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Great White

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Okay, the wolf wasn't the only other fantasy model I painted this week.




When going through an army of someone else's kit, it's good to have some motivator models to keep you ticking along. With a big unit, I'd use characters. With a unit of monstrous vehicles (or whatever Dreadnoughts count as these days) to get through, I needed something bigger and nastier to keep me going.


This is the next in my slow series of Chromatic Dragons - a White Dragon. DnD teaches us that whites are the stupidest and most feral dragons around. This is a bad rep to carry. As a DM, it made me avoid them for fear of wasting the party's time killing something too stupid to deal with them.

He's too big for my A2 paper backdrop. Bah. 

White is a horrible colour to paint. I've had a ton of practice over the years, thanks to my insistent paintscheme of doing Chaos Warriors in bone armour. And scaling it up actually works well - a big lot of dirty ivory scales on this fella.

I've finished the hoard on his base, which has a ton of gold coins and magic items in amongst the crevices. But I forgot to take pictures, so it didn't happen. No loot rolls for anyone.

On something this size, I was sure I'd need contrast. Rhinoceros grey for the unscaled areas, with brown-to-black talons. The wings were originally the same as the skin, but it looked awfully dull. In the words of a passing critic, 'like a gargoyle', which no self-respecting dragon wants. Thanks, Mrs Kraken, for lowering this stupid savage's self-esteem even more.

I looked to the most obvious source of inspiration I could think of for wing pizazz - moths.

Catocala relicta
and the Mophane Moth, which apparently has edible caterpillars. Thanks, Internet. 
Looking at real stripes made me relax. I'd worried about using black in case it was too high-contrast or the painting was too sharp. I needn't have, I'm not nearly neat enough as a painter to do straight lines without using tape. Instead, I made a virtue of sloppy brushstrokes to do something in line with the wing effects I picked off the net.

We're going to need a bigger mothball.

Painting Guide:


  • White Scales - Zandri Desert basecoat, Ushabti Bone and Tyrant Skull drybrushes, finished with a last and quite heavy highlight of White Scar. 
  • Grey Skin - Eshin Grey with Nuln Oil, then Dawnstone layering and Pallid Wychflesh drybrush
  • Horns and Talons - Rhinox Hide with Abaddon Black layer
  • Tongue - Khorne Red with a Tentacle Pink layer, then Carroberg Crimson wash
  • Eyes - Abaddon Black with Leadbelcher and Mithril Silver highlights
  • Wings - Dear God it took a while. But using Abaddon Black, Eshin Grey, Dawnstone, Pallid Wychflesh and White Scar, I gradully fiddled my way through a grey and black version of the Mophane Moth wings. Once was enough, and thankfully on a large enough canvas that it wasn't too awful. I would never attempt this on anything smaller than a hanky. 


This is the largest model I own. He's about the same height as Nagash, although much bulkier and wider thanks to the wingspan. And that's before you mount him on his massive castle.

The barbarian gives you a reasonable idea of the dragon's size. This full diorama isn't complete, I still need to paint a clutch of tiny heroes that go with it. And then laugh as they perish against a monster with a CR four times that of the party oh no wait I don't play DnD anymore because that kept happening and everyone hated it.

Of Mycelium And Men

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"...the last battle of our time."

The universe may be crashing in around us, but there's still some 8th Ed to be played. In this case, a green-on-green clash between my goblins and Kasfunatu's orcs (coming to a SkypeBoot near you at the end of this week).

My progress has been slow (or rather, sporadic - uncharacteristically, I have a half-dozen unfinished projects going on) and the goblin army I field may not even be fully painted (it truly is the End of All Things!), but I'll always try to bring something new to a SkypeBoot.

And who better to paint up than the campaign commander himself: Blacktoe!

Night Goblin Warboss
Such a fungi to have around.

The model is an old metal Night Goblin Champion (as far back as 4th Ed, I believe, when the boxed game was the lovely 'Grom vs Eltharion' set), but he's been given a promotion by virtue of his cheeky grin and superior hat.

And since he was shorter than even my rank-and-file night goblins, I sculpted a mushroom to raise him up (a wooden dowel for the stem, then greenstuff all over).

Night Goblin Warboss
Shield: one previous owner. Probably fond of skulls.

He seems to have acquired what I can only guess to be a Chaos shield. A little incongruous perhaps, but I like the grinning teeth, and it will make him stand out.

Same paint recipe as always for Night Goblins, of which I am getting very fond. The only exception was that I wanted to give him a white hood (a very grubby white hood) as a mark of his status. That took a bit of back-and-forth to ensure it was suitable goblin-soiled, but still a recognisable colour.

  • Skin: Elysian Green base, Drakenhof Nightshade wash, Nurgling Green highlights
  • Eyes: Black undercoat, Blood Red dot
  • Teeth and nails: Ushabi Bone, Agrax Earthshade wash
  • Robes: Black undercoat, Shadow Grey highlights
  • Hood: Space Wolf Grey undercoat, Nuln Oil wash, White Scar highlights, then repeat
  • Horns: Khorne Red undercoat, Agrax Earthshade wash
  • Sword and shield: Ironbreaker undercoat, Mephiston Red detailing, Typhus Corrosion wash, Reza Rush highlights
  • Mushroom stem: Kislev Flesh undercoat, Agrax Earthshade wash, Ushabi Bone highlights
  • Mushroom cap: Kislev Flesh undercoat, Brown Ink wash, Ushabi Bone highlights, Red Ink wash, Ushabi Bone spots, Agrax Earthshade wash


Night Goblin Warboss
The more common view of a Night Goblin.

And he's done! Ready to bring that fearsome Ld7 to the battlefield!

Hard Tac

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Well, I couldn't afford Age of Sigmar, so I just painted some Space Marines. Who can tell, amiright?



The solid core of a Marine army is its Tactical Squads. The Crypt Angels will have theirs mixed in with Chaos Space Marine models, which I know I enjoy painting. So I thought I'd get the less exhilarating models out of the way first. Although you know how it is with Marines, they're the twiglets of the modelling world. Strangely moreish, despite the feelings of self-loathing they bring.


Perhaps it's because they're one of the first models many of us painted, back in the day? Or possibly just because GW have imprinted them into our consciousness so often. It's like returning to the mothership.


Ah well - either way, this lot had a near miss. After a recent discussion about Purity Seal, I nearly lost the whole paintjob to the creeping grey velvet it sometimes produces. (Weather was hot and humid, can was nearly dry, I maybe didn't wait long enough for one side to dry before coating the next, in case anyone wants to compare notes.) It took a bit of postproduction work with Nuln Oil to restore the shading.


The sergeant's banners were an afterthought. This is why they aren't terribly impressive in terms of fancy designs. I'd almost finished painting before I thought 'oh yeah, he ought to have something on that coat hanger'. It's made from one of those twisty plastic strips that keep bread bags closed, with the wire trimmed out and the ends fraying with scissors. This, I believe, is traditional for the Crypt Angels. It looks like something I would have painted when I was fifteen, I'll almost certainly come back to it.

Spiky bits courtesy of the Chaos Land Raider. 



A light vehicle to go with them - this Land Speeder is lacking a underslung gun, I think, so I haven't done much painting on the bottom. If I find some spare bits later, I'll stick something on it. It had an older paintjob already on, quite a blobby one that I failed to remove, so it's carrying a little extra weight. Bit puffy looking in places. Hey ho, nothing the antigrav can't cope with.

By the Power of Dewey

A Librarian to lead them, too - nice character model, from the 40k starter set. Whereas some of his compatriots, standard marines, had their Dark Angel insignia filed off before I put Flying Mouths on, Just the daggers, not the wings - I needed those. Anyway, I couldn't reach the nice one on Library Man's chest tabard. So I just painted the Crypt Angels colours on over the top, which worked better than I could have hoped.

Shh.

That doesn't mean it worked brilliantly, mind - it's the same story with the tac marine shoulders. It does an okay job of plastering the cracks, and that's all.

That's not a plasma gun.

This is a plasma gun.

Painting Guide:


  • Black - Chaos Black Spray, Eshin and Dawnstone grey drybrush, a little Longbeard Grey here and there
  • Red - Khorne Red with Wazdakka Red layers, a little Blood Red and Wild Rider Red in select places
  • Steel - Leadbelcher, Nuln Oil, Mithril, Runefang. Some of the models are currently without their backpacks, so I went with a very plain 'silver on black' scheme for the ones that did have them. This makes it easier, hopefully, to mass produce a bunch of backpacks later and then stick them on
  • Brass - Tin Bitz, Brass Scorpion, Runelord Brass drybrush
  • Eyes - Averland Sunset with a Hexos Palesun spot
  • Librarian Blue - Deadly Nightshade, Averland Guard Blue, Teclis Blue and a bit of Etherium drybrush




Elsewhere, fantasy models!





More Reaper stuff, a trio of heroic types. These paintjobs were all started by my daughter (in Wild Rider Red), and I hoped to impress her by showing the final result. Ha. She was furious, and I'm in trouble.

Yeah, the boss sent me round. Sent you this present, she has. 
It's genuinely not a knife.

Honest.

Unit Filler: "Oops!"

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There are some who regard unit fillers as a way to bulk out units and avoid painting models. I think I've gone the other way: I removed 5 already-painted night goblins from this regiment just so I could fit in my little diorama.

Warhammer Night Goblin Unit Filler
"Hey, I found your arrow!"


I still have a few remaining sprues of the old Brian Nelson Night Goblins, and since they're a diminishing resource, and so very poseable, I want to do some fun things with them.

The idea for this filler was that a careless gobbo in the back ranks had accidentally loosed his arrow and hit the gob in front of him. The archer standing next to him is gleefully pointing out his mistake.

Warhammer Night Goblin Unit Filler
It's actually interpretive art: the corpse is WFB, the arrow is Age of Sigmar, the archer is the design studio and the one pointing and laughing is ... 40k players probably.

There was less converting than I thought: just the left arm on the 'aw shucks' goblin (these goblin arms are long - he ended up with a very large wrist and bit of a crazy angle), and the pointing finger of the 'mocking' goblin (which involved removing and resculpting the middle finger, so only the index finger was left outstretched).

I had intended to add some fungi and snotlings to the base, but it's already looking crowded (40mm is less to work with than you think), so I left it alone.

I'm not sure how clearly the diorama comes out - it almost looks like the two goblins are contemplating a murder scene.

Warhammer Night Goblin Unit Filler
"It's elementary ... he clearly suffered a heart attack!"

Anyway, it was fun and jumbles up the unit nicely. I look forward to similar attempts with my other units.

And to make the numbers back up to 30, I gave the unit a token netter.

Warhammer Night Goblin Netter
Because Night Goblin archers are super-combat effective.

I've got a couple of these netters to share around, and probably worthy of their own post at some point. Lovely models.

Anyway, that brings the unit up to full strength, which means my Night Goblin army finally has some core!

Warhammer Night Goblins
Night Night!

War of the Triple Crown: Chaos Civil War

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"Faster, you imbecile! The skulls won't load themselves!" Cogar snarled.

The tiny cabin of the Iron Daemon was cramped, sweaty and dangerous. It wasn't just the heat from the open mouth of the furnace. You had to watch that an adhesive, coal-black tongue wouldn't impatiently lash out and drag you in. Their skullshovels were heavily bladed for good reason. 

Nels, the engineer, snarled back as he flung another bony load into the fire. "I'm going as fast as I can, dunderhead! If you'd build in that automatic loader, we wouldn't be having this problem!"

"If Spinebreaker wanted to have an automatic loader, he'd have told you to build one!"

"Oh, now we're worrying over what Spinebreaker wants, are we?"

"Just shut up and shovel!"

The Iron Daemon was screaming down the tracks that led away from Javaric Spinebreaker's forge fortress, Durumant.

Away, because they were trying to get as far as they could before the Sorceror-Prophet realised his purchase was missing. And screaming because the mad sorceror had bound a daemon into the machine. Cogar couldn't really complain about that part, it was a well-established practice. Not his personal choice, he preferred to be fully in command of a thirty-ton death machine before getting in the driver's seat. He hated it when they started steering back.

But Javaric had decided not to pay for the commissioned war engine, and begun his modifications on it whilst simultaneously dropping Cogar and Nels naked into the slave pens. If his hope had been that the miserable hobgoblins would tear the hapless Dawi Zharr to pieces, he'd been mistaken. Obedience was bred and beaten into the crooked greenskins. It hadn't been straightforward exactly, but they'd organised an effective, if improptu, slavebreak. It had proved to much for Spinebreaker to deal with during the Iron Daemon's binding ritual.

Now they were free. Temporarily, at least. The clanking carriages of the train were heavily loaded with the deadly artillery Cogar and his fellow Daemonsmith had wrought for Spinebreaker. They were also weighed down with more than a hundred hobgoblins. Across the spiked roofs of the train, the greenskins hung like mutant gooseberries. They weren't making good time.

And there were several hundred leagues of scarred badlands ahead that they needed to cross before any safety would be forthcoming. Cogar stared out through the forward porthole, looking at the blackened landscape and the tracks that stretched off into the distance, winding through savage-looking rocky tors. It was going to be touch and go. But he would get there. He would see her again.

Wait, was that...?

"Hashut dammit!" Cogar screamed. 

"What?" Nels screamed back, trying to make himself heard over the warbling howl of the engine. 

"Look!" Cogar bellowed, grabbing Nels by the beard and dragging him to the porthole. 

"By his Black and Braided Beard!" shouted the engineer, horrified. "We're screwed!"

A massive spiked signal house jutted from an outscrop just ahead. As the Iron Daemon clanked round a slow bend towards it, they could clearly see the runed warning symbols sliding up around the rails. 

There was a bridge ahead, crossing a sludge-filled trench. Beyond the warning signs, the bridge was being raised. And a pack of armed dwarven guards were trooping out of a cavern mouth nearby, the reddish badlands light glinting on their fireglaives. 

"I forgot!" Cogar groaned. "I forgot about his border guards!"


"You bloody idiot!" Nels yelled, slapping him with the flat of his skullshovel. "What are we going to do now?"


Drive through the Red Light!
It's All-Skype Fight Night!


Welcome back, WoffFans, the civil wars continue in the War of the Triple Crown.

They do indeed! I, Kraken, am here in italics to command a renegade host of Chaos Dwarves. Against a chaotic host of renegade Dwarves, just so you can tell us apart. 

This is my first fight in the Triple Crown. To the surprise of no-one, I'm taking the Chaos Superlist. The rough plan is to start with all the mighty cannons I can buy and then desperately try and replace all the useless goblins that come with them with decent troops at a later date. 


Armies:

The Sun Has Got Hashut On




  • Javaric Spinebreaker Sorceror-Prophet (Lvl4 Death – Spirit Leech, Fulcrum, Soulblight, Doom & Darkness, Fate of Bjuna, Purple Sun) - Dragonhelm, Talisman of Endurance on Lammasu (Lvl 2 Shadow – Melkoth, Steed of Shadows, The Withering)
  • Nartag Anklebiter Sorceror-Prophet (Lvl3 Hashut – breath of hatred, fulcrum, Burning Wrath, Dark Subjugation, Ash Storm) - Dispel Scroll, Talisman of Preservation, Ironcurse Icon
  • 29 Infernal Guard - full command w/Razor Standard, Fireglaives
  • 3 Bull Centaurs - musician, std w/Banner of Swiftness, Great weapons, shields
  • K’daai Destroyer

I found it quite difficult to cram get in what I wanted to in to this list and imagine it would be even harder with some guns to choose from.

The thought of having a magic casting mount was too good to miss, and a ld10 death caster with spirit leech sounded good (although less so against my mirror match). With my enjoyment of the magic phase, I could not pass up my opportunity to play a new magic lore, and so a second prohpet was taken for Hashut.

