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A Cult Above the Rest

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I like painting cultists.



GW do good ones, fair play to them. These are better than GW ones - they're a really good kitbash that combines the Dark Vengeance Chaos Cultist troopers (themselves a mashup of Imperial Guard and Guys Wearing Potato Sacks On Their Heads) and Empire Flagellants, with a few bits of scratch building thrown in for good measure. Do I detect the dark hand of General Leofa at work here?

They aren't all conversions, but you have to look closely to spot the untrimmed ones.


Loyalist Smarines don't have much use for cultist models, I suspect, which throws the entire bent of the Crypt Angels into doubt. Unless they're Scouts? Anyone buying that?


This one has wires coming out of his head. I think he's remote controlled.

The dude in the trenchcoat is a particular favourite, especially with his firey headgear. I think I might like to be him when I grow up. This may happen any day now, it's very overdue.

When Beehives Go Wrong

Cultists used to get led about by Chaos Champions back in the day. I don't know if that's still the case, but I put one together all the same. There were three copies of the Chaos Chaplain model from Dark Vengeance lurking in the box Kas gave me.


I've already done the vanilla one. This one has a simple head and weapon swap - a role-appropriate Chaos Marauder head and a Heroquest Skeleton scythe weapon. I still have some HQ skeletons with intact scythes, which always surprises me. I've used a lot of them in conversions over the years.


They've got wheels, too. Another vintage Rhino, bristling with tiny conversion bits and painted-on gums, as is standard for these things.


Crypt Angels - And They Shall Know No Floss

No painting guide for these guys. If you've been following previous Crypt Angels updates, you know what I'm using. The army ought to have a great deal of conformity by the time I've done. And I won't have any black paint left.

We were throwing out a broken suitcase earlier this week. It contained a dreadnought arm. Lucky escape, that.


Yes, I have Reaper models for this week.


This guy will be filling the Blue Dragon slot in my Chromatic Dragon Collection until I manage to get an actual dragon. I'm pleased with his sword, it came out well. The base is a bit drab, though. Blue Dragons live in deserts, according to the Monster Manual. Sand is well boring.


The other guy takes his fancy dress seriously.


Some sort of aquatic priest, this bloke, quite convincingly disguised as an angler fish. Although maybe it's actually a giant angler fish priest (or Monkfish) that's just eaten someone, I'm not sure. The shoulder pads turned out nice - Tin Bits works well with Runelord Brass highlights, it seems.


Ruddy Gor

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The time for proxies is past - behold the first of my purpose-built, round-base Age of Sigmar miniatures!

Beastmen Gor for Age of Sigmar, Realm of Ghur
I once was as weak as a newborn lamb...

(Not that many of them, I'm afraid - new Age or not, I still don't paint that fast)

The look of the Gor has appealed to me for a while now. What didn't appeal was having to buy and paint 40-60 of them, then add a further 20-30 Besitgor, then some Ungor, then some Chariots, just so I could get a game with them.

Not that I've got anything against big armies - only I've already got four of them on the go, at various stages of completion, and I had no interest in starting another army project until I'd made some headway into my considerable leadpile.

And the leadpile's bigger than I thought. When I opened the box, I realised this was the first of the 7th/8th Ed plastic regiments I'd ever painted (gosh - maybe I really did kill WFB, like they said).

Beastmen Gor for Age of Sigmar, Realm of Ghur
My eyes are fully open to my awful situation...

I reckon this '8th Edition paralysis' was one of the key factors in Age of Sigmar's 'anything goes' policy. This box of Gor miniatures may be one of the quickest turnarounds of 'buy it, build it, paint it' I've ever done. It became very easy once I thought of them as just a nice set of models, rather than 1/4 of a regiment I had to slog through just so I could get an army started.

They may be the only Gor I paint (which, even in AoS, isn't optimal, but what the hell), and I think I might use this warband as a dumping ground for whatever beastie or gribbly I've fancied painting, but couldn't fit into my regular armies. That could feel both beastial and chaotic (more so than 100 goatmen in orderly ranks after all) - and it would even fit into the Mortal Realm theme.

Age of Sigmar - Realm of Ghur

I've already got a painted sorcerer on a round, plus a few thugs and ratmen. Throw in the monster currently on my painting table and I've got myself a 50-wound force. In fact, it sounds not too dissimilar from the way warbands were organised back in The Lost and The Damned - funny how we've ended up back there.

Beastmen Gor for Age of Sigmar, Realm of Ghur
When the footpads quail at the night-bird's wail, and black dogs bay at the moon...

I'd better remind myself of the painting recipe, just in case I go for the full herd:

  • Skin: Vermin Fur base, Agrax Earthshade wash, Cadian Fleshtone highlights
  • Fur: Mounfang Brown base, Flesh Ink wash, Ryze Rust highlights
  • Horns and claws: Zandri dust base, Agrax Earthshade wash,
  • Hooves: Steel Legion Drab base, Agrax Earthshade wash,
  • Weapon hafts: Tallern Sand base, Brown Ink wash
  • Weapon heads: Chaos Black base, Leadbelcher highlights, Tinny Tin highlights
  • Amulets: Dryad Bark base, Tinny Tin layer
  • Belts and straps: Balor Brown base, Agrax Earthshade wash,

And, of course, plenty of Blood for the Blood God over the top. Splatter effect created by dipping a toothbrush into some paint, then dragging an old knife over the bristles. Didn't turn out too bad, although I was being conservative, not to mar the paintjob. Any heavier bits of blood were added with a brush.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Nobody could conceive a worse 'un...

For the bases, I wanted to try something new. I went for snow effects, as there's something very primitive about blood on snow (if you have't seen Frozen Planet's wolf vs bison clip of an hour-long battle between predator and prey, it's a very humbling view of nature - not to mention freaking awesome).

To begin with, I based with sand and rocks, then sprayed with Chaos Black and covered with a wash of Brown Ink. For the snow, I mixed equal amounts PVA glue and Bicarbonate of Soda, with a touch of white paint, then globbed it over the base as required.

I then dumped a whole load more Bicarbonate on top of the wet mixture, and left it overnight, before shaking/dusting off the excess (which was most of it, but I think this is to add a powdery top to the mixture).

Beastmen Gor for Age of Sigmar, Realm of Ghur
And happy the filly that neighs in her pride...

And that's my first Chaos figures done. To think it only took three-and-a-half years for The Lure to get me.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Observe the unpleasant result!

The Original Bad Guys

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The big orc, spear in hand, leapt after him. But the tracker, springing behind a stone, put an arrow in his eye as he ran up, and he fell with a crash. The other ran off across the valley and disappeared. For a while the hobbits sat in silence.

At length Sam stirred. "Well I call that neat as neat," he said. "If this nice friendliness would spread about in Mordor, half our trouble would be over."

"Quietly, Sam," Frodo whispered. "That is the spirit of Mordor, but it only happens when they roll a result of 1 on a D6 for their Animosity Test."


Mordor Orcs
It was all there in Tolkien...

I finally get to correct that shocking omission in my collection of greenskins - the Mordor Orcs!


These come in a set of twelve - no multi-pose, but they're all nice plastic sculpts, so good for a one-off project. In the game, they're cheap and expendable so if I had to paint them in the numbers actually required for scenarios, I'd probably get bored. But they'll mix up nicely with the Moria Goblins, which is how I think they should be.

Mordor Orcs
They're not mould lines. They're really long scars.

A mixed report to the plastic cast - very detailed in some places and completely lost in others - but at least that gave me an excuse to rush through it. A black undercoat, drybrushed with Ironbreaker and Tinny Tin. I then used every pot of brown I had, to give them a dirty look without any bright colours to lighten them.

Mordor Orcs
With Agrax Earthshade over everything, because obviously.

A new recipe for orc skin: Castellan Green with an Agrax Earthshade wash and a Elysian Green drybrush. I like it, and it may reappear when I finally get around to my GW Orcs.

Mordor Orcs
The only orc archer I have. So blame him for killing Boromir.

In terms of the look, I think they've gotten pretty close to how I would have imagined Tolkien's orcs to be. The clothes, weapons and armour all have that scavenged, thrown-together look and even the orcs themselves appear different from each other. The only issue is that the orcs are often described with long, ape-like arms, and these ones just look like New Zealand extras in prosthetics.

Mordor Orcs
In case the allegory isn't sinking in, the orc on the right is wearing a Wehrmacht helmet.

There's only one conversion: the set I got had two versions of the battle hammer + shield orc, and was missing an archer. Luckily my Gripping Beast set is a good match for scale, so I swapped his weapon hand for a sling.

I resulting pose does look quite sling-like (which is where a lot of actual sling models fail), with the added bonus of resembling an orc whip.

Mordor Orcs
Where There's A Whip, There's A Way

Seriously ... you should go and watch the Rankin Bass cartoon of Return of the King, which involves an orc musical number about whips. It's not a great cartoon, but it's a lot shorter than the Hobbit prequels.

And for more crimes against freehand, I did some work on the shields.

Mordor Orcs
"The Orcs in the service of Barad-dûr use the sign of the Red Eye... kind of."

These will be all the Mordor Orcs I'll paint ... enough to pad out a combined force, or just provide some disposable minions.

Mordor Orcs
This should be enough to give the Three Hunters a five-second workout.

And because I've not allowed myself to post any LotR updates without adding more goblins...

Moria Goblins
Moria Goblins
Moria Goblins
Moria Goblins

... MOAR goblins!

Spot the Difference

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You may remember last week's post. Well, I enjoyed it so much, I have done nothing different for this week's post.

So it's another ten cultists, a Crypt Marine to lead them and an APC to get them into the thick of things. Where they'll die in droves, what with being useless cultists and all.


The bunch I picked (pretty much at random) turned out to have several near-identical models in it. Weapon swaps and minor conversions to keep them looking different, of course. I tried to use the paint to keep them looking different too - what do you think?

Rob and Bob

Ned and Ted

Chun-Li and Cholmondley

I experimented a bit with white face paint for some of these guys (or even just white skin). This is because I saw Mad Max: Fury Road recently, and keep seeing Warboys in my sleep.

Valhalla Beckons!
Pallid Wych Flesh is just a step too far away from Dwarf Flesh or Ratskin, though, it looks wrong to me. The champion in particular either needs touching up or a job with KISS. He's another chaplain conversion, this time with a Chaos Knight shield and a power glaive made with a Heroquest Orc falchion.

I was made for loving you, baby

This week's Rhino has a heavy flamer, but is otherwise fairly unremarkable.



 And I'm so dedicated to replicating last week's models that I even managed to locate a rogue bit of Dreadnought lurking in the cupboard:


 Where I fall down, though, is the Fantasy Guest Star. No more dragon men or fish priests left, so merely this dungeon gribbly instead.


I believe this grabby snake thing is a Grisk, but I'm not totally sure. My daughter refers to it as 'the Cuddle Claw', and she's probably right.


 Finally, in preparation for a weekend visit from their owner General Kas, here's the Full Army Shot in progress for the Crypt Angels!

Hi-yaaaa, Termie

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Shield Wall!

Which is of course how Miss Piggy greets the First Company of any given Space Marine chapter.




This week sees the first of the Crypt Angels in Tactical Dreadnought Armour. There's plenty more of them to come, delivered by hand by Mighty Kas himself only last week.


They're conversions, as always - a mix of Grey Knight bodies with weapons from the Dark Angel Deathwing Knights kit. Massive power weapons and shields are the order of the day, then.


They're nice models, but I don't have much to say about them. Seen one Terminator, seen them all, in general - although I enjoyed painting them, and it's fun to see how much bigger they are than my only remaining Terminators, 80s lead ones.

I Have The Power! Mace.


Standard paintjob for the Chapter - sprayed black, drybrushed with greys, then the red and brass painted in afterwards.


As Kas was here, we did a bit of gaming. Dwarf King's Quest is nearly ready to ship (supposedly), and we were both hankering for some dungeon bashing. So we did a co-op raid on a Bugbear fortress, using Pathfinder rules. The set-up was a time pressure attack, to kill the leader of a goblinoid bandit clan before they could attack a passing refugee caravan.

Using level 6 characters, we randomised the contents of four dungeon levels. I got over-excited, and once we'd picked models I started basing them before we'd even rolled their stats.

Call me Little Red Riding Hood once more, and I'll shank you.

Level one saw us trying to find the secret entrance to the fortress, guarded by lots of rubbish goblins and one super-hard Bugbear Barbarian, who almost wiped us out after we miscalculated his threat rating.

Apparently he was probably the equal of the party all by himself. Oops. 

We didn't manage to kill him, just fled before he wiped us. He did take an arrow to the knee, in the process. Which was nice.

Level two was a sneak through a treasure-laden dungeon, the lair of a massive Black Pudding. We didn't manage much sneaking, it spotted us and we scattered. My Barbarian scattered the wrong way, into the darkness without a lantern, and got eaten in short order.

Sometimes you eat the pudding, sometimes it eats you.

A man down, we stormed through level three - a heavily locked and guarded door. Kas's Summoner gave us all invisibility, and with the aid of that, my Halfling Rogue picked the locks, stabbed the nearest guard in the back, and everyone else ran for the exit before the garrison arrived.

This guy carries his anvil to battle on his back. This is not a good example of practical thinking.

On the final level, we faced the (randomly generated) boss - a two-headed troll. It tore Kas's Dwarven Warpriest in half before we could do much about it, but between the impregnable mage armour of the Summoner and the flanking sneak attacks of my Rogue, we managed to floor the regenerating horror long enough to administer a coup de grace.

Summoner! He killed the boss, so he gets the extra time spent on the paintjob instead of levelling up.
I'm not usually a fan of light sourcing. I reckon it usually only looks good if the model is placed in the right lighting conditions - these photos show that it works, certainly. But that's with the benefit of a bright flash. The rest of the time, he looks a bit too dark and rather weirdly coloured. I'm glad I tried it, though, it's good to know it wasn't as difficult as I thought it would be.

So Fantasy is rather top place, this week - I shall get back into the Marine backlog next, with some vehicles and Tac squaddies.

A Cock And Trice Story

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The monster I alluded to a few weeks ago has finally been finished. It takes longer when you daren't look the creature directly in the eye.

Chaos Cockatrice for Age of Sigmar
Watch the birdie!


It's the Cockatrice! That poor maligned monster of 8th Edition - introduced in Storm of Magic, but not featured on Forge World; not included in the Warriors of Chaos army list, but hidden away on the website. Before the AoS re-categorisation of all the races, I'm sure the only way to find this model was via search engine.

A waste of a cracking model - but it's been reborn in Age of Sigmar, fully-integrated into the Warriors of Chaos army, with its own WarScroll and everything.

Chaos Cockatrice for Age of Sigmar
... and see it coils so well around a round base!

This monster is part of my 'what the hell, I just like the model' policy in Age of Sigmar. I'll throw it in with my Beastmen Gor, add in some other recent acquisitions (dun dun daaan...), and see how it goes.

Painting this was a new challenge, not least because I don't usually paint large winged monsters. I was also trying to balance the look of a creature that was obviously magical and unnatural, but with some colours that were grounded in reality.

The key element was the plumage - it's a real focal point of the model, one of the reasons it caught my eye, and it gave me an excuse to break out my Hawk Turquoise (I love that colour, I need to find more things to paint with it).

