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The Lone Toad - Croaker RPGs Newsletter · Apr 10, 2026

Retribution: A Grim Dark War Game Campaign

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Croaker · The Lone Toad - Croaker RPGs Newsletter

Hey, didn’t I just quit writing posts a few months ago? Well, yes, but I said I’d come back when I had something interesting to do. And, like, maybe this is interesting?

One morning, I woke up thinking I wanted to start a solo war game campaign. What rules would I use? I like One Page Rules for all my war gaming needs. It’s easier to grok, quicker to run, and you can use whatever models you want to.

If you know me, you know that anything I play comes with a heavy dose of roleplaying and lore. So let’s follow this poor Imperial Guard regiment as it tries to cut its way out of a bad situation.

We will be meeting this fun guy soon.

Captain Kolm surveys his ragtag Task Force. A sad collection of guard regiments from across the Imperium. He remembers in shame how he and dozens of regiments were lured here by a duplicitous planetary governor, hell-bent on declaring independence from the God Emperor.

As if anyone could do such a thing.

The Guard was kept in the dark about the true motivations until the first battle was not against xenos or chaos forces, but against the Angel of Death themselves. The Space Marines smashed through the Imperial Guard line and killed the traitorous governor in an hour.

The surviving regiments were routed, scattered, and declared heretics by the Ecclesiarchy.

Captain Kolm was separated from his company and wandered for days across the blasted wastelands, gathering any survivors into a Task Force that could find some safety. The Captain found a squad of Death Korps of Krieg infantry and cavalry, their faith in the Emperor still strong, they could not comprehend what had happened.

Next, two vehicles from a destroyed armoured regiment were brought in, followed quickly by a few Ogryns and finally a small squad of Tempestis Scions. Together, maybe, just maybe, the Task Force can punch its way to freedom.

Rumbling through the Badlands, Captain Kolm spots a glint in the distance. An Imperial supply depot? Only one way to find out. He orders the Task Force into an attack pattern and charges forward.

The heretical governor made bargains with forces well beyond his comprehension. Lured to turn her back on the Emperor, the Governor had allowed the forces of Chaos to infest her planet. These forces were equally scattered by the lightning assault of the Space Marines, forced to find shelter and cover.

In the badlands, the forces of Nurgle slowly gather their strength. These lands are devoid of life. Too dry. Too dead. But safe from the over-righteous Space Marines for now.

It is these forces the Task Force must contend with…

Scouts tell Captain Kolm of the forces of Nurgle gathering at the Imperial Supply depot. The Captain declares a full frontal charge. The Hammer of the Emperor will smash through any forces.

”Column Forward!” Captain Kolm yells into his portable vox as the rumble of the armoured truck and Hell Hound rumble to life.

In the dusty distance, shapes appear, distorted, stumbling shapes.

The mission here is to grab and secure two objectives in the middle of the board by turn 4. No progressive scoring, just whoever holds the objectives wins.

The infantry of Task Force Kolm pushes forward to contest the first of the supply depot beacons. Captain Kolm has explained that holding these beacons is essential, as they point the way to hidden supplies. Hulking, squirming forms appear ahead and the infantry squad sergeant orders ‘Open Fire!’ Two of the monstrous figures drop.

We will later see that this was the high point of the battle for Task Force Kolm

Captain Kolm considered his years of military training and his undying faith in the Emperor. He keyed his Vox and yelled, “All elements, full advance! Kill the heretic! Kill the demon!” The cavalry squad rumbled forward, getting into position for a charge on the monstrous troopers.

Great picture. Horrible positioning. Those cavalary at not long for this world.

Misjudging the situation, the great beast rumbled forward, stoppable in it’s grotesque deformation. It crushed the cavalry with powerful swings of its diseased sword. Captain Kolm ordered all Imperial weaponry to turn on the beast, but it was to no avail. Their laserifles and stubbers were unable to harm the beast.

After it devoured the cavalry, it turned onto the infantry squad, utterly devastating them in one blow.

It was at this point that I realised how poorly I had designed this encounter. This guy is Toughness 11 (as in I need to wound it 11 times), and ‘saves’ on a 2+ of a D6, meaning even if I hit it, if it rolls a 2+, it doesn’t get wounded.

As every remaining weapon was turned on the beast, Captain Kolm lost sight of the other enemy forces continuing to trudge up the battlefield. The Captain’s squad was caught in the open, and they went down in a hail of bolter fire, including Captain Kolm.

Bad times.

The leader of the Chimera armoured vehicle, being second in command, ordered the Ogryn squad to grab Captain Kolm and retreat. The Imperial Guard was mauled today, but it will live to fight another day.

Captain Kolm woke up inside the Taurox, a medic attending to his bolter wounds. Packed around him are several other seriously injured Guardsmen. He questions his faith, his conviction in the God Emperor. Was he worthy to lead these soldiers?

The medic smiles at him, “We will get them next time, sir.” If his men still believe in him, then he can still lead them.

Well, that went poorly. I rolled for all casualties, and all eliminated units will come back next battle. Surviving units received 1xp, where the Crimera receives an extra 1xp for killing a unit of poxwalkers in the battle.

I learnt a few things in this battle. I need to take armour-piercing weapons for the big baddies.

  1. I need a bigger battlefield. The one I used was sized for skirmish games like 5 Parsecs from Home, and with two armies of 1k points, it was a bit tight. A bigger board would also benefit my army, as it’s a bit more shooty than most.

  2. Take more photos. Can’t have too many photos. It’s impossible.

  3. Create more characters. When a unit becomes promoted (gets 5xp) or does something amazing on the battlefield, I’ll name them.

  4. Bye-bye horses. I love my cavalry, but they don’t do well with the stats provided in One Page rules. So I’ll swap them out for something else.

My next battle will be against an unexpected foe…

Over the last month, I’ve been working on a cool diorama of a Space Marine Captain locked in combat against a Tyranid. You can see the finished product and some in-progress images below.

Hey, are you a mini maker or make War Games rules? Hit me up and talk!

That’s it for now. Stay Froggy out there.

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