I only had one core choice, and so by the time I had that loaded up, and added the fun-sounding destroyer, I had to balance out min three units with core spend and magic items to fit everything in. The three centaurs were the cheapest unit I could add to bring me to three (that I had available to me).


All Aboard the Dark Train



  • Cogar Wryback, Daemonsmoth Sorceror and General - (Lvl 2 Death - Spirit Leech, Purple Sun of Xereus, Soulblight) - Talisman, Armour of Fortune, Scroll of Shielding, Ensorcelled Hand Weapon
  • Nels Trackscar ,Daemonsmith Sorceror  - Lvl 2 Metal - Searing Doom, Transmutation of Lead, Final Transmutation) - Dispel Scroll, Blackshard Armour, Potion of Speed, Ensorcelled Hand Weapon, Pistol
  • Green Gawdoun, Hobgoblin Khan - Sword of Striking, Giant Wolf, Hand Weapon, Light Armour, Shield, Spear, Throwing Knives
  • Djeymz the Red, Hobgoblin Khan - Relic Sword, Hand Weapon, Light Armour, Shield, Throwing Knives
  • Little Tormass, Hobgoblin Khan - Sword of Might, Hand Weapon, Light Armour, Shield, Throwing Knives
  • 60 Hobgoblin Cutthroats - Full command, additional handweapon, light armour, throwing knives
  • 20 Hobgoblin Cutthroats - Bows, light armour, shields, throwing knives
  • 20 Hobgoblin Cutthroats - Bows, light armour, throwing knives
  • Iron Daemon War Engine - Hellbound, Skullcracker
  • Magma Cannon - Steam Carriage
  • Dreadquake Mortar - Slave Ogre
  • 9 Hobgoblin Wolf Riders - Full Command, Bows, light armour, shields
  • 5 Hobgoblin Wolf Riders - Bows, light armour
Well, you take Chaos Dwarves for the war machines, that's always been what I've heard. Splitting the army book means that all the good infantry is elsewhere. This list is going to have to score some lucky early shots with the nasty array of massive guns its got, then hope that the choo choo train doesn't make an unscheduled stop at Purple Sun junction. 

I have a vague suspicion I may have Leadership issues as well - the Daemonsmiths have contempt for the hobboes, meaning they'll be scuttling about by themselves. Very slowly, they're dwarves. All the same, I have high hopes for a very fun match. 

The sheer amount of cutlery the hobgoblins can put in the air may eventually pay dividends, and it's only going to take one good Mortar shot to make an expensive dent in the Lammasu Rider. Pitted against that, however, is a strong triple threat: 

  1. the K'daai Destroyer, against which everything I have except the Iron Daemon is going to be utter toast 
  2. the terrifying flying general who can tear my infantry to shreds without any effort at all 
  3. The Lore of Hashut, which I reckon is a nasty thing to be on the wrong end of, i.e. where I am


Deployment


An experimental deployment to represent the anvil and hammer situation Cogar and Nels are in. I'm setting up in the middle of the table, and Kas is going to split his force. At least one unit must be on opposite short table edges, but he's got a free choice apart from that. 


The pale square in the middle is my deployment area

[Kas's thoughts will appear here in the fullness of time]

Trying to cover both sides would be tough. By keeping a unit covering each corner, I hoped to keep my gunline pounding away for as long as possible. Dreadquake shots could hopefully keep some of the enemy from ever closing, and the magma cannon would hurt at closer ranges.

I took a lucky guess in which direction the Iron Daemon was pointing, knowing that it was my best chance of dealing with the K'Daai Destroyer. The wolf riders would still have to try and redirect it, I suspected, and their Ld would make it a long shot. 

But it just might work...


The Game 

Hashut Turn 1



"Here they come!" yelled Cogar, pointing. 

Sure enough, the ranks of border guards were advancing slowly in tight order. It would take a while before they got in range, but that didn't matter. From behind them swept a trio of Bull Centaurs, hooks and spikes jingling in their heavy harnesses as they trotted towards the packs of goblins. 

"Swing the mortar round! Get the archers into ranks!" Cogar ordered. Hobgoblins sprinted about in all directions, lining up in surprisingly well-trained order. That's the fear of death for you, Cogar thought. Great motivator. 

There was an almighty bellow from behind him, an echoing metallic roar that reverberated down the valley like the eruption of a volcano. 

Cogar span. Emerging from a thicket of dried-up trees was a towering monstrosity, something like a winged ogre. Its teeth were hatchet blades, its skin plated with knives. Burning slag dripped from every crease and crevice of its firey frame, the trees were already starting to blaze as it crunched through them. 

"K'Daai!" Nels was screaming, shoving goblins into a row and thrusting their bows back into their worthless hands. "K'Daai destroyer!"

"Swing the mortar back round!" Cogar screamed. "Get the Iron Daemon off the rails!"

He sensed rather than heard the final threat arrive on the battlefield. 

Spinebreaker crested a final rocky ridge on the writhing wings of his Lammasu, a palpable aura of fear and menace preceeding him like a shadow. The hobgoblin spearmen quailed in fear as darkness and doom oppressed their minds. 

With a gesture, the mad prophet threw up a howling gale of ash and grit, all but blinding the nearest archers. And with a second, his frightful will gripped the mind of the creature bound inside the Iron Daemon. The train screeched and bucked on the rails as the controlling beast shuddered in agony. Rivets popped along the length of the boiler and red mist hissed from the holes. 


Javaric had come in person to reclaim his stolen possessions. His mount touched down lightly behind the Bull Centaurs, tendrils of weird energy swirling round it like a cloak.

"Swing the mortar back round again!" Cogar yelled. 

Train Robbers Turn 1



"Get those wolves out front! Screen the Iron Daemon!" Cogar yelled. 

The wolf riders willingly obeyed, yelling abuse in the direction of the blazing monstrosity. Craven? The hobgoblins hardly seemed it. Knowing their freedom was at stake, they seemed desperately keen to fight. Some were trying to convince the others to run, true. Cogar smiled as their fellows stabbed them into silence. Perhaps they had a chance. 

Howling ash was already covering the rear lines. "You lot, move up! Don't let the archers get overrun!" Cogar shouted, sending the bulk of the hobgoblin warriors scrambling to reform. Their willingness to obey he could understand. He was sending them further away from the K'daai Destroyer. 

"What about the rest of us?" Nels shouted to him, still panicked. 

"Fire!" Cogar shouted back. "Kill anything you can see!"

Nels grimaced, but obeyed. With a gesture, he sent a spray of blazing metal hurtling towards the oncoming Bull Centaurs. None of them fell. And Cogar could already feel the oppressive magical weight of Spinebreaker bearing down on him. A haze of whirling energy surrounded him and his freakish mount - they would be a big problem. 

Grunting with effort, Cogar knocked out the linking pin holding the Magma Cannon carriage to the Iron Daemon. The crew spun the huge spouted gun, directing a gout of smoking hot stone slurry over the Bull Centaurs. Still none fell - the hooved monsters were burned, but managed to jink out of the way of the worst of it. 

Behind him, Cogar could hear the twang of goblin bows. The Destroyer roared, an agonising sound. Turning, Cogar was amazed to see the creature leaking liquid fire from a damaged plate in its knee. Somehow, one of the murderous little bastards had hurt it! Most of the arrows merely glanced off the blazing statue or shivered to ash on impact, of course. But they were hurting it!

Then the Dreadquake coughed once, a surprisingly quiet sound from such a wide-bored gun. 

It was a perfect shot. Somehow, the arcing shell caught Spinebreaker's mount in midair. The explosion sent trembling pieces of the beast splashing to earth, the trappings and saddle ripped to shreds. 

The triumph on Cogar's face turned sour as he saw Spinebreaker emerge from the mounds of smashed meat, a cold blue fire flickering on an amulet round his neck. 

This was going to get ugly before it finished. 

Hashut Turn 2



The Bull Centaurs lowed as they charged. The ground shook. They slammed into the ash-blind hobgoblin archers like an anvil onto a naked foot. The greenskins that survived sprinted pellmell for their lives, and there weren't many of them. 

The K'Daai ran straight through the wolf riders in front of it, arms outstretched like scythes. The riders died to a hobgoblin, torn apart by the living statue or their own terrified mounts. The other, smaller pack of wolf riders were shot to pieces by the Infernal Guard. 

Cogar stammered over half a dozen potential orders before settling on one that might in some way influence this slaughter. "Swing the mortar..." he began. 

A dire presence settled over him, freezing his limbs and stilling his tongue in his mouth. 

Spinebreaker got his name from a particular incantation he knew. Cogar felt the vertebrae in his neck pop, shredding the nerves as black magic twisted them round in circles. His legs gave out beneath him, he tumbled to the ground helpless. 

Javaric was coming for him. 

Train Robbers Turn 2



Cogar reeled. Everywhere he looked, spirals of purple-black energy coiled over his sight. He could hear the battle, understand it. But his body did nothing despite the strongest exertions of his will. Damn you, Spinebreaker! he screamed, trapped in his own mind, lying paralysed in the centre of the fight.

The smouldering horror of the Destroyer thundered across the front of the battlelines, 

"There! There it is! Fire up the engine! Charge and destroy it!" Cogar raged. The Iron Daemon did nothing, merely shuddered in place. Perhaps Spinebreaker had already quashed the daemon locked inside it, or perhaps it had always served him and this entire escape was merely a cruel game. 

Perhaps the Destroyer wasn't quite standing on the rails. 

Cogar watched, helpless, as Nels fumbled the crucial lines of an incantation. As the Daemonsmith pointed at the Destroyer, molten metal spewed from its armoured hide, great chunks of its chest turning to slag under the effects of the Searing Doom spell. But more of the same metal also poured from Nels' fingertips, running down his arms and legs and igniting his beard. The Daemonsmith ran screaming across the ashy wastes, crumbling slowly to cinders as he ran.

Volley after volley of hobgoblin arrows pattered and burnt on the Destroyer. A fantastical array of shivs clattered against the armour of the Bull Centaurs, flung by the hobgoblin horde. A boiling torrent of lava from the cannon narrowly missed Spinebreaker as he trekked slowly, inevitably, towards the spot where Cogar lay.

Nothing. Not a single fatality. The escaped prisoners were too ill-equipped to deal with their elite guards. Only the continuing thunder of the Doomquake Mortar was a reassurance, hurling the Infernal Guard around like dolls. Could it be enough?

Hashut Turn 3



The K'Daai roared forwards into the prow of the Iron Daemon and swiped at it with one colossal cinderous paw. The engine rang like a bell, dented by the swipe, although the K'Daai fared little better. The impact had shattered part of its fist away, leaving a broken mess of metal that drooled lava. Hobgoblin archers ran hither and yon round the bawling monster, uncertain which direction was best to flee in. 

From his useless vantage point, Cogar could only hear the defiant cries of the hobgoblin Khans as the Bull Centaurs ploughed into the pack of slaves. The Khan called Little Tormass favoured blue woad and a mighty broadsword, he recalled vaguely. He heard the Khan's shout of "Freedarrgh" being cut short, probably along with the rest of the greenskin. The other Khan probably fared no better. 

Yet somehow, the fight continued. Fury against years of confinement and mistreatment kept the Hobgoblins fighting. 

Uselessly, of course. Nothing they did would do more than scratch the brutal Bulls. And step by step, Javaric was getting closer. 

Train Robbers Turn 3



The Destroyer siezed the front of the Iron Daemon in both claws, lifted it bodily off the rails and squeezed. 

The boiler broke, blood-infused water hissing away to steam as the blazing statue tore the engine apart. A notched wheel sprang away through the air, leaving smoke coiling behind it in a long black arc. With a last tortured shriek, the Iron Daemon fell silent. Then the Destroyer gave a final heave and the entire machine toppled sidelong off the rail. Cogar's body bounced gently as the ground shook under the impact. 

Some broken part of the train crashed down into the back of the Magma Cannon. The entire machine immediately exploded. Gobbets of burning stone sprayed heavily out of it, none going very far. The crew, of course, were far too close to escape, and all three of them were smothered by the red hot mix. 

If Cogar could have wept with frustration, he would. 

Hobgoblins ran hither and yon, desperately hoping to avoid the unstoppable onslaught of the K'Daai. Amidst the terror, somehow the hobgoblin horde managed to keep fighting. Their sheer weight of numbers seemed useless against the brutal Bull Centaurs, though. Nothing got through their armour. Knowing they would be slaughtered as an example to others if they were captured, they fought on with manic abandon.

Hashut Turn 4



Cogar was becoming dimly aware of a dull well of pain that contained everything from his neck down. His snapped neck stopped him actually feeling it, but knowing it was there all the same was almost as bad. 

The terrible screams of the hobgoblins as the K'Daai Destroyer rushed them from behind were awful. 

Train Robbers Turn 4



Doomed. 

The mortar coughed out another groundbreaking shell, but Cogar couldn't see what they were firing at or even if they hit. All he could see was the rout of the hobgoblins and the burnt mess the Destroyer left in its wake. Even the fleeing archers paused, unable to do anything other than stare at the carnage. 

Spinebreaker was still advancing, slowly coming for him. Cogar knew it wouldn't be long now. 

Hashut Turn 5


Closer. 

There was almost no sound on the battlefield, from Cogar's own troops at least. The Destroyer still screeched and moaned, and the unified tread of the Infernal Guard was now audible as they advanced. 

Closer still.

Train Robbers Turn 5



Still closer - Spinebreaker was nearly there now. 

Cogar heard the shrill crack and whine of fireglaives, heard the terrified shouts of the Doomquake crew as they lashed their ogre slave, heard the panicky shrieks of the hobgoblins as they goaded one another to run faster. 

He didn't care. He just wished he could join them. The Destroyer was coming back, fire and smoke pouring from its cracked skin, the blood of crushed slaves burning off it like paint under a welding torch. Spinebreaker was sending it for him. He'd watch as the monstrosity tore Cogar's useless body apart. And he'd laugh. 

Hashut Turn 6


He was laughing, in fact. A humourless chuckle, little flakes of dry mirth peeling away from his charred mind. 

The crew of the Doomquake stood solidly at the sides of their gun, dropping their tools and preparing to submit to the Sorcerer's judgement. Their targets were all too close to hit, now, there was nothing else for them to do. 

Spinebreaker gave another soulless laugh, then beckoned to the blazing effigy of his Destroyer, commanding it to go and trample Cogar's body. 

It obeyed, turning and beginning that final, relentless approach.

Train Robbers Turn 6



The Destroyer took another earth-shaking step towards Cogar. Another. 

Even the ash burned at its approach, it seemed. Fire rippled up and down the length of the two-storey killing beast. Its very soul was fire, a living and burning torture that it existed purely to share, inflicting its own pain on any who dared to be free around it. 

Spinebreaker was here now, his black armour still spattered with the lifeblood of his mount. His impassive face, blank with madness, gazed down on Cogar's still body. There was no trace of any recognisable emotion there. Certainly not pity. 

This was the end. 

The Destroyer took another step, then groaned and fell apart. 

Nothing could withstand that fire and hatred. Not even its own frame. Whatever metal and stone skeleton Spinebreaker had forged for it, it hadn't been strong enough. In an ear-shattering cacophony, the monster broke into pieces, the trapped fury and heat escaping from the tortured edifice of its body in a pillar of bright fire. 

Even Spinebreaker seemed taken aback, if only for a brief second. Then he continued his slow advance to where Cogar lay. 

Standing over him, the sorcerer-prophet seemed impossibly tall. He'd woven screaming faces into his beard, faces that looked down on Cogar and mocked his terror. 

The battlefield was silent now, without the terrible screams of the Destroyer echoing across it. The last few hobgoblins had fled, the mortar was finally silent. There was only Cogar, cowering in the useless prison of his body. 

