I like Age of Sigmar.
There I've said it...I like Age of Sigmar, not a popular opinion around here by any means, but it is my opinion. Age of Sigmar is a great game, it's fast, easy to pick up, has a lot more tactical depth then people give it credit for, and yet, my local gaming group have seemed to overlook it entirely.
I can understand this with 8th edition 40k being released recently, but still...
In spite of me trying many times to get momentum rolling for us all to play AoS, nothing has come of it.
I still like it though...
In one of my attempts to get a group going, I started to build some stuff for a Freeguild army, here is my first (mostly) finished miniatures for it and a bit of back story.
Warpriest Tordimir Nicoljasyn and the Urszdora, The Great Axes of Destiny, defenders of Ancestor's Fyrd.
I had finished painting these models a while ago, but only just finished adding the grass tufts to their bases, (and I really do need to add a motif or something to the banner).
In the background is a Great Eagle I got in a trade from a friend who was getting out of the hobby. It is one of the LotR Eagles, which are some of the best giant bird miniatures GW have ever produced, they even rank highly in my favourite miniatures ever produced by GW too.
The eponymous town of Ancestor's Fyrd came into being when GW put their City Generator Tool on the Warhammer Community web page as the Firestorm Campaign box was released, a few dice rolls later and the town of Ancestor's Fyrd was created.
"The town of Ancestor's Fyrd lies upon a heavily used crossroads deep in the Drakespine Mountains of Ghur.
Humans and Duardin are the most common residents here, but Sylvaneth from the great redwoods upon the mountainsides visit the town to acquire useful tools for their life giving rituals deep within the woodlands and the Stormcast Eternals maintain a small garrison here as a defence against the Orruk raids which periodically plague the area.
The local Duardin expertly craft weapons and armour for the forces stationed in the town using the Arcane Forge they created on a nexus of magical power they discovered within the town walls.
Ancestor's Fyrd was the site of a great battle in times long past and artifacts of the armies which fought can still be found in the surrounding lands to this day".
I do love these sort of things from GW as it allows you to really create a sense of where your games are taking place, instead of just "in the infinite realms" etc.
They also lead you down different paths for hobby projects, for example given the background to the town I could spend a period building some ancient battlefield detritus, or a magical blacksmiths forge. I could add some redwood conifer forest bases and some Sylvaneth at the same time (the Treelord kit is lovely).
I also have a number of Beastmen lying around waiting to be completed, however these could be traded away for some Orcs to raid the township, the possibilities just keep growing.
I also posted the above background and picture on the Warhammer Age of Sigmar page on Facebook in their monthly competition which finishes tomorrow. Probably wont have a chance of winning, but why not enter?
well, until next time...
- Lewis
Tuesday, 31 October 2017
Hobby - Portable Hobby Kits
As we all know, wargaming isn't a small hobby. Yes it is portable when we want to go to the LGS and play a game with our opponents. Carry cases have been part of the hobby for a VERY long time, not quite as long as the miniatures themselves.
A good carry case is essential in this modern age of the hobby, as thanks to the Internet, we have access to more opponents and places to play then ever. That is all well and good, but what about when you want to do some painting or such whilst away from your hobby space at home?
Well, Youtube to the rescue, with Tabletop Minions host Atom Smasher, providing a video about this almost four and a half years ago now (where does time go?)
Portable Nerding Kits - Tabletop Minions
He makes some valid points, about going to someone else's house or the LGS for a hobby night rather then a gaming night. Having your gear ready to "grab and go" rather then have to search for everything off of the desk is mightily convenient.
With this in mind, I decided to make myself a portable hobby kit as I am going to be having a few days away with my son, its something I can put in the back of the car and relax with once we have been out and about all day.
I know Atom recommends the local "sporting goods" shop, but here in Yorkshire, it's easier to go to a B&M or Home Bargins type shop.
The above toolbox was bought from the local B&M shop for £3.99. Not a bad price for what it is.
Roughly 18 inches by 12 inches by 2 inches deep and with removable/reposition-able partitions, it is perfect for the use I have planned.