Chaos Cockatrice for Age of Sigmar
Remarkable bird, the Norwegian Blue. Beautiful plumage!

The basic idea was to make the body fairly plain, and just improvise with the feathers and tail.

  • Plumage: Hawk Turquoise base, thinned-Blue Ink wash, Caledor Sky drydrush, Caledor Sky/White Scar drybrush
  • Feathers: Emperor's Children base, thinned-Red Ink wash, Emperor's Children drybrush, Drakenhof Nightshade wash, Ushabti Bone drybrush
  • Tail: Scab Red base, Nuln Oil wash, Mephiston Red drybrush
  • Beak: Dryad Bark base, Dryad Bark/Golden Yellow layer, Golden Yellow layer, Yriel Yellow layer
  • Talons: same as Beak, but with Agrax Earthshade wash
  • Tongue: Worm Purple and Emperor's Children layer
  • Body: Zandri Dust base, Agrax Earthshade wash, Zandri Dust drybrush, Ushabti Bone drybrush
  • Wings: Balor Brown base, Agrax Earthshade wash, Tallern Sand drybrush

For the yellow beak, I thought I'd branch out from my usual 'wash n' drybrush' routine and try some layers (that every other painter in the hobby seems to do). I started with brown, then worked my way up with yellows. I'm not sure it made any more difference to throwing on brown ink, then drybrushing, but it's early days.

Chaos Cockatrice for Age of Sigmar
This is why the Cockatrice is always shown in profile.

For those interested in mythology, a Cockatrice appear to be pretty much the same species as a Basilisk (an egg laid by a rooster, hatched by a toad, with a deathly stare), except Basilisks have no wings and better casting agents.

Chaos Cockatrice for Age of Sigmar
"I could have been in that Harry Potter movie, you know..."

Anyway, I'm glad to finally have this one done - it's been on my wish list for a long time, but I never had the spur to get on and buy it. So I've got Age of Sigmar to thank for it.

Chaos Cockatrice for Age of Sigmar
But I'm still hedging my bets, so I magnetized the model and gave it a Chimera base too.

More Bull

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Duh dum.
Durrh dum.
Dum dum dum dum dum dum dum

It's not a competitive spirit that had me painting up a pair of gribblies this week. I'd prepped them for paint before I read Stylus's splendid Cockatrice post, but it certainly inspired me to do something monstrous.



Cheese.

These two are both classic DnD monsters, courtesy of Reaper. Reaper has a lovely habit of avoiding copyright disputes when it names its minis. This is, for example, a 'Burrowing Horror', a nice non-specific name that could be anything. 


I'm sure it's pure coincidence that this happens by chance to resemble a Bulette, or Land Shark, an armadillo-ish tunnelling monster that's been around in DnD for some years. He's a nice chunky, grinning sculpt either way, and was quick and fun to paint.

Painting Guide:


  • Base: Steel Legion Drab all over, then Agrax Earthshade all over
  • Talons and Teeth: Ushabti Bone, Nuln Oil on the teeth and Agrax Earthshade on the claws
  • Crest: Lined with Rhinox Hide, then layered with Ushabti Bone and drybrushed with Tyrant Skull
  • Flanks: Once the Agrax was dry, a drybrush of Zandri Desert and a little Tyrant Skull
  • Eyes: Abaddon Black with a big blob of 'Ardcoat. 


Elsewhere, a large Brass Bull.


Another very quick paintjob. This one, despite his name, might feasibly see use in DnD as a Gorgon. DnD only rarely ignores classic mythology when raiding it for inspiration. Gorgons in DnD are bovine beasts covered in metal plates, and they breath clouds of green, petrifying gas. Dunno why they decided on that particular twist, but there you go.


Painting Guide:


  • Base: Abaddon Black
  • Scales: Balthazar Gold, washed with Druchii Violet, then layered with Balthazar Gold again, then drybrushes of Auric Armour Gold blended with Balthazar, Runelord Brass or Runefang Silver. 'Ardcoat to finish. 
  • Hooves and Horns: Typhus Corrosion, Leadbelcher and Runefang Silver
  • Tiles: Either Ungor Flesh or XV88 base, washed with Reikland Fleshshade and then drybrushed with Tyrant Skull. Wazdakka Red or Altdorf Guard Blue squares, then another layer of Tyrant Skull afterwards
  • Eyes: Wazdakka Red, Wild Rider Red, Trollslayer Orange and Golden Yellow, all inexpertly blended together in a rush so they came out as a mid-red with no discernible layers. Good, job's done.


Two very quick paintjobs, really, nothing elaborate but both quite satisfying to do. I've not had much hobby time this week, and what little I've had has mostly been spent gluing rank upon rank of Crypt Angels together. I've nearly done all of them now, just a squad of Raptors and some kind of flyer left. It's fun too, in a different way, but it was good to get a little painting in too.

I'm Lycan It

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"Once more into the fray,
Into the last good fight I'll ever know,
Live and die on this day,
Live and die on this day."

Forge World Skin Wolf
"What I do have are a very particular set of skills..."

Continuing my theme of 'things I wanted, and needed the excuse to buy' - Forge World Skin Wolves!

These will be the Monstrous Infantry part of my Chaos Beast army - until their actual warscrolls come out, they could be proxies for Minotaurs or Trolls (although to really mix things up, I reckon the Crypt Ghoul warscroll is the best fit).

To wind it back to 8th Edition, their Storm of Chaos rules are pretty tasty, although I'd have to accomodate the bigger bases - there isn't a chance in hell they'd fit onto a 40mm round (they barely fit on the 40mm square), so I popped these guys onto 50mm rounds.

Forge World Skin Wolf
Forge World actually supplied them with 60mm rounds, but you have to draw the line somewhere.

Anyway, they're lovely models that went together pretty well (although I'm still not a fan of all the hacking and clipping required to remove the sprue bits and flash - the price you pay for resin, I suppose).

Painting them wasn't too bad, given that they're mostly animal (with a modesty-protecting loincloth added). My intention was to try and tone down the 'torn-away' skin so it blended with the grey flesh beneath.

  • Grey flesh; Dawnstone base, Nuln Oil wash, Space Wolf Grey drybrush, White Scar drybrush
  • Torn skin: Cadian Fleshtone base, Nuln Oil wash, Kislev Flesh drybrush, Dawnstone drybrush
  • Fur: Dawnstone base, Black Ink wash, Space Wolf Grey drybrush, Zendri Dust drybrush
  • Loincloth: Zendri Dust base, Agrax Earthshade wash, Ushabi Bone drybrush
  • Belt and cuffs: Leadbelcher base, thinned-Black Ink wash, Ironbreaker drybrush, Tinny Tin highlights
  • Tongue: Emperor's Children base, Agrax Earthshade wash
  • Blood for the Blood God: bloody right.


Forge World Skin Wolf
Placed second at Crufts
(points were deducted for eating one of the judges)

Despite the plethora of werewolf models out there, these are the first ones that really caught my eye. I think television and movies similarly struggle to achieve convincing werewolves - vampires seem much easier, I guess because all you need is a light foundation, false teeth and evening wear.

With these, the conceit of the previous owner's skin hanging off them is a nice character touch - and I think the fluff on these ones implies they know about their curse, hence the wrist and waist manacles (rather than have them wear torn-up 'hulk pants').

Forge World Skin Wolf
"Ohh... they're just like Jacob!"
(Mrs Stylus knows how to kill my hobby in one sentence)

Unlike the patchy snow on my Cockatrice (not sure why I was so frugal with the Baking Powder there), I went to town on these bases, giving myself a nice canvas to flick blood over. I still haven't got the hang of how to properly flick my paint-soaked toothbrush, but enough spatters ended up on the base.

Forge World Skin Wolves
A couple of pedigree chums.

I've got a couple more to go before the pack is finished, but I'll just take these for a walk around the block.


Ready, Aim, ... Fulminate!

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It's been a long time coming, but Dwarf Flame Cannons are now awesome!

Dwarf Flame Cannon for Warhammer Fantasy Battle
Flame On, bitches.



The 1993 model was always fantastic: a steampunk barrel of volatility, crewed by three of the burliest dwarves you'll see. A shame that the rules, starting from 4th Ed, weren't much snuff compared to the stalwart Cannon, or spleen-ripping Organ Gun.

But now... it's an Age of Sigmar mortal-wound dispenser of fiery death, and it only took four edition updates and the death of the Fantasy world to get there.

Dwarf Cannon Crew for Warhammer Fantasy Battle
Well worth it, don't you think?

I remember buying this model (new off the shelf, there's a novelty). It was on a trip to Manchester in the mid-90s and I had, in my own head, completed my first fantasy army. It just needed one more war machine to round it off.

The ever-helpful GW staffer was trying to draw my interest to other dwarf models. "Oh no," came my confident reply, "this will take my army up to TWO THOUSAND points - I won't need to buy any more after that!"

Dwarf Flame Cannon for Warhammer Fantasy Battle
Ahh ... for a time machine and whack over the head with a Reality Stick

It should come as no surprise that my first paint job exactly resembled the box art, but during my first repaint of the Dwarf army, I brought them in line with the blue-yellow-white scheme of my other Dwarves.

(hang on ... first repaint? Am I stuck in some kind of Forth Bridge loop where I repaint my Dwarves every time I get a better idea about their look?)

Dwarf Flame Cannon Crew for Warhammer Fantasy Battle
He brings his pet cannister to every battle.

The original crew have been removed and given special duties - they're so large they make all the other war machine crews look diminished (even by dwarf standards). Fortunately there are two good crew from the latter flame cannon model that fit perfectly. The third one is a much older spare from the old bolt thrower, stuck on a metal step from the old cannon.

The Golden Yellow is unique to the war machine crews (I reckoned it would give them some unity, as well as acting as some kind of 'keep back' sign to the other dwarves), with Ultramarine Blue to match the rest of the army's theme.

(although now looking at this model, I realise I originally painted them yellow and red, to match the gun barrel - oh god, how many times am I going to repaint them?)


Dwarf Flame Cannon Crew for Warhammer Fantasy Battle
"Change it up! We haven't tried magenta yet!"

Anyway, for the final, final repaint, I removed their brown rocky bases and gave them the same grey rocks I'm integrating into all my army. I also switched the flame cannon's 50mm square base for a 60mm round one - not from any deference to Age of Sigmar, but because I've decided I like war machines on rounds (easier to swivel and aim), and it was struggling to stay on the 50mm one.

Dwarf Flame Cannon for Warhammer Fantasy Battle
Before: Rocky Road

In fact, this was how the model got pushed to the front of the queue: I'd stolen its base to make a chimera footprint for my Cockatrice. I felt sorry for the poor dismounted thing, and it's not as if my dwarves couldn't do with some attention.

Dwarf Flame Cannon for Warhammer Fantasy Battle
After: Ragged Rock and Round

Oh yes, and I added some freehand runes on the front, but the less said about them the better. They look okay in person, it's just that damn digital camera that makes it look like I drew them in crayon.

Until next time: Flame Off.

Caution: Do Not Keep In Glass Houses

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After I rebased one Dwarf war machine, the chance to do another seemed just a stone's throw away.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
The Great Rock of Grudges



The Dwarf Grudge Thrower - originally known as a Rock Lobber when it came out with the 1999-2000 range. I reckon this was the high point for Dwarf war machines: more detailed and stylised than the earlier ones, and better than the current 'without-wheels' range.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
"Ye cannae push a Thrower with no wheels ... you'll have to toss it!"

The crew are a nice addition, each using tools unique to a stone thrower, rather than generic loaders: a mallet, a rock (naturally) and a sextant.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
Some kind of range finder anyway. That's the sextant of my knowledge.

These were also repainted to match the blue scheme. I had a theme of blue = traditional blackpowder (cannons), red = experimental machines (flame cannons, organ guns, gyrocopters), green = torsion machines (rock lobbers and bolt throwers), all matched against engineering yellow. But when I took a step back, it looked like a travelling circus, so I repainted the green into blue.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
I bear no grudge. Apart from this one, obviously.

When it came to rebasing them, I added a bit of freehand - there was a golden plaque on the front of the machine that was just crying out for some runes (plucked at random from the Engineering Runes page of the rulebook).

I also added some grudge runes on the rocks themselves - the equivalent of chalking insults onto artillery shells.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
Before: square stones

As well as switching to round, I also upgraded from a 50mm to a 60mm base - which was just as well, because the Grudge Thrower was just about clinging onto the edges.

Dwarf Grudge Thrower for Warhammer Fantasy Battle
As a small rock, I used to be frightened, but now I'm a little boulder.

That's enough artillery for a while - next up: more beasties!

Mostly Grey Knights

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In the spirit of motivation, I decided to rank up the remaining Crypt Angels once I'd finished assembling them.


I'm not going to claim this operation was a complete success. Yes, there were plenty of good models that I got that 'ooo I know what I can do with this guy' feeling, the one that makes me leap towards the paint box like Michelangelo did when GW released their Sistine Chapel of Skulls kit.



Funny - I think 40K models take longer to paint than WFB, somehow. Back when I was doing those Elf armies, for example, I seemed to get through twenty or more a week without too much bother. These guys seem to drag out somehow, so that even just five pad the week out plenty. I must be getting old. 

There being plenty of models was also kind of a downer, though. That's a lot of grey on the table right there. I thought I was already over halfway, but that's clearly optimistic. Michelangelo is apparently noted for saying 'Lord, grant that I always desire more than I can accomplish'. I think he was probably talking about Space Marines as well.

Ah well - chelping over, on with the show!

And what a show it is.

Having ranked them up, I felt obliged to knock some down. A fairly standard group of Tac Marines, these guys only deviating from previously established norms by having purple squad markings on their left shoulders. This may mark them out as members of the 7th Company, if you're feeling canon.


This particular quintet were all assembled from battered and armless remains. Two of them, including the sergeant, had pre-existing paintjobs. Paintjobs that resembled a good dipping in tinted PVA, I might add, so some of the details, like the sergeant's face, were looking pretty smooth.

Burns Victim.

The same was true of these bikers, who are much more fun to paint than I expected. Marines aren't generally the most inspiring troopers to grind out, they're terribly samey (and I speak as someone who painted 40 Dark Elf spearmen in a week once, so I know from samey). Slapping a bike under one, I thought, would make it feel like two Marines for the price of one. But no - having armour panels to give nice blocks of red livened them up a bit, as did the instrument panels. Fun.

Sergeant Coward always wears his red velvet smoking jacket to battle.

I start to think purity seals might be a bit like cub scout badges. Needlework, knot tying, driving over little old ladies in the road, that kind of thing. 


Oh, bloody hell. Now I'll need to ask the Techmarine to glue it back on.




The attack bike was missing a big gun, which makes the sidecar all the more pointless. This multimelta is an upside-down Hellbrute arm; the spikey bit is from the Chaos Land Raider, and features a Necron head. Nice touch, if you like your trophies to reanimate and sporadically teleport reinforcements in.

In case the sidecar doesn't have enough gun, the driver has a plasma gun too. I think that's probably illegal, but the metal body was the only one who fit the metal legs on the chassis properly.


