Thursday, August 21, 2025

War on Hunger: Charity Regiments Tournament


Portcullis has teamed up with the Crypt for a charity Regiments tournament on October 11th! 

What is War on Hunger? Inspired by the Foodmachine events run for Warmachine, it is a Regiments event where you donate food in exchange for bending the rules of the game! You receive one ticket for each food item you bring to donate, including your entry fee. You can spend the tickets to do things like re-roll, give a unit a special rule for the game, or even cast one of your opponent’s spells!

EVENT  DETAILS:

When and Where: October 11th at The Crypt, 161 Chestnut St #1, Providence RI
Registration: 10:00 am
Dice Roll: 11:00am
Army lists: 1500 points with force organization rules. Players may bring units from up to two factions in the same list, but they must select one of them as their primary faction. Mixed armies must consist of at least 60% worth of units of their primary faction, and heroes from either faction list may only join other units from their own faction.
Number of rounds: 3. 
Painting: There is no painting requirement, but models must be fully assembled and on movement trays where appropriate.
Entry: Minimum 10 food items or a $10 donation.

All donations benefit the Rhode Island Community Food Bank. Their most needed items:
Canned Fish and Meats
Canned Beans and Lentils
Canned Fruit and Vegetables
Canned Soups and Stews
Spices and Condiments
Rice and Pasta

Please do not donate glass packaging, perishable or prepared foods, or items that are open, out of date or otherwise damaged or unusable.

THIS EVENT WILL USE THE 3.4 RULESET AS 3.5 WILL STILL BE IN PLAYTEST AT EVENT TIME

NOTE: Due to space limitations, this event has an 10 player maximum!

You can find the full packet here! Reach out to the Crypt to sign up

Friday, August 15, 2025

Return to the Border Princes

 This past winter, Steve organized a Regiments league that used the Border Princes map from the General's Compendium to track score. It was great fun and reignited my desire to organize a true map campaign. Playing games of Regiments with the boys is always a good time, but I wanted to share the excitement another layer of strategy could add to the game and show how much fun linking all these separate battles could be like we do in Mordheim but with an army scale game.

The Border Princes map campaign is a lot less cumbersome than the original Mighty Empires, but still has a level of depth that makes the decisions made on the map matter for gameplay. Each player starts with an HQ placed at the edge of the map and a single banner within that space. That banner represents one of your armies. Every turn, players submit orders for each banner they have under their control. They can move, fortify their position, or raze the map section they are in. Fortified banners get bonus points and defensive terrain features if they go to battle. Razed map sections lose any special rules and do not count towards victory points at the end of the campaign. Banners moving through tiles capture territories for your little kingdom and more banners are generated at your HQ once you control enough spaces. When one of your banners occupies the same tile as an enemy banner, you play a game of Regiments to determine who takes it and the loser retreats. Banners can lend support to one another during combat. Friendly banners adjacent to one in battle add points to that force! Strategic positioning of your forces will give you a sizable advantage over your enemy.

The map has a variety of environments that modify how you play on it and as well as gameplay in Regiments games. Rivers, swamps, and mountain ranges all impede your movement during map phases, casting doubt on whether your banner will reach its destination. There are locations with specific scenarios to be played in battles there, like the Warrens and Geistenmund Hills. The ancient tower of Tor Anrok gives players unrivaled control over movement in the surrounding tiles. The orcs found within the Iron Claw camp can be recruited by greenskins and harass and pester other races, adding or subtracting points from armies battling there. 

Every army gets a special rule that either modifies map level play or Regiments games. Examples include Orcs and Goblins being able to force march one banner per turn to potentially move 2 tiles instead of 1, Vampire Counts banners growing in size for the turn immediately after beating an opponent, and Warriors of Chaos being able to pursue a routed foe to force another battle in the next turn!

It really is a near perfect campaign with a lot of opportunities to add your own flourishes and hack up some of the rules to better suit your play group. The rest of the General's Compendium is really sick, too, with tutorials for making scenery and a lot of insight into making games your own. It aligns so well with the indie gaming/IRWT way of thinking that it should be a stable in everyone's libraries. It is long out of print, but you can find pdfs easily with your favorite search engine. Worth the read if only to see that none of what we are doing is new. Gamers have been gaming this way forever.

I've said the above and more to most of the War Council (some multiple times. Sorry!) in hopes of getting a little traction. Sadly, we are spread very thin across New England and the campaign can generate a lot of games to play each turn. Coordinating 6-8 people over such a large space, each with adult responsibilities requiring flexibility, made a full War Council campaign almost impossible, so instead I grabbed three of the guys I game with the most for a smaller version that would let us keep things moving without becoming an absolute shit show. This campaign season, the Border Princes are contested by the Barrow Legion (Undead, me), the Covenant of Blood (Warriors of Chaos, Brad), the Crimson Host of Maltherion (Dark Elves, Alex), and the Gnawing Hunger (Skaven, IPT). We decided to play for 20 turns and whoever has the most territory at the end is crowned the Lord of the Border Princes. Special territories like Aldium and Tor Anok are worth 5 territories while the fortress of Malko at the center of the map is worth a whopping 10!