And Spinebreaker, poised to take his final revenge. 


The Results


Hashut win (I forget the points values, sadly! been a while since we played this, and the writeup got delayed for a host of reasons. But it was a pretty convincing win, as I'm sure you can tell)


Epilogue


"Where could you hope to flee?" Spinebreaker asked him. "Did you not know I would cross the world to crush anyone who defied me?"

Cogar tried to answer. Pointless, of course, he was still paralysed.

"I laid these tracks. They are mine. Yet still you thought they would lead you away. Foolish." Spinebreaker squatted on the barren ground by Cogar's head, batting his numb cheek with a bladed staff.

"Yet strange. Weak and incompetent, I judged you. Quite correctly. Your Iron Daemon proved worth the price I chose to pay for it. A toy compared to true sorcery.

"But I did not think you were a fool." Spinebreaker suddenly thrust his spiked stick downwards. Cogar quailed mentally, unable to move out of the way. But the staff merely stuck in the blackened turf, an inch away from his left eye. Spinebreaker slowly lowered his face to stare into Cogar's. His eyes were pink with madness, nearly without pupils and twitching back and forth like a pair of damaged pendulums on some demented clock.

"You will take me there, to wherever it was you thought to run. I will see what it is you thought would protect you from me, and I will make you watch as I burn it to ash. I shall pave the road with the bodies of these wretched greenskins you have thrown your lot in with. My guards will drive them to their deaths like cattle, and you will know each death was caused by your pathetic hope of freedom. And once you have seen all that, only then will I let you die," Spinebreaker said.

Deep down inside himself, Cogar thought of his daughter and screamed. 


Locker Room Chat

[Kasfunatu will rejoin this discussion shortly!]

That was good fun! The army performed well within my expectations of it. Not being tabled was a bonus. 

Hobgoblins are going to be good for redirecting, soaking damage and dying in vast droves. Against less viciously tough enemies, they could even swing a combat or two. Throwing knives are a nice surprise for chargers, for example. 

The war machines are just as juicy as legend reports. The Dreadquake particularly, the slowdown it creates is very nasty. I need to learn how to set up targets for the Iron Daemon, but I can feel its potential. I made a few foolish errors, like throwing flaming attacks at the K'Daai or not charging the Bull Centaurs with the Hobgoblin horde, but nothing game-losing. Except possibly gambling on a good roll for Spirit Leech with my general. I should at least have used his Scroll of Protection first. Ah well!

In terms of my campaign unit muster, I like the units I've already got. So I'm sticking with the Train Robbers list and taking 4 Muster Tokens. 

Lone Daemonsmiths need something to hide in, I feel, so one point is going on Infernal Guard. Tough, slow and shooty, they can form good core blocks that won't be murdered quite as easily as a sea of hobboes. 

For the other three points? Simple. Access to the excellent Lore of Hashut - the Sorcerer Prophet Javaric Spinebreaker will be joining my army! Or, well, technically just an identical looking guy. I'm unlocking the Sorcerer-Prophet option, but he's almost certainly going to stay more or less the same for fluff and giggles. 










Battle Report: Age of AoSBoot

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Say, I hear there's this Age of Sigmar game that's caused a bit of a stir.

With deep breaths and a certain amount of trepidation, Kraken and I took to Skype - battle report and first impressions will follow...

Age of Sigmar
It's an Oldsmobile reference. Don Draper would love it.

Holy Sigmarite!
It's All-Skype Fight Night!


And it's our 400th post! We must have been saving it for something special.

I, Stylus, claim this Normal font to be my Realm for the duration of this battle report!

And I'm back in the darker black - Kraken in bold. 

Full disclosure: my feelings towards the Age of Sigmar have been ambivalent at best. While I never joined the online torch-and-pitchfork mob, I may have stood on the sidelines, nodding sagely about stupidly simplified rules and the poor demise of the Old World.

I've come around a bit since then, thanks to some reasoned blogs on the subject, and battle reports that relished in the fun to be had (rather than pick the most extreme aspect to *prove* that it's broken and unbalanced and Ruined Forever™). So thanks to you early pioneers, you convinced this old curmudgeon into giving it a try.

I was pretty sore about the death of a game I've played for years. I've worked a little as a critic over the years (theatre and PC games), and if there's one thing I've learned, it's that it's a lot easier to write caustic bile if you've experienced the source first hand. So I was going in with sharpened knives, surfing on an internet wave of hate. Raaaargh.

Armies:

Bonesplittas Big Mob

  • BigTrotta, Savage Orc Warboss - General. Granite Choppa, Bone Shield, War Boar
  • PigWaaagh!, Savage Orc Shaman - Totemic Bone Staff, War Boar
  • 6 x Savage Orc Boar Boyz - Boss, Icon Bearer, Tribal Drummer, Flint Spear, Crude Shield
  • 15 x Savage Orcs - Boss, Icon Bearer, Skull Bashers, Big Stabba, Stone Choppa, Bone Shiv
  • 15 x Savage Orcs - Boss, Icon Bearer, Skull Bashers, Big Stabba, Stone Choppa, Crude Shield
  • 15 x Savage Orcs - Boss, Icon Bearer, Skull Bashers, Big Stabba, Feral Bow, Loadsa Arrers
- 53 models, 68 wounds

Not knowing a thing about this new composition or balance, I went with one of the army lists at the back of the warscroll pdf. And look - after all those years painting Savage Orcs (now 'Bonesplittas'), they finally get a themed list to themselves.

The warscroll choices were all made for me. For the Savage Orc equipment, I took one of each type; and for the Boar Boyz, I took Flint Spears (on the erroneous assumption they would be better than Stone Choppas). Both the Warboss and Shaman got War Boars as I reckoned I would need to give them some mobility (and because - hey, I have the models).

We agreed to have matching wound - initially 50, but bumped up to 68 when we realised that was as small as Kraken's Chaos list could get.

The Unavenged

  • Ayt'thed the Unavenged, Chaos Lord - General, Twin Runeaxes and Evil Chaos Dagger Thingy
  • Imiss Spellchoosing, Chaos Sorcerer Lord - Chaos Steed and Runestaff
  • 10 Chaos Warriors - Icon, Champion, Hornblower, Hand Weapon and Runeshield
  • 10 Chaos Warriors - Icon, Champion, Hornblower, Hand Weapon and Runeshield
  • 5 Chosen - Champion, Icon and Hornblower
  • 1 Chaos Chariot - Champion and Glaive
68 Wounds, 28 models

You know what? I know some of these equipment descriptors are wrong. I don't care. I read the warscrolls, I felt unmoved and uninterested in the stuff because there was no fluff. So I took all the free upgrades, made the bare minimum of choices for gear and got on with it. 

I was taking a Chaos Warband, from the list at the back of the warscrolls pdf. Seemed appropriate enough, and it's a small fraction of my available troops. Small indeed - CW are almost all multiple wound models now, which started to pique my interest. I really did get a small elite, roughly half what Stylus was bringing. This meant I was able to take a sudden death objective, and I decided on Surviving Six Rounds. 

A steely wall of choice troops against a mass of screaming savages. If only I could have given my troops rifles, we could say it was Rurrouk's Drift. 


Deployment

We eschewed scenery rules, as we felt we'd have enough to manage in a new system without extra rules. 

I denied a flank to some extent - I stuck my characters in a corner, where I hoped anyone coming to get them might fall foul of my general's ludicrous 'summon more chaos warriors' ability. Good luck getting through 400 free Gorebeast Chariots, Savage Orcs. 

The rest of the team made a thin black line stretching out to the centre, with the Chosen at its core. 


The Game

Unavenged - Turn 1

I win the first roll for deciding turns, and decide to bat the ball back into Kraken's court (figuring I'd rather he moved into range of my missile weapons).

No Movement Tray Required

Hah! Backfire. I stayed put. For a win, the orcs had to wipe me out, so I was in no hurry to get stuck in. I stayed put, throwing out chaos spells in the all-new Hero Phase. My general failed to text his mates and bring them, and the Sorcerer was too far to do anything offensive. So he buffed himself and the Lord with Foresight and Daemonic Power respectively, allowing me to reroll a lot of ones if either of them saw any fighting in the next turn or two. 

Bonesplittas - Turn 1


So that didn't work - now everyone advance!

In the Hero Phase, I'm still out of Foot of Gork range, so cast Mystic Shield on the Boar Boyz, and my Warboss puts More Choppin' on the Stone Choppa Savage Orcs.

In the Movement Phase, I occupy the hill with the Feral Bow Savage Orcs, and run everyone else forward (my Stone Choppas are so eager, they are already up to the halfway line!). The Boar Boyz incline slightly to the left, to go the long way around the tower, and my two characters hang back behind the central unit.

Nothing to shoot and no combat, so that's the first turn done.

Bonesplittas - Turn 2

I win the initiative roll, so I get two turns in a row - nice!


I'm still out of casting range, so I repeat my last turn's actions: Mystic Shield on the Boar Boyz, and More Choppin' on the Stone Choppas.

In the Movement phase, I advance the Feral Bows off the hill, and run the Crude Shields forward. The Stone Choppas and Boar Boyz advance into charge range and the characters remain at the back.

In the Shooting Phase, the Feral Bows kill a single Chaos Warrior (which isn't such small potatoes, as they now have two wounds each).

The Charging Phase turns out to be a bust - despite yelling 'Waaagh!' (as loud as you possibly can, whilst still not trying to wake a sleeping infant in the next room), both Boar Boyz and Stone Choppas fall short by an inch, and so stay put.

So no Combat Phase, and the Chaos Warriors breeze through their Battleshock test.

Unavenged - Turn 2

I get to summon some free Slaves to Darkness! A very restrained unit of 5 Chosen pop up on my left flank, blocking the Savage Orcs with Sword/Board. 


"Where did DEY come from?"

The orcs are all up in my grill now, so I decide on a bit of countercharging. After moving my units up, I only manage to get the Chosen in against the twin-weapon Savage Orcs in the centre, but I've got both Chaos Warrior units in reserve. The Chariot charges alone against the Boarboys. 

And then resolution - I come a bit unstuck here, because there's now no such thing as initiative. I pick a unit, fight with it, Stylus then does the same and so on until we run out. So the tactics for the phase revolve around choosing which enemies you want to try and kill off before they hit back. 

Decisions, decisions

The Chariot is a tame beast, whiffing its attacks but taking little damage in return. Because I took it first, the Savage Orcs go before the Chosen and totally wipe them out! Not only can a pack of frenzied Savage Orcs churn out a gazillion attacks, but the Big Stabba turns out to be the bazooka these tribal scum desperately bought off the Russians to deal with my helicopters tanks armour, accounting for nine wounds all by itself. Eek.

Big Stabba Make-a Da Kebab-a

The other Chosen do much better, though - they hack their foes to bits for very little in revenge. Three Savage Orcs survive the resulting Battleshock, and my characters are ready to join in shortly. Perhaps I'll get my next turn in straight away! 

Bonesplittas - Turn 3

Big Stabbas baby! And they were scarcely any use at all in 8th Ed - I'm glad I modelled up three of them anyway.

When Kraken pointed out I was using the wrong proxy, the Sorcerer model found a horse from nowhere - now that's magic!

My Shaman can finally unleash Foot of Gork and uses it to smash three wounds off the Chaos Chariot (sadly no re-stomp). My Warboss keeps More Choppin' on the Stone Choppas, even as the trample over the remains of the Chosen to get into some more fighting.

In the Movement Phase, the Stone Choppas shuffle a bit to get within minimum charge distance (3" - so it is still possible to fail a charge with a double-1), the Feral Bows stay put on the hill, the Shaman stays central and the Warboss gallops off to face the Sorcerer.

In a new tactic for Age of Sigmar, my battered unit of Crude Shield Savage Orcs decides not to grind out the remainder of the fight with the New Chosen, but instead disengages and pulls back towards the Feral Bows (so if they want to finish them off, they'll have to face a full-strength unit on the counter).

In Shooting, the volley of Loadsa Arrerrs (a kind of rapid-fire, if you don't move) shoots at the Chaos Lord, but only manages to pip off one wound.

My victorious Stone Choppas easily make their charge into the swamp, to take on the Chaos Warriors.

The hand-to-hand fighting gets bogged down in the swamp.

Combat looks to be more interesting: because I'm fielding a 'Bonesplittas Big Mob' list, each unit gets one round of Frenzy (additional attacks per weapon), once per game, on their first charge. They also get a boosted warpaint save against mortal and ordinary wounds (finally, I'm getting rewarded for my themey list!

My Stone Choppas are armed with Stone Choppas and Bone Shivs, which means I get to throw in 52 attacks, with each roll of a 6 meaning more attacks (because of the general's 'More Choppin' rule) - and that's not even counting the Big Stabba.

I wish you wouldn't. 

(the 'More Choppin' rule suggests that, when you roll your additional attacks, if you roll another six, you get another attack - quite a few times I was cascading hits as my orcs were going crazy)

Anyway, when the dust had settled, half the Chaos Warriors were dead (they are quite durable, for all my attacks, and the Big Stabba wiffed this time - probably unwieldy from all the bits of Chosen stuck to it).

The Chaos Chariot goes next, and takes out another Boar Boy. I still can't make much headway against the thing (the War Boars themselves are the hard-hitters, although the cavalry are much more durable).

Finally, the depleted Chaos Warriors strike back, and take out a couple of Stone Choppas, although my warpaint holds me up quite well.

We all get through the Battleshock Phase without much (or any loss) - a shame, as that round was probably my best chance to battleshock some models off the Chaos Warriors.

Unavenged - Turn 3

As they tramp off the hill, a Savage Orc pauses to shake his fist at the Chaos commanders.
My Lord has already run out of extra mates, so he takes what he has and leaps into action against the bashed up Savage Orc unit. So do the Chosen and the Sorcerer, partly because I want to get the job done and partly to break through the weak spot in the Orc lines and then run away through it. 

My unengaged Warriors make a nice charge on the Orc General - I feel confident there. Lone characters still seem vulnerable to a good ganging up, and as they can't hide in units any more, it's all the easier to take advantage of. 


What now can save his bacon?

Thirteen hits land on the Orc Boss! So I whiff the damage rolls, obviously, and cause a meagre no wounds at the end of it. Bloody warpaint. 

The chariot continues to tie up the boar boys. It isn't really hurting anyone, but they aren't hurting it either. And that's exactly what I want - his fastest unit snarled up and unable to hunt me down. And also stuck at the far end of the line from my cowardly heroes!

The other Warrior unit is slowly turning the green tide back. As their frenzy slowly runs out, the orcs aren't really whittling me down as fast as I feared. And I'm making gains in return, losing another one or two warriors for three or four orcs. I forget the details. 

Between them, my Chosen and Heroes easily duff up the remaining savages. But because Stylus gets his attacks in before me, all his guys gang up on the Chaos Lord. There's a nasty moment when the Big Stabba nearly skewers me, but my armour saves hold good for once. 

Bonesplittas - Turn 4


Time to throw in the reserves. My Warboss put More Choppin' onto the Feral Bows and my Shaman stomped Foot of Gork onto the Chaos Chariot That Would Not Die - leaving it on its last wound.

Having cut a hole in the encircling Chaos Warriors, my Warboss decides to get out of trouble and rides free. My Feral Bows advance towards them, but crucially, stay with range of the Chaos Lord. The Shaman rides off to charge the Chariot.

In the Shooting Phase, the Feral Bows - despite heading for the Chaos Warriors, turn and unleash their arrows against the Chaos Lord. With my 8th Ed brain, this seemed stupid - however, thinking about it, a pack of screaming savages running around in a mob shooting anything they see does seem more in the spirit of the fluff.