Painting Guide:


  • Reds and Blacks - standard Crypt Angel practice, with Chaos Black undercoat and then hearty drybrushing with Eshin Grey and Longbeard Grey before anything else happens. Khorne Red gets a wash of Drakenhof Blue, then Wazdakka layers and a little Wild Rider trim in places 
  • Guns - Either Leadbelcher/Nuln Oil/Runefang or Tin Bitz/Agrax Earthshade/Brass Scorpion/Runelord Brass, depending
  • White Bits - Pallid Wychflesh with a White Scar finish
  • Yellow Bits - Averland Sunset, Golden Yellow and whatever that yellow drybrush paint is called
  • Blue Bits - Crypt Angels favour blue grenades, I've discovered, to go with their blue Purity Seals. Altdorf Guard Blue or Deadly Nightshade, depending on what I find in the tub first, then Teclis Blue and a tiny bit of Etherium Blue drybrush



A character! That's what I needed to round up the Marines this week, seeing as my Fantasy batteries are on recharge for the moment, building up for a Maximal blast next month. Introducing, therefore, one Phylactrus, Master Embalmer for the Crypt Angels.


He's based on a Dark Angels Terminator. Tthey have lots of nice Deathwing emblems on their robes, the kind that are moulded on so fine, it's beyond my skill to file them off without damaging the model. This shows a clear benefit of painting models black, though. It blots out unwanted markings fairly easily. The Ravenwing bikes above, for example, are carrying plenty of unseen chapter allegiance symbols (as well as the massively obvious winged back banners). Fallen Angels, perhaps?

His hood has a Deathwing symbol, but the Winged Mouth logo has blotted it out pretty well.

Next Crypt Angels update will be all about the firepower!

Space Hulk Filler

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Heavens, is it already nearly a year since I last painted a Darvon VI Genestealer?

Yes, it makes me feel sick too.



General Leofa sent over a clutch of Tyranids earlier in the year, the last part of a commission I've done for him. There is a rumour in the air that he will one day GM over a large Space Hulk campaign, and these are doubtless going to feature when that airs.


Good game, Space Hulk. Between that and Advanced Heroquest, it got me thoroughly trapped into the abyss of GW products. Even now, twenty five years on, I am only slowly emerging from those depths. On the plus side, I've levelled up a lot and have much better equipment.


There's only one original and best 'stealer in this pack. The rest are modern day Tyranid ones, with the scything talons upgrade and the extra shoulder pads that they can rock. They look good too, the old one from the box fits in well. I still prefer that exposed muscle look on the veteran, mind you, but that's just me.

The 'alt head' triplet - Blind'n'Boney, Wishing I was Cthullhu and Royal Navy Dartmouth.

These guys have their younglings with them - a triple set of triplets, small and savage Ripper Swarms. Nice models, fast and savage looking. Leofa asked for them to be a paint scheme somewhere between the Darvon VI guys and the Bone/Green ones I did from the last lot. These have gunmetal armour and dark green tails.


The gunmetal allows them to go with these egg clusters, gunmetal being a specific request. Makes them look appropriately Geiger-esque, I think. I've half a mind to dig out some of my original box set 'stealers and see what they'd look like painted to look like the xenomorphs they originally ripped off. Probably pretty good.


As payment for this lot, I chose a 40K basing kit. Partly to help with the 40K stuff I'm doing for Kasfunatu, but also because the slate can be used in Fantasy too. I've reinvested a little back into these tyranids, with another Crimson Fist helmet lying punctured on the deck somewhere.


Painting Guide:

Blue Shell - Blue Grey basecoat, double washed with Drakenhof Nightshade. Altdorf Guard and Etherium Blue drybrushes.
Purple Skin - Xereus Purple base for the head and hands, then Druchii Violet wash and Lucius Lilac drybrush, selective Changeling Pink touches like ears or throat
Purple Muscle Flashes -  I wanted this a bit lighter and more eyecatching than the rest of the skin, so Druchii Violet over the washed basecoat, then Changeling Pink drybrush.
Talons - XV88, Agrax Earthshade, Ushabti Bone, Tyrant Skull, White Scar, Blah Blah Blah why can't I try something original for boney bits for a change?
Tongues and Tentacles - Incubi Darkness, Cabalite Green layer, light Hellion Green drybrush. Same on the Broodlord's base slime and the Ripper tails.
Geiger Gunmetal - Leadbelcher, Nuln Oil, Mithril Silver drybrush
Eyes - A dot of Mephiston Red


Leading this brood is what used to be called a Patriarch. Broodlords these days, is that right? Bigger and angrier Genestealers, at any rate.


This one is from that boxset that got released last summer, the one with the Blood Angels in it. It got a Deadly Nightshade base, Nuln Oil wash, Teclis Blue layer and very light Etherium Blue drybrush, so it's much darker.


He's nicely massive, and posing on some kind of Tyrannoform bone spike. A nice touch, although I think his final destination is probably on a more Hulk-appropriate base. I based these guys on autopilot, I know that gravel isn't really the best for them. But it's dark and not terribly eye catching, so it ought to do for now.


Fields of Gingham: Highborn Aelfs vs Beasts of Chaos

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"So simple, even a small, easily-distracted child could follow the rules!" - with this in mind, I decided to put Age of Sigmar to the test, and challenge General Palafox to his first game.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
Fictional Creatures in the Background May Appear Bigger than They Are

I'll be fielding my (almost very nearly painted) Beasts of Chaos warband against Palafox's far more numerous High Elf (ahem, Highborn Aelf) army, who were getting their first outing on these shores since being completed earlier this year by Kraken.

Since pitched battles don't really seem to be the best way to play AoS, we went with a Sudden Death scenario - these dragonophile Elves would be protecting a newly-hatched creature from the predations of the Chaos Sorcerer and his bestial minions.

Prologue

The Highborn were coming. Arathac Déorcynn had seen them in the entrails, in the runes, and in the whisperings of the Dark Powers. He saw them from atop his painted steed, looking now with his own soot-rimmed eyes. In their eternal arrogance, the Aelfs had encroached into the Realm of Ghur, seeking one of the newly-hatched dragons that were so prized by their kind.

The great wyrms favoured Ghur to lay their clutches, which meant they belonged to the Ruinous Powers and the beasts who served them. To his left, a small pack of beastmen pawed the ground at his command. To his right, a quartet of Sceadugengan, already transformed into their wolf-like forms. Flying overheard, barely held by Arathac's will, was the baleful form of a Cockatrice.

A sudden realisation - then a rush of anger surged through Arathac, prompting a howl of bestial rage from the retinue around him. The Highborn had already found a dragon hatchling! Their infantry was screening the prize as the Aelf mage attempt to summon an escape portal. The Sorcerer kicked his heels to drive his army forward. He could not see the Aelven dragon knights, but he no longer cared. The Highborn may have trespassed into Ghur, but not one would ever leave it.

Armies

Highborn 

  • Mage 
  • 5 x Dragon Princes 
  • 15 x Spears
  • 10 x Archers 
  • 1 x 'Dragon Hatchling' (Great Eagle warscroll) 

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
"Which way is Westeros?"

Beasts of Chaos 

  • Sorcerer Lord on Chaos Steed 
  • 10 x Gor 
  • 4 x 'Skin Wolves'(Crypt Horror warscroll) 
  • 1 x Cockatrice 

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
Semi-painted miniatures to the back, please.

I was hoping to construct a fairly even game - the only models with the speed or the range to take out the Hatchling would be my Sorcerer Lord or Cockatrice (the latter could have done so with a first-turn surge and a lucky roll of his Petrifying Glare - but I didn't want to face that level of hissy fit from Palafox, so chose a more cautious approach).

For the Highborn forces, I played down their many ranged options, since I'm sure more archers, reavers, bolt throwers etc, would have just shot me to pieces from afar.

Deployment

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

Palafox set up with his Spears on his right flank; the Archers in the centre, screening the Mage; the Dragon Princes on the extreme left and the Hatchling cowering behind a building in the centre.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
This battle was fought in the Realm of Washable Gingham

I set up with the Gors on my left and the Skin Wolves on my right, the Sorcerer Lord splitting the difference between them. The Cockatrice went out on the extreme right, ready to swoop around the flank.

(I packed so light for this game, I actually forgot any dice. Shamefully, Palafox had none in his house either, so we ended up downloading dice simulator apps on our phones - it kind of worked, in the same way that making coffee in a microwave kind of works).

Turn 1 - Beasts

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

I won the first turn and raced forward with my beasts - or tried to. The Gor rolled miserably for their run move and shambled far out of charge range.

The Skin Wolves shunted up to the nearest building, and the Cockatrice flew around to the side, falling just short of Petrifying Glare range.

The Sorcerer trotted up behind the Skin Wolves, having made his decision on who his spells should benefit (I'm not sure I ever cast anything other than Daemonic Power to buff the Wolves).

Turn 1 - Highborn

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

Palafox wasted no time in flying his Hatchling off towards the furthest corner of the board. The Spears stayed put, screening it, and the Archers edged forward to get a better shot.

More threateningly, the Dragon Princes move right up into the beak of the Cockatrice, as I am reminded once again that AoS has no arc of sight, and effectively, two opportunities to move ...

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
Despite only having a played a few games of 8th, General Palafox proved resistant to change and insisted on ranking up his miniatures. Even when I confiscated his movement trays.

Before that could happen, the Archers unleash against the Skin Wolves and roll too poorly to even damage them (we learn too late about their Storm of Arrows ability).

And then the Dragon Princes charge into the Cockatrice - with their doubled damage on the charge, they knock off six wounds from the birdie. I'm hopeful of lasting the round to get reinforced, but then the elven steeds (with two attacks each!) kick off its last two wounds and my big monster is gone.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
Bye-bye Birdie.

Turn 2 - Beasts

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

I win the roll for the first turn again (thankfully, or those Dragon Princes would now be rolling up my line) and go all-out offensive. My Sorcerer casts Daemonic Power on the Skin Wolves, who then counter-charge the Dragon Princes.

Meanwhile, the Gor make a huge sprint across the centre of the battlefield and use their run+charge ability to smash into the archers.

The Skin Wolves go first, and with the ability to re-roll ones and extra damage for sixes, land a colossal amount of harm on the Dragon Princes - only to have it foiled by their armour save. Only one knight is lost, with another on half-wounds.

The retaliation from the Dragon Princes isn't so bad, and they fail to remove any Skin Wolves (though one is down to his last wound - which will slowly regenerate in the hero phase, if he can live long enough).

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
The out-of-focus picture just shows how fast those wolves could move.

The Archers get to strike first against the Gor, but melee isn't their forte and only one is dropped. The Beastmen tear up three Archers in return, and a further one is lost to Battleshock (we initially thought it would be more, but Highborn abilities seem pretty resilient to it).

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
"Your commissioned paintjobs are no match for our three-colour minimum!"

Turn 2 - Highborn

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

Despite me assuring him that he doesn't have to get bogged down in AoS, Palafox decides to grind out both combats nonetheless. The Spears angle for maximum effect, then charge into the side of the Gor.

Meanwhile the Dragon Hatchling scurries as far away as possible, and tried to lose itself among the warscroll printouts.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
One game in and Palafox has learned the art of CornerHammer.

Then comes the decision about where to strike first: Palafox opts for the Spears, trusting the armour of the Dragon Princes to see him through.

Sure enough, they do plenty of damage to the Gor, killing all but one of them (who, you may be surprised to learn, promptly succumbs to Battleshock).

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
In the background, the battery was running low on the 'dice'.

However, the Skin Wolves maximise this advantage in their combat, pulling down another two Dragon Princes for no loss at all (Palafox badly flubbed his dice rolls - and subsequently demanded the use of the dice app on my phone, as his was clearly faulty).

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
Damn you, 50mm bases!

Moreover, I had now made enough space to pile in with all four of my Skin Wolves (previously, there was only room between building and table edge for three of them). If I could get the next turn, it could be a humdinger.

Turn 3 - Beasts

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

I get the next turn - the Wolves are coming off the leash!

Not much to do here (I'm already empathising with Kraken about the limited phases a Chaos army offers) but throw Daemonic Power on the Skin Wolves and let them go to work. The two remaining Dragon Princes don't stand a chance and are slaughtered before they can strike back.

More cautiously, the Sorcerer Lord hides behind building and wonders how he's going to circumvent the Highborn infantry to get at that Hatchling.

Turn 3 - Highborn

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

It turns out, the building offers no protection as Palafox's Mage still has sight of the Sorcerer Lord and blasts him with an Arcane Bolt (quickly renamed "Fireball - whoop whoop!") that burns off three of his wounds.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
"That small green gift box will not protect you."
Making use of the non-formation versatility in AoS, the Spears form a protective shell around the Archers (so that the former can hold off the Skin Wolves as the latter shoot arrows into them... in theory).

Turn 4 - Beasts

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

In a show of remarkable synchronicity, I once again get the first turn. The Sorcerer Lord pats out the residual flames on his robes, then hides even more behind the building. The Skin Wolves do not even hesitate about charging into the Spears.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
The Power Pack rolls on.

The combat is brief and brutal: ten Spear Aelfs are killed, and I'm starting to worry about just how overpowered is the unit I've brought. The survivors maybe take off a wound (but not a killing one, as the wounded Skin Wolf has been regenerating each Hero Phase) before all the Spears flee to Battleshock.

Turn 4 - Highborn

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

Palafox is, by this time, swearing at me fully and freely, seeing no chance at all of stopping the onslaught of the Skin Wolves (and blaming me for his army selection). However, since the Hatchling is capable of flying out of their reach indefinitely, we agree that the game now hinges on the Sorcerer Lord - the only model I have left with the speed or the ranged attack to threaten the Hatchling.

With that in mind, Palafox opts for a bold move: the Hatchling swoops back across the battlefield intent on a death-or-glory charge against the Sorcerer Lord.

For the rest of the army, the Archers shoot at the looming Skin Wolves, but once again fail to damage.

Turn 5 - Highborn

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

At last a turnaround in the battle order! Palafox finally wins first turn. He treats himself to a celebratory Arcane Bolt, which finally removes one of the Skin Wolves and is the cause of much excited fist-pumping.

Even more exciting, the Hatching makes the charge into the Sorcerer Lord with half an inch to spare.

That's where to good news ends: despite having extra attacks for charging, the poor wee dragon whiffs most of them and only takes one wound off the Sorcerer Lord.

In return, the Sorcerer Lord proves quite tasty in close combat: his Chaos Runestaff knocking off two wounds, his Chaos Sword taking another. I'm one wound away from killing the Hatchling and winning the battle (and feeling quite guilty about suggesting the Hail Mary Hatchling charge in the first place). Fortunately the Chaos Steed spares my blushes by not killing with its hooves.

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.
This chequered tablecloth ain't big enough for the both of us.

Turn 5 - Beasts

Age of Sigmar battle report between Highborn Aelfs and Beasts of Chaos.

My turn, and very likely to be my last. For some reason (put it down to grogginess caused by a surfeit of anchovies on the pre-game pizza), I don't try to Arcane Bolt the Hatchling, but instead opt to settle this in combat.

The Skin Wolves chew through the Archer regiment - there was nothing to be gained there, but I was having fun doing it. But in the main combat, the Hatchling finally claws off the Sorcerer Lord's final wound to claim victory.