We're about 7 turns in, but here's how the campaign started. Alex placed first and chose an excellent starting position. His HQ sits in the mountains, requiring any attacking forces to pass a difficult terrain roll to take it. He is also adjacent to a road, which allows for some rapid movement south. The proximity to Tor Anok and its elf-specific bonuses didn't hurt either!

Brad's Chaos Warriors chose the south-west of the map as their home. Like Alex, he has good access to a road as well as a bridge to safely cross the Blood River without making a check. The river will also impede invading forces. 

I placed the fortress of the Barrow Legion high in the mountains in the northeast for the same reasons Alex chose his starting location. It gives the Legion access to a number of roads and rivers and is close to the thematically aligned Geistenmund Hills.

Ian's Skaven took the last remaining corner. Though there are no roads nearby, the long river insulates him from attacks from the north, letting him build is empire without worrying too much about the undead. Brad's focus seems to be on the north, so perhaps there's some potential for western expansion?


Here is the map as of the fight phase in Turn 7. The intervening turns were largely expansion of territory and securing a few important locations. The Barrow Legion immediately sent a banner to Malko, capturing the fortress town for the undead. Chaos struck out and captured the merchant town of Aldium while the Dark Elf forces installed their wizards in the tower of Tor Anok. These two have been chasing each other across the intersection of the Old Silk Road and South Road, each beguiling one another with unorthodox movements. The empire of the Gnawing Hunger had grown unimpeded, drawing the attention of the undead and the Covenant of Blood. Banners met along the Blood River and in the bogs surrounding it, giving us our first real battles of the campaign!

So far, its been everything I'd hoped for. A little strategic discussion, a lot of shit talk, and the joy of moving markers across a map. I'm excited to see how things shake out and what feuds erupt from these initial skirmishes and border disuputes!

Monday, June 23, 2025

Portcullis #1 Crossword Solution

 Eons have passed, but the ancient text has finally been deciphered! The Dungeon received a message this weekend that contained the first complete solution to Emily's infamous crossword. Congratulations, Chloe! 

Thank you to everyone who played and talked to us about the puzzle. I am glad you all gained insight into Emily's insidious mind and exactly what kind of dungeon crawler she truly is. Be warned, those who wish to one day defeat the puzzle on their own, for below you will find its secrets revealed:







Across: 

4. Beholder

5. Hobgoblin

7. Skeletons

11. Bugbear

13. Bless

14. Stirge

15. Gold

17. Roleplaying

18. Familiar

19. Die


Down:

1. Gelatinous Cube

2. Darkvision

3. Magic Missile

6. Vorpal Blade

8. Long Sword

9. Ten Foot Pole

10. Trip Wire

12. Mithril

15. Gygax

16. Wizard


Emily's Dungeon Crossword will return for issue 2!

Thursday, April 3, 2025

Rock Labyrinth: A Regiments Scenario

Last fall, I had grand ambitions to run a Regiments map campaign for the NEWC. I had played and run the Border Princes campaign from the Generals Compendium (perhaps the greatest WHFB book of all time) about half a dozen times and thought its narrative focus and game within a game nature would be a huge hit. I spent a long time rewriting rules, converting scenarios, and transcribing mechanics but ultimately decided to drop it at the eleventh hour in favor of a league inspired version Steve came up with and ran. It worked out great and everyone had a blast! The Border Princes asks a lot from its players and with our geography it didn't look like it was set up for success. Doesn't help that I was pitching a 14 page rules packet to a group who prefers to do things on the fly! Someday, I hope to assemble a dedicated group and share what is easily one of my favorite wargaming experiences. 

I've slowly been repurposing some of the work that I did and this scenario I am sharing is part of that. This was a special mission for use on a specific map segment of the Border Princes called the Warrens. In this region, bandits and ne'er-do-wells calling themselves the Carrion Band lurk behind labyrinthine rock formations. Human factions could bully them into providing support, gaining some extra points in the upcoming battle. The big flashy part of the scenario is that both players could nominate one unit in their army to become skirmishers! This was exciting because that type of unit does not exist inside the confines of Regiments and was a cool problem to try to solve. Below is a version of that scenario with the campaign related rules stripped out so it can be used in regular games of Regiments. There are likely many issues with skirmishers I had not foreseen, so if you try this, let me know how it goes!

ROCK LABYRINTH

Overview. Two armies meet in the Warrens, a rugged area in the foothills of the Black Mountains which is home to a labyrinthine series of rock formations. Maneuvering and shooting in the Warrens is difficult and ambushers may lurk around every corner.

Armies. Armies are chosen as normal.

Battlefield. The table should be covered by rock formations that turn the battlefield into a maze. All of the rocks are very steep and thus impassable terrain. Rock structures should be set up at least 7” apart to allow units to pass in between, but there should be no straight paths from one side of the board to the other. 