I like it too - even a massed rank of archers would be able to turn and shoot sideways, really. Or even backwards - turning through 180 degrees isn't that hard, I tried it myself earlier and managed to do it quite quickly. And a big whooping pack of orc braves certainly ought to be able to shoot in all directions. 

Even better, the More Choppin' rule is not restricted to combat - I can gain additional attacks from 6s rolled to hit with missiles. Which means a couple more Feral Bows get to fire twice as they get all excited at the prospect of killing the enemy general. Dakka dakka dakka!

In a very familiar way (although usually its elves), the Chaos Lord takes seven wounds and falls to a hail of arrows (some things never change).

Yeah, come back 8th Ed, I really miss Starfire Wood Elves. 

Buoyed by success, the Feral Bows charge into the Chaos Warriors, and the Shaman charges into the Chariot.

With only Bone Shivs to fight with (I traded their rending Stone Choppa for better shooting accuracy of Loadsa Arrers), the Feral Bows aren't quite as formidable in combat. But they are frenzied, still have the More Choppin' rule, and have a Big Stabba to help them out, so account for three Chaos Warriors. The Warriors strike back hard, knocking out five Feral Bows.

The Chaos Chariot strikes next, taking a wound off the Shaman, The Boar Boyz do nothing against it. The Shaman strikes back, but missed with his Totemic Bone Staff, then his War Boar fights, but fails against its armour.

(note: Characters' War Boars don't have the Tusker Charge rule that Boar Boyz do - that's fair enough. But the Shaman War Boar wounds on a 2+ - that must be a typo, only Manglers and Wyverns can wound that easily. Mind you, I'm not complaining. Must be a special magic boar.)

TV Trope: Evil Albino
In the swamp battle, the Stone Choppas make their numbers tell, hacking down all but two of the Chaos Warriors, and taking four casualties in return.

I'm doing pretty well in all contests, until the Battleshock Phase - I roll a six for the Stone Choppas and another six for the Feral Bows. Suddenly my two combat units are dramatically reduced in size, because half of them decided to run away! Cowardly gitz.

Unavenged - Turn 4

Whole lotta melee going on.

The combats rumble on. I send the Chosen after the orc archers, but run very unsportingly away with my Sorcerer. At least, I don't advance him at all, he's staying out of trouble. 

Between the Chaos Warriors and the Chosen, the savage archers are in trouble. Especially as the Chosen's special rule is that they can inspire nearby units to fight harder (reroll failed damage) if they land any wounds, which they certainly do. 

Using the Chosen first means the archers take out as many Warriors as they can before I can strike again, though. That's okay, it's not many - until Battleshock deprives me of another. 

The chariot finally falls, crushed by weight of numbers. It's taken a pair of boarboyz with it, which is pretty lame. But it kept them busy for so long, they aren't going to do much to help the orc efforts now.

The other Warriors slowly chip away at their opponents. There aren't many left, but I don't have many either. I think there's only three warriors facing down a handful of orcs by this point, but we make it through the battleshock unaffected. All our free banners, on both sides - it means our Bravery scores are both equal. Quite why orc banners give you two extra points compared to my measly one is beyond me, but I'm sure the fluff covers OH NO WAIT THERE ISN'T ANY. 

It's because my Orc banners are right there on the table. Yours are in Sweden being proxied by Lord of the Rings Easterlings with a little pennant.

Unavenged - Turn 5

Make way - pig coming through!

The Chaos Sorcerer now starts to actively shuffle away. There's a boarboss heading his way, after all - so I fling an arcane bolt at him, which dents him a bit. I'm still a decent way off, though. 

Elsewhere, the warriors in the middle of the swamp are finally destroyed, run through with the Big Stabba. The other warriors are down to two, there are three free Chosen remaining; they kill off the rest of the archers, but they aren't looking like they'll be more than a speed bump to the returning orc cavalry. 

Bonesplittas - Turn 5

Stop that Sorcerer, he's running away with my victory!

In he right-hand corner: a Chaos Chicken.

In fact, if I don't pay attention to my diminishing troops, I may not be able to kill off the handful of Chaos Warriors either. At least the New Chosen don't need to be killed, since summoned troops don't count for Endure, but they haven't done me any favours by wiping out my missile troops (as I could have tried disengaging and shooting at the cowardly Sorcerer)

I don't remember doing much in the Hero Phase - my spells are out of range and there's not much left for my Warboss to command. Straight to Move Phase: my Stone Choppas trudge out of the swamp, and the Shaman and the Boar Boyz start sprinting across the length of the field.

The only combat is a bit of a push between the Stone Choppas and the Chaos Warriors. But if I can win the roll-off for the next turn, I might be able to grab victory here.

Unavenged - Turn 6

I get the next turn once again, and use it to throw as many more delays at the orcs as I can. The Free Chosen charge the Warboss, which is great - he's wounded from that spell, and if I kill him, there's nothing that can reach my retreating Sorcerer. Ha. 

But my army is in sorry, sorry shape. The remaining warriors, all two of them, limp into a line to face the rest of the orcs. 

The Chosen, in the event, scuff the orc boss up a bit more, losing one of their own in the process. That's all I need, though, I reckon I'm home free. Until Stylus reveals his plans for a last minute save...

Bonesplittas - Turn 6

The only thing that can catch the Sorcerer, is my Warboss. But if he disengages from the Chosen, then he can't declare a charge.

It's not looking good for victory, but I haz da kunnin' plan...

Or whatever the Orruck word for 'Hail Mary' is...

My Shaman has ridden into spellcasting range: if I can throw Foot of Gork on the remaining Chosen, and wipe them out in the Hero Phase, then my Warboss won't need to disengage. He will be free to move towards the Sorcerer in the Move Phase, and have a decent chance of catching him in the Charge Phase.

The Foot of Gork casts! It lands one wound! It stomps again. Only one wound! Not enough to kill the unit, damnit! And that's the game.

For some consolation carnage, I pile the Shaman into the Chosen, and the Boar Boys into the Chaos Warriors. The remaining Chaos infantry are wiped out fairly efficiently, but it matters not for the victory - the dastardly Chaos Sorcerer got through.

Waaagh! ya gonna do about it?

The Results

Chaos Sorcerer survives - Mortals win 'Endure' Sudden Death victory

Locker Room Chat

Wow. Honestly wow. That was easily as fun and exciting as any game of 8th Edition I've played. We had thrills and spills, lots of carnage, some cinematic moments and a close finish.

The Pros

  • It's simple, and in a good way.
    I thought I would miss the complexity of WFB, but there were no mid-game pauses to flick through the rulebook or look up a chart. The information was right in front of us, so we could concentrate on playing the game. And it was a game to be played - it's not just a meat grinder of rolling dice - there are choices to be made and tactics to be utilised.
  • Easy to pick up
    I would have no qualms about teaching this game to someone (and that includes myself). There is so much handholding involved in introducing someone to WFB, and it can take several battles before they have the confidence to pick it up and make their own decisions. This could be taught in a single game, and that may be GW's big hope for its sustainability.
  • Every model matters.
    You're no longer filling up the board with regiment bricks, this feels skirmish-level. And when you've taken the time to paint every model, that's nice. I don't know how the all the characters will perform, but in this game they definitely felt like support units (as leaders should be), rather than HeroHammer killing machines.
  • Every unit is good.
    This may be temporary, but there is a 'meta amnesty' where no-one knows what the best units or the lethal combinations are. Previously, it was a Universal Truth that the best Savage Orcs were Big 'Uns with two hand weapons and a Shaman with Lucky Shrunken Head. Now, I can take the previously sub-optimal Arrer Boyz and Boar Boyz, just because I like them (and they worked out pretty well!)
  • It felt 'real'.
    As real as a nonsense game of toy soldiers can be, but there was a definite 'story'. The Savage Orcs weren't advancing forward in solid units, oblivious to all around them - they were barrelling all over the battlefield, wreaking havoc. Kind of how you'd imagine them to be.

The Cons

  • It's not Warhammer Fantasy Battle
    That seems obvious, as it's a wholly new game, not a successor. But the comparisons are inevitable. WFB still feels more dramatic - big units as two opposing armies prepare to break each other. It's the difference between the opening battle of Gladiator, and that skirmish with the chariots in the area. Both hugely enjoyable scenes, but only one was epic.
  • Does it scale?
    We played 68 wounds apiece, and that felt about right. Pushing to a battle beyond 100 wounds might get unwieldy. I don't think I would enjoy hauling units bigger than 20 models around the table without a movement tray.
  • The fluff
    Maybe the new fluff will grow on me, but I liked the old fluff. The fluff of the army books. The fluff of The Empire Within. A lot of work had gone into that fluff and it was a fluffing shame to see it go.
  • You are dependent upon sportsmanship
    More than any other version, there are no checks on good behaviour. If Kraken had wanted to be That Guy, he could have summoned 100 Chosen and won the game in Turn 2. There are no restrictions and even comp and house rules have their limits (we're using wounds as a ready reckoner, but that doesn't guarantee anything - indeed, it meant we were playing a Sudden Death scenario).
    On the other hand, no points and no force charts mean there is no hiding place for cheesy list ("but the rules say I'm allowed two Skullcannons!"). It doesn't take long to decide what's fair, certainly quicker than forever tinkering to squeeze the most out of your 2400pt allowance

And finally, it was fun. Not enforced fun, or 'this is new and a novelty' fun - we had a good battle and enjoyable game.

This won't be the end of WFB for me, and I'm not about to rip off all my square bases and exchange them for rounds. But I am very much up for playing more Age of Sigmar, could easily see myself putting together a small force of new models. So maybe GW are onto something here.


Kraken's Two Centacles


I was wrong. The haters are wrong. Games Workshop are wrong about some things too, but the new system isn't one. 

Seriously, if you're holding a grudge against GW for axing a beloved game, well, fair enough. You only had Inquisitor, Mordheim, Necromunda, Gorkamorka, Warhammer Quest, Epic, Battlefleet Gothic, Dark Future and Chainsaw Warrior to warn you that it might happen, so I can sympathise with the shock. 

Yes, I do miss the fluff. Luckily, 8th Ed still exists so long as you've a rulebook and a willing accomplice or two. Ragequitting is childish and stupid - if you like the game, keep playing it. I do and I will. 

AoS seems simple, fun and engaging to me, at least in the jolly sporting version we just played. I'd agree with pretty much everything Stylus says in his points above, with two exceptions:


  • I think it will scale. I wasn't the one pushing the tin soldiers, of course, this was a Skype match and Stylus was the physical host. I played 40k back in the day (3rd Ed, mostly), and shunting big armies back never seemed like a chore. Bluntly, I've never had much luck with movement trays though. Stuff falls off, magnets stick to each other and take chains of models off in casualty phases, stuff doesn't fit on properly in the first place. The new system feels like you can be a little more slapdash about pushing stuff about and it won't really make any odds. 
  • You were always heavily dependent on Sportsmanship in earlier versions. Always. I never felt points systems really redressed the imbalance between one guy taking some internet-learned killfest rulebreaker list and the other guy loyally recreating (eg) a fluffy Marauder Horde even though the Meta forbids it. The rules were mostly to blame, with some army books being a lot stronger than others. I suspect this new system merely makes obnoxious players much easier to spot and avoid. The main difference is there's now a very strong onus on the players to make sure they have fun together, rather than hiding behind the rules and saying 'well, I'm allowed to do this so tough if you think it's unfair'. Yeah, people will still do that. People are dicks. The people who go to play 'professional' tournament Warhammer with a netlist and a sense of smug privilege, for example. 

A few things I really like in the new rules:

  • No more armour-then-ward-save rubbish. 40K only lets you use your best save, rather than sequential ones. I strongly feel this would have helped 8th Ed get round some of its issues with the undying hero characters I loved to field (Archaon, I'm looking at you). Similarly, AoS only has one type with a very rare second chance, as well as Mortal Wounds that ignore almost all saves altogether. 
  • Everything stays in play until killed. Yes, panic adds a level of realism and detail to a game that I think there's a place for. No, I never ever enjoyed seeing a core unit taken out of a game before it had done anything due to an unlucky roll. Battleshock is an odd mechanic, especially given you can do better than your opponent in a combat and still take extra damage. But it's not as depressing as Panic and Break tests can be. 
  • The Magic system. And I never thought I'd say that! I love the detail and spells of 8th. That is a very magic heavy game, though, and your wizards are often one of the biggest movers and shakers in a game, swinging combats or wiping out enemies. Now they still make big differences, but not ones that make the game feel like it's about some wizards fighting for dominance on a dance floor of lesser players. 

A few things I don't like:

  • The fluff is gone, and I will mourn it forever. The End Times were stupid and childish, an attempt at a last hurrah that felt more like a big kid knocking down your sandcastle. Even more so with the total table-wipe approach to balance and playtesting, in an already skewed game. GW are baldly mercantile in their approach to games, which is fair enough. This was the most blatant they've been in a long time, and it actually depressed me a lot more (in retrospect) than having a new and surprisingly entertaining game to play instead. Which I got for free and which works perfectly well with my existing collection of models. Stop whining, internet. 
  • Battleshock - it's weird to win a combat and still lose men due to, what, evaporation? Combat fatigue? Succumbing to non-fatal wounds? Just feels wrong, whatever. 
  • Measuring from parts of the model - doesn't really make any difference, I think, especially as it affects both armies equally. But it's vague and prone to misinterpretation, which is exactly what the deliberately stubborn nerdtrolls out there like to abuse. 

TL;DR - I really enjoyed Age of Sigmar. I would play it again. And if you liked 8th Ed, I would recommend that you give it a try. It isn't better, but it's definitely not worse, it's just different. No bad thing, in my book.

Squaddies

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More for the Crypt Angels this week!

If you break a Tactical Squad in half, you get a five-man combat squad. Or you can get five man groups of various veterans, like Stormguards or Vanguards or Mudguards or whatever else they've got going these days.


I had another five fairly plain marines knocking about, and most of them seemed to be sergeants or heroic conversions. So this group can be whatever is required in the heat of the moment, including taking one of the guys as a Captain. 

Not this guy. Sorry, guy, I meant one of the others.
There we go.

There's not much to say about them, the paint scheme is identical to last week's lot. Except the varnish, which behaved itself this time round (I was very tentative with it). 



This guy is a conversion made of all sorts of bits. I don't know his full provenance, although I do know I finished off his shoulder pads with a bunch of extra purity seals from the Dreadnaught box. And his backpack is clearly chaotic. The boltgun is held on with tentacles. 

Err, not that you can tell from this shot. 

Still not as chaotic as their Chaplain/Heresiarch, though, who's another character from the starter set. 


There's a duplicate of this guy in the collection, so I shall think about what to do with the other one to make him different. Totally replace his armour with more purity seals, perhaps? 


He's brought along his sword caddy. 


One more chainsword warrior, and the group is complete. 


Which just leaves their wheels.


Ah, the old Rhino kit! Plus some chaos spiky bits, because we all love those. Funny to think that you're supposed to fit ten marines into this. Shows you how the kits have skidded up in scale over the years. Or just shows how folk cared less about the 'realism' aspect back in the day, when wargaming was less important.

The tailgate has the chapter logo done with a snarly chaos faceplate. Then I put extra chains over it, so you can't see it. Might rethink that. 


It's got some good guy dreadnaught bits on too, to try and counterbalance the spikes. 

 Painting Guide:


  • See last week. Seriously, I'm not going through all that again.




 There is a fantasy miniature for the week, of course.


I feel this guy is sort of an ancient Crypt Angel. The red armour, the trophies on display, the GW Skull Fetish - it all feels connected. Maybe he's their Primarch, Kasfunatius. Only without the five hundred kilo Forge World display base.