The Result

Victory to the Highborn Aelfs!

Epilogue

Gelasius concluded the ritual and stepped back, allowing the shimming gateway to slowly appear before him. In but a few seconds, he would escape this realm, yet he could not resist one final glance over his shoulder. Nothing. There was no sign of those giant chaos-wracked wolf-men that had so decimated their expedition. Doubtless they were still feasting on the corpses of the militia - those noble Aelfs performing one last service for their kindred, even in death.

In his arms, he cradled the young dragon. It was a weight, for the creature was already bigger than a mastiff, and promised to grow into a fine steed for his lord. In truth, the cohort of Dragon Princes had claimed first right to tame the beast, but Gelasius doubted any of them would ever ride again.

The portal was complete and the mage stepped through with his prize. Bathed in magic, the Hatchling stirred restlessly, letting out a low growl that promised menace despite the wounds it had endured. Gelasius allowed himself a grim smile. That Dark Sorcerer had done his best to kill the beast, only to discover that no dragon, even one so young, is easily conquered.

Locker Room Chat

A fun game, and another plus in the Age of Sigmar column (though it's just occurred to me that I have yet to win a battle). Scenarios seem the way forward, and the rules support that - allowing for a bit of improvisation and inspiration (such as making a unit-filler dragon the object of victory).

In terms of converting a part-time player, I think Age of Sigmar should suit Palafox - certainly he was much more in control of his own forces using the warscrolls (although the attitude during the game was very much business as usual: hand-wringing despair followed by victory).

As for the first run-out of my Beasts of Chaos force:

  • Sorcerer Lord - the Daemonic Power spell is a nice buff for a unit that can pump out a lot of attacks, I like the speed that a horse affords him, and he can hold his own in combat too (just need to find a model to represent him, so I can return the Beast Wizard to the Empire)
  • Gor - as expected, okay for picking off weak stuff, not able to stand up to decent infantry. Their speed impressed me (when they could be bothered to run) and I like them as the rank-and-file of the warband.
  • Cockatrice - didn't stand a chance, and that was my fault. I had Kraken's Monster Mash in mind when I pushed it forward, but it doesn't have the survivability of a Chimera. The best use would be in reserve, using it's Petrifying Gaze at range while the Skin Wolves led the charge. Speaking of which...
  • Skin Wolves (Crypt Horrors) - the stars of the show. They got lucky as the Aelfs were flubbing both shooting and melee attacks against them, and they did benefit from the constant buff of Daemonic Power - but for all that, these boys were lethal!
    Durable, fast and powerful, with the potential to churn out extra damage. They fall short with having no rend (and so armoured targets can be tough), but they're a cracking unit nonetheless. As I had no Death wizard, I didn't even get to Summon more of them (not that I needed to), but that could be really potent in an Undead army.
    I only hope the real Skin Wolf warscroll (pull your finger out, Forge World) is half as good.

And so ends the first chapter of my highly-mismatched Chaos Beasts!


Brute Squad

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 'Our big guns never tire,' as the Tyrant of Badab reputedly said. Personally, like any sci-fi wargames fan, I never tire of big guns.


Yes, it's Devastator Squad week here at Kraken Towers. I live underneath an artillery fort (well, next to it, rather than in the cramped and twisting munitions storage tunnels that riddle the hill it stands on, because that would be too awesome), and I tried to take some inspiration from the cannons that decorate the hill outside Skansen Kronan.

Sorry, not inspiring enough. Because let's be honest, it's just a big black lump of metal. What's sci-fi and intimidating about tha...

Waaait a minute, that's better,
Now let's get painting.

Yeah, there's a tank as well. Not a transport, you don't put Devastators in transports. You sit them on something with long sight lines and let rip as much as possible. Just like this Vindicator tank does.

It's an old kit, a set of lead bolt-ons for the original plastic Rhino. 

Nice stuff as well, adding a ton of armour and details that the eponymous APC badly needed.

Alas, neither the original paint job nor my greenstuff and glue fix-up did it a lot of favours. The Dark Angels paint it used to have was slapped on very heavily. The tower gunner and the tool panel on the side were particularly badly hit. 

If you can't see the greenstuff that keeps the heavy chunks of lead on the flimsy plastic, that's all to the good. It was totally necessary to keep them from tearing off. I've left it as black as possible, and it's pretty much invisible in these photos. 

Good tank, though. Solid and brutal looking, so I gave it teeth with a bit of weathering on the lower jaw. 'Dozer blades wouldn't be the best place for mural painting, I reckon.

So the Devastators - there are two five-man teams, both given very little in the way of squad markings so they can be swapped into any Tactical squad as a heavy gunner.

Each have a sergeant, with the traditional bolt pistol and chainsword kit.
Always feels like a bit of a babysitting job, that, giving their leader CC weapons when everyone else is supposed to be lobbing long ranged death about. I bet they have a lot of issues with suppressed rage. Or, you know, not-very-repressed-at-all rage.
Multimeltas now come with an iPad built in, so you can check your email while you burn tanks.
The attempt at an exhaust flare on the launcher is a fail. It's a grass tuft repainted, so it looks like he's using his recoilless rifle to grow plants in. 
Las-cannon - still the 41st Millenium's best can opener.
Plasma Cannons use SCART leads. Who knew?
Bolt Thrower as they looked inside the band's heads.
So here's the AT squad...
...and the AP squad.

And here's the guy who keeps it all in working order. 
This week's character is a Techmarine. There's no official Techie in the Crypt Angels box, so this is cobbled together from various Sternguard Veteran and plastic character options. He could also play a Captain of some description, so he gets a resin base to stand tall on. 

Cog-skull logo for one side, with the Crypt Angel jaw lurking underneath

I couldn't think of anything else for the other shoulder, so he's got a spanner for now. I can always go back and do something more inspired later.

His Servoskull is red because I thought it might make a nice change. Or possibly because it's embarrassed over the blobby writing on the scroll, I'm not sure.

And that's still not all for this week! I was on a bit of a spree, sorry.

So here's another plastic/metal Rhino hybrid - the Predator tank!
Now look, I know the autocannon is upside down. It's not my fault.
Whoever originally assembled this did the turret with some industrial grade resin glue. I think I could probably have wrenched it free, but only with some risk of twisting or even snapping the barrel, and it just didn't seem worth it in the end. 
As it is, the sponsons got more of my greenstuff cement treatment, so I'm not really in a position to criticise the previous owner. At least the guns all swivel - the lascannons in their sockets, and the turret can be removed for travel. Or to mark damage. Or on sunny days, so the crew can kick back with a beer.

And that's still not all for this week! Spree, I told you.

Assault Terminators!

These are Space Wolf Termies, and although you could clip off all the runes, dog skulls, wolf pelts and teeth, it would be a crying shame to do so.
I've done my best to keep the nice detail visible but without making it too obvious. Tough job.
I mean, look at this guy! His lightning claws say 'Fenris' on them. You'd need a heart of stone to take away that kind of detail. I don't have a heart of stone. Not that I painted it in, mind, but there are limits.
I mean, I did try and come up with slightly alternative chapter logos to cover the premoulded stuff. So the Winged Mouth is going sideways, and the howling wolves have gingivitis. And these are now, I dunno, Crypt-related Dog Marines or something. Terminator versions of Greyfriars Bobby, that's what we'll say.
Although they're all basically Wolverine, so whatever. 
I'm Logan, and so's my wife.
Squad came out well, though, and they don't look massively Space Wolfy to the passing glance. Funny how much a colour change helps break the association, apart from anything else.



Here's all the marines for this week together.
But that's still not all! Because I did a bunch of bugbears as well. The chap with the log I did a few weeks back stuck in my mind a bit, I really enjoyed the model. And my Reaper box contained several more.

Bugbears! Attack!

Four of them were duplicates, though, which I was not up for. This is the basic pose with a swapped shield and a painted-on scar.

Each one got either a weapon or a shield swap from the bits box, or in some cases both.

Although I kept fairly closely to browns, blacks and flesh, I tried to keep the colours varied. This guy has his original shield, by the way.

It's not like you can't tell it's the same model four times, but at least they aren't clones.

There were three character Bugbears in the box too. I'd already done the guy with the massive spiked club, this one's a barbarian with a battleaxe. But as you can see, even these ones are basically tweaks on the same torso. 

They've made a good effort, with different amounts of armour, new heads and slightly different poses. But it's not hard to spot the similarities.

Until you get to this guy, at least, the obligatory runt in every litter. He's a good head shorter than the others, a rubber model from my copy of the DnD board game. I never played it, and the models are mostly lumpy rubbish, but handy for spare parts and stuff. Phlothos's mace head came from one of these guys, for example. 

Okay, now I'm done. More next weekend, although probably much less - the Bugbears were done on the side over the last three weeks, and I'm keen to press ahead with the Marine rank and file before paint fatigue overtakes me.

War Cabinet

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So I finally install a display cabinet and my first thought is...


... I need another display cabinet.

Maybe two.


Hoppity Goes to Town: Moonclan Grots vs Chaos Mortals

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Prologue


Hopslat da Bold looked up at the pink sun that washed the Realm of Chaos, counted the hours on his fingers, and wished he knew how to tell the time from looking at the sun. Or how to count, for that matter.

"We iz running late," he guessed, and clambered back on top of his Giant Cave Squig, an affectionate beast who already already devoured two herders, three lesser squigs and answered to the name of 'Bouncing' Betty.

The rest of the Moonclan raid bustled past him, a dozen grots trying to corral more than twice their number of squiggly beasts, including a couple of massive Manglers, who were being sedated with the last of their Nightcap Mushrooms.

"Humies in da treeline!" Da Knights of Shiitake, who had been hopping ahead as scouts, now hopped back to call warning. Panic rippled through the grots as they fumbled for weapons among forage bags bulging with their freshly-stolen shrooms.

It had been a little cheeky, Hopslat had to admit, to go scrumping mushrooms in the backyard of Chaos, but they were almost home free. Get through the forest at the far end of this field and their shaman would be waiting to zap them back home.

"Get yer 'eads down!" Hopsplat ordered. "An' stampede!"


Prod Its Back And Hold On Tight!
It's All-Skype Fight Night!

After a brief summer hiatus, the battle reports return, and with it, the Age of Sigmar. I, Stylus, shall be as Grotty as plain text can manage.

And I, Kraken, veteran of a thousand some write-ups, shall boldly write in bold!

Scenarios are, by all accounts, the way to go in AoS, and with a stampede of squigs to contend with, the 'Breakthrough' scenario seemed a good fit.

Essentially, my 'Invading' force has to get off the opposite end of the board, with a victory spectrum that ranges from one-third (major victory to me) to none (major victory to the 'Blocking' force).

Each commander has a special heroic ability that can speed up, or slow down, the invading forces, and the game is a random length, starting from the end of Turn 5 (and definitely ending by Turn 7).

Can the Forces of Chaos stop the terrible Squigalaunche? Read on!

Armies

Moonclan Grots

Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
  • Hopsplat, Night Goblin Warboss on Giant Cave Squig - Night Stabba, Git Shield, Fang-filled Gob
  • Da Stumpy Puffballs, 14 x Cave Squigs - Massive Gob Full of Teeth
  • Da Wranglers, 10 x Squig Herders - Noisemaker (2), Squig Prodder (8)
  • Da Knights of Shiitake, 6 x Squig Hoppers - Slitta, Massive Gob Full of Teeth
  • Porcini, 1 x Mangler Squig - Massive Fangs, Balls and Chains, Night Goblins’ Bashin’ Sticks
  • Chanterelle, 1 x Mangler Squig - Massive Fangs, Balls and Chains, Night Goblins’ Bashin’ Sticks
- 33 models, 76 wounds
    It's probably not difficult to detect my criteria for this list: squigs all the way! Squigarama! Squignado! Syrup of Squigs!

    Looking at Kraken's list (we pre-agreed in advance), I don't reckon my army stands my hope against the Chaos Mortals in pitched battle. Lucky we're playing a scenario, where even the lowliest Squig Herder is worth as much, victory-wise, as a Mangler Squig.

    My Squig Herd is my best hope for a scoring unit (or two units, as Cave Squigs and Squig Herders are now two distinct, and very complimentary, units) - if I can even get half of it off the board, I'll win. Unfortunately, it's also the squishiest, so I plan to send forward my Mangler Squigs first, and let them soak up wounds, while the rest of my army scrums down and pushes for the tryline.

    (yeah, I used a rubgy metaphor - 25:28 and don't you forget it, boyo)

    Chaos Mortals

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    • Matt Bastardson, Exalted Champion of Chaos with Battle Standard - Darksteel Axe, Chaos Runeshield:
    • Tentacled Jak Vermillion, Tzeentch Sorcerer Lord - Tzeentchian Runestaff, Warpsteel Sword
    • Jack's Boys, 20 x Marauders of Chaos - Damned Icon, Tribal Banner, Darkwood Shields
    • The Roan Rangers, 5 x Marauder Horsemen - Icon of Chaos, Javelins, Darkwood Shields, Hornblower
    • The Rawhide Riders, 5 x Chaos Knights - Ensorcelled Weapons, Standard Bearer
    • Covered Dragon, a Gorebeast Chariot - Exalted Charioteer, Chaos Greatblade
    • Big Blue, a Mutalith Vortex Beast
    - 34 models, 75 wounds

    My initial plan was to go for MSU. That's Multiple Small Units, for those not in the know - lots of fairly small but fairly hard-hitting groups. Mobility would be key if I wanted to plug gaps, so the vague theme for the army was some Chaos Cowboys - riders on the wasted ranges, bringing the squiggy bacon home for mom to smoke.

    Squigs used to be very hard hitting, but pretty fragile. If I could thwack them with some hard charges, I reckoned I could obliterate the Cave Squigs in short order. Take out the herders after that, and Stylus wouldn't have the numbers he needed for a victory! So I took an exalted Banner Bearer, noting his ability that lets you reroll nearby charge dice. 

    The Mangler Squigs, though, they were going to be a problem. I didn't think I had much that would stop them, and any time spent slowing them down would be extra time for the big mobs to escape in. A thorny conundrum, and one I decided to ignore until it was time to actually deal with, i.e. in the post-match chat.


    Battlefield


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    Welcome to the Valley of the Damned Squigs!

    Stylus was hosting, and set out this splendid spread of abandoned buildings. With some terrain rolls, we found that the hills and hamlet were damned (a damlet, if you will), whereas the ruins in the middle were Mystic and the woods were Arcane. I got pick of sides, and took the North - my sorcerer could sit in the trees and boost his rolls. His unopposed rolls, I noted!


    Deployment


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    Stylus went first, and I generally tried to follow his lead, setting roughly equivalent units opposite whatever he laid out. 

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    Turn 1 - Chaos Mortals


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    "Yep, they's squigs alright," drawled Matt Bastardson, squinting into the oncoming dust cloud. 

    "Dang," said Tentacled Jak Vermillion, his sorcerous commander, and spat. Something blue and writhing hit the dust and borrowed into the ground. "Guess we gotta round 'em up. Slaaneshi Oakley ain't gonna want them stealin' any more o' her crop."

