Monday, 14 October 2013

Warhammer Campaign

Its time for Warhammer to go big at the club again. Numbers have been dropping off all through summer, culminating in a bit of a crisis meeting with Martin, Tam and Harky a couple of weeks ago. The doubles league is a great concept but the reality of getting four guys together and planning a game to happen is just not happening. Either guys are showing on the night to find there's a drop out and the games off, or so many guys are pinned down in a game that other guys are just coming along to watch and not playing themselves. Either way, the number of fantasy tabletop wargames actually being played at the club is dwindling massively. Quite often the lads are just ending up playing GoT the board game, which is good fun but requires up to 6 lads and doesn't look very impressive to the new members we've had show up for a look lately. Added to this, the 40k Stormshield tournament has stalled, and those who aren't in to Hail Caesar and the mounting interest in that are getting sidelined. With this in mind, we decided to get a new Warhammer Campaign on the go to draw interest back in. Each of us would always bring an Warhammer army to club as well, to make sure that people aren't showing up on club night and leaving early without getting a game. Geoff needs bodies in paying their £3 fee, otherwise the maths is simple: we lose the hall and go back to Ben View.

With this in mind, I came up with an idea for a new Warhammer Campaign and posted this on the club forum:


After a bit of a hiatus, about a month ago I came to a weighty conclusion: I'm not playing enough Warhammer. Sure, I've dabbled in new systems, I've sat in on some fun multiplayer boxed set games, but over the last 3 months I can count the games of Warhammer I've played in on the fingers of one hand.

Its time to change that, and I want YOU to help me...

I'm setting up a Warhammer Campaign for the club. It's not long term - it will have an end - but neither should it be a short term flash in the pan. It should sit safely in the mid term. Maybe wrap up for crimbo, maybe not. It depends on YOU.

Its not going to be a league, where you arrange matches and wait for guys who might only occasionally drop by. Its going to be a campaign, but there wont be a rigid map. There will be no 'campaign turn'. You take part by showing up on the night and fighting a righteous battle knowing that somehow, what you're fighting for is making a difference.

There will be a few tiers of game, starting at regiments of renown sized scouting parties with rugged champions carving out a name for themselves, to battles of 500, 1000 and 2000 points. Those who do well and gather victories to their banner will gain the ability to throw down a challenge for epic clashes of greater value (Points value of their choosing), so you can test your abilities from the smallest to the greatest of battles. Are your forces best suited to fast running, deadly border skirmishes, or sweeping set piece encounters which determine the fate of Kingdoms? YOU decide on the size of battle you run. How well you do and how big you go determines the benefit you bring to your banner. Also, there will be no set lists - bought a nice mini at the weekend? Play it in your battle on Sunday!

There will be fluff to come. There will be battles aplenty. Who will have the deadliest blade? Who will have the finest regalia? Whose loyalties will be divided? Who and how many take part isn't the most important part of this campaign (although it would be rather appreciated if a few at least pitched in...). Every battle that is played - regardless of scale  - will push along the narrative and see events unfold. I at least, will enjoy its telling! This Campaign is not meant to replace the doubles league either, but will hopefully run alongside it. Its tough to pin down four lads at a time, and a shame to see folks arrive for a game and yet have nothing played. This provides a 'go to' alternative if your big four way falls through, or an alternative warhammer option if you want to get a game on.

If you're interested in taking part, I'm looking to organise players into camps, which I'll call 'BANNERS' (shameless, I know). Initially, I want three Banners to be raised. Each Banner shall have a Captain. This man need not be particularly good at winning (!), but he should be a keen and willing player who will always be happy to break out his blade and cleave a skull in twain! I need one player to Captain the White Banner (Quel) - this banner is for armies of light only, although non-aligned neutrals (Ogres and TK) may also join. I also need one player to Captain the Black Banner (Ksher) - this banner is for armies of destruction only, although again non-aligned neutrals may join. The third man I need will Captain the Grey Banner (Detholalle) - this banner is for those of greyer morals and mercenary persuasions; non-aligned neutrals may find their natural home here, along with the more nefarious Empire, Dwarves, Wood Elves, and Lizardmen, or the less picky Greenskins, Skaven and beastmen. Safe to say, the truly good or the blackest of the evil do not have a home under this banner!

Each Banner will have Captain and no more than 4 members (player armies) in total. At any point in the campaign, players may publicly turn their back on their Banner and join another faction! Any battle YOU win under a given Banner will win Campaign points for that Banner. There is a great deal of flexibility here too - players may enter more than one army in the Campaign. Need a break from playing your Beastmen? Enter the Empire army you've been working on and join another Banner! The only proviso here is that one player cant enter more than one of his armies under any one Banner at a time.

Dont like our Captain? After 3 games, players are also free to breakaway and establish their own Banners. Mind your bannermen lads, lest they desert to a finer cause!

To take part, either as a Bannerman or Banner Captain, YOU need to do three things. First, post your name on this thread. Second, state the army you're putting down (the first one you'll use, at any rate), and which Banner you want to join - first come first serve! Lastly, make up a list (exact points numbers to follow) and bring models with you every time you come to club, because you never know what's gonna happen on the Sunday ;) I hope this gets your Warhammer excitement stirring, folks. Be good to get back on the bandwagon and see the hall full of battles once again.

Geoff got on board and set up a specific page for the campaign on the club's website  ( http://dumbartonwargamesclub.webs.com/wfbalbioncampaign.htm ). The lads seemed to have jumped at it too. A week after posting it up, we've got four banners each filled with 4 players. Tam, Martin, John M. and myself are the Banner Captains, so there should always be games getting played. Misusing the first day of my October hols, I had a bit of fun on photoshop to stir up the interest in the campaign.




Heh heh. I've set the campaign in Albion, which should be good for the fluff and let me get giants, barbarians and fimir in at some stage! Once interest was apparent, I posted up the setup:

Welcome to the 2013-14 Warhammer Campaign! By taking part, you have landed on the shores of Albion as either a powerful Warlord in your own right (Banner Captain), or you've pitched your hat in the ring as a chieftain serving under a faction Banner. Either way, you are fighting to crush your enemies, see them driven before you, and hear the lamentation of the women!

After making landfall on these rocky and inhospitable shores, each Banner is fighting tooth and nail to secure its foothold and claim a lion's share of the coastline's scarce resources. Soon you'll be marching inland, but setting off without a secure supply route is like trying to cross the deserts of Araby without any water!

As each Banner struggles for dominance and territory, clashes will be frequent and deadly. There will be 5 LEVELS OF GAME available to play:

SCOUT - 100 point game. Full Regiments of Renown rules apply, including 'experience' (found in the Club Literature > Documents page).
PATROL - 500 point game. No rare choices, no war machines, no models with more than 3 wounds allowed.
VANGUARD - 1000 point game. Normal rules apply.
BATTLELINE - 2000 point game. Normal rules apply.
WARHOST - 3000+ point game. Only a player who has just won 3 battles may issue a challenge to a 'Warhost' sized battle. They determine points value, up to 4000, although they may go higher with special arrangement (ie think of the amount of time available)

The more battles you play, the more points you build up for your Banner. The summary below gives the rewards for a Win, Draw or Loss at each game size:

SCOUT: W2 / D1 / L0
PATROL: W4 / D2 / L1
VANGUARD: W6 / D3 / L2
BATTLELINE: W8 / D5 / L3
WARHOST: W12 /  D7 / L4

Other than 'scout' sized games, battles should roll on the standard scenario list in the WFB Rulebook to determine scenario during the 'Landfall' phase of the campaign.