The orange is a little in your face inside, but that doesn't matter as this wont be seen by many people.
And what can you get inside?
All loaded up and ready to go.
- Knife.
- Glue.
- Selection of Paint Brushes.
- Selection of Files.
- 32 Pots of Citadel Paint, including Shades with their bigger pots.
- Miniatures I am working on, including:
- Fyreslayer Berzerkers.
- Black Legion Chaos Marines.
- White Scars Tactical Marines.
- Samurai.
- Warrior Monks.
- Masked Men Ashigaru.
The only this I haven't included in mine is a water pot, simply because I don't have a suitable pot to put in here yet, when I do get one, it will either live with the brushes and such, or I will sacrifice a miniatures section to put it in.
Personally I think this is a great idea for when you want to hobby, but might be away from your desk, on holiday or business trips, etc.
I am going to use mine around the house actually, so I can sit with the missus and we can watch a DVD whilst I fettle some miniatures for a while, or I can indulge in my hobby whilst the boy is playing in the front room after school. I am taking this to my mothers house where we are staying for a few nights soon, as long as I don't spill one of the shade pots over anything (an all too common occurrence according to FB groups) things should be fine and I may even get the Samurai or Warrior Monks finished off entirely!
The point is, I can still hobby wherever and whenever I wish, at home or out and about.
Until next time...
- Lewis
Friday, 27 October 2017
40k - A Word in your Ear!
So I have had this Callidus Assassin sitting half painted on my desk for a while now.
I bought her when the Assassin models were released separately after the Execution Force game was released a few years ago.
Having my ToH Warrior Monks in that strange period of painting where small bits get started but not finished until later on, I decided to pick something up which I could finish and get clear of the table to feel good about slogging through the other stuff.
Here she is:
A very standard paint scheme which is quite close to the GW one, no point in making her brightly coloured when it isn't needed on this model.
I enjoyed painting her and as my regular 40k opponent said the other day, I should think about investing in a Culexus Assassin as my planned Imperial Guard (none of that silly Astra Militarum please) doesn't really have any defence against psychic attacks, the poor fool, obviously doesn't know what the assassin does to enemy psykers.
well, until next time...
- Lewis
Thursday, 19 October 2017
Thoughts - 20 Years of Sporadic Wargaming with Games Workshop.
So, I had one of those epiphany moments the other day as I realised it was October 2017. Normally October is highlighted by Halloween and my girlfriends birthday, this year however marks another anniversary, one particular to me.
This year marks 20 years since I walked into Games Workshop and bought my first boxed set of miniatures.
This was back in the days of 2nd Edition 40k, 5th Edition of Warhammer Fantasy and a host of Specialist Games*.
My first miniatures were a box of Lizardmen Saurus and Skink warriors, waaaaay back for 5th edition Fantasy.
(This is not my miniatures, just a picture of one i pulled off Google for this post).
These were duly taken home and painted (badly, but everyone has to start somewhere), but the seed had been planted.
I remember getting the 5th edition fantasy starter box and a Lizardman Stegadon that year for Christmas, and by new year the dining table was ringing to Bretonnian Knights and Lizardmen warriors locked in mortal combat with each other (that's how i imagined it anyway, in reality it was probably flipping of pages of a book and dice rattling).
All was well and I was happy enough fighting battles in the Old World, but one rainy Saturday afternoon in the local Games Workshop, the manager brought out this:
And into the murky world of Warhammer 40k I delved, giving up on fantasy nearly completely.
Bringing out Gorkamorka, that manager engaged the Sci-Fi gamer in me and turned me onto 40k, not only 40k, but Orks in particular In the 7 different editions of 40k I have played, the Greenskins have been a constant presence in my hobbying. I have built an Ork army for every edition apart from 6th and 7th (getting shot off the table in turn 1 of four different 6th edition games kind of soured the game a little.
On this note, numerous copies of Assault on Black Reach were bought when 5th edition came out, and I assembled a huge horde to do battle...but thanks to the badly organised rules and codex creep back then, very little happened with them (in fact I STILL have most of them in a box with the word eBay scrawled on the side of it, must get round to sorting that).