    "Ayep," Bastardson said. With a grunt, he pulled a tattered banner up from the dirt and shook it aloft. "A'right, you sorry sons o' darkness," he hollered. "We got grots to collar! Saddle up and form a line, boss don't want no squigs gettin' past!"

    The warband kicked out their campfires, jumped on their horses and flexed their tentacles. Wicked grins split mutation-ravaged faces. This was going to easier than branding a well-tied steer. 

    Turn 1 - Moonclan Grots


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    "Da enemy iz parallel wiv fear!" Hopsplat shrieked in his fiercest war-cry. The Moonclan Boss dug heels into his mount. "Tally Ho!"

    At his command, a half-dozen Squig Hoppers surged forward on their bouncing steeds, occupying the mystic ruins. The Stumpy Puffball Squig Herd trotted along to his left, goaded at a safe distance by goblin handlers.

    To the extreme right, the Mangler Squig Porcini gambolled forward, goaded on at the prospect of playing with such imposing monsters and war machines. To his left, Mangler Squig Chanterelle scurried into the ruins, burying her head in the crumbling rock.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    Stampede, in the gorge!
    (Simba's down there!)

    If those funny humies weren't even going to move, Hopsplat reckoned, this would be easier than stealing spores from a snotling.

    Turn 2 - Chaos Mortals


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    The red, round and robust frames of the squigs could clearly be seen now. Close enough, Bastardson reckoned. The ancient leather thongs of his banner whipped and cracked as he swung it round his head. 

    "Okay, boys, ride 'em down!" 

    The heavy chaos steeds thundered into impressive life, charging straight into the teeth of the oncoming squig pack. Corpulent red bodies popped and burst under the impact, but two of the Rawhide Riders tumbled to ruin as squigs snapped off the legs of their mounts. Even so, the incoming red tide was checked - several more of the little horrors broke away from the pack, charging off in random directions despite the ruckus from their handlers. 

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    You can't win against Squigs. If you strike them down, they shall become more powerful than you can possibly imagine.


    On the other flank, Big Blue shivered and wobbled like a mirage. Crawling tendrils of fluctuating energy engulfed the squig riders in the centre of the ruins. As the haze cleared, one now resembled a plate of crushed beans, and the other two were inseparably joined by the forehead and jaw, rapidly clawing each other to death in a terrified frenzy. Spurred on by this, the Roan Rangers flung a couple of volleys of javelins at the survivors. Those who weren't skewered by this abrupt shower turned and ran headlong. 

    Yep, the squigs were going to be easy pickings.

    Turn 2 - Moonclan Grots


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    "Unleash the Manglers!" Hopslat popped up from behind his steed's git shield long enough to bellow the order.

    What had just happened? The Squig Hoppers were dead or fled, and now those armoured humies and their horses had ploughed through the better part of the Squig Herd. The Moonclan needed something drastic to happen.

    Unfortunately, 'Bouncing' Betty seemed to share than sentiment. The Giant Cave Squig soared out of cover, taking the unfortunate Hopslat right into combat with the knights.

    As the rest of the Cave Squigs and Herders piled in around them, the knights reserved all their attacks for Hopslat himself, who managed to escape with only a few wounds to his mount. To pay for their inattention, the humies were dragged down by the squigs, leaving only their leader badly-wounded.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    Here come the jabby sticks (that do absolutely nothing).

    Skipping with delight, Porcini bounded over to the chariot in a couple of good hops. She continued to bounce up and down until the chariot was reduced to scrap metal and the beast pulling it was a mere gravy stain on the dry grass.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    Mangler Squig: before

    Meanwhile, Chanterelle rattled forward and smashed into the big mob of marauding humies, In a red mist of balls, chains and fangs, all but three of the humies were brought down before the rest of them fled, having merely pricked the bashful squig a few times.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    ... and after.
    (Good luck with that Battleshock Test)

    "Dat's more like it!" Hopsplat cheered from his new fighting position underneath the squig's belly.

    Turn 3 - Moonclan Grots


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    They had the upper hand, Hopslat had to admit, but that wouldn't matter if they couldn't escape in time.

    "Cheese it!" he yelled to the Squig Herd. "I'll fight 'im off."

    The remaining squigs and herders had scurried away before Hopsplat could realise he had inadvertently volunteered to do something very brave. Out of sheer embarrassment, he rammed his Night Stabba into the eyeslit of the cavalryman's helmet, finishing him off.

    On the far side of the ruins, the two Mangler Squigs were conducting what might be interpreted as a pincer movement, assuming you thought their controllers had any say about where they went.

    With pieces of marauder still caught between her teeth, Chanterelle dived headlong into the javelin-armed horsemen, smashing all five of them in one bound.

    While Porcini used the ruins of the chariot to springboard herself into the hideous monster on the backline. The creature was torn apart, as much as Hopslat could tell, but still managed to regrow enough pieces to remain standing on its tentacles.

    Hopsplat reared up his steed in triumph. He'd show those humies who had the biggest tentacles in this match!

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    Mangler Sandwich
    (possibly cheese-flavoured, sorry about that)

    Turn 3 - Chaos Mortals


    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    "Round 'em up!" shouted Bastardson, charging forward. "Rip 'em down! Run about! Roar! Hide!" He was getting confused in the excitement that overtook him every time he fought in melee. 

    Tentacled Jak squirmed along beside him, muttering as he went. Then he stopped short and flung out a coruscating jet of sparks that cascaded into the squig handlers. One of them exploded in a grisly shower of entrails. A second one exploded also, but the writhing offal that erupted took on a life of its own, sprouting a head and fangs before enthusiastically turning on its fellows. 

    A deep and terrible moan resounded from the other side of the ruins. Big Blue managed to slash and tear some nasty gouges in the rumbunctous squig it faced, but the leering creature responded by sinking its oversized fangs deep into Blue's putative neck anatomy. With a couple of vigorous shakes, the Mutalith went limp and stopped twitching. 

    Bastardson laid about him with vigour, chopping at the jumpy menaces with his axe. One went down, then another bit straight through the axehead, a third clamped its jaws round his groin and a fourth bit his head clean off in mid-bound. 

    Things were going south.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    ... or north, if you're the tide of cave squigs.

    Turn 4 - Chaos Mortals

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    Jak shifted his chewing warpbacco wad into his other cheek. Well, if Bastardson was going to lie down on the job, he'd just have to pick up the extra load. 

    Another scintillating spurt of raw magic sprayed over the cackling goblins. Both of those caught in the spray changed hideously. One swelled into something resembling a massive rotten apple with slavering jaws, the other twisted into a knotted creature of spines and sinew whose savage limbs thrashed around like flails. 

    With a cry, Jak slew another goblin with a gout from his warpstaff, and then piled into the fray. 

    His newly created spawn were more than a match for the goblins. Or at least they could have been, if the little runts played fair. As cunning as they were wicked, the goblins hid behind their bouncing charges, springing out from under them only to jab a stick in an exposed eye or a snapping maw. And for every wound the spawn inflicted, they lost one in return to the savage bites dealt by the squigs. 

    Snarling in frustration, Jak suddenly found the clamour of the goblins' cymbals and shrieks drowned out by something bigger. A heavy bass thump, like a mighty drum. 

    And it was coming this way.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    In tonight's performance, the role of the Chaos Spawn will be played by Snotling bases.

    Turn 4 - Moonclan Grots

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    This time, the squig herd didn't need telling. The scattered remains of cave squigs and herders had already rushed away from the fight with these spawned creatures, before any more of their number were zapped into mutation. They were closing in on the trees, although Hopsplat could feel the unholy will of the enemy wizard was holding them back, making them move slower than normal.

    In answer to that, Porcini spun on one leg and bounced back towards them. She landed face-first on the sorcerer, who immediately disappeared down her open maw.

    Not to be outdone, Chanterelle displayed an incredible burst of speed to bounce halfway across their field in a single bound and mash up the nearest spawn with her flailing chains.

    It was all very well ... expect Hosplat had somehow found himself in the rearguard again, and slobbering tentacles ripped aside the plate armour of his faithful squig.

    They had so very nearly broken through ... but the portal would not wait for them. Time could be their greatest foe - the only enemy that couldn't be countered with a Mangler Squig to the gob.

    Turn 5 - Moonclan Grots

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    Porcini and Chanterelle were still hungry, despite everything they had already consumed, they jumped the short distance into the last two spawn creatures. Hopslat took that as his opportunity to leap away from the combat, although the ripping, smashing, guzzling sounds told him that he needn't have worried about the outcome.

    Over by the treeline, the three remaining cave squigs had reached the shaman's rescue party and were being shepherded back through the escape portal. That was a start, but the herders were puffing along behind them, and the Manglers were nowhere close.

    With all their foes does, they might still end up trapped in this Realm.

    Turn 5 - Chaos Mortals

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    There was nothing left. The stampeding squigs left nothing but battered armour, half-eaten horses and weird pink dung in their wake. The two massive Mangler Squigs burped coyly as they fought over the still-shifting remains of a chaos spawn. 

    From deep inside one of the Manglers, Jak's dying thoughts turned to an old piece of wisdom he'd received whilst out riding the Chaos Ranges. 

    Never wrestle a squig, the old man told him. You both get dirty, and the squig likes it.

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.
    On Turn 5, the game ends on a 1-2.
    On Turn 6, the game ends on a 1-4
    On Turn 7, the game ends.
    Fly, my pretties!

    Turn 6 & 7 - Moonclan Grots

    Age of Sigmar battle report between Moonclan Grots and Chaos Mortals.

    The herders were away, but the Manglers looked like their efforts were finally catching up with them. Both monsters could only stagger towards the treeline. They were close, but not quite there.

    Well, Hopslat wasn't about to wait - he bounded through the forest and into safety. He could cheer the Manglers on from the other side of the portal.

    By the dying rays of sunlight, he saw the two Manglers bundle through the trees and get away. The raid was over, and they would celebrate with the best fungus brew in the realm!


    Result: Major Victory to the Moonclan Grots!

    11 x Moonclan Grots escaped - exactly one-third of the starting number.

    Epilogue


    The Moonclan Grots were cheering wildly, at least, the few who had managed to escape were. Hopsplat gave a brief pause for the two-dozen squigs and herders they had left in the wake of their raid. Never mind, he thought as he picked a stolen mushroom from the forage bag, plenty more where they came from.

    The shaman in charge of the portal, Dipstik, clapped him on the back, stealing a handful of shrooms in the process. "Well done, boss. You clobbered dem humies, innit?"

    "Yeah, I did," Hopsplat agreed, then remembered that great leaders are generous in victory. "Course, it wasn't just me, Dere was also da ... Mangler ... Squigs..."

    His voice trailed off as he looked again at the two gigantic beasts. Freshly-arrived through the portal, they were looking angry at their injuries, blinded with battle-fury and had somehow managed to shake off their handlers during the trip. They looked hungry and, from his perspective, a lot bigger than usual.

    "Don't worry," Dipstik saw his concern. "Da herders will keep 'em controlled." He gave another look around the scattered survivors.

    "Ere - where did all your herders go?"

    Aftermath


    Jeepers. Those Mangler Squigs pack a punch like a chipotle enema. I was right, I really didn't have an answer for them! 

    Well, maybe I should have set the Mutalith and the Gorebeast on one of them in my second turn. The reason I didn't was that I wanted the Chaos Knights to have first crack in the combat phase, and if I'd have engaged elsewhere, then the Mangler would probably have hit me before I had a chance to hit it. As I saw later, Manglers hit pretty hard - the Gorebeast died in an instant, and the Mutalith only survived an extra turn thanks to regeneration and a ton of wounds. 

    Even so, it was a close game! The initiative was always key, and I was lucky to steal it at some crucial junctures. Without it, I'd have been flattened all the faster. Even so, it's the second time I've been mauled by a squig-heavy army (the last time was back in 8th Ed), and I find myself in increasing dread of the spring red buggers. 

    Okay ... it's possible that I underestimated to potency of Mangler Squigs. These things are no longer the 50pt fire-and-forget disposables of 8th Ed (although they could be pretty damn good there, see above). They're proper monsters, that can absorb punishment, choose where to go and - this is the fun part - dish out truckloads of damage.

    Although in their defence, half the reason they were able to hit so hard is because Kraken choose (correctly, in my view) to prioritise combats against the squig herd. Both monsters were down to half wounds by the end of the battle, so they weren't unkillable (it seems nothing is - a big plus in favour of AoS). If this were a pitched battle, I'm sure they would have been the main focus of enemy attention, with possible a different result.

    Which brings me to another plus point: scenarios really do make for some interesting games. Despite me tabling all of the chaos forces, I only won by the narrowest of margins, and could easily have lost if I hadn't been fortunate for the the game to run the full seven turns.

    I liked the synergy (and theme) of an all-squig army. I never actually used the General's special ability in this scenario, because his 'Extra Boingy' ability made the army even faster. The complimentary abilities of Squigs and Herders is nothing game-breaking, but a really nice touch.

    Cracking game - and my first win in Age of Sigmar! Courtesy of the little gentlemen in the rugged red waistcoats!

    Clash of the Warlords: Anglo-Saxons vs Vikings

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    We're heading back to the Viking Age of SAGA! Having decided to make a proper go of it, we'll be sketching out a narrative as we play our way through the scenarios.

    (this may be a different challenge to narrating fantasy, as you can't just make things up for historical fiction)

    Erik the Viking, for example, was practically a documentary

    To the longships and start the outboard motors!

    Bardagi ok nótt!
    It's All-Skype Fight Night!

    Prologue - from the Saga of Ketill Thorsteinsson


    Thorstein Neckbeard came out of the East during the time when Harald Finehair was growing in power in Norway. He settled in a farmstead on the West side of Orkney. He married Thora Brittlesdottr, and their children were Thora, Thorgil, Thorleik, Thorgird and Kettil. 

    Kettil Thorsteinsson was a tall and wide man who looked rather dark and unlucky, like a troll. It was often said of him that he was a coal-biter. He also had a miserable face that turned down at the mouth even when he was cheerful, so people called him Frowner. Yet he was also gifted when it came to shaping verses and in battle, as he was strong and good with weapons. He also revered Thor and the old customs very highly, and was skilled at curses and magic. 

    When Neckbeard died, he gave his older sons his farm. Kettil wanted to stay and loaf about, as was his custom, but his older brother Thorgil wouldn't allow it. 

    "After all," he said, "a man should go and win his own sustenance, not sit and take it from his family unearned."

    "I'll do that, then," said Kettil. "And it'll be no thanks to you if I come back luckier and richer than you expect."

    Kettil went back East on a boat that was heading that way. The boat landed in Hrafnsfel, which was at that time owned by one of Harald's Jarls, Dag the Black. Kettil went straight up to his hall and made himself known. 

    "Who is this big, unlucky-looking fellow?" Dag's men asked each other. 

    "Thor sent me," Kettil told them. "He heard you needed someone to teach you how to fight, as you've not had much luck of late. I'm the man you've been looking for."

    Dag's men were angry at this, although Kettil had the right of it. Some of them wanted to fight Kettil, but Dag himself heard the din and came to find out what was going on. Hearing what the argument was about, he told his men to behave themselves and gave Kettil a seat at the table not far from his own. 

    "For blunt and ugly as this man and his words are, there is truth in them as well," he said. "As to whether he is a man we're looking for, time will tell, but there is no harm in looking to see if he's as strong as he says or just another braggart."