There is no order of battle in this campaign, nor rules limiting how many times you play the one adversary (although really there are plenty to chose from!). With the various sizes of battle it is more than possible to play several campaign battles in one club night. The best approach is to always bring an army with you (you never know what might happen when you get to club), with a few army lists written up which are ready-to-go at the various points sizes available. All that I ask is that you record your results and leave a note of them on Geoff's admin table at the front of the hall. If you can, any brief details of what happened (big heroes fighting off overwhelming resources, zombies killing a greater daemon, a unit holding a bridge or tower vs allcomers, etc) would also help as I'll write up some fluff of what happened in Albion each week. To make sure you know whose job it is, we'll say the winning player has to leave the note! It is important you do this, as otherwise your battle wont accrue points for your Banner.

The 'Landfall' phase of the Campaign will run from Sunday 6th October to Sunday 10th November. The Banners with the highest and second highest points at the end of the night of Sunday 10th November will both receive a bonus to their player's games come the second phase of the campaign: 'anabasis'.

The 'anabasis' phase will introduce some different scenarios, along with rewards for the best scouts (regiments of renown), best painted company and best hero. As we venture into the creepy mists of Albion I'll also be looking for any players who have barbarian or norse models, any Fimir, and most of all, giants!

That covers the first stage of our campaign, lads. Any questions on the rules or setup, then please post them here. My main hope is that we bring armies along each club night, and whether you have a game booked in or not, we're getting games played and the hall filled with miniatures and the sound of rolling dice!

Can you see where it is yet?


Last weekend I kicked off the 'landfall' phase with a 2000 pt 'battleline' games vs Gary's Lizardmen. This was the first time I'd played a game against Gary and really spoken to him properly; he turned out to be a top guy, and we had a great game! I scored the first win for my Red Banner, crushing the poor Lizardmen. This was the first time I'd played this army and I'd thought they would be a lot gnarlier. The saurus warriors were the equal of my graveguard, but with a slightly better save of 3+. The stegadon with its skink howdah was brutal at shooting, but to fair it was faced with a wall of cheap undead core cheese so had little real bite. In combat it was disappointing and was overwhelmed. I took the Strigoi killing machine as my lord and he reaped the saurus unit along with his grave guard hammer unit. The strigoi himself killed 10 Saurus warriors in the first round of combat! There was probably a lot of luck going my way too, but it turned out to be a solid win for the vampire counts (and they're rare these days!).

Just like the Titanic, this big boy goes down easy...


Some of the other lads were smashing out some of the regiment of renown level games, which I joined in with afterwards. I got my fingers burned though and got trounced by John's Dwarfs and Steven High Elves. It was a good first weekend for the campaign though! The Magic Draft took precedence the following Sunday, but next week looks like there will be plenty of games on. I've also set up some 500 point bounce games to take place during the week. I love being on holiday!

Magic Draft

Its been a loooooooong time since I've posted here. Suffice to say work and laziness has interceded... I've been keeping up the gaming though; the Greek PBM is rattling along thanks to John, I've been busy setting my 'Hail Caesar' Greeks and getting some practice games in, playing a couple of Warhammer games (not for the doubles league though, alas) and I've set up a Warhammer Campaign at the club. Last night however, was Martin's Magic Draft.



Jen had to work late unfortunately, so I didn't make it along in time to take part in the actual 'draft', which was a shame as it sounded good. The lads sat round one table with a big pile of land in the middle. The booster packs were opened and split into even sized blocks, which players got 30 seconds to look at. After the given time, each player picked the best card and passed the deck to their left. Once they'd assembled a 40 card deck, a tournament began; each player was to play 3 opponents, the winner of each match-up being the best of three games. Martin had bought the newly released Theros edition of cards for the draft. They are all themed to the legends of ancient Greece, and tied in nicely with the club's current vibe for ancient Greek warfare.



I arrived half way through the first game. Martin had put a deck together for me, and James had sat in against the first oppo. I'd gotten a red/white deck, with some nice critters. Satyrs, Minotaurs and hoplites, along with a hundred handed Titan (nicely referenced Greek legends which Martin subsequently schooled me in. I really do need to brush up on my Greek mythology - so embarrassing for a Classicist...). I ended up losing to my first oppo, Kev, but beating the next two. I think there was a prize for getting a 2-1, but they might have all gone before I could get my games done! Tam won overall with 3 straight wins, so gets first pick of the cards next week. He drew a 'God' card in the draft, with the 'indestructible' power, which may have contributed to his win ratio somewhat... I reckon he'll want to keep hold of that. I for one would like to keep a hold of the 100 handed titan, as he was great fun to use! The draft was good fun overall, and it was great to have our first stab at a tournament style set up. The £12 in money was reasonable, though I hope I get some cards out of it by the end... Real shame I missed the draft part, as it sounded like it was great fun.

Over the past few months I've been getting my read on big time! After Wolves of the North, I went for a pulpy change of pace and read Dan Abnett's 'Traitor General', one of the Gaunt's Ghosts books which Robert had bought for me a couple of years ago (I have a shameful backlog, worse than a government dept.s 'to do' list...). I've read Necropolis, and Sabbat Saint - both of them great, immersive reads - but both were from quite early on in the series. Traitor General is eighth or so. The plot put gaunt and a team of chosen men on a suicide mission to an Imperial agri world occupied by Chaos troops after an invasion, in order to hunt down and assassinate a captured Imperial General under interrogation by the Chaos Governor's forces. I love the depth that black library provides to the GW gameworlds. This one ignored the obvious subject matter of out and out battle and instead centred on the warping effects of living on a chaos governed world - how it affected the psyche of the men along with the mental, emotional and physical effects upon the populace who'd endured a far longer dose. The desperation of the resistance fighters was really well observed, along with the sense of irreparable damage being done. This feeds nicely into the Imperial mantra of 'you must burn and destroy to cleanse the taint'. Abnett also picked up on how chaos affected the ecosystem and other species living on the planet. The occupation forces were by no means cardboard cutouts either, ranging from the insidious interrogators of the captured general, to the elite and arrogant team of Chaos Space Marines leading the hunt, to the low level yet omnipresent threat of the local security forces with their terrifying 'wirewolves' - creatures of the warp summoned to possess a mechanical forms to hunt down the resistance. I raced through this one - a nice change of pace and subject after all the historical fiction I've been reading lately.


Saturday, 27 July 2013

Blackpowder and Deadites!