4th edition came and went with Imperial Guard at the helm as I was reading the Gaunts Ghosts novels as they were released one by one. Apocalypse also came out during this period and my gaming friends at the time got ourselves onto a war footing, one amusing memory from the first house I was renting at the time, was of my then girlfriend walking in on a room of four guys, nearly 200 freshly built miniatures on the table and the entire room stinking of plastic glue (we had forgotten to open a window).
5th edition and it was back to the Orks, but my gamer group drifted apart as we all got full time jobs, most of the time when we would get together on Saturdays to play in a friend's basement was when we were all in college together.
Life started to get in the way of the hobby and I drifted away for a while. The itch was always there, but things like Dawn of War on the PC, were much easier to get along with at that time as they didn't require scads of cash being spent.
6th and 7th editions of 40k were very poor and I didn't really do much during that period with GW games, I bought and built the odd model, but nothing like the whole swathes of armies I had had in the past. When my Space Wolves, who were phenomenal in 5th edition, were consistently beaten in every game I played, simply because I couldn't afford to buy all the latest toys, the writing was very nearly on the wall.
During this period I didn't touch Warhammer Fantasy, as that had expanded the army size and was ridiculous to buy into...we're talking nearly £400 before you could start playing a standard points value game, not something I could do at the time.
Happily salvation was on the way...
Coming full circle for 20 years of Games Workshop in my life, and we have 8th edition 40k,
When the pre-order for 8th edition was announced, I liked the rumours I had been reading online by Games Workshop themselves**, so I decided to drop some cash on the main rulebook, and the indexes for Marines and Orks.
For now I am building a White Scar army, but I have an Ork horde half built as well.
Some of my finished Orks in the display case against another friend's Ad-Mech forces.
Fantasy never disappeared either, as for Age of Sigmar, I have part of a Beastman force (I just got some chariots from my friend Chris for it) and a Freeguild (humans) force I am working on.
My converted "Varangian Guard" count-as Greatsword unit for Age of Sigmar, need to sort the motif for the banner (always something to do...).
Hopefully with the new CEO making decent strides and all the changes at GW in the past couple of years**, I will be able to sit down in another 20 years and talk about the path taken again...
Until next time.
- Lewis
*now a lot of people will moan about GW's practise's of cutting out specialist games, and their pricing model, but this isn't the time or place for that.
**starter box deals, Warhammer TV (it still boggles the mind that I can sit and watch GW games live on TwitchTV), convention appearances, actually responding to questions and comments on social media!
Wednesday, 18 October 2017
ToH - Sohei Warband.
First Steps:
Well, this is it folks, after going through the main core box, the Masked Men box and the Perry Miniatures Samurai models the other day, I spent a day off work assembling a full warband as I had a rare day with nothing at all to do.
Sohei - Buddist Warrior Monks - being one of my favourite parts of fuedal Japanese history had to feature somewhere near the beginning, I just wasn't expecting them to be the first warband to be built.
The fully built 18 point Warband.
Obviously, Masahiro is the leader, he is straight out of the Masked Men box, he is armed with a Bo (staff).
On the right is a Warrior Monk on his own, he will count as a Masked Man with Naginata (polearm).
One of the things I love about this game is that you are free to arm your models with whatever you wish, only Bows cost more points when given to Samurai (who may not field guns either).
Alongside him is a group of 3 Warrior Monks in one of Warlord Games multibases. This allows easy movement of three figures together, when commoners are taken in groups they gain bonuses to their Honour and Perception stats until they start dying. Again the monks are going to count as Masked Men armed with Naginata.
Next we have the main core of the warband, two groups of Masked Men. the left is armed with Yari (spears) and the others are armed with Yumi (bows). These models are all made from the basic Ashigaru sprues with the metal Masked Men heads attached.
Finally we have a solo Masked Man armed with a bow. I converted this model using half of a pair of standing legs and half of a pair of kneeling legs and then added an ammunition backpack to the base for him to stand on. I wanted a more dynamic pose for him as I may count him as a"Sergeant of Archery" to add a bonus to the archer group when he is near those models.