    Kettil aquitted himself well at the table that night, and for several weeks after. He spoke often about Thor to anyone who would listen, and often said that Thor wanted Dag to send a ship of raiders over the sea to England, where there was plenty of poorly-guarded treasure. Dag's men started to get restless and annoyed, as they thought Kettil talked too much, but they knew Dag liked him.

    So Dag decided that it was a good idea to both test Kettil and get him out of the way before he provoked someone into a fight. He kitted out a large ship and gave it to Kettil, along with seventy men, and sent them out to raid wherever they wanted to go. 

    Armies


    Anglo-Saxons


    I, Stylus, will be going to war in plain text. No illuminated manuscripts here. Not since they sacked Lindisfarne, the buggers.

    In a slight tweak of allegiance, I've ditched the Anglo-Danes and will be taking Anglo-Saxons, a force from the 'Northern Fury' expansion and traditionally the ones who get the fuzzy end of the Viking lollipop.

    Some of those Ceorls are a bit goblin-looking. It's just rickets, a sad side-effect of a medieval diet. 

    • Æthelwulf of Stoche (warlord)
    • 8 x Thegns (warriors)
    • 4 x Thegns (warriors)
    • 4 x Thegns (warriors)
    • 12 x Ceorls (levies) with spear-and-shield, no bows
    • 12 x Ceorls (levies) with spear-and-shield, no bows

    Looking at the Battle Board, the Anglo-Saxon army is all about numbers: if you have units of 10+ models, it opens up all kinds of possibilities. This means Levy troops - who are actually better than usual, if you're prepared to ditch the missile options and give them shields.

    But they still cannot generate SAGA dice, so I'm relying on smaller groups of Warriors to do this for me (even then, I only start with 5 dice) who are horribly vulnerable to the 'Loki' ability that deletes units of 3 or less models. And it leaves no room for Hearthguard, so I'm almost certainly going to be out-matched in pure quality.

    The plan is a simple one: use the two big blocks of Ceorls to wear down the Viking forces, and hope that whatever makes it through can be dealt with by my Warriors.

    Vikings


    Kraken here, taking the bold approach as ever. I'm not shifting my allegiance - I'm fighting as Vikings again, although as I'm hosting tonight, the actual models are going to be representing the foe. I'll use models from an even older allegiance to represent my raiders.

    Kettil certainly does look like a Troll, doesn't he?

    • Kettil Frowner, War Priest 
    • 4 x Hirdmen (hearthguard)
    • 4 x Berserkers (hearthguard+)
    • 10 x Bondi (warriors)
    • 6 x Bondi (warriors)

    War Priests are a variant Warlord that I thought it would be fun to try out. Slightly less cop in a fight than the standard one, and bringing fewer Saga Dice to the table, but with a nifty and versatile ability that lets them burn a dice in the order phase to boost themselves or nearby troops in melee.

    Kettil and his men have also landed in a slightly unexpected part of England. Fearing the Anglo-Danes I've played against before, I brought the volatile berserkers in the hope that Stylus would target them with his fatigue-generating abilities and spare the rest of the army. No such luck; we've gotten lost on the way in, and now there's a huge mass of cheap and surprisingly capable infantry to be dealt with instead.

    Ah well - Vikings seem to take high casualties when I use them (probably just my slapdash approach to keeping them alive), but they can certainly grind through meat with the best of them. Tyr!

    Deployment


    When the ship landed, Ketill saw that they had beached near an old fort on the edge of a cliff. It was ruined and abandoned, and had an ill-fated appearance that made the men nervous. Several of them wanted to put to sea again and try for another landing place. 

    "We'll sleep up there," Ketill told them. "Men can go where they want. If the gods say it's unlucky, they'll soon let us know." There was a lot of grumbling, but the men did as they were told.

    As they reached the top of the cliff, it was nearly dark. Even so, they could see lights on the other side of the ruins, and hear men talking. 

    "There," Kettil said. "There's our luck! We'll attack at once. Then we can use their camp and their food instead of our own." And he took out his axe, which he had named Raven-Feeder, and started singing a song to Thor. 

    The Old Fort. Now in 3D!

    We'd be fighting in the ruins of an ancient stronghold. I'm no master of ancient architecture, but those crumbling columns look pretty Anglo-Roman to me. It's all the skulls, it's a dead giveaway. 


    Following the age-old battle plan of 'use the oiks as human shields', I put my two units of Ceorls at the fore, with the largest unit of Thegns ready to support them. The two smaller units of Thegns hugged the backline, sandwiching my Warlord, ready to plug gaps or absorb wounds as needed.

    Ever one to play to form, I went for a denied flank, setting some Bondi out in the middle as bait, then going heavily round the ruined keep on my left side. Run forwards, sweep the peasants out of the way and hack the enemy Warlord apart. That was my plan, and I'd be sticking to it!



    Kraken won the roll-off (by virtue of having the most-impressive, albeit recently denuded, facial hair) and made me take the first turn. A common tactic, as it allows me to make the first mistake.

    And for once, this suited me: no hanging back and flinging out fatigue like the Anglo-Danes. I wanted to move up and get stuck in quick while my numbers held.

    Anglo-Saxons - Turn 1 


    Throughout, when you see a Skull on the map, it's a Fatigue token rather than a casualty marker. 

    "The Northmen are outside the Old Fort! Seize it! On! On!" Æthelwulf 's warriors were already puffing from their hike up to Faern-Laega, but the Ealdorman pressed them forward.

    The raid had caught him by surprise, and he had been forced to leave his best troops to protect the Great Hall. He would have to make do with whatever shield-carriers he had scraped up from the hamlets on his way here.

    "Forward to the tower!" he bellowed at the Ceorls. "I'll just stay here and ... shake this pebble out of my boot."

    SAGA dice (1): Stout Hearts (increasing all units +2 models for battle board rolls) + The Fyrd (allowing all units of 10+ to roll an extra SAGA dice = 3 more)

    SAGA dice (2): 2 x The Muster (any unit 10+ can be activated) + Clash of Shields (extra Attack dice for one-third of the models) + Shoulder to Shoulder (+1 Armour, +2 Defence dice for 10+ models)
    Well, my machinations with the SAGA dice only netted me one extra, but it's better than nothing. I move the eastern unit of Ceorls into one building, while using my Warlord to push the central Ceorls forward, and spending another activation die to get them into another building, right in the path of the Vikings.

    Eastern Ceorls all up in your base.

    The rest of the dice I keep on my battle board as optional reaction in the Viking turn. I'm hoping that Kraken will take the bait and try to swat away my weak unit of levies - whereupon I'll buff them with everything I have.

    Lead from the back, right?

     Vikings - Turn 1



    Straight away, the enemy gathered themselves up in good order, and before Ketill's men had done much, a group of them ran into a nearby tower and started chanting "Ut! Ut! Ut!" at the invaders. 

    "Thor doesn't like that," Ketill said. "Get in there and kill the lot of them, then we'll deal with their chief."
    What's that you say? "Get off our land?"

    SAGA dice: 2 x Hirdmen + 2 x Bondi + Frigg (remove 1 fatigue from melee and gain attack die)

    Not a great roll for me - all five dice were Fehus, which limited my options a lot. 

    My instinct was to ignore the swearing mass of levies in the tower right in my path. Stylus had gleefully explained the full powers of his defensive abilities to me, and I'd heard that Anglo-Saxon levies were pretty tough. 

    But how tough could they really be? I mean, they were just farmers with shields, really. And I had the cream of a Viking warband to hand. If I crushed them and pushed them out, the blow to Stylus's morale would be well worth it. Plus it was part of the plan - run forwards, sweep the peasants out the way, crush the enemy Warlord. Time to get sweeping. 

    Get in there, boys.

    Predictably, it was a disaster. The Warpriest and his Hirdmen bounced off, losing two men to nil. Then the Berserkers managed to kill one lousy Ceorl at the cost of all their number. Still, the defensive buffs were gone now, and I had my Frigg ability (tee hee) that could turn my own fatigue to a combat advantage. Sending the Hearthguard against the tower again lost me another man for no dead farmers, though. What were they feeding them? 

    Probably the bodies of my Viking dead. Gross.

    Elsewhere, some of the Bondi were at least advancing on the Anglo-Saxon command post. Sensible buggers. 

    Anglo-Saxons - Turn 2



    "Attack!" cried the Ealdorman, hopping up and down to get a view of the action. "No peace! No truce! No settlement. No price in gold or land!"

    Within the tower, Almund looked at his fellow ceorls. "Rattle the shields, lads." he said. "Old Vinegar-Breath wants us to nab that big hairy bloke."

    SAGA dice: 1 x The Muster +  Defenders of the Realm (+4 attack dice if unit is 10+) + Overlap Shields (extra Defence dice for one-third of models) + Saxon Kingdom (all Levies 10+ are considered Warriors)

    Well, that went a hell of a lot better than expected! Seven hearthguard killed for the loss of only one levy - and a fatigued War Priest right in front of me.

    I hem and haw about whether I want to end the game on Turn 2, but it's silly not to go for it - the likeliest outcome is that the warlord will spill wounds onto nearby units, so it's all good.

    Scrag the Warpriest!
    As in 'attack him', not as in 'The Warpriest is an Aquatic Troll from DnD.' Although now you mention it... 

    I spend every dice I have to buff up that one unit of Ceorls - extra Attacks, extra Defence and fight like Warriors. Sadly, this is where all my previous good dice rolling levels out, and I fail to land a single wound.

    As a consolation, my defence holds out, so I don't lose anyone. And I can retreat back into the tower, which I'm enjoying the benefits of immensely.

    Vikings - Turn 2



    Ketill saw that most of his warriors had been killed in their attack on the tower. And now the men in the tower shouted and charged out all together, holding up their shields. Ketill didn't give them any ground, though, and they soon ran back away from him, unnerved by his great size and sour looks. 

    Ketill let them go, and went to find more warriors to carry on his attack with. "Let the cowards come out if they dare," he said loudly. "There's other things we can do while we wait for them." 

    It's a stupid tower anyway.

    SAGA dice: 2 x Hirdmen + 2 x Bondi + Attack Pool (one extra Attack or Defence die)

    A bit of defensive reshuffling this turn, with the Warpriest bringing up the other Bondi unit and then hiding behind them, bringing his lone Hirdman along as a bodyguard (he went the wrong way on the map. Probably in the game, too, see later).

    The larger Bondi unit carries on their advance, straight into a wood. No combat this turn, I've decided that the tower isn't really that nice after all.

    Anglo-Saxon - Turn 3 


    "The trouble is," said Magen, peering out of the tower, "I don't think that hairy bloke wants us to capture him."

    "He doesn't get a say!" snapped Almund. "Come on - I can see Toland's boys coming in from the other side. If they catch him first, we'll never hear the end of it.

    SAGA dice: 2 x The Muster + Overlap Shields + Saxon Kingdom

    I'm still relying on the Ceorls to do the business, so I use my activation dice to bring the eastern unit out of their tower, and send the other Ceorls (suitably buffed) into the smaller unit of Bondi.

    Once again, my dice stink: I have 11 (counts-as) warriors against 6 warriors, with extra defence dice, and not only do I fail to kill any, I lose a man and lose the combat. I retreat back into the tower in shame.

    Maybe he really is a Troll. That would explain a lot.

    At the northern end of the field, the large unit of Bondi are getting a bit close for my comfort, so I shuffle my Warlord eastwards, bringing a small unit of Thegns with me.

    Viking - Turn 3



    "Now is the time," Ketill said. "Night is coming on, and I want to sleep in that tower tonight. Thor!"

    And saying so, he charged into the tower again, backed by the other warriors. 

    SAGA dice:  1 x Hirdmen + 1 x Bondi + Njord (discard fatigue from Warlord and units within M) + Thor (immediately fight another round of combat)

    Finally, some better dice results! A Berkanan and a Sowilo that allow me to pull some better tricks. As the large Bondi continue to trek slowly towards the puny units guarding the Anglo-Saxon Warlord's yellow rear, my Warpriest once more slams into the tower. This time, I use Thor to fight the combat twice in a row before deciding a victor, as well as using Njord to ditch some of my fatigue first. 

    Useless - I bounce off again, and lose most of the Bondi in the process. At least the Ceorls are finally taking some casualties, although there's still a ton of them left. Plus a fresh unit heading for my rear...


    #pincer movement

    Anglo-Saxon - Turn 4 


    Magen pulled an axe from a window frame and lobbed it at the retreating Northmen. "They've really got a thing about towers, haven't they?"

    "Well, they're not getting this one!" replied Almund. "And look - Lord Æthelwulf is sending his Thegns into the attack - now we'll really see some blood!"

    SAGA dice: 2 x The Muster + Stout Hearts + Saxon Kingdom

    That's a bit more like it! I'm given a second bite at the cherry, with a fatigued Warlord in front of me. First I need the boost from Stout Hearts to bring my Ceorl's numbers 'technically' above 10, then I can turn them into warriors and activate them against the War Priest.

    And once again, I strike out. Not a blow lands on the War Priest (and I'm so close to knocking off the Hirdmen and Bondi - anything to drop the number of SAGA dice!).

    Meanwhile, in the Saxon rear...

    My untouched unit of Ceorls closes the pincer from the east, while my diminishing unit goes back to the tower to think about why they only perform well in the other guy's turn.

    Meanwhile, my Warlord pushes my largest unit of Thegns in front of the oncoming Bondi, and takes a back seat to the action.


    Viking - Turn 4



    Some of the other men had ignored Ketill's orders and had sneaked round the tower to attack the enemy chief and his camp. 

    Seeing this, Ketill made a poem about it. 

    "Hungrier than me, the ravenous sword trees!
    I prefer axe-meat and sword-drink
    To a hearth of shields where corpse-birds blink."

    SAGA dice: 2 x Bondi + Frigg + Thor

    Finally, the Bondi get in fighting range of the Anglo-Saxon warriors, and properly embarrass them in front of their junior league farmer levies. Using Thor for a double combat, my vikings crush the enemy and send them packing, taking only light casualties in the process.

    That fence won't save you, Warlord.

    And I manage the same result from the Warpriest, more or less - taking his last Hirdman with him, he charged the oncoming goblins Ceorls. The Hirdman died in the process, but the Ceorls got beaten back with a fair dose of deaths for good measure.

    Flee! Flee the Troll!

    At last, the enemy warlord was in striking range! Now my lonely leader just had to survive the inevitable countercharges long enough for the warriors to do their job. Gosh, there were still a lot of Ceorls still left, weren't there?

    Anglo-Saxon - Turn 5



    "Kill him!" Æthelwulf  called over his shoulder to his servant Bǣda. "Get over there and tell those lazy Ceorls to kill him, kill him! Stem that horror with a sweep of their swords!"

    As his Ealdorman scrambled for safety among his warriors Bǣda waved forward the Fyrd of Chiwe, ordering the peasants to attack the giant Northman with their scythes and billhooks.

    SAGA dice: 1 x The Muster + Stout Hearts + Defenders of the Realm + Clash of Shields

    Well, that took a chunk of out my back line (for a warriors vs warriors clash, my Anglo-Saxons really got trounced by Vikings - maybe the movies are onto something). My Warlord dashes towards the untouched units of Thegns, while the sole survivor of the big unit runs for cover (at this point, I just want to preserve his contribution to the SAGA pool).