Over the last couple of weeks at the club I've been trying some new things. Last Sunday I took part in a Napoleonics wargame, of disgusting Frenchies vs. Prussians, using the 'Blackpowder' rules. Dougie kindly ran the game, kept us up on the rules and provided all of the (very nice) minis, whilst Martin handled the main French line, Alan took their column of ambushers and I commanded the proud Prussians.

The Blackpoweder rules held some welcome surprises.


Wargaming the Napoleonic era seriously does not churn my oats. I bloody loved watching Sharpe (as surely every red blooded male in the land should), but the idea of playing out a battle just leaves me cold. Lines of dudes armoured in cloth jackets, armed with guns which struggled to shoot straight, and ordered to walk into enemy fire and simply....die... Pffft. Not for me. But, I'd seen Dougie put on a Seven Years' War game before and his kit looked pretty tidy, so I thought I'd try something new and give it a bash.

The Blackpowder rules are new to me, but there are some aspects of them which are great! The guys at GW should have a good look at these for WFB. Movement is based on what is basically an Ld check. Depending on how well the unit passes (if they pass), the unit get to move 1, 2 or 3 times. That means cavalry can (and often does) move 36" in a turn! By the end of turn 3, one of my units of Dragoons had pretty much toured the entire battlefield (reaping carnage wherever they went of course!). Firepower varies based on unit quality, size and condition. The importance of fresh undamaged units is key in this game - as is having units of reserves to plug gaps left by fast moving troops leaving the line, or fragile busted up infantry blocks legging it. It felt really tactical playing this game, especially as due to the scenario I had to deal with Martin's advance and then handle Alan's successive flanking move, determining who to pull from the line, when to linger to finish things off, when to move on, etc.

Doubt bubblegum was around in 1813, but my Dragoons were certainly kickin' ass and chewin' somethin'...


This was a fair sized game, but it (should have) flowed very quickly. Once units take a pounding, they just crumble and go. The speed of movement also ensures hand to hand comes in quickly. There were - at the level we played at, anyway - no significant characters. Officers were discrete units, but they simply flew about rallying and bolstering units - they didn't fight or have outrageous stats that could motor through units singlehanded like in WFB or 40k. After relying so on vampires to do do the work for me, that was pretty strange! Players also have to state exactly what each unit is doing before any dice are rolled, otherwise they simply take their full move straight forward. Martin fell foul of this in turn one as his entire line marched 36" to stand about 3" in front of my gun line; and moving goes after shooting in this game...heh heh.

Suffice to say, I pounded Martin with all I had, he wilted and I turned to engage Alan's flanking move. It was in the bag 30 mins in, but I got three horrific casualty test rolls after Alan's first turn of firing and literally half my army ran for it. Shit. I was still going to win due to weight of numbers, but it took a damn age and Alan refused to accept the obvious and concede. Dougie was getting quite exasperated by it, which was a shame, but I still enjoyed the game.

What? The Frenchies ran away? Mon Dieu, I just cant believe it!!


Things about the rules I wasn't so keen on was that the game is very vague on unit composition. Its based on what players have, so before the battle they agree how many models in a large unit, how many in a medium unit and so on. There are four set sizes of unit in the game and models are simply arranged onto these agreed footprints. Its too vague for me. When casualties are taken, a marker is put down by the unit (break tests come after 3 casualties are suffered - officers can each test to rally one casualty off in the final phase of the turn. All casualties above three are removed and ignored as long as the unit survives its break test at the end of the turn). Models aren't actually removed unit a unit breaks, and is removed form the table.  Another thing that slightly bugged me was my 'medium' unit of riflemen (16 models I think) had only 3 dice to fire. I miss the idea of each model making an attack, Warhammer style. I know it balanced with the dynamic of the game; but maybe GW have indoctrinated me, or its just a touch of the autism...

Overall, a good fast system. Martin tells me the Hail Caesar rules are very similar, but slowed down a bit movement wise for our heavy Greek Phalanxes, so I'm looking forward to that. In fact, I've been building more hoplites tonight ()taking a break to peel the glue off my finger tips). While I'm still not swayed to part with cash to buy an army for this era, i enjoyed the system and had a good game. Nice one, Dougie!


The week before, I ran my Necromancer scenario at the club; a multi-player Warhammer skirmish game where each player takes a single necromancer and his cadre of crumblies and battles for dominance of the graveyard of Mousillon. It was based on the Regiments of Renown Rules we used in the April tournament in the club. we ended up with 7 players (a bit more than I'd expected!). Here's the dit I ran on the club forum:

What a handsome looking necromancer we have here... Watch out for that magic missile, pal, its a right bitch.



NECROMANCER

Ever played against a Vampire Counts army and wished you could have a go summoning hordes of the undead to overwhelm your foes, but don’t have a VC army of your own? Maybe you’ve got a great sorcerer model in your collection, but never had the chance to use him? Did you enjoy Hammer Horror flicks, Evil Dead or World War Z? Love the idea of playing warhammer through a creepy crypt, ruined castle or haunted graveyard? Then this warhammer skirmish scenario is the game for you!
 
I’m going to run a one-off scenario in the club, using the regiments of renown ruleset we used a few months ago. It’ll be undead Vampire Counts only: you don’t need to bring any models (unless you’ve got some and you fancy giving them a run out of the crypt…;) as they will be provided. Each player (2 up to however many are interested!) takes one up-and-coming necromancer accompanied by a handful of shambling deadites. The aim of the game is to seize an objective on the table by the close of play – such as a crypt holding the body of a sleeping vampire, or a ruinous tower for your nascent necromancer to appropriate for his lair!

The obvious thing about necromancers is that they start small, but if you don’t snuff ‘em out quick, they’ll have hordes of gravemeat pounding at your door (and peeking in the windows, crawling over your roof and pushing up the floorboards too). Each player gets one level 2 necromancer, with raise dead (9+, raises 2d6+3 wounds worth of undead), vanhels danse macabre (6+,chosen unit moves 8” and rerolls missed ‘hit rolls) and soul burn (6+, magic missile, 18” range, d6xs4 hits). Players also have 50 points to spend on their intimate crew of deadites. You may buy:

Zombies (WS 1, S3, T3, ASL) – 3pts
Skeletons (WS 2, S3, T3 w/LA+SH) – 5pts
Ghouls (WS 3, S3, T4, A2, poisoned attacks) – 10 pts
Dire Wolves (M9, WS 3, S 3, T 3, W 1, A1) – 8 pts
*Grave Guard (WS3, S4, T4, w/HA+SH) – 11 pts
*Black Knight (WS 3, S4, T4, barded skeletal steed, ha, sh,lance, killing blow) – 26pts
*Fell bat (WS3 S3 T3 A2 flyer with 2 wounds) – 16 pts
*Crypt Horror (undead ogre w/5+ regen, poisoned attacks) – 38 pts

Players may have no more than one (each, possibly) of the models marked with * in their starting list, although they may get more during the game. Note that standard rules for undead will apply: that is, no psychology, no break tests (you lose a wound for each point you lose a combat by), and if you’re outside the 12” bubble of your necromancer, you cant march. For the purposes of the raise dead spell, necromancers will be able to raise anything on the price list, although they must declare first what they’re going for, and will get considerably fewer black knights than they would zombies for the cost of the spell…

Write up your list (it shouldn’t be long!), and bring it with you on the night. Rules for movement, attacking, etc are all as per the regiments of renown set used previously in the club. This time however there will be a turn limit (d6 roll + turn number at the start of each turn, if the number ever goes above 10, then the sun comes up and its time to scurry away) instead of timed games, and veteran rules wont apply.  The table will be a feast of graveyard architecture and goodies, including barrows and crypts where speedy players will be able to unlock anything from bat swarms, to banshees to the mindboggling terror of a black coach!