He's a Reaper model, bendy resin. Took a bit of supergluing to stop his sword curling out sideways, too.


Age of Sigurd

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A quick retreat to the Age of SAGA this week, in advance of a match next week. Time for a change of pace from 40k for a little, a felt, and indeed GW products. Also because who doesn't like Vikings?

Err, medieval monks? Anglosaxons? Probably quite a long list, actually.

Are they Geats? Jutes? Danes? Who knows? One of the buggers has a horned helm, so we're clearly not too worried about historical accuracy. I started off thinking I'd go for a very drab look, with olive camo green and pale linen. The red was a late addition, because they needed a bit of flare after all.


The models are a mix of my bastardised Marauder vikings (Viking Huscarls and Bondi from Hammer of the Gods) and the Dark Age Warriors (courtesy of Stylus's bits box and Gripping Beast). Of the two, the Gripping Beast ones are sharper and better detailed, particularly the heads and bodies. Their weapons are on the heroic side of the scale, but that's to the good.


The Hammer of the Gods ones may be more realistic, but look puny as well as being a bit flimsy. The Hammer of the Gods set wins out on shields, though, which have nicely detailed rims, and variety of heads, which may not have the detail but have a great selection. So it's a good pair of cheap sets to blend.

The Gripping Beast guys wear crosses round their necks. Great for Saxons, not so much for (most) vikings, but too tiny to consider chopping about. So I tried to paint them as Thor Hammers by keeping the top in a different colour.


There are four rough units. The first, the Sword and Board Horde, are a block of nine warriors who could also fill in as Huscarls.


Archers don't really belong in the all-melee SAGA viking army, but I'd glued them together before I knew that. Hammer of the Gods gives you a lot of bows, anyway, and I'd never used them for WFB conversions, so I thought I'd take the chance now.


Next are the Beserkers, who have axes, slightly less armour and mouth froth. They're a classic glass hammer in SAGA, hitting incredibly hard but usually at a cost of all of them. I don't think I'd take more than four.


Finally a set of twelve spearmen, again able to double as warriors or the more elite Huscarls. Or even the shoddy levy, I suppose - they come in blocks of twelve and I haven't tried them out yet. Now I can!

Painting Guide:


  • Undercoat - Chaos Black
  • Flesh - Ratskin Flesh, Reikland Shade, Dwarf Flesh and Kislev Flesh highlights
  • Greens - Deathworld Camo, Agrax, Camo Green and Underhive Ash
  • Duns - Zamesi Desert, Agrax, Kommando Khaki layer, Ushabti Bone highlights
  • Reds - Rhinox Hide, Scab Red, Wazdakka Red layer
  • Shield Rims - Pallid Wychflesh, Nuln Oil, Leadbelcher nails
  • Wood - Steel Legion Drab with Tyrant Skull highlights
  • Eyes - experimenting with a different method to my usual, by doing two dots of White Scar on either side of the eyeball instead of trying to put a black dot in the middle. Mixed success - I got better as I practised, but the first few were pretty awful. I'd use it again, I think, it's easier to avoid doing fried eggs. 
  • Mail and Swords - Leadbelcher, Nuln Oil, Runefang highlights
  • Crosses and Fancy Armour - Balthazar Gold, Runelord Brass highlight for the crossbar.



I've updated their warlord's base a little, giving her a bit more flock and my standard black rim. But she's looking a bit out of place, really. Partly that her brown and yellow colours don't match the unit as well, but also because she's not the finest model in the box. Not to worry, there's an alternative on the way...


Mierce Me

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In the Grim Darkness of the Seventh Century A.D.

There is only Moody Posing
Another quick change of pace. Here are some models from Mierce!


I'm a big fan of their range, although their prices are nasty. The resin they use is very light and crisp, rather brittle actually, and although they don't have a good reputation on some forums (Kickstarter nonsense, apparently), I've had a good experience of the product. 


Their humans are actually a little smaller than GW Heroic Scale. Weapons and details are extremely fine, which makes them daunting to paint. Many of their heroes are a good match for Warhammer, though, and their monsters are generally huge! And also extremely good sculpts.


First up is the foretold replacement Viking Warlord, one 'Knutr of Hrafn'. Mierce have an absolute bee in their bonnet about difficult to pronounce model names, Canute of Raven here being no exception. 


This double-handed axeman is clearly unimpressed by the foe. Just casually hanging tough, thinking about the good old days, when beards were beards and bases were square. The raven on his shield is moulded on, not freehand, and a right shit to paint. The shield is about 1mm thick, like a fingernail in consistency, and the ridges on the bird are half that. Bleh. 


Small base, so not ideal for a SAGA warlord. Mierce bases have a raised lip, too, which is a bit wierd to fill up with flock. Luckily, I had a second one to try out (and to put on a bigger base). 


Horses for Norses

Same paint scheme, just plus a big grey horse. And some breaking ice for base flare.



The dappling isn't quite authentic, because that would be too hard. And it ought to have a white face. Hey ho (neigh ho?) - can't have it all.

 Next up - Trollface!


 This whole selection is a grab bag of misformed resin they were flogging off cheap. My lucky dip came up trumps, with some tremendous chunks for the bits box (including a headless, armless giant) and several complete if mildly flawed models. There will be more trolls to come, once I can find replacement limbs that do the bodies justice.


The armoured carapace on this one made me think of a crab, so I went with crab paste orange. Ah, happy sandwich memories from my youth. Top sculpt, this, amazing detail on the axes and shields.

A white belly, in keeping with the crab idea. 

Finally, something for my long-neglected Chaos army.

The Norwegian Blue. Beautiful plumage. 

The bits bag was Norse themed (can you tell?) and the outlier model was this giant raven man. He's a shoe-in for a Tzeentchian Prince, so I've painted him like a massive parrot. Obviously.


His loincloth and fingernails are Polished Green, one of my remaining and cherished pots of Citadel novelty metallics from back in the day. The base flare is made from somebody's banner pole (Chaos Knights, I think) and a spell effect marker base from Heroquest's brilliant Wizards of Morcar expansion. Pat on the back for you if you spotted that.



Back to Space Marines next week!

Special Branch

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There's nothing like an upcoming battle to spur me into painting. Tomorrow, my Wood Elves (*ahem* Sylvaneth) troops will be taking on Age of Sigmar, so I duly abandoned my Night Goblins and picked up my previously-abandoned Dryads.

Upcoming: The Battle of Big Big Horn

To start with: a regular old metal dryad. He was the only dryad that had to be doused in Dettol (the others are all repaint jobs), so I took the advantage to give him some conversion work and a promotion to Branch Nymph.

I was lucky that this model already had mini-horns on the side of his head, so it was a natural conversion to throw on a couple of antlers. The bits originally came from the metal Pink Horror Standard Bearer, but I actually think they look better here.

How very dare you.

The paint job differs from my other dryads - either from a change in my techniques, or just not wanting to replicate - although I don't mind that too much (being an observant soul, I've noticed that not all trees are the same colour).

The green face and sap is Nurgling Green with Drakenhof Nightshade wash (I still can't believe a blue wash can compliment green so well, but there it is). The highlights were Nurgling Green, working up to Snotling Green on the tips of the horns (to make them look newly-grown).

The bark is Steel Legion Drab, with Agrax Earthshade wash and Zandri Drust highlights. I added more Earthshade around the joins of the horns, blending it a little with the green - once again to try and make it seem like these branches have spontaneously sprouted from the dryad's head.

Herne the Hedgerow

And that was achieved in so little time (no belts, no pouches, no eyeballs - I forget how easy dryads are to paint), I had time for another.

Hooray for Holly Wood

This, considerably more-feminine, dryad comes from the generosity of Kraken's Reaper Bones bounty. I tried the 'no-primer, just paint' method of painting - it was disconcerting, and there were some moments, when the paint didn't seem to adhere, but it worked out pretty well (and there is certainly something to be said for the spontaneity of just grabbing a miniature out of the box and painting it - assembly and priming are not my favourite tasks).

The Bones material doesn't do a bad job of holding its detail - although I was mainly concerned with getting the skin right (Elysian Green, Agrax Earthshade, Snotling Green). And it helped that I wanted the body to blur into the tree (to look as if she was growing from it, rather than just stepping out), so some inks and blended paint did the trick.

Ash shot.

The scale is very different to my other dryads (but I'd also heard trees come in different sizes), but I quite like it as a representation of the spirit that lies beneath a dryad's bark. Despite the small size, it's mounted on a cavalry base, because of the spread of the branches, so would make a good unit filler, or a Branchwraith in her own right.

And to finish, another one of Kraken's contributions to my arboreal forces.

Hands up who like Sylvaneths!

This is an Orc's Nest miniature. or unknown origins. It was drafted as an RPG monster known as a Wych Elm, but was given a cavalry base some years ago and put to service in my dryad unit. Once again, a cavalry base to accommodate the miniature's stance means it can either be a Branch Nymph or a unit filler.

So that's it for the bosses. The cannon wood-chipper fodder will follow after they have been massacred by Chaos gribblies. The poor saps.

Hedge of Darkness: Wood Elves vs Warriors of Chaos

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Well, our first Age of Sigmar battle worked out pretty well. Now we're going to push the limits and see if it was a fluke.

Tonight, the arboreal guardians go hunting monsters in the deepwood - Forest Spirits against Chaos Monsters!

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
Picnic time for teddy bears...

Bark versus Bite!
It's All-Skype Fight Night!


Plain old Kraken here.

And I, Stylus, shall be bold. And yet also cautious - after all, Kraken is a general with a 100% win record in Age of Sigmar...

Tremendous! And yet I too am cautious. Was our first, highly entertaining, game a fluke? Were we carried away with the joy of a new system? Or is this really a new love, here to stay? Time to push the envelope!

And I'll tell you how seriously I'm taking this game: I've already printed out my warscrolls on proper cardstock:

Sylvaneth Warscrolls
Can you believe someone was going to waste this on wedding invitations?

Armies:


Bright and Beautiful - Chaos Monsters


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
The proxies: 50% accurate, that's pretty good for me.
(the pink giant is playing the role of Shaggoth)

  • Shargraoth, Dragon Ogre Shaggoth - Leviathan Axe, Sweeping Tail, Taloned Forelimbs
  • Kroag, Chaos Giant - Massive Clubs, ’Eadbutt, Mighty Kick
  • The Black Beast of Ulg, Chimera – Mauling Claws, Fiend Tail, Fiery Breath
  • 4 x Chaos Trolls - Scavenged Clubs and Axes, Disgusting Vomit
- 7 models, 50 wounds

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
All Creatures Great and Small

And by 'push the envelope', I mean 'try being a bit of a dick and see if the game remains fun'. 8th Ed vets all across the blogosphere seem convinced that AoS lacks balance and is inherently skewed. I don't quite buy this whining, but I could concede that having no limits on what you can and can't take is open to abuse.

So I have two missions - one is to abuse the system to a mild extent, and take an all-monster list. It's within the 50 Wound limit we've agreed on, but Stylus doesn't know it's coming and isn't necessarily going to be building to deal with it.

Mission two is to select a fluffy sudden death mission, as my mad monster list will definitely have the lower model count. Unless I'm not the only douche in the bath house, of course, but Stylus is very much the genteleman soldier, so I'm not worried. I decide that I'm trying to Seize the Ground, getting my monsters into a new tree house within Stylus' deployment zone.

We do decide (slightly later) that this is proper sudden death, though. If I'm not in the wood by the end of turn 4, then I lose the game!

Sylvaneth Tree Surgeons

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
Lop 'em, chop 'em, and drop 'em.
  • Twiggy, Branchwraith - General, Piercing Talons
  • Silvia, Branchwraith - Piercing Talons
  • 16 x Dryads - Wracking Talons
  • 3 x Treekin - Bludgeoning Branches
  • Coniferous, Treeman - Massive Impaling Talons, Sweeping Blows, Strangleroots.
- 22 models, 50 wounds

This was an easy army to build: every arboreal model I had went on the table (almost - I had a few spare dryads for summoning). It wasn't quite enough to make the requirements for the Guardians of the Deepwood battalion (seriously - I have to have three treemen?), but as we'd already agreed to field Sylvaneth Wyldwoods, it didn't make much odds.

Deployment

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

We're using a slightly smaller battlefield tonight. Partly to make sure the fight is quick and fun, partly because we're doing a double feature with a second battle on the same turf later. 

This time out, we've got some Aelf-approved Sylvaneth Woods filling the field. They can hurt pretty much anything moving through them except forest spirits and monsters, which means my Trolls are the only potential victims for them. And then there's an Inspiring Ruin, which bolsters the bravery of nearby troops, and a Deadly Hill, which can eat the feet off interlopers. 

Stylus wins the deployment rolls, so he gets to pick how the field is split. 

Diagonally! I know, it's crazy. Everything's off the chain in Age of Sigmar!

Deployment sees me in a long line, raring to get stuck in. I've left the Chimera out on one flank, where its mobility will likely see it able to either reinforce as needed, or unstoppably sweep through to the wood I'm hoping to nest in later. 

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
I only had 3 treekin in the battle.
(but Kraken only saw it via Skype - maybe he mistook a model tree)

I bundle around the wood I need to protect, although my Treekin and second Branchwraith are pushed out a little more to the right than depicted. I was hoping to use the block of Dryads - who seem to be more grindy than before - to hold up the centre, while my heavy-hitters concentrate on removing the monsters on the right flank.

The Game

Sylvaneth - Turn 1


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Kraken wins the initiative roll, but makes me go first. Probably because he knows I have an itchy foot and a bad habit of blundering forward when I should stay put.

My Hero Phase begins with my General Branchwraith rousing six more dryads from the Wyldwood, and the other Branchwraith putting a pip of armour on the Treekin (because I foolishly deployed her too far from the Wyldwood to summon - I'll have to learn that magic comes before movement)

In the Movement Phase, I lumber forward with the vague idea of suckering the monsters into an attritional brawl in the central Wyldwood, keeping them away from their goal.

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

The range is too great for Strangleroots, and there's no combat, so that's my first turn.

Chaos - Turn 1


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

I don't have any heroes or wizards, just a rather ersatz general in the form of my Shaggoth. You have to nominate someone as general, and he's probably the only creature on the team capable of tactical thought. 

To prove this, he moves as fast as possible in a straight line towards the largest creature on the enemy team - the Treeman - who he then successfully charges later on.

The Chimera and Trolls head towards the enemy lines, avoiding the lethal trees and hills, and the giant lopes along amicably behind everything else. 

Shooting sees the Chimera's laughably horrific fire breath, which automatically chips off d6 Mortal Wounds on a target within range, fry a lone dryad. Crispy. [Or was it the Branchwraith? I can't remember].

Dryad, I think. Though I may have forgotten to apply their Wyldwood protection.


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Fighting the Treeman turns out to be tougher than I hoped. First I get tripped by the damn thing's roots, then the Shaggoth's Leviathan Axe, a particularly woundy attack, fluffs its way to nothing. I scrape the bark a bit, and then it belts me around for four wounds. Wounded monsters get progressively weaker in AoS, a mechanic I really like. Except when I'm on the receiving end. Then I hate it.

Sylvaneth - Turn 2


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Like Kraken, I really like the idea of chipping away at monsters' effectiveness, and I had given it some thought prior to the battle: do I focus on one beastie at a time, of spread my wounds around and try to de-claw them all?

In the end, I reckoned I had to try and save my Treeman, the biggest hitter on my team, and in danger of getting krumped when the Shaggoth remembered how to fight.

In the Hero Phase, I think I tried to blast some Mortal Wounds off the Shaggoth, with limited effect (I don't usually blame my dice, but I haven't seen so many snake eyes since I cleared out my G.I. Joe collection). My big unit of Dryads occupy the central woods, and my non-general Branchwraith follows them (for reasons I can't explain - I guess I just saw trees and got carried away).

