Tuesday, 7 October 2025

Turnip 28, AAR

 
This weekend we had a blast and hold a small Turnip28 get together. It was a long time since I last played Tunrip28 and I felt a bit rusty about the rules but it turns out it was really quick to catch up on it again.






We where three players each playing a 3 "officer" warband, meaning 1 Toff, 2 Toadies and 4 unit of followers.
So my cult with its hot air balloon would face of against knights of shellwood och the mud crawling crabs...

For the first scenario we had a middle objective worth 2 points at the end and each player placed two other objectives worth 1 point at the end. We played with sticky objectives.

























The giant crab makes short work on my small unit of skirmishers. 






The knight on his snail guards the objective.

In a last ditch effort my Toady rushes forward and tries to inflict a wound on the monster crab with his small pistol in an attempt to drive him back. But I missed the beast.



With a tie in points it was only propper to have a Toff off on the center objective. The winner would claim the hanged and still grumpy parsnip-rootling...

Both leaders inflicts wounds on each others with their swords....


-Huzza.. Victory is claimed under the shadow of the balloon....
The grumpy old parsnip is saved.

 

 

 



Yet again my warband marches to war...

We made some adjustment och the terrain and the previous scenario but nothing major.
Still a middle objective worth 2 and smaller objectives around the fields worth 1 each.

In the middle of the board is a bridge over a dried out riverbed surrounded by vicious and dangerous farmlands and scattered farm houses and walls of a ruined settlement.

But this time the middle objective, the bridge is guarded by a angry mob of rootlings...
The rootlings would act last after each player and if any opponent was within 12" they would try to charge, if not they would try to march towards the center of the bridge and there hold their ground.












I had moved my balloon to close to the enemy and it was charged by heavy cavalry...

And the balloon was no more.
Damn.. that was quick, I lost my balloon way to early to my liking.

A lone Toady with his back against the wall gets a little nervous...

Luckily for him, the knights backed away and returned to the mud.


The rootlings wrecks havoc in the lines of the silt crabs...
 
-Fire.
A hail of bullets is fired at the enemy...

The gunsmoke fills the air...


Those pesky "silt-knights" emerges from the mud and charges in...


The bridge is unprotected and the enemy closes in...

The snailknight have claimed the bridge as his own...


Here after followed a couple of actions.

Pistol duel between two Toadies took them both out. 
My Toady that tried to hurt a crab in the previously game tried to hurt the snail knight in this game but had little to show in result... a lackluster monster hunter...

The crab cult and the snail cult battled it out on the other side of the table and a unit of crappy infantry could claim and hold an objective for me.

I had a unit of light cavalry hussars that risked it and crossed two areas of dangerous terrain to claim an unguarded objective giving the followers of the balloon the victory...


In the end it was another game full of chaos that was decided in the last turn. We had really fun playing and I really really like Turnip28.
The gaming mat with terrain and all painted miniatures really lifted the gaming experience even further.
And I have lots of ideas for further expansions or new cults... 

No comments:

Post a Comment