This could a great bit of fun if you’re interested –depending on the number of players, I’ll either play on one board with several aspiring necromancers mixing it up, or split us off into pairs for ‘quick’ timed gameslike in the regiments of renown. Remember, all models will be provided by me, unless you want to bring some of your own. Who will claim the title as ‘King of the Crypt’???
I fleshed it out with this as interest grew:

The battlefield will be set up to look like a cemetery in Mousillon, on the edge of a crumbling district of the city. There will be burial mounds, monoliths, crypts, graveyards, tombs, rambling walls, statues and of course the fringes of the city as well. Terrain will be tight; plenty to hide behind (or within) as you skulk about!

The table will hold 5 objectives all together. At the centre will be the Van Drak family mausoleum, where you believe a powerful coven of vampires currently sleep. Around the graveyard there are four other objectives: a charnal pit (if we can get a citadel battleboard tile with the skulls in the fissure in the ground, that would be pretty cool, failing that we can use a blast crater piece form the 40k scenery), a Statue of Mhorr (a sinister statue), an arcane ruin (the tomb of a long forgotten Breton mage), and the crypt of Erfried the damned (a banshee, who can be released and mastered by players). The Van Drak mausoleum is in the centre of the field, the other four are arranged in a circle around it, each at least 12" from the mausoleum and 12" away from each other.

The game lasts until only one necromancer remains, or when the sun comes up (ie when a d6 roll + the turn number is greater than 10). The game is won by holding the objectives. Objectives are held by the nearest appropriate model, up to 6" away. The Mausoleum is worth 3 objective points, the others are worth 2. Zombies, dire wolves and fell bats may not hold objectives. All other unit types at a player's disposal may do the job!

Special Rules
The rules below govern magic and the objectives. Fighting in a magic laden, undead infested graveyard does tend to change things...

Spells:
As in older versions of the Vampire Counts army book, we will play under the rule that all necromancy spells may be cast multiple times in a magic phase, as long as a player has the necessary power dice, or doesnt fail a cast. In other words, as long as you dont screw it up and fail to cast a spell, you could theoretically cast raise dead two or three times in your magic phase (although obviously your opponents will be working to dispel you!)

Vanhels danse macabre (6+ cast, range 12", chosen unit moves 8” and rerolls missed ‘hit rolls)

soul burn (6+ cast, magic missile, 18” range, d6xs4 hits).

Raise Dead (6+ cast, range 12". Casting this spell in a necropolis alters it use. The cast number is lower, and with so much raw around, who knows what might come up? If several models are produced, raise them all at the target point, deploying each model as an individual unit, 1" apart. Once successfully cast, roll 2d6 on the following table to find what is summoned:

2-4: 1d6+4 zombies
5: 1d6 dire wolves
6-7: 1d6+2 skeletons (with la / sh)
8-9: 1d6 ghouls
10: 1d3 grave guard (with ha / sh)
11: 1 Black Knight (with barded skeletal steed, ha, sh + lance)
12: Wight Lord (with ha / sh)

Objective Special Rules:
The Charnal Pit - this ossuary provides a delightful supply of spares. All undead within 6" have 5+ regen.

Mhorr's Statue - the God of the Dead is fickle presence. At the start of player 1's turn only, roll a d6 for each model within 6" of the statue. On a 1-3 it recognises them as an ally of its master. On a 4+ beams of light blaze from the stone eyes! The model suffers a strength 4 hit.

Arcane Ruin - the weed-choked, crumbling crypt of some long forgotten Breton mage. Any necromancer within 6" of the arcane ruin may choose to roll up to 4 dice for channelling; however if three or more dice come up as '6s', then the necromancer must take an immediate miscast roll.

Erfried's Crypt - entombed within is the restless shade of Erfried the Damned. Those with the correct knowledge may break the bonds which bind her wretched soul to the crypt. At the start of his turn, any necromancer within 6" may attempt to control Erfried by passing an Ld test. If passed, place a banshee on the table next to the crypt. It is controlled by the summoning player until destroyed, and may move normally. If Erfried is destroyed, her spirit is banished back to her crypt, where she may be freed once more. Necromancers may only test to release the banshee once per turn. Other than frustration, there is no penalty for failing the Ld test to free Erfried.

The Van Drak Mausoleum - This rambling, ornate structure is the ancestral burial site for the noble Van Drak family. Recent occurences have led you to suspect that the Van Draks were not all that they seemed, luring you here in an attempt to harness control of something truly powerful. At the centre of the field, the Van Drak Mausoleum is worth 3 objective points compared to the 2 available for any other objective. The mausoleum houses many unsuspected horrors (or delights). Any Necromancer casting Raise Dead within 6" of the Mausoleum should disregard the standard summoning table and roll 2d6 on this special one:


  • 2-4: 1d6+4 skeletons (with LA / SH)
  • 5-7: 1d6+2 ghouls
  • 8: 1 crypt horror
  • 9: 1d6 grave guard (with ha / sh)
  • 10: 1d3 black knights (riding barded skeletal steeds, with HA / Sh + lance)
  • 11: a Black Coach
  • 12: 1 enraged vampire hero! (frenzied, cannot be controlled, will immediately attack the model nearest the mausoleum and continue killing everything near it until it is killed itself!). Immediately place the vampire in base to base with the relevant opponent.


Based on the numbers taking part, here is the plan. If James does indeed join us, then we will have 6 players. If it stays at this, we extend the table to the the normal 6x4 and each player gets a 12"x12" dz at the corners and a 12" wide x 4" deep at the mid point on the long table edges.

If someone else joins in then we go with the arrangements for 6 players as listed above with player 7 or me taking the role of the city guard. The City Guard appear at the start of turn 2 from a random table edge, at a point at least 12" away from any undead models (or the greatest distance possible along the table edge rolled for).

If James doesn't play, or if someone cant make it and we drop to 5 players, then we stick with the original 4'x4' table and I'll take the City Guard. If there's some untold disaster and we only end up with 4 players, I'm back on the necromancy with you guys and we play at each corner of our original 4'x4'. Hope this doesn't confuse matters, lads! The more the merrier, but our little 4'x4' slice of the world would be busier than the bar at an 18th birthday party if I try to cram more than 5 players on it!