My Treekin edged towards their minimum distance of the Shaggoth, ready to charge in. Only a roll of double 1 would prevent them making it.

In the Charge Phase, my Treekin roll a double 1.

As I contemplate what horror these lazy arboreals have exposed me to, the Treeman and Shaggoth continue to chip away at each other.

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
My right flank: rooted to the spot.

The Chaos response is likely to hurt. I only hope I don't lose the next initiative roll and have to ensure two turns of this...

Chaos - Turn 2


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

The Trolls circle the dryad-infested wood, their simple minds set on grabbing that wood at the back. The Giant crashes into the forwards Branchwraith and the Chimera swoops across the field, 

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Shooting sees the Chimera vent a lot of bile on the Treeman. Flaming bile. Six wounds later, Treeface isn't looking so hot on his feet, as both he and they are black ash.

Damn you, flaming attacks! I thought I left you behind in 8th Ed!

The trolls barf into the woods a lot, but there's plenty of absorbent moss to soak it up, and they don't kill anything.

I charge both Shaggoth and Chimera into the Treekin, thinking that the Chimera can always go elsewhere later with an aerial disengage. They rough both of us up, taking the Shaggoth even further down its wound chart and then denting the Chimera a bit too. At least they crunch though one and a half junior treepeople in the process.

And the Branchwraith is pulverised by a combination of club strikes and headbutts from the Giant. Nice!

I miss Yell And Bawl. Giants used to be such pussycats.

Chaos - Turn 3

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters
Errr, so both this map and the last one aren't quite right - the Treeman should have died last turn, and the Chimera and Shaggoth should be fighting the Treekin. But it's close enough.

Adding insult to all these injuries, I then get the next turn as well! I was kind of hoping for a draw on the roll-off, to be honest. It creates a lightning storm that heals the bleeding Shaggoth, who sorely needs it.

I remember reading that rule and, to be honest, I like this kind of oddball stuff in AoS.

The trolls continue to roam towards my woody goal, spewing ineffectually as they go. I forget about the Chimera's breath, so he and Shaggoy keep fighting the Treekin as the Giant charges the Dryads. 

The Treekin take a beating, but are still just about standing. In revenge, they take the Shaggoth down to a lone wound, and kick the Chimera about a bit into the bargain. The Giant takes a nick or two, but murders around half the Dryads in return. 

It's looking good for me! But all the same - I'm not looking forward to weathering more Arcane Bolts, and half the big monsters are getting pretty moth-eaten. If the Branchwraith doesn't fling out a ton more Dryads, anyway. 

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters


Sylvaneth - Turn 3

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters


I can probably pull this back, as long as my remaining wizard can cast five or six spells. Unfortunately, she's only allowed one. I think she tried to blast the Chimera with Mortal Wounds once again, but doesn't make much impression.

Still in 8th Ed mentality (and probably a bit caught up in the battle), I forget that no-one has to be locked in combat any more. I don't think I would have kept the Dryads slogging away at the Giant if I'd remembered. But I didn't, and so they continued their doomed battle.

The small unit of summoned Dryads left the woods to try and support the Treekin, which probably was a better move. That left the Branchwraith to hold the objective against the oncoming Trolls. What - no Stupidity Tests any more?


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Combat against the Giant goes a poorly as expected - he's really good against regular troops, as his 'Stuff In Bag' practically guarantees a casualty before the brutal attacks even begin.

Against the other two monsters, I cannot make much headway - I wouldn't say the Treekin are rubbish, it's just their attacks were slipping at precisely the wrong times. I'm not sure if I was using the re-rolls they get for being in range of the Branchwraith - I was missing a lot of synergies here.

The Summoned Dryads don't do much better, although their 'Enrapture' ability helps keep them alive.


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Despite most of my Dryads getting stomped to kindling by the Giant, I roll very well for Battleshock and preserve a few sap-soaked survivors.

Sylvaneth - Turn 4


Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Kraken actually wins the initiative roll and, for the second time in the game, makes me go first. It's a shrewd move - victory is practically in the bag for him, but by giving himself the final say, it prevents me from trying any last-ditch attempts.

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

In the Hero Phase, I make a last-ditch attempt to magic the final wounds off the Shaggoth - and fail to remove his very last wound.

My surviving Dryads remember they can disengage from combat and form a semi-screen between the two halves of the Chaos forces that won't really screen anything.

My Branchwraith sits tight in the forest - if the Trolls want her, they'll have to risk being killed outright on a 1 (and maybe Battleshock removing the rest - all right, I admit it's a thin straw).

In combat, I split attacks between Chimera - who is the biggest threat to my objective - and the Shaggoth - who I just have to kill. And get one wound through on the Shaggoth, but the bugger saves it!

The Chimera has already had Mortal Wounds inflicted on it by magic, but I would have had to roll exceptionally well to kill it. In the end, it has about three wounds left, none of which impairs its flight move, sadly.

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

Chaos - Turn 4

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters

The Chimera flies over the remaining Dryads [if there were any at this point - did I kill them off in the last turn? Yep, all gone], then scorches a wound off the Branchwraith with his much-reduced fire breath. He's wounded enough that it now only does a single Mortal Wound, rather than the d6 of sainted yore.

The Giant lumbers on, the Shaggoth prepares to die for the cause and the Trolls rumble towards the smaller summon Dryad troop. Who they finally get a good round of shooting on, and dissolve the lot of them.

Combat sees the Shaggoth get (at last!) a pair of good Leviathan Axe swings, which kill all the remaining dryads. He's been fluffing them all game so far, so it's nice to see them in action at last, even if it's more or less a dictionary definition of Overkill.

Speaking of which, the Chimera charges the Branchwraith (who puts him down to his last wound), and pecks, bites and roars it to death. This leaves him in sole possession of my target wood. Which is precisely where I wanted him. 

Age of Sigmar battle report between Sylvaneth Aelfs and Chaos Monsters



The Results

Sudden Death Victory to Chaos - Seize Ground!
(and also a zero casualty tabling. But I don't want to brag.)

Locker Room Chat

Well, monsters work quite well, then.

It came out nice for me, but actually I was lucky. The Treeman died to a lucky fire strike when it could quite easily have beaten me around for another few turns. And if the Treekin had arrived when they should have, I would have been much harder pressed to get to my goal. I'd probably have relied on the Chimera's flying to swoop off out of range - all I needed to do was get within 3" of the wood, which really wasn't the toughest objective.

So a double victory for my rather offensive list. This leaves me feeling a bit sour, though - being a dick clearly pays dividends, and I'm not sure where that leaves me, morally.

On the one hand, part of me has always wanted to field an army like this. The models are some of my favourites, and there's a real pleasure in being able to slap them down instead of having to dither about over army balance and points values. The whitewash that resulted doesn't really feel like a particularly enjoyable one, though, so I won't be doing it again.

Some more AoS observations:
  • I really like the 'wounded monster' rules, they feel flavourful as well as working well
  • Losing the random behaviour of Stupid Trolls or erratic Giant attacks is a mixed bag - I slightly miss the humour it could lend a game, but I really don't miss the way it often rendered them ineffectual. Both units feel a lot more dangerous and effective, which is, bluntly, more fun.
  • Shooting rules could use a tweak, I think. I don't mind being able to shoot in the same turn as charging, but I don't think you should be allowed to fire once you're in melee. At the very least it should limit your target to the guys you're already beating up, or only work for breath weapon equivalents, or something.
Was the game still fun? Yes, it was. Gleefully silly, and not as good as our last match from my point of view, but still very enjoyable.


Two of the monsters left on one wound apiece - where were my Glade Guard! And Trolls are capable of independent movement? And Giants are actually useful in combat? Suddendly all my models are effective - shame I'd lent them to Kraken.

To be honest, I don't think Kraken's monster list was an obnoxious one. I had magic, the synergy of the 'Sylvaneth' keyword, and even the terrain was on my side. I'd seen the monster mash in advance and agreed to play it: it looked like fun and I've no complaints about that.

I have a lot more complaints about my own generalship, to whit:

  • I lost focus on my objective from the get-go - I had no business running forward when I could have held fast on the back line, spamming out Dryads and shooting Mortal Wounds before getting to grips.
  • The Sylvaneth army is one of many synergies, and I managed to avoid using any of them. They can do a lot better than demonstrated here.
  • I have no idea why I left my Branchwraith so exposed - I'm putting it down to a residual 8th Ed idea about keeping out of arcs of sight.
    (it seems that one of the Wood Elves' most irritating features - aside from Orlando Bloom - has been negated)
The Treekin failing to make the easiest of all charges as a really, really bad time, however, was not my fault. They're going straight into the wood-chipper.

(although it has impressed upon me the need to protect yourself against losing the initiative roll - having the opponent get two turns in a row is brutal if you've left your army exposed)

So the game wasn't as close as the last one, but I still enjoyed myself. There is still a lot to learn about the game, and I'll have to re-acquaint myself with all the monsters I thought I knew. I'd even play both those army lists again, happily so.

Here's the final kicker: it may not have been a nail-biter, but at least the game played fast enough to fit in another battle during the evening. Speed is very much in favour of Age of Sigmar.

A Pointless Comparison

If this was still 8th Ed, would the result have changed? Or been easier to predict?

Well, here's how the points work out, assuming no upgrades:
  • Sylvaneth List Cost - Around 725 by my reckoning
  • Chaos List Cost - Around 785 by my reckoning

So using the wounds as a ready reckoner isn't all that bad, from a WFB points point-of-view. I'd guess that the Chaos Army would have been a lot less effective on the field in the old system - the Trolls would have mostly been stupid, the Giant would have been a lot less reliable. But a firebreathing Chimera using a breath weapon on a Treeman would spell trouble, and the Elf lineup would struggle without missiles or heavy-hitting troops against so many fast, high T gribblies. So I'm not sure the end result would have changed, and in that case I prefer the faster, simpler rules of AoS! I may have to hang up my beard in confused shame.

And that may be the Warriors of Chaos' first victory against the Elves! (albeit without any warriors, or elves, actually present)

King of the Hill: Vikings vs Anglo-Danes

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On the same evening as our latest SkypeBoot, and as a change of pace from Age of Sigmar, we decided to play a skirmish game with a low model count, deceptively simple ruleset and faction-specific augmentations.

Pack up your horned helmets - we're off to the Viking Age to play SAGA!

Bagsie I get to play Kirk

We sail at fight light!
It's All-Skype Fight Night!




Then may the crabs be cursed by Odin! 'Tis I, Kraken, in a disappointingly restrained plain font.

And I, Stylus shall be as bold as Canute 'Canutie-Pie' Canutesson, the most demure of all Anglo-Dane kings.

Armies:

Anglo Danes

A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.
Please don't think the warriors at the back have been lazily primed - it's a complicated silhouette filter on my camera. 

  • 1 x Warlord
    (supposed to have a Dane-Axe, but I forgot to apply the rules, so I guess he left his back at the béorsele)
  • 4 x Huscarls
  • 4 x Huscarls with Dane Axes
  • 8 x Ceorls
  • 8 x Ceorls
    - 4 points

    The last time we played SAGA I actually tried a combined unit of Huscarls, and it worked out pretty well for me in demolishing the opposition.

    However, I was rusty on the rules (actually I was rusty on how wonderfully simple the rules were - I kept flicking through the book, looking for statlines that weren't necessary). So I went with the bog standard: two units of Hearthguard (one with special weapons) and two units of Warriors.

    Vikings


    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.


    • 1 x Warlord
    • 4 x Hirdmen
    • 4 x Hirdmen
    • 8 x Bondi
    • 8 x Bondi
    - 4 points

    These are Radiohead Vikings - no alarms and no surprises.

    A very plain list, without even the fragile terror of the Beserkers. I did toy with two options available to me - I could have split the Bondi units differently, as a 12/4 split, or I could have taken one of the optional Warlord types (Priests work with a Viking ethic. Troubadours, though? Not sure. Have to be a Skald). In the end, I decide that it's been too long since our last game and I don't want any confusing rules to wrestle with.

    Deployment

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    With a vague grasp on how things work, we decided to try one of the scenario battles (rather than trying to knock out each other's warlord - I think the combative Vikings have the edge in that one).

    This one is 'Sacred Ground' and it's a beauty.


    • You set up the battlefield with three pieces of 'sacred' terrain - one outside each deployment zone (the bottom-left and top-right forests) and a hill in the centre. 
    • At the end of your opponent's turn, you score victory points for every unit that is occupying any of this terrain (3 for a warlord, 1 for each hearthguard, 1 for every two warriors).
    • These points are cumulative, and at the end of eight turns, the player who has scored the most is the winner. 

    So you're faced with the task of grabbing their pieces or terrain, holding them against attack and pushing the enemy off them. The fact that you don't scored until your opponent's turn is key, as it means you can't just rush everything and hope for a big score.

    (I realise now that we set up the forests too close to the deployment zones - the warbands should not just be able to camp out in there from the start. Luckily both Kraken and I were up for a scrap, so approached this as a 'capture the hill' mission)

    I was deploying second (you take turns, just like you would in WFB). I didn't really have a big plan in advance, so I was quite pleased to be able to react to Stylus's troops. I more or less mirrored them, but I decided to keep a high-scoring unit of Hirdmen in reserve, scoring the wood, and then rush the centre with everyone else.

    So my Warlord and his troops set up to do just that. Most of the Vikings' abilities centre around combat, both getting them there fast and then hitting very hard. Lucky that coincides with my plan, really.

    The Game

    Anglo-Danes - Turn 1

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    I won the first turn, and so was faced with the decision of who should stay and who should go. A big force could secure me the hill, but would fatigue themselves getting there in one turn, and might miss out on scoring big in the early rounds.

    I ended up leaving my Dane Axes and one unit of Ceorls in the scoring forest, and using my Warlord and activation dice to push the Huscarls and other Ceorls onto the hill (they just about reached the slopes with minimal fatigue).

    I think I also held back one dice, which I could use to neutralise one of the Viking's activations, just to muck up their advance somewhat.

    Viking VPs: 4

    Vikings - Turn 1

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    I spread my activation dice out so I could romp my big pack of men forward as much as possible. Your Warlord always gets a free turn, and can encourage a nearby unit to take a free turn too, so I send the men of the Hird with him, then pushed them ahead with a second activation.

    (You can use the same unit twice in SAGA, but every use after the first gets them Fatigue points, as does getting into combat. Not only can your enemy use these for advantages, but if you get too many, you can't use the unit at all until it rests!)

    I saved dice on one of my abilities - Njord, which lets my Warlord remove fatigue from himself and nearby allies. The damned Anglo-Danes were already all over the hill, and might come charging at me. And worse, lots of their abilities centre around slapping extra fatigue on the foe, so I was prepared.

    I'd have to be - all of Stylus's troops were in scoring position, so he was racking up an early lead.


    Anglo-Dane VPs: 19

    Anglo-Danes - Turn 2

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    A nice fat VP score puts me in the driving seat, so I spend this turn consolidating. I use my activation dice to fatigue three units of Viking (particularly the Hirdmen in the woods, who are out of range of the Warlord's fatigue-cancelling abilities).

    I then spend the remainder of dice to rest my troops - leaving me fresh as daisies to face the Viking onslaught.

    Viking VPs: 8

    Vikings - Turn 2

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Sticking to the plan, we all yomped forwards except the reserves. I had enough dice to send my Warlord's Hird slamming forward into the nearest Ceorl unit, confident that I could push them away.

    Nope - they formed a shieldwall, using one of their battleboard abilities, and then played a very defensive turn of combat. My Hirdmen bounced off! Luckily, I had enough dice to send them in a second time. The Ceorls were already tired, and this time they broke away. I took casualties, though, and the Hirdmen were pretty puffed after all that running. I used the Warlord's free activation to pull them back a bit, away from a potential counterattack, but that tired them out even more!