I may use the last Warrior Monk model and convert him into being a Sergeant to give a free movement action to commoners when he is near them which would bring the warband to 20 points.
I am also thinking of adding a Ronin type character to them to get some more Samurai activations in the bag for the warband, but we will see.
Next Steps:
I am going to add sand to all the bases and get these guys primed white in the next couple of days so I can begin painting this weekend.
Until next time.
- Lewis
Tuesday, 17 October 2017
Thoughts - A small Campaign idea.
So, my friend Chris plays various fantasy/historical wargames, and was discussing ideas for a short campaign.
He is thinking about:
I spent about an hour coming up with this once I had my free time this evening.
It focuses on a small Norse raid on a Saxon holding. unknown to the Norse, the Saxons have allies in the form of Deep Ones which can be summoned in from the seawater or marshlands which make up the terrain of the table in the games.
I have left the rule set open to be used with whatever is currently in favour, be it:
Each Scenario has some flavour text to read aloud to both players, depending on who wont he previous game, providing some continuity, feel free to also add in your own campaign experience rules if you so wish.
Each Scenario description also features some special rules as I discounted a lot of the special rules from the OHW book due to those being designed specifically for use with the force lists in the back of that book.
I hope this is enjoyable and sets the mood.
Dark Times Campaign.
The year is 813, an auspicious time of dark magic and legend.
King Eardwulf sits on the throne of Nordhymbralond, a kingdom surrounded by enemies.
Vikings raid the coast, Emperor Charlemagne covets the kingdom from his domains in Francia, King CausantÃn of the Pictish kingdoms of Scotland raids the northern border extensively and to the south King Coenwulf of Mercia gathers forces to invade the kingdom again after his bitter defeat in 801.
Surrounded by enemies at every turn, King Eardwulf commands his priest's to find a way of protecting the kingdom. This they duly do, for better or worse, none can say yet...
Scenario 1: The Raid on Crawcester.
(Read this aloud):
The small village of Crawcester on the north east coast of the Kingdom of Nordhymbralond, a few houses surrounding a longhouse, a stone built church, several livestock pens and a muddy road leading away from the coast are all that denote this area as civilised in the middle of the sprawling moors and marshes near the North Sea.
As the day dawns, grey and with a light rain being blown in from the sea, the villagers go about their normal farming duties and the soldiers stationed here perform their normal sentry rounds, unaware that their world is going to be cast into darkness within the next hour.
Viking raiders have come ashore a few miles further north and established an encampment. Overnight scouts have located the village as a first target to raid.
Rules:
Use the OHW "Surprise Attack" scenario (page 86) with the Vikings playing the Blue Army.
This game uses the following modifications:
The crossroads is replaced by the church or longhouse, this is the victory objective as stated in the scenario overview.
the east edge of the board is the coast with the north sea, no models may move within 3 inches of this board edge at anytime, if they do through their own movement or being pushed back they are destroyed as the waves claim them.
The wood is replaced with a marshland or series of hills.
If your game system uses weather rules, perhaps try out a rainy battle?
Victory:
If the Vikings manage to get at least 3 models into contact with the objective building, they are deemed to have won and make off with the treasures of the Church through looting.
-----------------------
Scenario 2: Murder in the Marshes.
(If the Saxons were victorious in Scenario 1, read this aloud):
The raid upon the village was a disaster, several Hirdmen lay dead in the mud back there, and the rest of the raiding party only just managed to retreat before the vengeful Saxon soldiery started pursuing beaten Norsemen.
Retreating up the muddy road heading back to their beached ship, the Norsemen pass several crudely sculpted fish man statues.
Half-man and Half-fish, they appear to be carvings of sea gods or old gods, who knows in this supposed Christian land.
The rain seems to be getting heavier now, the drizzle from earlier turning into a fully fledged rainstorm, the lack of visibility and the noise of the rain hitting the marshlands to either side of the road mean that the Norsemen, more concerned with their flight from their failure do not notice a Saxon patrol forming up on the road ahead of them, nor the bubbling coming from one of the marshes...