The City Guard
The rules for the City Guard are as follows. Prowling through the night shrouded streets, lanterns held high to root out the unsavoury, come a well armed patrol of the City Guard. The Guard Captain himself - Sir Guillame Delberz leads them. There have been some dire rumours on the streets of late and he seeks to root out the source of these tales for himself.


  • Guard Captain - Sir Guillame Delberz - Bretonnian Hero (WS5, S4, T4, W2, A3, Ld8) with hand weapon, ha / sh, riding a barded warhorse. Sir Guillame has the virtue of resolve, making him immune to psychology).
  • Man-at-arms musician (special rule: as long as this man lives to ring his bell, 1d6 men at arms will appear following the City Guard deployment rules at the start of each turn). - 10 pts
  • 1 x Yeoman Warden (WS 3, S 3, T3, A2) w/ La+sh+halberd - 18 pts
  • 2 x peasant bowmen (WS 2, BS 3, S3, T3, Ld 5, longbow) - 12 pts
  • 2x men-at-arms (WS 2, S3, T3, A1, Ld5) w/ La + Sh + Halberd - 10 pts

Special Rules
Deployment - The City Guard appear at the start of turn 2 from a randomly rolled for table edge, at a point at least 12" away from any undead models (or the greatest distance possible along the table edge rolled for). Models may be placed on and moved normally, including charges. Place a coin or marker to keep a note of this spot, as it will be used by future reinforcements.

Reinforcements - as long as Gilles the bell ringer lives (the Men-at-arms  musician), the City Guard answer the call of the bell. 1d6 reinforcements will arrive at the start each turn from the same table edge as the Guard initially arrived. They also appear at the same point the Guard originally appeared from, even if this is now no longer the furthest point from any undead. Models move normally as soon as they are put down. The Guard player may choose to split his reinforcements from peasant bowmen or men-at-arms, depending on the models available. If the musician is dead, then no further reinforcements will come.

City Guard Victory
The City Guard achieve victory on the same conditions as the necromancer players, with 2 VP for each outer objective, or 3 VP for holding the Van Drak mausoleum. In the case of the Guard, its denying the objectives to the filthy uindead that will earn them the victory. Any City Guard model may hold an objective, as long as he is the nearest model standing within 6" of it.

The battlefield, crammed with players. Expectation still high...


The buzz for this one was great! Guys were writing up fluff as background for their necromancers and adding in to the running thread on the forum. We ended up starting with 6 necromancers and Tam came in as seventh man on the City Guard. We set up the table and it looked AMAZING. First turn in and everyone was starting to raise their undead hordes. I'd spent most of the previous week gluing together a box of 30 Mantic Zombies, 3 Crypt Horrors, Krell, and a dozen Mantic Ghouls. The pile of goodies available was huge!

Martin and I clash around the Sorceror's Tomb.

John Scott's deadites prowled in through the shuttered streets of Mousillon.

Angus' Necromancer and his burgeoning crew of cronies free Erfreid from her tomb and scale the hill up to the Van Drak Mausoleum.

A rare pic of Craig's short lived mob holding the Arcane Statue and making a dash for the Van Drak Mausoleum. Unseen by Craig, James' Necromancer works up a barrage of magic missiles over by the treeline.


Then came turn 2. James saw the mighty fucking flaw in the rules I'd written. Drawing a bead from his necromancer to Craig's he cast the magic missile 'soul burn' on him... again.... and again... and again until he fried him. Craig's army promptly did a Bedknobs and Broomsticks and crumbled unanimously to the ground. I'd reverted to the old rules on spamming out spells to make sure players didn't only have a single chance to raise, and get it dispelled by the others. The magic missile was intended to allow necromancers to nerf powerful enemy models such as Wight Lords our Crypt Horrors. I'm such a tit that I didn't see it coming that the lads would simply fry each others casters! With so many of us on the table, most of us were in range of each others casters, so it all went Pete Tong!

I was properly gutted for Craig - he was well into it, and as the game only lasted an hour or so, it rather shafted his (and mostly the others lads' too) night of gaming. James' necro got the same treatment in the next turn, I went next (the good old way at least, my craven necro run down and skewered by a charging enemy knight) and Martin in shot order thereafter. Tam's City Guard turned out to be quite powerful with us dropping like flies, and he took out John. The Guard Captain turned out to be quite the killer.

The entry point for the City Guard proved a bit contentious. Due to his setup rules, he was quite far away from most of the objectives, so the (remaining) necromancer, Angus, had quite a leg up on pinning down the objectives before him. Maybe next time allow the Guard to feed in from the town, as it fits the fluff.

Tam's City Guard Captain gallops in to the fray, ready to tear in to the unsuspecting rears of John and James.


The game finished with Angus winning, although it was a close run thing. He miscast and reduced his mage to level 0, an as last necro, he couldn't raise anymore. We reached our turn limit before Tam's City Guard could make it far enough on to the table to threaten enough objectives and mow down Angus' now very finite force. Tam was a little sour about his chances, but to honest I'd written the guard rules never expecting them to be in with a shout at winning (as I thought the table would be crawling with undead!) and the race against the dice at the end added tension to see if Angus could hold out.

Overall, did not expect that one! A disappointing night it has to be said, and the first fantasy event I've organised that has more or less binned on me! I did not for a moment think that only one necromancer would be left by the end; it was almost comical how fast we were going down! Not a complete disaster though; the game did generate quite a buzz at the club and some of the lads not playing have asked when I'll be running it again. Of course, the talk of the night was how to fix that damn magic missile spell, and damn right I'll be changing it up before coming back to this one. The look of it, the buzz beforehand and the enjoyment of the first turn were great however, so I will come back to this and run something like it again... if anyone will want to play it!

As for this week, I'm not sure what I'll be up to as yet. The Greek play-by-mail game is going well, and Athens is kicking ass and taking names! I'd been frustrated by a bloody non-player neutral - Corinth - which although a large sized city, had fought me (and lost twice) in battle and still managed to bounce off my siege. I sent the troops back in and in an effort to draw a line under the war (and not fall behind the others, some of whom are spreading like mold in a warm fridge) I sent them this message:



To Corinth (to be delivered by Miltiades’ herald once our army stands at Corinth’s gates once again): “Hail, Corinth. We salute on the ingenuity of your builders. The counterwall was well placed and built with courage. Further resistance however will only cause greater destruction to your city and pain to your wives, mothers and daughters not yet widowed or bereft. Twice our army has proven your superior, and bloodied you on this field. Five and a half thousand of your male citizens have been thrown away. 225 of these have already been sold into the humiliation of slavery, never to see their homes again. After last year’s battle, we have no fewer than 1400 of your citizens in our custody. Our army is here again to press our cause. Soon, we will crush your trade completely, and your city will starve. Miltiades, Archon of the demos of Athens presents you with our terms:



You have three options open to you, as chosen by the three fates. Clotho, the spinner, will give you this: that you will surrender your city immediately and join Athens as our tributary. You will open your gates and allow our army to occupy your city immediately. You will acknowledge Athens as your master and overlord, but will be allowed to maintain your own rights, customs and practices. Corinth will be allowed to run its own internal affairs, but will acknowledge and follow any instruction from Athens. Corinth will pay Athens 15 talents a year, every year, starting from this one. Corinth will also send Athens 3000 citizen troops to serve in the army of the Demos each year. As tributary, Corinth will ally with Athens. We will allow you to continue to build your own projects, manage the bulk of your forces, and trade with whomever you see fit. Athens will move Athenian troops in and out of Corinth as we see fit, and may even station men here if we choose to. Once your loyalty has been proven, Athens will return the Corinthian citizens we hold captive. This is the bloodless option, the option which your people will thank you for, and the only option which truly holds any honour for you.



