place a Scheme Marker.

That Trigger is the only reason you would want to get the tengu in combat, there is other minions better equipped to get up close and personal.

Tactical Actions

A Song of Night and Day – Any 6 is needed to get this action off. This hands out Regeneration for the turn, which is nice in a support sort of way.

  • Nightfall – Tome is needed – Allows you to take the action again.

Still the Earth – Zero action that allows you to discard 1 scheme marker for one card discarded up to two. Very nasty in the right scheme choices..


These guys seem to be the scheme runners for 10T however they need to work in cohort with something else as their speed is based around Shooting Star ability which means they need scheme markers already on the board. So expect to see them in pairs at least if that is what they will be used for.

However they are good at being annoying and clearing scheme markers or if you have the high tome a way of dropping the marker for say plant explosive, with their attacks.

They are going to be popular as a support role with handing out regeneration (possibly 4 times) and also removing scheme markers as well so actually make OK things to hang around your leader/big hitter.

Outside of the scheme runner ability for any 10T master also consider Yan Lo. As they are Spirits means he can give them Armour to make them that bit more survivable, but then they also benefit from his ascendant upgrade for a free action (even more regeneration or more markers). They then in turn help out the Ancestors , for example;

Imagine Izamu with armour +4 and spirit (so extra attack from Yan) and also gaining Regeneration from the Tengu before activating. Means he can take a hit and just be back to normal!


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