    But over at the other side of the field, I have a third chance for redemption: nine Ceorls are left facing the War Priest, who is out of range of any warriors to take wounds for him. All I need do is land two wounding blows and victory is mine.

    I first apply Stout Hearts, to make them a functional 10+, give them 4 extra attack dice, and make them effective Thegns. It pays off and I land six hits for Kraken to save on 5+ with just seven dice.

    He saves five of them.

    By the cleft of Kirk Douglas' chin! Whatever member of the Norse pantheon this War Priest worships, he's really putting in overtime.


    Viking - Turn 5


    "These peasants are barely worth killing," Ketill said. "I seek a better foe," and he walked off towards the enemy camp. 

    SAGA dice: 2 x Bondi + Njord

    I was running short of dice now, and had a fair bit of fatigue piling up. So I sent the Warpriest into the centre of the field, then used Njord to remove his fatigue along with that of the two remaining Bondi units. 


    It's not running away. It's tactics.

    Then I sent the larger warrior group steaming into the enemy Warlord, at long last! It took a double push to get them in, but it was worth it for the long shot. 



    No, it turns out it wasn't. The saxon boss hides behind his shield as well as using my fatigue to up his own armour to the maximum possible, then comes out of hiding long enough to stick a sword in one of my guys. This display of combat verve is enough to send my unit packing again. 

    And who's this, traipsing along behind the Warpriest? Why, it's another gargantuan pack of Ceorls. Gah.

    Anglo-Saxon - Turn 6



    "It's no good," Toland jogged to a halt and bent double, resting his hands against his knees as the other Ceorls slowed around him. "We can't go any further. I need a hot cup of something that hasn't been invented yet."

    SAGA dice: 2 x The Muster + Stout Hearts + Saxon Kingdom

    My last chance to catch and kill the War Priest who (despite the map showing otherwise) is out of range of the Bondi, and so still vulnerable to a killing strike.

    Unfortunately, I'll need to activate my Ceorls twice to get them into range, and as they are both carrying one fatigue, they only need a second fatigue to become exhausted and far less combat-effective (Levies, being rubbish, have a fatigue limit of 2).

    But I have a plan: Stout Hearts to bring the unit of 9 into an effective 10+, then Saxon Kingdom to make them into warriors (who have a higher fatigue limit, and can therefore charge in with impunity).

    Sadly, this fourth attempt at warlord assassination comes to naught when Kraken employs a little-remembered, but perfectly valid, tactic of using my own fatigue to slow my charge. I'm just too far away to catch the warlord, so my Ceorls are left puffing among the ruins.

    Viking - Turn 6



    Ketill saw that not many of his own warriors were still standing, but he wasn't dismayed. Shaking Raven-Feeder, he called on all the old gods and charged the enemy lines. 

    SAGA dice (1): Activation Pool (roll two extra SAGA dice)
    SAGA dice (2): 1 x Bondi + Frigg + Heimdal (3 extra Attack dice but lowers your armour) + Valhalla (eliminate up to 3 Warriors or Hearthguard to gain 3 Attack dice per model)

    I have a last plan! Using easily my best Saga Dice roll of the night, I can boost the last Bondi to a suicide death squad, sacrificing their own number to Valhalla and Heimdal as they charge the Warlord.

    Alas, they are in the same boat as the enemy Ceorls - too tired to connect. All my abilities are wasted! I don't have any fatigue on Ketill, and he can't sacrifice himself to gain combat powers, sadly. So I content myself with flinging him into the nearby foes, thinking I'll make it a nice clean game with no counting out of victory points to decide a winner.

    What did you expect? Trolls vs Goblins - always a clear result.

    Unexpectedly, I win this combat handily, and beat the Ceorls away again.

    Result: Neither Warlord died, so decided by Victory Points - 12:6 to the Anglo-Saxons!

    Epilogue

    "My Lord Æthelwulf - the pagans have fled!" Bǣda kicked over the heaps of pigtails that had been discarded in the rout. "The Old Fort is ours!"

    The Ealdorman of Stoche fetched his servant a clip about the ear. "The Old Fort was already mine, you turd of a goat! Did I risk my life out here in this mud just to preserve what I already owned?"

    "No, my Lord," replied Bǣda. And it was true: the Ealdorman had not risked his life. He had not moved so much as one barleycorn, while the poor ceorls were sent forward to face the northmen.


    Most of that peasant levy had survived their ordeal, due to their quick thinking and the northmen's arrogance. They were now emerging from the shelter of the fort's central buildings, torn between thanking God for their deliverance and picking over the dead. A few pragmatic ceorls were already praising the Lord for sending them such rich corpses, thus saving time on both counts.

    "I wanted their war-chief captured!" the Ealdorman was working into a fighting temper that had been curiously absent an hour ago. "By the holy cross, I demand the head of that heathen!"

    "Their ships must have come up the River Sæfern," Bǣda guessed. "They will doubtless seek reinforcement or escape that way, and must first cross the fords of the Ffraw."

    "Then we shall pursue them!" roared Æthelwulf. "And prepare to summon the fyrd. I like a nice wall of ceorls between me and any viking axe."

    "Very good, my Lord."

    Aftermath

    Cracking battle, and not at all how I imagined it unfolding. Especially after Turn 1, when I was convinced I had this in the bag. A combination of crummy dice rolls, and the ability for SAGA units to go really defensive at need, denied me the killing blow. But it was a pretty decisive victory for all that.

    Hah! Well, as ever, I let my natural aggression get the better of me. There was a moment when I thought I should march straight past the tower towards the enemy, and leave them in there with all their defensive abilities. Then I thought nah, stuff it, let's have a scrap. 

    Trying to winkle defensive troops out of a defensive position when they're souped up with defensive abilities? That's not a scrap. It's a quick way to feed the wolves with your own troops, that's what it is. The Old Fort quickly became a Viking Somme, and because I can't learn new tactics on the fly, I kept doing it until I'd run out of bodies. 


    Thankfully they didn't actually have machine guns. Or bows. It's not WYSIWYG.

    That I didn't lose the Warpriest (who would have been better off as a normal Warlord, really - more Saga Dice and more combat power, but I'll stick with him for now) was a miracle. Like my last narrative warlord, though, it might mean he's bound for a greater final destiny. Nobody killed Phlothos either. 

    Consider me sold on the Anglo-Saxons. I was happy to make the switch, since the Anglo-Danes' staple tactic of loading fatigue on the enemy was getting a bit ... tiring (for both sides, I'm sure).I had no idea the levy troops could be so potent, but they'll be first on my list (even if that does mean more painting for me - damn you, horde armies!)

    It's great fun making full use of the battle board, although you have to balance it with enough SAGA dice-generating units to do so. Once these units do drop below 10 models, I think the army would be suddenly vulnerable, so it may be something of a glass cannon, but who doesn't like seeing those things explode?

    Nobody, that's who.
    I'm not so sure they're a glass cannon, exactly - their damage output wasn't exactly overwhelming, and they weren't that easy to smash! I think you're right, though, once they're gone, there's not much left in terms of abilities. I can't think of an apt analogy, though. Not Tanks, they lack endurance. Maybe a Zerg Rush? Drown the enemy in fast assaulting bodies and hope that's enough?

    True, although their damage output is probably a lot better than I demonstrated. They're more like rock cannons that don't really fire cannonballs. Rocks, then. They're like rocks.

    Kekekekeke

    So tonight the Anglo-Saxons will be dancing around their mead hall, playing bongos on discarded horned helmets like an Ewok percussion section. Godemite!

    I don't know where you're getting those horned helmets from. There's none in the archeological record.  


    Tomb Dwellers

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    And as the weeks roll by, it's time for some more Space Marines! Wooo! Give it up for the SM boys!


    Now, the Crypt Angels (who I really ought to get round to fluffing up properly) are fairly open when it comes to selecting weapons of war. This includes the use of 'slipped' marines, like this five man squad of Khornate Berserkers.


    I know the army is going to double as Chaos Space Marines as well as Plain Jane Space Marines, so there's no point in trying to disguise the fallen nature of this lot. The usual colours, though, so they could potentially double as assault marines if they needed to. 


    Almost the usual colours, anyway - they're a little brighter in the red department (Mephiston Red base, Carroberg Crimson wash and Troll Slayer Orange highlights, rather than the blue wash and Wazdakka I generally use). Blood for the blood bod and so on. 


    Chainswords are much cooler than power swords, right? Power swords might have the better rules and more prestige and blah blah blah. But chainswords are cooler - noisy, brutal and containing a sword-based pun. Love it. So these guys have power chainswords, i.e. I painted the teeth in the bright yellows I'm using for field weaponry. Probably need new rules now. 





    Elsewhere! I have done another unit of Tac Marines. Sword Squad have swords on their shoulders. I know, who would have figured?



    "Hey, nice strap, John!"
    "Thanks, Ted, I got it at Accessorise!"


    Not much to say here, except that the specialists have Devastator yellow markings so they can be swapped about as needed. The two specialists are also mucking about with grenades and scanners, because they think they're so much better than the other marines.




    A character, because I needed something to break the conveyor belt experience of doing ten thousand black and red armoured space knights. This ex-Dark Angel captain has a red dressing gown, and his Deathwing logos carefully defaced to look like winged mouths. I can't say it was total escapism, but it certainly helped.


    So that's the week's painting done. 

    But you know me, I have a colossal tub of white plastic fantasy miniatures and I must scream paint. And it's October, so the shops are full of spooks. So some more things from a Crypt, in keeping with their Chapter Brothers!

    Grown from genuine Dragon's Teeth!

    Place your bets on what will fall apart first, his sword or his body.


    Robin of Deadwood


    Boneman the Barbarian

    Mother?

    Meet the gang 'cos the gang's all dead 


    EXT: Ancient Barrow

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    Been a while since I did one of these!

    This is built around a piece of plastic, something that once had a salad in it I think. Scalloped packaging with separate compartments to keep the meaty bits and leafy bits separate, that kind of thing. Pretty much the same function as the ancient burial mounds it now vaguely resembles, I suppose.


    I've always been impressed, out in real life, at how unimpressive tumuli, barrows and similar prehistoric graves are. They just don't match my expectations - there I am, getting all Tolkeined up at seeing the appropriate symbol on the ordnance survey map, and after a mere three hours of hike against my loved ones will, what do you have to see? A lump, basically. Usually of mud. With grass and shit growing all over it, so that most of the time you can't even see the bloody thing.


    Well, this is in a similar vein (despite the wildly exciting GW resin skull pile) - it's sort of a hill, sort of a 'difficult ground' marker, and it's got a bush growing on one side. Could have been anything, a nubbin of a tower, or a Bronze Age fort, or what have you. At least it's not another swamp, drippy frozen yoghurt effects aside, and it gives my battlefield options a little more height.

    Not much height. When you bury people, you bury them lying flat, see. Keeps the overheads down.

    I've got quite a lot of terrain now, I find. There are some more things on my final wish list before I feel I'm done - some roads, some rivers (with a bridge or at least a ford) and a battleboard of some description to lay it all on. Although that wish is probably downgrading to a battle mat these days. It's not really a downgrade any more, there's some very sharp stuff on the market these days. If sharp is the right word for Fantasy Carpet.

    The dressing is some Citadel odds and ends (leaves off the Citadel Wood, a resin skull pile as previously mentioned, a section of DIY Movement Tray for flagstones) and some other debris from my cupboard - rocks, lolly sticks and a Reaper barrel.

    Reverse angle. It's pretty rough and ready overall, I think I've done better. The rim round the edge could have been better disguised, although I'm telling myself that makes it look more like it was once a building or something. It does at least have a nice sunken bit down the middle, as though the grave chamber has collapsed. So that's nice.

    This is going to get broken in (possibly literally, I should have reinforced the hollow interior a bit better) later this week. We'll be trying out Frostgrave, Stylus and I. Partly because it's got a good rep as something that fills a similar space to dear departed Mordheim. And partly as it's set in a recently thawed ruin, just like all my terrain. So tune in around Friday or so and we'll let you know how that works out!
     
    Top down. It's about 10'x8' overall, and almost two inches high. Some hill.

    Like bread, we rise. Sorry! Sorry, like Dead, we rise.
     

    Frostgrave for Beginners

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    The Ground's Gone All White!
    It's All-Skype Fight Night!



    Hello and welcome to another new game system for the Woffboot Battle Report World Series! Tonight, we're delving into the wintery world of Frostgrave. I, Kraken, will represent myself Boldly...

    And I, Stylus, shall be Plain as the rains in Spain.

    Frostgrave has a great reputation online, not only with hardened veterans like us who remember when Mordheim was a twinkle in Necromunda's eye, but also with fresher gamers looking for a simple skirmish campaign system. 


    Frostgrave Campaign
    Searching for gold and glory in a ruined city? I'd say that's a completely original idea.

    Low model count, snowy setting, magical duels - what's not to like? So we got the rules, set up warbands and had a crack at it. It's d20 based, so our first challenge was finding some.

    I found myself lacking such resources, and so improvised using a D6 for the tens (1-3 = 0, 4-6 = 10) and a D10 for the units. I'm hoping someone with a better grasp of percentages than myself will reassure me I was rolling accurately (because it really didn't feel like it at some points of the battle).

    More importantly, you can sing the Duck Tales theme song but swap in Frost Grave instead. Although you could do that with Mordheim as well, it's not as satisfying somehow. It's that soft terminal 'm', it's not as punchy.

    Warband Selection


    So the game starts with the selection of a Wizard, your avatar in the game, and his/her warband. There's a huge selection of spells from ten different schools of magic. Each wizard specialises in one, from which they get three spells, then a selection of three more from affiliated schools and two from neutral schools (and one you can't pick from for each kind of wiz). 


    'Gold' Dolgur and his associates

    I went Necromancer, because I've got this thing about siding with the bad guys in any given game. Not that they are in this, all the Wizards are plundering the recently-thawed site of a magical disaster for knowledge and cash. So we're all pretty scabby types, really. Necromancers still have a bad reputation, something to do with hanging out with dead guys a lot. 

    To break the mould, I didn't take any Raise Dead type spells. A ranged Bone Dart, Steal Life to suck health points from other models and the deadly but difficult Strike Dead spell for my home spells, then a range of protective spells (Elemental Shield and Familiar), buffs (Leap and Fast Act) and out-of-game experience generators (Absorb Knowledge). Lots of tools to pick from, although a fairly aggressive Wizard overall. 

    Apprentices cast all the same spells, but aren't as good with them. I bought gave mine a staff for fun, which allows slightly more defensive fighting. Then a trio of cheap cannon fodder Thugs, some nippy Thieves to go and grab treasure with, a fast Warhound for interference, and an archer and a crossbowman for ranged support. 


    Slothslayer the Soothsayer (authentic)

    I went with a Soothsayer (named 'Slothslayer' - a throwback to when I first read about them and had a habit of jumbling up words. When I was 7, I really did believe fortune-tellers had a sideline in killing tree-dwelling anteaters) and his Apprentice ('Claire Voyance' - see what I did there?).