Lachesis, the allotter, will give you this: that you surrender your city in its entirety to us immediately, and disband your army. Archon Miltiades will march in and occupy your city with his army. There will be no bloodshed, and the Corinthian prisoners of war will be returned to their families. Corinth will become part of the proud and vigourous Athenian Empire, under Athenian rule.



Atropos, the unturnable, will give you this: if you reject our overture and stubbornly refuse to accept the inevitable then the Demos of Athens must show you no quarter. Miltiades will lay siege to your city walls. The lives of your citizens which we hold in our custody will be forfeit. Each day we will stake out two of your people on the ground before your gates. There they will cook in the sun until the vultures come to pick at their flesh, and their cries clutch at the hearts of your people. Each day another two will be drawn – one in the morning, one in the afternoon – and dismembered before your walls. We will slice them piece at a time, like a butcher working a carcass of mutton and ensure that the life takes a long time to leech from their bodies. Their screams shall rend at the ears of the men on your walls until they can take no more. Each piece we take shall be catapulted over your walls to be found by your people. Let it not be said that the Demos of Athens is without mercy. Many of your men will return to their homes – even if it takes them a whole day to cross that wall. When your army fails and your walls are taken, our officers will not stay their hand or run the rule over their men. Warriors shall be given free rein of your riches, your women and your children. No coin shall go unstolen, no daughter of Corinth left unfucked and soiled with Athenian seed, no child left untaken for a life of slavery and black, fucking despair. Should the Gods of chance in some way grant you a reprieve and break our siege once again, rest assured that we will be back. Again, again and again until everything with a heartbeat in that shithole you call a city is dead.



These are your fates, Corinth. We will not offer you terms again. Deny us, and there is only Atropos.

I had fun writing that! John was so impressed he let me roll a dice for it when we met up at Dark Heresy. In the end they chose Lachesis and surrendered the city to me. Job done! Now to get on with the conquering...

By turn 5, Greece looks like this (with Athens bagging Corinth). The news says Pherae has besieged Amphissa, which puts his armies east of Thermopylae. That puts the cat amongst the pigeons...


The first player war has begun, between Robert's Pella and Angus' Olynthus up in the far north, and it looks like it may potentially pull in everyone else, as we all seem to be allied to someone up there! Robert made the first strike and besieged Olynthus with what (he thought) was a big army, but I hear Angus had been recruiting men inside and training them up and he sallied out to win the day. That puts Robert in a damn sticky situation now, as Angus apparently has 6 gold mines on the go, just pumping out gold. Over a long war, resources will tell - Robert's in the shitter if he doesn't get help or come up with something intelligent to do real soon. I've been hanging on tenterhooks waiting for the next turn to come in, and its still not here yet! Gah! So many plans to hatch...

Tonight then, I'm off to submit my doubles list for the Warhammer Doubles League. Martin came over Tuesday and we came up with a plan, which will either be awesome or just suck horribly and see us pumped repeatedly. First game should start soon.


 







Tuesday, 16 July 2013

The Wolves of the North

I finally finished The Wolves of the North by harry Sidebottom today! Looking back on the blog (actually using this for what I intended it for) I started it at the beginning of January. Jeebus, I'm getting slower...




This was the fifth book in the 'Warrior of Rome' series, set in the 260s AD, with the Roman Empire locked in civil war, threatened by barbarian invasion and beginning its long interminable decline.Sidebottom is an Oxford don of Classics, and the best thing about his writing is that his depth of knowledge is remarkable. Whilst the plotline or action may not reach the heights of Christian Cameron or Steven Pressfield, reading his books is an entertaining way of immersing yourself thoroughly in the ancient world's material culture.

After the last installment had the protagonist, Ballista, acting as an agent of the Emperor to shore up client Kingdoms in Armenia, this one had him sent to the extreme north-east, to Lake Maeotis and the steppe beyond Tanais, modern day southern Russia and Kazakhstan, to stir up trouble between the Alans, Goths and Heruli and keep them away from the Roman frontiers.

I remembered the Heruli from my trip to Athens back in uni, as they sacked the city and mangled it. I did a bit of digging online and found out that was 267 AD, four years after the book was set. Could be interesting to see if the author revisits the tribe and the invasion later in the series, although he did mention it in the afterword.

Overall I liked this book, liked the feel of it and the detail. The characters are likeable, although there was a Gemmell-esque twist at the end where one of the main ones gets bumped off in the murder sub-plot, setting up what I presume will be re-occurring villain. Sidebottom is good at avoiding the heroic and the cliche: his characters are quite human and fallible, not awesome killing machines, but often quite scared of what they're involved in. Partly I think due to him sticking as closely as he can to actual events, the protagonists dont always cover themselves in glory or win out - they just (mostly) survive. In this book and third one this has created quite a bittersweet ending to the book; just like Ballista, I felt pretty robbed by the end of this one!

I like reading the Warrior of Rome books, but they are an odd experience. I tend to plod through them (partly because they come out mostly during the busiest parts of term), much like the plot, until about half way through when things suddenly gather pace. A series I'll certainly go back to, though I'm getting a bit wary that he's going down the Simon Scarrow 'episodic Roman tales' route. The characters finished this one back on the borders of the Imperium and set for Mediolanum, the heart of the later Empire, so should be an interesting change of pace from this odyssey on the steppe. Whilst I was noodling around looking at Sidebottom stuff, I found this YouTube interview he did for his fourth book, The Caspian Gates. The bloke is seriously cool!

http://www.youtube.com/watch?v=72p6u6mDixs

Next up is one I've been immensely looking forward to: Christian Cameron's 'Poseidon's Spear', book three of his Killer of Men series based on Arimnestos of Plataea during the Persian Wars. Manus bought the first one and took on holiday with him after I recommended it to him, and he loved it. Chatting with him about it has got me properly fired up for getting stuck into the new one!


Wednesday, 10 July 2013

Storms of Magic - The Gauntlet of Sorcery

There's been a lot of 40k at the club lately, as Robert's Storm Shield campaign plays out through its group stages.Since the big warhammer multiplayer I've lain off the warhammer at the club, to give the 40k gamers some space, avoid a fantasy burnout, and generally try some different things myself. I avoided any big commitments like leagues (although Craig's doubles league will be coming soon) and instead taken part in, or set up one off Warhammer scenarios. After digging through some old white dwarves when we were gutting the house for a viewing (three days of cleaning!), I found an interesting setup for a multiplayer Storms of Magic game. It'd been a long while since this had been seen at the club, so I put it out on the forum to see who'd bite. I wrote up a blurb which went like this:

In no time at all, we were cooking up a storm...