    Still, I stopped the Anglo-Danes from getting all their VPs this time, even if my hold on the hill looked a bit shaky.

    Anglo-Dane VPs: 11

    Anglo-Danes - Turn 3

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    So my Ceorls are off the hill, but I think I was lucky to survive with five of them left (emphasising defence helped). I get a good roll on the activation dice, getting enough helmets (the rarest dice facing) to add more fatigue to the Viking units.

    This pushes the nearest unit of Hirdmen up to their limit of fatigue, which means I can activate the 'Exhaustion' ability that removes two more Hirdmen. So the Vikings' best unit on the hill suddenly looks a lot less formidable (as well as removing a source of VPs).

    Arg! Stop bleeding out, you stupid warriors!

    My Warlord then pushes his Huscarls into the nearest unit of Bondi. I think the Warlord whiffs most of his attacks, but the Huscarls do better at exploiting the fatigue-weakened Bondi and I kill five and shove them off the hill.

    All in all, a very good turn for me.

    Viking VPs: 12

    Vikings - Turn 3

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    I got a good round of dice, that let me plan a counterstrike with my battered Bondmen.

    Sending the remaining three in, I activated a couple of abilities to get me extra combat dice. Chief amongst these was Valhalla, which lets me burn men to get great fistfulls of bonus hitting power. I killed off two of the remaining men, leaving just one, but he did the job - dying the in process, but wiping out the enemy Huscarls.

    VALLLL HALLLLL AAAAAAAAA

    Everyone else uses this fine display of Viking prowess to get a bit of shuteye, getting rid of some of the fatigue they've picked up.

    Anglo-Dane VPs: 11

    Anglo-Danes - Turn 4

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Well, that was brutal. While they set out extra place settings in Valhalla, I use my activation dice to buff up my half-strength Ceorls and the Warlord leads them into the fresh unit of Bondi.

    Combat goes very well, and all eight of them are killed in a single turn, for the loss of only a couple of Ceorls.

    I'm feeling good about my position on the hill now, so I use my last activation die to bring the unit of Dane Axes up as reinforcements. It's slow going through the forest, but that;s no bad thing, as it means they remain within it to rack up VPs.

    Viking VPs: 8

    Vikings - Turn 4

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Hmm. Looking a bit Ango-Dane up here on this hill - can't have that.

    My chaps have a quick rest, then I use a couple of fatigue-removing abilities before the Warlord drags the remaining Hirdman into combat with the Ceorls. They win easily, but because there's so much fatigue left on them I haven't been able to get rid of it all. This lets the Ceorls knock the Hirdman's armour down a bit, so he dies in the fight.

    The Anglo-Danes are still racking up VPs, though, they've got a lot more in reserve than me. Right now, though, our two warlords are staring each other down on the hilltop - both a little tired, both a little angry, and both bound by the same rules of honourable combat...

    I'm giving you a hard stare, Anglo-Dane Warlord. How will you respond?

    Anglo-Dane VPs: 11


    Anglo-Danes - Turn 5

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Just the Warlords on the hill now, and there is a characterful rule that states if a warlord can charge another one, he must do so if activated.

    I contemplate just resting my Warlord and bringing up the Dane Axes cautiously, but I can hear the Viking taunts all the way from Sweden, so I push them forward into the attack.

    It turns out my caution was right: my forces are carrying too much fatigue to break through the Warlord's defences, and we are repulsed for the loss of one Dane Axe (who I think may have taken the blow on behalf of his warlord).

    Viking VPs: 7

    Vikings - Turn 5

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Oh. That's not so good.  I'm running a bit low on dice (the number you get is dependent on how many units you have), and I can't activate my Warlord without him having to get stuck into a fight again. Hitting the enemy Warlord is my only option, but I'm very unlikely to take him down as he's just as tough as I am.

    In the result, I manage to kill him! Oh no, no I don't - he can splash wounds on to nearby soldiers, so I merely kill a lone Dane Axeman, and then bounce off.




    Anglo-Dane VPs: 5

    Anglo-Danes - Turn 6

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Damn it, that Viking Warlord is still holding the hill by himself. I'd be impressed by the cinematic heroism, but I need him dead if I want to wrap up this victory.

    I use an activation dice to turn the Viking Warlord's own fatigue into extra attacks for me (thanks to Kraken for pointing out I could use this ability, then spend his fatigue to reduce his armour)  - essentially make it very unlikely that he'll live through the storm of axes.

    Sure enough, the Viking Warlord gets chopped down many times over, although not before dragging the two remaining Dane Axes across Bifrost with him.

    Ever seen this final fight scene? It has one of the finest pieces of Death Acting ever committed to cinema. That's what I'm doing right now.

    Viking VPs: 4

    Vikings - Turn 6

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Well, with a single dice left to me, there's not a lot I can manage. And this last unit of Hirdmen is nearly exhausted (presumably a bit discouraged after watching all their chums die). I rest them as best as I can, and prepare to lose in battle, as there's no way I'm going to catch up with the Anglo-Dane VP lead now.

    Anglo-Dane VPs: 3

    Anglo-Danes - Turn 7

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    This victory is pretty much in the bag now - the only remaining Hirdmen are too fatigued to be much of a threat to me, and I have enough activation dice to keep them that way.

    If the game was playing longer, I reckon I'd have little trouble eliminating them. As it is, I'm way ahead on points, so I just pound them with fatigue to make them stay put.

    Viking VPs: 4

    Vikings - Turn 7

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Yeah, I don't even get to rest this turn. I try to, but the Anglo-Danes use their Intimidate ability to cancel my activation! Rascals. Still, at least we're safe in this nice sacred wood.

    Anglo-Dane VPs: 7

    Anglo-Danes - Turn 8

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Nothing much to do here but rest up my guys, fatigue the enemy, and hear the lamentations of their women.

    Viking VPs: 4

    Vikings - Turn 8

    A SAGA battle report between Angle-Danes and Vikings. 4 points. Sacred Ground scenario.

    Hah! Joke's on you, we don't have any women here. Just a pack of the North's finest viking warriors, Hirdmen bred and born for battle. Who have spend the entire fight resting gently in a copse of trees. Just what kind of vikings did I bring with me here?

    Historically Acccurate ones, that's what.

    Anglo-Dane VPs: 7

    The Results

    Anglo-Danes win: 74:51

    Locker Room Chat


    What a game - and from my limited exposure to SAGA, our best yet. For the first time, we had different victory conditions than just slaughter, and that led to some interesting tactics and outcomes.

    Yeah, good stuff! It also took around an hour and a half tops. Quick system - we reckon you can probably fight a small campaign in a single evening, and fully intend to do so in the future at some point.

    Kraken was very bold to move so much of his warband against me (and thereby deny them scoring opportunities in their own zone), but since I went first, I guess the pressure was on him to get to the hill and push me off. It would be interesting to have all three scoring objectives in the centre ground, to see what difference that made.

    I should have been bolder, actually. If I'd split my Bondi 4/12, left the 12 back in the woods as a scoreboard, and taken both Hirdmen units in for that central fight. I left some behind as I thought they'd be a more reliable scoring unit, but actually they're exactly the same as 8 Bondi as well as being much better in a fight. Silly, that.

    Looking at the battle maps, it may seem like this battle was a case of running everyone into the centre and letting them mix it up. I guess the real subtly and tactics come from the activation dice and how they are used, plus fatigue (if we report future battles, I may find a way to depict them, as that's where the battles are won and lost).

    There's still so much to learn about the Battle Boards. The Anglo-Dane's ability to inflict fatigue on enemy forces helped me to hold the hill against superior numbers, but the Vikings can be ridiculously killy. I'm not even sure they need the Berserkers, as regular forces can be augmented to the same effect.

    They can also soak missile damage, and actually thrive on a moderate amount of Fatigue, as they can convert it into combat potential. Berserkers work well as a way of taking the heat off the rest of the team, as opponents tend to focus on hard-hitting yet fragile units. In a game this size, though, you're just throwing dice away.

    So the Anglo-Danes will be drinking warm Ribena from the skulls of their enemies - for tonight we are victorious! Olicrosse!

    While we'll be taking the long trip to Helheim and sucking curdled goatsmilk from a communal pail. Sorg ok dómr!



    Call The Copse!

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    Fresh from their hiding at the hands of Kraken's Chaos Gribblies, here come the dryads!

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Hi everybody!

    These are my old-school metal dryads (because of course they're old-school metal dryads). I really like the look of the more-recent plastic kits, but by the time I had regained interest in Wood Elves, the new army book had nerfed them.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Poor dryads: all bark and no bite.

    Nothing too adventurous about the paint jobs: bestial brown everywhere with a coat of brown ink, goblin green lichen with green ink, black heartwood with white highlights.

    Quick and easy: they were done a long time again when I was a) not so imaginative, b) lacking painting skills and c) in a rush to get them done.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    The early models didn't really go for the 'feminine tree spirit' vibe.

    When it came to repainting then, I settled for highlighting the darkest areas of the bark, a few touch-ups and little else because I am a) not so imaginative, b) lacking painting skills and c) in a rush to get them done.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    The one on the left can hit a high C.

    And naturally I rebased them - that's what really makes these models pop, in my opinion, and once again saves my bacon in the display department.

    The second half of this unit is an exception (despite being exactly the same models as the first). I forage on eBay quite a bit, and everything I buy goes into the Dettol Tank of Re-Education.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Where old lead is reborn to be shown new love, not matter how smelly they are (just like human newborns)

    With this unit of Dryads, however, I pretty much left them alone, This wasn't laziness (for a change), I just couldn't bring myself to erase the original work.

    "I would sooner destroy a stained glass window as an artist like yourself."

    The paint job wasn't exactly breathtaking, but neat, appealing and well thought-out. And, I must admit, a lot better than my dryads. If I was to Dettol this lot, I'd have to throw my own into the batch as well.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Stickmen will stick together.

    I still can't fathom my own luck in snagging this auction - far cheaper the than price dryads (even unpainted ones) go for these days. I guess I must have inadvertently hit the sweet spot between people offloading these models in favour of the new plastics (or because the army book was getting dated), but before these models started to be considered OOP vintage.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Antique oak right here

    And one addition to these models that I really like: green tufts have been glued to them, as lichen-y beards or hairpieces.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Last of the Mahoganycans.

    That also reminds me of the original rules for Dryads: in each round of combat, they could choose a tree 'aspect' (Oak, Birch or Willow) to become tougher, extra attacks or harder to hit. It wasn't perfect (too similar to the Wardancers' special rules) but it would have made a nice optional upgrade in the army lists. Being able to pay points to tailor a unit of Dryads could have made them viable (though I suspect it's a *bit* too late for that now);

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    Stick with us, you're almost done.

    And finally, a last dryad by a different painter that I also spared the Dettol (sentimental, aren't I?). This needed more restoration than the others, as it had been chipped badly, but it makes a nice addition.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    "I'm Stick Man
    I'm Stick Man
    I'M STICK MAN, that's me!"

    And so, completely by accident, I've ended up with a nice mixture of forest colours in my unit of dryads.

    A painting update for Wood Elf Dryads from Warhammer Fantasy Battle.
    You wouldn't want to be sat behind that Branch Nymph in the cinema.

    Despite their less-than impressive début, I have a feeling they'll be more useful in Age of Sigmar, especially as 'Sylvaneth Warhost' is apparently a thing. So I may be fielding them more often (or just get a couple of Branchwraiths to spam them out of the woods).

    Branching Out

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    Ah, the Marauder Treeman, so wonderfully chunky and so easy to paint that even a teenage Wood Elf commander could use it to bulk out his little army.

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    This used to be my treeman (used to be)
    This used to be my childhood tree
    This used to be the monster I ran forward
    Whenever I was in need

    Times change (I feel it in the water. I feel it in the earth. I smell it in the air, etc) and now these poor saps have been demoted to Treekin,

    These are great sculpts (and by my standards, big sculpts) and lovely to paint (if I remember my original, very limited, palette):

    • Heartwood: Chaos Black base, Skull White highlights
    • Sapwood: Desert Yellow base, thinned Brown Ink wash
    • Bark: Bestial Brown, Brown Ink wash (deeper into the recesses)
    • Moss and lichen: Goblin Green base, Greek Ink wash
    • Claws: Dark Angels Green,

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    Anyone else getting a Freddie Mercury vibe?


    And, back in the 90s, what better way to round up a Woof Elf army list comprised of 5 cavalry, 10 archers and Skaw the Falconer - than with a second Treeman!

    (yeah - so I don't think 4/5th Ed was a paragon of army balance either)

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    "Power gaming. Whaddya gonna do?"

    I held back on this purchase initially (because, after all, they cost £10 each!) as I didn't like the hunched over look compared to the dynamic treeman. But with the fun I had painting the first, I quickly snapped this one up.

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    Not literally snapped, this model was built to last.
    Ah, the days of PaperweightHammer

    He was painted up in equally swift time, and I really like the different silhouettes when they rank up (thankfully, they do rank up - when they were lone monsters, I didn't have to worry about accommodating the neighbours).

    I have one complaint about these models - there just aren't enough of them. That's fine if all you need are a couple of treeman to Tree Whack their way through the enemy, but once they're converted to Monstrous Infantry, I need at least three (and ideally twice as many).

    Regrettably, this meant I had to fall back on my own ingenuity...

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    Rock on.

    Yep, it's the second treeman model with the arms reversed and pointed upwards. The arms aren't built to be interchangeable, but fortunately they look tree-ish from any angle. Liberal amounts of greenstuff around the joints filled the considerable gaps, and wood is one of the easiest things to sculpt.

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    I didn't sculpt the pebble.
    It's a pebble.

    I can't remember if I positioned the arms to hold the rock, or if I added the rock because the position of the arms suggested he was holding something.

    Either way, I like it. Stone-hewing is very Entish behaviour (c.f. Isengard). As a bonus, it mimics the pose of the classic Stone Troll, and as every good scholar of Tolkien knows...

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    "Trolls are only counterfeits, made by the Enemy in the Great Darkness, in mockery of Ents..."

    So that's three treekin checked off the list, ready to embarrass themselves once again by staying rooted to the spot at the critical moment in a battle.

    A painting update for Wood Elf Treekin from Warhammer Fantasy Battle, using Aly and Trish Morrison Marauder Treemen.
    Hoom hoom, burárum, punk!

    Boiing!

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    I'm bouncing along with hobby enthusiasm at the moment (and I'll credit Age of Sigmar for that). This hasn't been matched with blog updates, because my painting desk is currently stuffed with half-finished tasks. But I finally got one unit to completion.

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    Rataplan! Rataplan!

    Squig hoppers! A novelty choice in any greenskin army, and no more so in 8th Ed, where their low initiative, poor rider profile and vulnerability to panic makes them more of a thematic choice than an optimised one.

    Mind you, they did account for themselves well against Marauder Horsemen during their last battle, and I quite like the way their random movement doesn't allow any fleeing shenanigans. Not that they're worth fleeing, but assuming the squigs do get their teeth in, they can be nasty to other chaff.

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    "Wait ... did I have a sword?"

    Of course, in AoS, anything goes, including an all-squig army (oh yes ... the Squigalanche is coming), which was incentive enough for me to slap some paint on these guys.

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    I do like the 'hanging on for dear life' idea...
    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    ... although this is the end that faces the enemy.