    As muscle. I splashed out on the gold coins to get a Man-At-Arms, hoping for some more formidable combat prowess, then four thugs for some cheap filler and a couple of archers for ranged support. So I was already going to be outnumbered, but I was interested in how our two bands would differentiate.

    For spells, I took Awareness (a cheap cast to give me a permanent bump to the Initiative roll), Forget Spell (which could mess up my opponent's plans), Mind Control (which was the one I was really looking forward to), Fast Act (similarly, a cheap spell to get around the Initiative order), Invisibility (as you'd imagine), Miraculous Cure (no combat benefits, but could be very handy in the campaign phase), Enchant Armour (an armour boost) and Elemental Bolt (ranged attack).

    Slothslayer the Soothsayer (proxied)

    Terrain and Deployment


    We were taking it easy on the rules. They're simple, with very few optional extras for a more complex game, but we decided not to use these for our first game. A standard fight is a battle over stashed loot - the winner is either the last warband standing or the one who carts the most loot away. 

    Players take it in turn to place treasure counters across the board, at least 6' from each other and 9' from deployment zones. Then you roll for table edge, with the winner sticking his band down first, and then it's game on!

    Almost, anyway - some wizards can cast out of game boosts and bonuses. Like my Necromancer, who had summoned a familiar to boost his health before we even started. The apprentice tried the same, and stuffed it up. Idiot. 



    This photo is rotated through 90 degrees anticlockwise compared to the maps

    Snowy ruins are pretty much my specialist subject in terms of terrain, and the game is supposed to work best with heaps of cover and few long sight lines. I did my best to cover the 3x3 table with rotting architecture, swamps and fencing, then we slapped out our loot and our 'bands.

    Wizards and Apprentices go slightly earlier in the turn than lone soldiers, so both of us packed our leaders up with some minion bodyguards, with loners and snipers straggling on the flanks.

    The red targets are where the loot is. Remember them well, because they're not showing up in later maps. 

    Turn 1



    Play is more or less simultaneous. You know, within the limitations of these things. Your Wizards move and can activate any nearby goons. Then Apprentices do the same, then lone troopers, then any random creatures on the board. In each of these phases, you roll off for initiative, so the turns are mixed together and there's never a long wait for your next opportunity.

    There's Gold in them thar Dreadstone Blights!

    My Wizard set off with his thugs and doggie, heading for the loot at the bottom of the nearby ruin. He then blessed himself with a touch of Chronomancy, a Fast Act spell, allowing him to go before everyone else next turn.

    My Wizard began trying to cast Mind Control, failing the roll so badly, he lost a couple of wounds in the process. His surrounding thugs push on: two of them going for the treasure, the other one veering off to watch a flank (and putting himself out of command range for subsequent turns - I'll have to watch that).


    The Soothsayer takes his meat shield into battle
    Two minions in front of you gives you a better armour save against shooting. Necromancers like that. 

    Likewise, the Apprentice ran onto the raised platform ahead of her, taking some cover behind the crates and barrels there while her Thug ran to grab the treasure. Her attempt to cast the same spell went very bad, burning her for a couple of health points.


    Bodyguards to an incompetent. Well, it's a job.

    My Apprentice went forward with the Man-At-Arms and Thug, leaving the Archer behind to take aim (and miss). She did successfully cast Awareness, so I'd be adding +1 to every Initiative roll-off (while she stayed on the table).

    My loners did very little. The Archer sat tight in cover, waiting for a chance, while the two thieves dashed forward. One grabbed the nearest treasure, the other carried on towards the foe.

    My Archer sniper fails to connect with his target (leaving me to ponder if missile fire is that effective, or if my rolling is just rubbish).

    Turn 2



    Top of turn two, and the warbands prepare to close on each other

    My Necromancer got to go extra-first, thanks to his Fast Act spell. Which wasn't actually very useful - he had to leave his bodyguards behind, as they couldn't benefit from his group activation thingy during this special phase! Bah. Ah well, he could cope alone, so he nipped up the staircase ahead and went towards the loot up on the bridge, then tried to cast Elemental Shield, lost his place in the incantation, tripped on the steps and banged his knee. Ow.

    My Wizard once again fails to cast Mind Control, and loses another wound (note: this shouldn't be a hard spell to cast, I'm just making heavy weather of it). One of his thugs does secure the treasure though, and starts dragging it back, while the other thug moves forward to cover him.

    The Apprentice sent her Crossbow buddy into cover, as she did herself. The Thug grabbed the loot, then the other two let rip with a withering fire of bolts and Bone Darts, both aimed at the Archer in Stylus' back rank. And we nearly got her, too - eight wounds out of ten! Not quite enough. And not without cost, as the Apprentice had to empower her spell to get it to work (you can burn up to three Health points to change your casting test result).

    My Apprentice pushes the Man-At-Arms into the tower and up the stairs, and sends the Thug to secure the treasure within. She also moves the third Thug who had wandered away from the Wizard's range and into hers.

    She then almost casts Mind Control on the Thug in the opposing Apprentice's party - and I burn a couple of wounds to ensure it goes off. Sadly, this rare success at spellcasting is foiled when the Thug passes his Will Power test.


    That's not cover at the bottom, it's a really big Treasure counter. Yes, that confused me too, that's why I ended up in the open.

    One thief started slowly dragging the treasure back towards base; the other held position, ready to ambush any incoming Thugs. The Warhound advanced carefully through the bottom of the nearby tower, sniffing for foe. The Necromancer's henchthugs clambered up the tower behind him, trying to catch up, but they're still both too far behind to benefit from his command.

    I'm about to send my heavily-wounded archer off the table, but then realise they're expendable and just plonk it behind heavy cover. Then both Archers decide to pick on the Thug on the bridge who had shown such commendable willpower - he's right out in the open, but I still lose both roll-offs and miss him.

    Taking careful aim from his vantage point, the archer hopeless misses. 

    Turn 3



    Now it starts kicking off. 


    Take cover!

    My Necromancer spots his rival tarting about in the open at the foot of the tower. Pausing only to send his minions romping forward, he flings a Bone Dart at the poxy Soothsayer. It's a reasonable hit, but because he's already woozy from a miscast, he's left on just four wounds.

    I'm starting to worry about the health of my Wizard now - if the Bone Darts don't finish him off, another bad miscast just might do it. I try to cast Invisibility on myself - and fail by three points. However, I do have a choice to burn a maximum of three wounds to boost that cast into success. So I can be unseen and untouchable, but down to just one wound. With the heart of the lion, I do just that.

    On the more successful side of the spellcasting team, my Apprentice once again casts Mind Control and (having to spend another wound), successfully takes hold of the other Apprentice's Thug (hah!). I'll have to wait until the Soldier Phase to use him, but he is close enough to the Necromancer Apprentice that she can't leave without being forced into combat.

    For the rest of her team, the Man-At-Arms braces himself on the end of the walkway, one Thug starts lugging treasure back, and the other moves to protect him.

    Whose side are you on, anyway?

    The Necromancer's Apprentice considers trying the Leap spell to get away from her hypnotised former minion, then remembers that the guy is lugging loot about and thus a little hampered in a fight. I decide to take the risk and charge in, and quickly regret it, as I'm clobbered down to one Health point. Then the Crossbowman piles in too, to try and help, and ends up in exactly the same boat. Bah!

    On the other side of the field, my Thief jumps out and scrags the incoming Thug, gutting him in a quick fight. The other Thief keeps going North with his haul. Then the Archer manages to pot a couple of Health points off the Man-at-Arms climbing the tower. 


    Twang! Gotcha.

    Mapping error - there should only be one Thug on the bridge with the Necromancer, the other one is actually slowly dragging a big box back to my table edge. The one who really is there charges the wounded Man-at-Arms. Luck is on his side, and down goes the opponent!

    So much for the superior combat of my Man-At-Arms! My Wizard's Thug continues to drag his treasure back to the table edge. My two Archers shoot into the melee of Hypnotised Thug, Regular Thug and Necromancer's Apprentice (the hit is randomised, but I don't really care who goes down). Fortunately, I get the Apprentice both times, but unfortunately, not hard enough to damage her.

    I may also fight a round of combat with my Hypnotised Thug, but I think everyone is so confused by that stage, the combat gets drawn.

    Turn 4



    The Necromancer lurches towards his homebase, carting a pile of snatched treasures back along the rickety archway. 

    My Soothsayer flits around the treasure-hauling Thug, invisible, but still able to give moral support to push him closer to the table edge. I'm not risking any spells with him, so he's even less effective than usual.

    In a crazed melee, the injured Apprentice attempts to take out her entranced follower but gets finished off for her pains. Luckily, her crossbowman manages to finish the job. I'd cheer, except I've just knocked one of my own men out of the fight. Dammit. 

    My Apprentice's party gives up any hope of challenging for that third treasure token, and hauls out of the tower with their treasure token while the Necromancer's boys close in.

    My loot bearers continue trekking for safety. The spare Thief tries to chase down the Thug with the treasure ahead of her, and her Archer buddy tries some supportive fire. There's too much cover in the way, though, and he doesn't connect. 

    My two Archers find that the Nercomancer now represents their best target and loose on the wizard in the open. However, neither of them manage to connect.

    In the middle, the Warhound lopes into position, ready to tackle any of the enemy Thugs who try to leave with loot. And the final Thug sprints down the stairs and gives the Soothsayer's Apprentice a game bash on the head, not quite finishing her off but making a damn good start of it. Unhappily, this leaves him pretty open to being piled on...


    One more good hit should do it...


    Ah, but you brought friends.

    Turn 5




    Cheerfully, the Necromancer dives off the end of the stairs and into heavy cover. Another attempt at an Elemental Shield (nobody else here to shoot at) goes awry, and I'm down a bit more health. 


    To the Victor, the spoils! Now to change my name to Victor.

    I get two loot tokens off the board in this turn, and one more on the way in the arms of the boss. That's half - if I can get one more, I've got a chance of winning this. 

    My Soothsayer leaves his Thug to run to the finish line and flits off to support (as much as he can, still being invisible), the main party.

    The badly injured Crossbowman limps out of cover, over the bodies of his one-time comrades, and claims a fourth treasure token. This leaves him in plain sight of both the enemy archers, but nuts to it. Faint hearts never got shafted in the open won fair maiden. 


    These shattered torsos were once my friends.
    Centrally, the Warhound gets clobbered. Actually, this may have happened in the mayhem of the previous turn, I lost track a bit what with all those dead Thugs. 


    Down, Shep.

    With the Warhound gone, my Thug is free to pile into the Necromancer's Thug that was bothering my Apprentice. Add in the other Thug that was supporting her, and I have this guy outnumbered three-to-one (which gives me a very healthy whack to my combat bonus).

    Sadly, things do not go according to plan: the Necromancer's Thug wins all three bouts of combat, knocking out my Apprentice and one Thug, and putting wounds on the last one.

    Finally, my Thief catches up with the load-bearing Thug on the West flank. And is immediately butchered for her pains. 

    It was a long sliding tackle over the tundra. A sprain was inevitable.

    Turn 6-7



    The invalid Crossbowman continues plodding along under heavy fire, until the Necromancer takes pity on him and grants him a flea-like Leap off the board. Shortly after, the Necro himself trots away, safely out of range of the distant Soothsayer and his Archers.

    My westernmost Thug finally makes it off the table, bagging my first bit of treasure. My central Thug finally manages to put down the Thug that  fought so heroically last turn. He proceeds to pick up the discarded treasure and make his own way off the table.

    In a crucial roll of Initiative, the Necromancer's Crossbowman goes before my Archers, and is thus able to move out of bowshot before I can take any more shots at him.

    My own Archer cheerfully retires, with nobody to shoot at and no reason to stay. 

    There's no realistic way to catch or engage with any enemy model, so we call the battle there.

    What about us? You could shoot at us.

    Aftermath

    Well, 'Gold' Dolgur has the lion's share of the loot, so that makes him the winner. Obviously, this pleases me, but there's the inconvenience of the long game here. I've taken more casualties, perhaps inevitably given I took a larger warband. 

    Luck remains with me, though (I shall rue this next week) - nobody is permanently hurt. One of the Thugs will miss a game, presumably the miscreant turncoat as he sits in a cellar and considers where his loyalties lie.

    All four of my casualties make it through as well, although I will miss a Thug and that useless Man-At-Arms as they recover during the next bout. Which means I'm still going to be outnumbered.

    Each Treasure recovered gets you experience as well as spoils. I roll a pair of potions, quite a decent haul of cash (about 400 coins) and a Grimoire of Exploding Runes which I shall learn at later leisure. Ascending to Level 2 in one fell swoop, I improve my fight stat and my mastery of the Strike Dead spell, which I fully intend to become a signature move once I've got any chance of casting it.

    With only two Treasure chests to plunder, I get less - although some decent rolls on the table help to balance that out: 230 coins, 2 x Potions of Invulnerability, 1 x Elixir of Speed and a Grimoire of Destructive Sphere (aka The Holy Hand Grenade).

    I only get enough experience to get to Level 1 and I use it to improve my mastery of  Mind Control - clearly my guy needs it.

    Then we move the Warband into an inn - after your first game, you pick a base. There's plenty to choose from, including Laboratories that give you free experience after every match or Temples that aid your healing spells. The Inn allows me to hire one extra minion beyond the usual limit of ten, and I splash out on a mighty Barbarian to bolster my combat lineout. He's big and hard-hitting but poorly armoured. At five times the cost of a Thug, I'm not sure he's entirely worth it, but every good Necromancer needs a powerfully muscled dope as a henchman. It's in the handbook.

    I relocate to a Temple, which boosts my cast of Miraculous Cure, should I need it. I also hire a new lackey in the form of a Treasure Hunter, since that was also a failing of mine this time around.

    Locker Room

    Good game! The combat is quick and easy, if perhaps a little over-dependent on random numbers. But that's wargaming for you, right? Can't grumble about that. 

    Yes, it's a thumbs-up from me. I could definitely get into a campaign of this.

    The spells are where this shone for me. Loads to choose from, but with such a simple system you don't get bogged down. The Wizard, being the only model in your team who really levels up, is the one making all the difference, so they stay the star of the show. Not like Mordheim, where some jumped-up noob could end up being the new boss. 

    Perhaps I miss some of that detail? Well, maybe, just a touch. It's a different game, though. Your mooks here are just that, and that's no problem for me. I'd happily play this again, it's a good system and plenty of fun.

    I could also see it being even more fun (and not really much slower or more complicated) with more than two players facing off against each other, something that GW games systems always struggle with. The 'simultaneous' turn sequence is more flexible, so a three-way rumble wouldn't take extra planning. Potential for the days to come, I think!

    On reflection, what really shone for me was the sequence of play: having roll-offs for each phase (Wizard, Apprentice, Soldier) seems to be a decent merger of the UGO-IGO system and simultaneous play. The fact that there are spells to get around the order, and you can push soldiers into an earlier phase (assuming you plan ahead) makes me think that there could be a real knack to stealing a march on your opponent.

    So it's a fun game, a decent setting and plenty of scope for building warbands from miscellaneous models (a Beastman as a barbarian? a Dwarf as a treasure hunter?). Lots of customisation potential. Glad I finally started experimenting with snow bases.
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