GAUNTLET OF SORCERY – WFB STORMS OF MAGIC MULTIPLAYER SCENARIO

I want to run a Warhammer storms of magic scenario at the club, which is open to several players (could be 2 up to 8). I’m using the ‘Gauntlet of Sorcery’ scenario from WD 389 (May 2012). You don’t need to own or know Storms of Magic to take part, others who have it will keep you right. To remind you, Storms games are magic heavy. Wizards (or runesmiths) are a must, and you get an extra 25% of your starting points to spend on goodies from the Storms book (bound monsters and magic items. If you have a big critter model – this is your chance to use it!) We can take care of your storms extras selection the week in advance, or quite quickly on the night. The game is played with 4d6 magic dice (rather than the usual 2d6). Here is the intro blurb from the WD:

THE GAUNTLET OF SORCERY
‘Dire chance has caused many Arcane Fulcrums to appear in close proximity. Will the wizards ally to deny victory to their hated foes, or will they merely fight amongst themselves?’

The table is a square of 9 realm of battle tiles (so 6’ x 6’). On it will be a circle of 8 fulcrums (objectives which can only be occupied by casters), each placed an equal distance apart, and 12” from the nearest board edge, to make our ‘wheel’ of magic. Dead centre in the middle will be a ninth fulcrum. Players win by holding the most fulcrums after 6 turns – the central fulcrum is worth 3 fulcrums when totting up the result!

Each player deploys around one fulcrum on the ‘wheel’ to start. They may place one wizard on it. The Armies will be 1200 pts in size,and must deploy no further than 6” out from the footprint of the fulcrum, so think carefully about your units! If it doesn’t fit, it comes on as a reserve from your nearest table edge.  The astute amongst you will have realised that you will need at least two casters to be in with a chance of victory – if you cant afford them in your list, casters are available from 185 pts in your additional ‘storms’ points allowance. Wizards shouldn't be too vulnerable in the game (although everyone will be trying to kill them), as any casters standing atop a fulcrum gain a 3+ ward save.

To determine who goes first, each player chooses a different wind of magic. Then, we spin the spinner. The player who chose the wind of magic that the spinner comes to rest on goes first, with play proceeding clockwise around the Wheel of Magic. We do this EACH TURN. Each player then plays out their turn. For the magic phase, the player whose turn it is rolls the power dice, and the dispel dice are shared out evenly as possible amongst the rest. Will your opponents band together to thwart you, or sit back and see their other opponents burn!?

This scenario presents an exciting opportunity for Machiavellian scheming, cunning use of deployment and army selection, with lots of devastating cataclysm spells going off whilst players cut adhoc deals on the hoof amongst themselves as the tides of fortune ebb and flow. The game will play a week on Sunday (July 7th).

Including myself, I got 5 players buying into the game: Martin with his High Elves, Tam's WoC, Angus with his Woodies, Robert with his Dark Elves, and my own VC.We played a fulcrum each (so cutting down to 5 fulcrums in the outer ring) with the uber-fulcrum in the centre.

My VC held the skull fulcrum to the right of the table. Angus is to my left starting on the tower, whilst Robert was on my right, beginning on the spiral fulcrum. Tam's WoC had appalling luck and cascaded their main mage into the warp with a miscast on turn 1. I'm just glad it wasnt me...



Robert won the spin for first turn (the random spinner determining who went first worked really well,  and helped to make the game a tense one) and promptly bee-lined for me! There were whispers of a pact between Martin on the far side of the table and Angus on my left, but as soon as Angus' turn came around this proved to be poison lies! He spent the rest of the game bombarding me with bowfire (he nailed my varghulf, and wounded my Necromancer lord on the fulcrum), raising up blood forests under my units to pelt my troops or otherwise charging straight for me!

Almost everyone made a move to seize the prizewinning central fulcrum early on. Robert sent a lone mage out on horseback to seize it. Apparently she had a magical item which was the only thing in the game that could destroy a fulcrum. He planned out take that out, denying the objective points to everyone, and then nab a second fulcrum off me to go for the win. Apparently the vampire counts on his left flank looked a softer prospect than the WoC on his right! He sent his entire army for me except for the hydra. Even though Tam rained down everything he had on that thing, it survived the game, whereas Tam's mages both nuked themselves, and his hellcannon misfired and blew up!

Robert's army charges over to chew up the deadites as Tam considers his fate on the Tree of Woe...


Caught between two enemies sandwiching me, I tried to raise zombie speedbumps to delay and redirect Robert, along with blocking my fulcrum with my unit of 25 zombies. The junior necro and his skeletons made off for the prizewinning fulcrum in the centre, whilst the shiny stuff ran forwards with him to draw fire and generally ope up some opportunities (ok, so I didn't really know what to do with them. If the vargheists or Varghulf charged Robert, his higher initiative and frenzy would have torn through my expensive units before they got a hit in. Against Angus, his stand and fire would have probably done for me).

Needless to say, I got sandwiched, shot to bits, magicked and mauled! Martin even appeared with a cockatrice (turned out I'd underrated those!) and his new phoenix from the opposite side of the table to have a go at me! Tam's rancid luck pretty much took him out of the game, so mostly the others beat seven shades of shit out of me whilst maneuvering to make their own play for the win. Martin (thankfully) sniped Robert's suicide mage and saved the central fulcrum.

It all boiled down to the last turn, and I was going last. By then my Necromancer Lord was dead, I'd lost my fulcrum and all I had left was a junior necromancer and about 12 skeletons fighting a cockatrice. It looked bleaker than an October break in Wales... By now Angus had killed my Necromancer Lord with a branchwraith and taken my fulcrum, stepping into the lead on objectives held. Martin made his play next, using cantrips to get his level 4 mage onto the central fulcrum, even though abandoning his own to do it. This gave him 3 objective points. With no mages left, Tam was out of the race, and could only noodle about with two depleted units of chaos warriors (which are still tougher than dried mutton). Robert used a cantrip of his own to push Martin's mage off the central fulcrum, taking the High Elves out of contention. He only managed equal Martin in the roll-off however; enough to push the elf off, but not enough to occupy it himself.

Martin's High Elf sorceror went for glory, only to be thrown from a four storey building for his trouble. If only X-factpr contestants were dealt with in a similar manner.


With two fulcrums to Robert's one, and with Martin, Tam and myself holding none, Angus seemed to have it stitched up. Step up one plucky and underrated junior necromancer! Having amazingly beaten the cockatrice in combat, chased it down and killed it with only a dozen skellies he stepped forward as a contender. Unable to simply march up and take the big fulcrum (because even though he was now in charge of the army, he wasn't technically general so couldn't march...), I used a cantrip to blast Angus's branchwraith off my fulcrum and take it back. I then put 6 dice into the cantrip which would allow me to swap fulcrum and take the big one. Amazingly I got it off with out rolling any double 6's, getting some obscenely high casting number.If this came off, I'd come from nowhere to take the game! Martin threw four dice to try and dispel it and rolled three '6s'. Bastard!