(If the Vikings were victorious in Scenario 1, read this aloud):
The raid upon the village was a great success, their priest had too much gold for one man, all the Norsemen will be rich with the plunder they have gathered with a little sword work today.
A heavy fish man statue made out of gold is the pride of the loot, a strange item considering this is a Christian kingdom, but the Norsemen pay it no heed and chatter and laugh loudly as they make their way back to their ship, leaving the Saxon dead and Dying in the mud of their hovel.
The rain seems to be getting heavier now, the drizzle from earlier turning into a fully fledged rainstorm, the lack of visibility and the noise of the rain hitting the marshlands to either side of the road mean that the Norsemen, more concerned with their victory and loot do not notice a Saxon patrol forming up on the road ahead of them, nor the bubbling coming from one of the marshes...
Rules:
Use the OHW "Bottleneck" scenario (page 112), with the Vikings playing the Blue army.
This game uses the following modifications:
The western side of the road should be hills and marshes, difficult or impassable terrain.
The eastern edge of the board should be marshlands, as many as possible.
The Special Rules for the scenario are ignored.
The Saxon (Red) force deploys at the north end of the road, the Vikings (Blue) arrive at the south end of the road.
The Saxons have access to a number of "Deep Ones" who act as their reinforcements, this can be up to 1/3 of their total force depending on what ruleset you use. Use whatever summoning rules you wish, but they must arrive from the marshes on the eastern side of the board.
Victory:
If the Vikings can get at least 1/3 of their numbers to the north edge of the road, they are deemed to have cleared the blockade and made their escape, any other result is a victory for the Saxons.
-----------------------
Scenario 3: The End Times Cometh!
(If the Saxons were victorious in Scenario 2, Read this aloud):
The Viking raiders were defeated on the road heading north, through the combined efforts of Saxon feat-of-arms and their otherworldly allies.
Several of the Saxon soldiery are uncomfortable with their allies presence. Many secretly fear that dark bargins have been made by their leaders but they follow their lords and obey, the raiders need expelling from Nordhymbralond.
A captured Norseman, tortured by the "Deep Ones" has given up the location of the beached longship that the raiders came from.
Now their forces gather at the site of the beached longship of the Norsemen, they gather to kill them all, bloodlust pouring through the soldiers, fuelled by the presence of their "allies". Thunder crashes and Lightning splits the ground as the priests' make their proclamations of victory and aid from their new found allies once again.
These allies come from the sea in times of need to defend Nordhymbralond from enemies and will always aid good Saxon men...or will they?
(If the Vikings were victorious in Scenario 2, read this aloud):
The Saxons tried to block the road north, but the Norsemen, bellicose in their previous victory, easily spilt the Saxon blood placed in their way.
The "Nokken" allies of the Saxons were unnerving at first, however once the first one was killed, they all fell under the axe blades or retreated to the waters. None can stand against the might of the raiding party.
Now the Norsemen lay siege to the farmstead which the patrol was returning from, one which has more of the strange fish man statues nearby rendered in stone this time.
As the wind picks up and the waves crash further onto the beach, Thunder crashes overhead and Lightning splits the ground with in the stone circle. Shadows are looming beneath the waves, but the Norsemen pay them no heed, they have defeated the "Nokken" once before and will do so again, but maybe the "Nokken" have brought more this time?
Rules:
Use the OHW "Ambush" Scenario (page 108), with the following modifications.
If the Saxons won Scenario 2, they are the Red army.
If the Vikings won Scenario 2, they are the Red army.
The Woods are replaced by a stretch of coastline, only "Deep Ones" may enter and move freely in this area, any human who enters will be sucked down under the water and removed as a casualty.
The Town is not a Fortress, and will be either:
A Farm if the Saxons are defending.
A beached long ship if the Vikings are defending.
The Special Rules as stated are ignored for this game, instead:
The Red army may not move out of its deployment zone until turn 3. It may act as normal until then however.
The Saxons have access to a number of "Deep Ones" who act as their reinforcements, this can be up to 1/3 of their total force depending on what ruleset you use. These models may be summoned using your summoning rules or deployed as normal, in either case they HAVE to start in the seawater.