Mission. Place D3+2 objectives. Players roll-off to go first and then alternate in placing one marker each outside of deployment zones and over 9” away from each other. At the end of each round, if a unit is within 3” of an objective while enemies aren’t, then it's seized. Objectives stay seized even after leaving, but if units from both sides are contesting an objective, then it becomes neutral again. The game ends after 4 rounds and the player controlling the most objectives wins.

Deployment. Players roll off and the winner picks a long table edge as their deployment zone, with their opponent taking the opposite. Then the players alternate in placing one unit each within 12” of their table edge, starting with the player that won the deployment roll.

Skirmishers. A single unit in each player’s army may adopt a Skirmish formation for the duration of the battle. Skirmishers have the following changes to their rules:

Movement and Formation. Skirmisher units do not have to be in formations. Instead, unit members must stay within 1” of at least one other member and within 9” of all other members. All facings are considered the unit’s front facing. The unit may only be within 1” of other units when charging and may only charge if at least one charging model is within charge distance of the target unit. Skirmishers may move or shoot in any direction.

Melee. Once one model makes base contact with their charge target, the remaining models in a Skirmishers unit rank up around it to maximize contact as though it were a normal Regiments unit. If charged, once the enemy unit makes contact with a model, turn all models to face this unit and rank up around the charged model. Skirmishers do not receive any combat bonuses for the number of rows their unit has. Skirmishers otherwise follow all other melee combat rules as presented in the Regiments rulebook.  

 

Sunday, March 2, 2025

PORTCULLIS IS BACK IN STOCK!

26 pages of cannibal children, killer art, and a mind melting crossword (prize still unclaimed)! Printed locally in Worcester MA, the blacks are blacker and images are even crisper!

$10+$4 shipping for US/Canada. DM on Instagram/Discord or email portcullismagazine@gmail.com to order. Accepting Venmo and PayPal.

Locals - I’ll have these with me at meet ups if you wanna save shipping

International warriors - DM me and we can work something out!

Thank you all for the support!



Sunday, January 26, 2025

PORCULLIS MAGAZINE HAS ARRIVED!

 The long wait is over! The first issue of the mighty PORTCULLIS MAGAZINE is here! Inside, you will find 26 pages of deadly magic, mighty mercenaries, and more!

$10+$4 shipping for US/Canada. DM on IG or Discord or email portcullismagazine@gmail.com to order.

International warriors email me and we will work something out.

I am traveling for work so expect orders to mail out next weekend!

I am beyond proud of this zine and the work of all who contributed. Eternal thanks to those who made this possible: Steve from Under the Dice, Eli Minaya, VVizard Dom, Hobby Dungeon Andrew, Tyler is Alright at Painting, Michael Coleman, and my incredible wife Emily among many others. 







Wednesday, November 27, 2024

Hounds and Spectres for the Barrow Legion

 

Work on the Barrow Legion continues! After a great start this spring and early summer, other interests and responsibilities took over and progress has slowed. I painted these units over the summer but never gave them a proper blog post. We’ve got a map campaign planned for this winter so I’ve got to get some momentum and try to finish a few more units by the end of December (not to mention finally finish preparing the actual campaign).




After one game of TOW, I realized how terrible an army comprised exclusively of skeletons was going to be and scoured the army list for any units that would need less babysitting. Dire Wolves provided some much needed mobility and the skeletal models from Highland Miniatures were perfect for the Legion. My time in TOW was short lived, but they are now a staple in my Regiments lists. With Scout and Fast, they can threaten turn 1 charges and sport enough attacks that they can usually win combat against small melee units or ranged support. If there are no good units for them to bully, they’re great roadblocks or late game objective grabbers. The process for painting these hounds was identical to how I painted all my blocks of skeletons.





My army had been a mass of greys and browns where everything ended up blending together. It needed some color and different unit types to really start to stand out. Ghosts of some kind had been on my mind since I started the army, as they were a key part of the Army of the Cairns that inspired me. In addition to providing some color and different textures, I was in need of a more elite melee unit to fight the increasingly deadly monsters and chariots being fielded. These have seen play as infantry shredding Ghosts from the Neutral Undead community list and great weapon wielding Ghost Revenants from the Ghostly Undead list. Both varieties have been performing really well for me except when facing Brad’s deadly Orc crossbows! Painting these excellent sculpts from Satyr Art Studios was a ton of fun. I wanted to avoid the airbrush look of GW’s Nighthaunts and went with a more old school look. I washed the models with diluted Nihilakh Oxide over a white prime, making sure there wasn’t too much pooling in the recesses. I then applied some Aethermatic Blue contrast paint mostly in the folds of fabric and hard lines of armor. Finally, they got a white drybrush to bring back highlights a bit.

Hoping to finish up my barrow king on chariot and newly acquired grave guard before the end of the year, but most of my free time will be dedicated to wrapping up PORTCULLIS MAGAZINE! I have a few ideas for posts about Regiments, too, so more to come soon!