I guess it wasnt to be! Still I tied with Angus for the win on one fulcrum each. With the length of the game, even though we started pretty early, we only had time to play out 4 turns. Moves and fighting were short but Angus had a lot of shooting, and everyone's magic took a while. Still, with the free-for-all format (and trying to fend off three players attacking at once!) it made for a tense and enjoyable format as we all smack talked each other and grasped for sneaky alliances and deals. One things I learned for certain is to never trust Angus... The format of the game worked really well, I thought. The army sizes were just right and the system of magic where we divided up the dispel dice amongst the other players was great for the machiavellian deals that were being cut. Robert melted my fighty vampire on hellsteed (my objective pincher) who had death magic in his turn one - before I'd even had a chance to use him. Unfortunately, the rest of my casters were using the lore of vampires, so I had virtually no offensive magic! The plan was to summon the vampire back using the cantrip spell, but it never quite came off! I felt a bit for Tam too, who had a hard one as his mages got bombed out early on and his hellcannon proved less than effective. The game was impossible for him after that. Had his mage lived however with a 3+ ward on his disc, and re-rolling all rolls of a '1', he would have been nigh on impossible to shift. Cheesy bastard!


Chaos sorceror on a disc. Well nigh unkillable, the cheesy git!

Following on from the previous post, I've been busy today building models. In preparation for the graveyard scenario I'm running at the club on Sunday, I finally built 31 new Zombies! Its been a long time since I've done a serious amount of building, and I'm really impressed with the quality of the mantic zombies. Even better, I got them for a song at the Carronade flea market this year - only £8 for 30!

Lovely new zombies. Now for a big tin of Army Painter from Geoff!

Monday, 8 July 2013

Summer Projects

Easing in to the hols now, and deciding what to get started on first. Got my next two weeks of games lined up already - going weekly on the Dark Heresy at Robert's for Tuesdays and got some stuff lined up at the club. Next weekend I'm running a skirmish scenario based on necromancers dueling it out in a crowded necropolis, and the week after should be a long overdue return to wargaming with ancients as Martin takes Angus and myself through the hail Caesar rules.

Today though, I had a rummage through the cupboards and dug out everything I've got lined up to build or develop. Here it is:




So much to do!  Got lots of little fiddly jobs to finish off - a Panzer IV to give me enough panzers to play a mechanized company at FOW. There's also one Chaos Knight left to build and customise as to make up the last of my 5 blood knights. I'm really impressed with the styling and sheer size of these models, its just a shame this last one is so overtly 'chaosy', and will therefore need a buttload of work. I've started building my Mortis Engine, having built and painted the spectral host which support it. Gah I hate painting kits whilst constructing them! They should just get built in a oney like the good old days when you just threw everything together without looking at the instructions and then sobbed into your hands later because you had to snap bits off to get the last parts to fit....



I've started building my box of hoplites I'd ordered after Wappinshaw. Got 6 done so far, but their damn fiddly to pose. Really good value compared to GW: I got a box of 40 warriors for only 17 quid! The kit has loads of options and assembly for a wide variety of choice - my only quibble is they only have oval 'Grenadier Models' style bases (which threatens my autism, there should be square bases always!), and the detailing and proportions on their legs are a bit iffy. Other than that, I'm well impressed. Loving the Corinthian sallet helms (phrygian and Thracian helms are getting the heave ho...). My plan is to make these as close to the historical reality as possible. Already slightly upset that they dont rank up close enough in game terms to have the hoplon shields overlapping... These are the number one priority for the summer building, and I'll hopefully be using them in a couple weeks vs. Martin's Romans.

The unarmoured heads on one of the sprues gave me an idea for an officer. I want all the rank and file to be wielding spears, with this one holding a spatha sword (it looks like the longer curved Greek cavalry sword on the sprue rather than the short xiphnos blade they uses for stabbing). There are plenty of spare limbs and shields to outfit him, so I dug out a model to convert to use the body. I found a Gondor warrior model sprue I'd got free on a magazine years ago and hacked him up. Happily it proved quite easy as the plastic was rather soft (and I'd borrowed the wife's knife,which is sharp enough to flay the skin off a rhino). He looks a little short compared to the rest as he's leaning forward into a run, but overall I'm pretty satisfied with him. I cut off the chainmail, and otherwise his armour is pretty similar to rest, even down to the metal greaves on his legs. He'll be the only warrior with a cloak, but seeing as he's the officer, then I reckon he deserves one!


My Athenian Hoplites so far, with their new officer, the Logos.

Gondor warrior sprue from a magazine, spare limbs and equipments from the hoplite box
My new Logos, formerly of Gondor.


Other than the Greeks, I've got Mantic boxes with 30 Zombies and 34 ghouls to build for the warhammer skirmish scenario on Sunday. There's also some Grave Guard still to be put together, along with a big Terrorgheist, and 3 Crypt Horrors. I was swithering over whether to build horrors or vargheist with this boxed set but after proxying some models to try out Vargheists at the club last night, I reckon they're way too fragile. Crypt Horrors all the way, and I'll use the wings for some tasty fellbat conversions.

Hopefully I can get something along these lines. The wings are big; ideally I'll be able to get some of the current GW ghouls still on the sprue and use their bodies. Much better than the cartoonish versions GW currently sell.


Other than that I've got a Krell to build (the new one is a lovely model), a new wraith, a skaven regiment to see to and an island of blood griffon to convert to an abyssal terror. I've got the vampire lord rider of the terrogheist kit lined up to ride it (with a little bit of help from Jen's uberknife), and I want to get the 40k aircraft perspex upright to mount it on. I saw Martin had done this with his new High Elf Phoenix model last night and with the extra height it looks great!

Lastly I plan to spend some time on rules write ups. For the second year now I'm working on revising my Ancient Greek strategy play-by-mail game through publisher, in the hope of both polishing it off and eventually strolling into the printers over the road to get a nice glossy leather bound hard copy of the fruits of my labours to hold in my hand and navel gaze over. I also dug out star fleet battles to play against Sam a few months ago. I made this game up when I was about 12, when Roger got the star trek micro machine models for his crimbo. I'd read the revie wof the real game in the old 'Gamesman' magazine but couldnt afford it. Instead, I broke out the hex maps from the Battletech set and wrote rules of my own. It developed over the years - i remember playing it with the Pollock, the two of us devising new fleets based on what we'd seen on Star Trek or Babylon 5. By the end of it we had armadas playing campaigns across galaxies, with fighter squadrons, space stations and god knows what else.... It held up ok when I played it with Sam and (some of) the data sheets I'd drawn up for the ships still look really good. Over the summer I'll type up and refine the rules, scan the decent data sheets and use the web to photoshop something together for the rest. When its done I'm hitting the club to lure some bods into a game. Wont be as flash as Kev's X-Wing game, but it'll be fun!

Our old game didn't look far off this...