    Same painting recipe as before, with some amendments for the horns and gums (as my collection of brown paints continues to expand - almost as many variations as I have of green):

    • Skin: Khorne Red base, Agrax Earthshade wash, Reza Rust highlights
    • Teeth, claws: Ushabti Bone base, Agrax Earthshade wash
    • Horns: Zandri Dustbase, Agrax Earthshade wash
    • Tails: Steel Legion Drab base, Agrax Earthshade wash
    • Tongues: Mournfang Brown, Agrax Earthshade wash
    • Gums: Dryad Bark
    • Eyes: Bilious Green


    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    A lot of the squigs have direct counterparts in the squig herd
     - I don't know whether to applaud the consistency or call it lazy sculpting.
     Same recipe for the Night Goblins, and this skin tone has quickly become my favourite flavour of greenskin. I'll be sad when there's no more to paint (lucky I've still got 100 more to go, eh?)

    • Skin: Elysian Green base, Drakenhof Nightshade wash, Nurgling Green highlights
    • Eyes: Black undercoat, Blood Red dot
    • Teeth and nails: Ushabi Bone, Agrax Earthshade wash
    • Robes: Black undercoat, Shadow Grey highlights
    • Weapon handles: Tallern Sand base, Brown Ink wash
    • Weapon heads: Black undercoat, Ironbreaker drybrush, Typhus Corrosion wash, Reza Rush highlights
    • Belts and pouches: Balor Brown base, Agrax Earthshade wash

    These four are the new models (if you can call 15 years ago 'new'), and I also picked up a couple of the previous hoppers:

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    ... who look a lot more like the California Raisins.

    A slightly different breed here: these ones have horns, tails and bulbous noses. They also have more aggressive riders, who actually bring real weapons to the battle.

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    I think in the original fluff, Hoppers were Clubbers with extra bravado.

    Plenty more things to paint, so I'd better hop to it!

    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    Available in either flavour: Age of Sigmar...
    Night Goblin Squig Hopper from Warhammer Fantasy Battle.
    ... or WFB 8th Ed.


    Divers Alarums

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    So my meticulous plan to paint one tribe of greenskins at a time has not only gone out of the window, it's been fired out of the window with a cannon.

    A Goblin Doom Diver conversion from an Empire Mortar
    Ta-da!


    I started noodling around with some pieces from my bitz box, and came up with a whole new Doom Diver. I have the actual model somewhere (biding its time in the Dettol tank), but having the spare parts from an Empire Mortar, plus the original Doom Diver models, was too much temptation.

    (and credit where it's due: I got the idea from The Beard Bunker)

    A Goblin Doom Diver conversion from an Empire Mortar
    From The Great Gonzo school of entertainment.

    The front of the machine is a spare chariot side, since I didn't have enough cannon pieces for a proper chassis, and it gave it a siege-type breastwork look.

    The bit that connects the breastwork to the cannon is a prism-shaped offcut that seem to be abundant in resin kits. It already has a slight grain to it, and I added some goblin shield bosses and a few rivets (cardboard and green stuff) to show where it had been bolted on.

    The gun barrel, powder barrel and trail belong to the Empire Mortar, although because the barrel was set so far back, I had to improvise the capsquares by putting another set of handles over the barrel's trunnions.

    A Goblin Doom Diver conversion from an Empire Mortar
    I hope you're appreciating this lesson in cannon anatomy.

    I put the whole thing on a 60mm base - it was probably small enough to go on a 50mm one, but the other Doom Diver is too big for anything but a 60mm, and I wanted them to match (since they match in no other way).

    Anyway, that left me with some space to fill up. After the barrel and the mushrooms, I didn't want to clutter any more, so I tried a 'blast mark' on the back of the base (perhaps there was a second barrel of powder there, until some goblin crew got careless?).

    I used Agrellan Earth crackle paint to break up the ground, then did a freehand blast in Chaos black, drybrushing heavily over it, to break up the sharp lines. Finally, I put a rim of static grass around the blast, and dabbed at it with Black Ink, to show where it had burned away.

    A Goblin Doom Diver conversion from an Empire Mortar
    "Don't worry - gunpowder never explodes twice."

    As this would be a captured mortar, I painted over the Empire badge with an orky skull. And since I was defacing the cannon anyway, added a few 'kill strikes' along the side of the barrel (which is probably a count of goblins fired, rather than targets hit).

    Neither one stands out particularly well against the barrel, to be honest, but it's only meant to be a subtle touch.

    A Goblin Doom Diver conversion from an Empire Mortar
    The snotling on the barrel makes a good power monkey.

    I also wrapped a coil of greenstuff around one of the trails, just to make it look even more patched-together.

    The paint job is my war machine staple: a mix light browns with a heavy Brown Ink for the wood; drybrushed Leadbelcher over black undercoat, then washed with Typhus Corrosion and highlighted with Ryza Rust.

    A Goblin Doom Diver conversion from an Empire Mortar
    For best visibility, the goblin is tilted at a slightly higher angle than the barrel - but I don't think accuracy's a big factor here.

    That's the machine done, now it's time for the crew...

    Original Goblin Doom Diver
    ... or should that be: the ammunition.

    This is the second of the two original Doom Divers (the first one being shoved into the gun barrel). They are cracking models - and deserve far better than the crappy little catapults they came with.

    As these are Common Goblins (not Night Goblins or Savage Orcs), I get to try out my third style of greenskin. In this case, Goblin Green base, Green Ink wash and Nurgling Green highlights. Not massively different, but at least they look like they see more outdoors than the Night Gobbos.

    The usual colours everywhere else, although I got to break out a few new pots of paint: Dryad Bark for the wing supports; Zandri Dust for the wings (makes a nice canvas look), and Mephiston Red for the clothes.

    Red may be a bit garish, given I'm doing my best to keep colours muted, but I thought it needed something to brighten it up - and when I hit upon the idea of adding some sporty lines down one side, it made the perfect 'jumpsuit'.

    Gretchin crew from the Hop Splat Field Gun
    "This is another fine mess you've gotten us into."

    The other two hapless attendants look about as confident and cheerful as any goblin would, when tasked with operating an unstable blackpowder weapon.

    They models are Gretchin from the original 40k Ork range - crew for the Hop Splat Field Gun (a fun-sounding name for a very boring model). Aside from their morbid expressions, there isn't much to recommend them - I had to add the rammer (also from the Empire kit) and the slow match (a SAGA spear and greenstuff) to give them something to hold.

    And so completes the first unit of my Goblin Waaagh! I have a feeling war machines will be a big part of it.

    A Goblin Doom Diver conversion from an Empire Mortar
    Shoot for the Moon!

    I Get A Round

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    Blame it on Age of Sigmar (and the game of SAGA), but quite a few round base miniatures have found their way onto my painting desk. You can never have too many proxies, after all.

    Moria Goblins from Lord of the Rings Strategy battle Game
    "Or you could use us in the ACTUAL game we're meant for!"


    As well as Mordheim and SAGA, I have a fair chunk of Lord of the Rings models gathering dust. None more so than the Moria Goblins.

    As I have both the original Fellowship of the Ring starter set at the Mines of Moria expansion, it gives me almost fifty of the little buggers to paint. Half of them have been assembled and undercoated since 2001, so it's fair to say I wasn't overwhelmed with inspiration to paint them.

    Moria Goblins from Lord of the Rings Strategy battle Game
    Still, they're better dressed than their cousins in the Goblin Town set.

    No other option but to paint them fast and dirty, goblin-style. As I am usually a painfully slow painter, this is a new experience for me. I'm going to tackle these in batches of eight at a time, adding little bits in the quiet moments between painting other, more interesting, models.

    So a drybrush of Ironbreaker over the black undercoat, topped with a drybrush of Tin Bitz to make it look less pristine. Elysian Green for the skin, Vermin Fur for the cloth and a wash of Agrax Earthshade over both.

    The eyes were the one bit I could skip (and I tried): so a base of Dryad Bark and a dot of Golden Yellow for the pupil-less eyes (having no pupils adds to the inhuman aspect... and it's faster).

    The base was Astrogranite texture paint (thinnly applied - I've got a lot of them to go) with a White Scar drybrush. The rim of the base was a Vajello Charcoal Grey (since Citadel paints don't seem to go darker than Mechanicus Standard Grey).

    The whole process was quick (for my standards) and quite refreshing. I'll spare you updates of each and every batch, but expect to see them tacked on to the end of other LotR updates.

    Moria Goblins from Lord of the Rings Strategy battle Game
    Drybrush, a few base colours and a brown wash
    ... how can something so wrong feel so right?

    At least the models I use to proxy for SAGA battles will be more interesting!


    King of the Road

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     Bit of a slow few weeks - I'm back to work, rehearsing full time, and my painting has taken a hit. 40K's much-hated zimmer frame, the Dreadknight, is the latest off the production line.



    There's not much love for this thing out there, which surprises me. I quite like it, it's a nice kit with a lot of potential for dynamic posing. If tying a terminator marine to your stompy death robot isn't at least a little badass, I don't know what is.


    Crypt Angels colours, so lots of black and red. White contrasts and plenty of toothy pink on this one - the model has loads of flat spaces to brighten up, so I went slightly overboard with gums. It also helps to distract a little from all the Grey Knights iconography (the driver even has 'Grey' and 'Knight' stamped on his knees), which I wanted to paint in but not be too eyecatching.


    The left hand bears a slightly more evil sword than the box option. Nagash has sent his Mortis Blade out on loan, which helps give a slightly more chaotic feel than all the inquisitorial gubbins the Dreadknight usually has.



    The right wrist has a choice of guns. No magnets yet, it doesn't really seem to need them and I don't trust my hacking skills. It's also not glued together at the waist, so it can twist a bit. Or be broken in half for ease of transport.




    The base got a tarmac look when I put the spray paint on over a slightly damp PVA/sand mix, so I used a bit of masking tape to put road markings on it. There are some cracks sliced in with a craft knife to make it look like the road surface is cracking under the weight, but the paintjob didn't really bring them out very well.


    Once it was all done, it still looked a bit dark. I went back and put some lighter areas on the belt and wrists for contrast. Too much white and the red/black mix starts looking like Black Templars, though, which is not what I'm after.

    Damn established Chapters! Taking all the good palettes. 

    Painting Guide:


    • Blacks - Chaos Black Spray, Eshin Grey and Longbeard Grey drybrush, Nuln Oil to finish
    • Reds - Khorne Red, Whatsit Crimson wash, Wazdakka Red and a tiny bit of Wild Rider red highlighting
    • Yellows - Averland Sunset, Agrax Earthshade, Golden Yellow and Bad Moon Yellow streaking, Hexos Palesun drybrush then the former mixed with White Scar on top
    • Whites - Rakarth Flesh, Pallid Wychflesh layer
    • Gums - Emperor's Children base, Tentacle Pink and Changeling Pink layers
    • Teeth - XV88, Agrax, Ushabti Bone, Tyrant Skull and White Scar layers
    • Silvers - Leadbelcher, Nuln Oil, Runefang highlights
    • Brass - Tin Bitz, Brass Scorpion, Agrax, Runelord Brass, a touch here and there of Runefang
    • Blue - Deadly Nightshade, Teclis Blue with Etherium Blue highlight
    • Road Stripe - Pallid Wychflesh, White Scar over the top


    Space Marine Grey Knights


    In the background, I have also done a pair of dwarves...

    I was feeling pleased with the paint until I realised he looks a bit like Superman.


    Another dwarven cleric, adventurously using a hammer. Outside the box, this one.


    It's okay, I got this.

    You. Might not. Pass. 

    ...and retouched the Desert Thing until I was happier with it.

    Green and wriggly. 

    Bit of blending inside the mouth, to make the gullet look a tiny bit deeper. 

    The Reaper base it sits on lets it plug into a Citadel Wood, handy for marking Mysterious Terrain. If you still do that kind of thing, of course. Not so useful for AoS, which all the cool kids play these days.

    I sure do.

    No Such Thing

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    But who is this creature with terrible claws?




    And terrible teeth in its terrible jaws?
    Its eyes are orange, its tongue is black,

    It has purple prickles all over its back!

    Oh help!
    Oh no!


    It's a GruffalTroll!

    It's a measure of how much parenting I've been doing that I didn't notice which paint scheme I'd been secretly following until after I was done. Damn insidious kids' books, getting inside your mind. The actual Warhammer version of the Gruffalo starts 'A Grey Seer took a stroll in a Sylvaneth Wood...' and goes rapidly downhill.

    This is actually a Kallaguk, King of the Trolls, another rubber Reaper piece. Faintly fishy looking, and therefore in soothing aquatic blues (Deadly Nightshade layered and drybrushed up through Stegadon Scale Blue to Skink Blue). I tried something clever with PVA glue and the base, aiming for sticky transluscent mud, but it didn't work and needed to be redone.

    More Space Marines shortly!

    Boiing! Boiing!

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    And with this model, I conclude my squigmania...

    Forge World Night Goblin Warboss on Great Cave Squig
    "G'day. My name's Bruce..."

    My first purchase from Forge World, and I can't say I'm disappointed. The Night Goblin Command Set comes with three models, and while I'll get around to the Battle Standard and Shaman eventually, it was the Night Goblin Warboss on a Great Cave Squig that really drove my purchase.

    Forge World Night Goblin Warboss on Great Cave Squig
    We've come a long way. We've been through a lot. We've learned how to bounce.

    Assembly was easier than the Mangler Squigs, either because it was a better quality cast, or because I'm getting better with resin (and gave it a proper soapy scrub before undercoating). I was still surprised how much greenstuff was needed to smooth out the joins, most notably around the horn and jaw (I would have though something so precision-cast would have fitted together better than that).

    Forge World Night Goblin Warboss on Great Cave Squig
    As Papa would say: "You're hot, then you're not, You better learn to bounce."

    And on the subject of the jaw - I'm not sure it was absolutely necessary to sculpt such a detailed mouth and tongue, and then have you affix a lower jaw so none of it can be painted, or even undercoated. Once I'd primed the model, I could still see the resin tongue in there, defying any attempt with my brush to reach it. I had to resort to practically sticking the aerosol nozzle in the damn thing's mouth to get it sprayed black.

    (A clever modeller might have undercoated and painted the mouth, then glued on the jaw - but look into its maw and tell me you would have seen it.)

    Forge World Night Goblin Warboss on Great Cave Squig
    You hit a few bumps, You make a few gaffes, You learn how to bounce.

    Enough grousing, the model itself is a beaut, and totally worth the price of admission.

    I wanted this model the moment I saw it (aided by the fact that its opposite number in the GW range must be the worst greenskin miniature I've ever seen). And painting it up close showed a lovely amount of detail (the rags of chainmail acting as barding; the dwarf pigtail and odd bones hanging from the rider's belt; the teeth, horn and tusks).

    Forge World Night Goblin Warboss on Great Cave Squig
    You take a few lumps, You have a few laughs, And all the while you bounce.

    My usual painting recipe for Night Goblins and squigs, although I tried to take a bit more care over this one. For instance, I applied the Typhus Corrosion judiciously over the metal, rather than plastering it all over.

    The great cave squig also has armour plates that have clearly been scavenged from actual knights, so I had a try at making those distinct with heraldry: chequerboard, yellow-and-iron; blue-and-white quarters with a golden twin-tailed comet (gets around, doesn't it?) and, in probably my least successful attempt, some freehand fleur-de-lis.

    Forge World Night Goblin Warboss on Great Cave Squig
    With someone to give you a hand, you not only live, you expand. You learn to adjust. You do what you must...

    I've seen it used to good effect (or at least comic effect, which is the same thing with greenskins) in 8th Edition battles - Night Goblin Monstrous Cavalry! What's not to love?

    The AoS warscroll seems decent enough, if a little conventional (in the initial Age of Sigmar app, it appeared to have a typo that armed the rider with Ghal Maraz - now sadly corrected), but I'm sure I'll put it to good effect somewhere.

    Forge World Night Goblin Warboss on Great Cave Squig
    ...Bounce.

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