Victory:
The Blue army must defeat or rout off the board all enemy units. Any other result is a victory for the Red army.
-----------------------
Final Steps:
(If the Saxon Player is victorious, read this aloud):
With a guttural cry, the last of the Norsemen is cut down. Bodies lay bleeding on the sands, several wounded are mewling with pain.
The Saxon leader starts to give orders to his men but is stopped by a malign hiss behind him. He turns to see the allies of Nordhymbralond, cutting runes into the flesh of the humans.
The "Deep One" stood in front of him draws itself closer and hisses in his ear.
Battle hardened warrior though he is, his turns white and soils himself in front of his men, when he can recover his wits he orders an immediate retreat back to the village, away from this cursed place.
As the rain continues to beat down, the Deep Ones busy themselves dragging bodies into the surf. The dead and wounded are taken, Norseman and Saxon alike.
(If the Viking Player is victorious, read this aloud):
With a guttural cry the last of the Saxons are cut down, their allies either dead or driven off into the sea waters. Bodies lay bleeding and unmoving, the wounded are being tended to by the survivors of the raiding party.
As warriors break into the farmstead, a cry of anguish is heard above the noise of the storm. A "Christian" priest of the Saxons is slumped over an altar, his dessicated form painful to look at. His hand still holding tightly to the ritual dagger which was plunged through his heart.
Another of the golden fish man statues is by his head, now covered in blood. On the advice of the seer in the crew, The Norsemen leave it well alone and burn the farm to the ground.
Against the seers' advice however, they take the statue they already plundered with them, not seeing the trail of glowing eyes which follows their long ship as it sets out to sea, the pillar of smoke from the burning farm unnaturally visible for some time, even through the storm raging around them
"The Nokken will be coming" were the Seers' last terrified words before he too, dropped dead.
-----------------------
Well, I hope you enjoyed that, and if anyone plays it (Chris) give me a shout as to how it plays out.
Until next time...
- Lewis
He is thinking about:
- Skirmish level games.
- 3 Scenarios long.
- Dark ages with a hint of lovecraftian horror.
I spent about an hour coming up with this once I had my free time this evening.
It focuses on a small Norse raid on a Saxon holding. unknown to the Norse, the Saxons have allies in the form of Deep Ones which can be summoned in from the seawater or marshlands which make up the terrain of the table in the games.
I have left the rule set open to be used with whatever is currently in favour, be it:
- Song of Blades and Heroes.
- Saga (use Hearthguard rules for the Deep Ones?)
- Age of Sigmar (use Tzeentch rules for the Deep Ones and Chaos Marauders for the Saxons and Vikings?)
Each Scenario has some flavour text to read aloud to both players, depending on who wont he previous game, providing some continuity, feel free to also add in your own campaign experience rules if you so wish.
Each Scenario description also features some special rules as I discounted a lot of the special rules from the OHW book due to those being designed specifically for use with the force lists in the back of that book.
I hope this is enjoyable and sets the mood.
Dark Times Campaign.
The year is 813, an auspicious time of dark magic and legend.
King Eardwulf sits on the throne of Nordhymbralond, a kingdom surrounded by enemies.
Vikings raid the coast, Emperor Charlemagne covets the kingdom from his domains in Francia, King CausantÃn of the Pictish kingdoms of Scotland raids the northern border extensively and to the south King Coenwulf of Mercia gathers forces to invade the kingdom again after his bitter defeat in 801.
Surrounded by enemies at every turn, King Eardwulf commands his priest's to find a way of protecting the kingdom. This they duly do, for better or worse, none can say yet...
Scenario 1: The Raid on Crawcester.
(Read this aloud):
The small village of Crawcester on the north east coast of the Kingdom of Nordhymbralond, a few houses surrounding a longhouse, a stone built church, several livestock pens and a muddy road leading away from the coast are all that denote this area as civilised in the middle of the sprawling moors and marshes near the North Sea.
As the day dawns, grey and with a light rain being blown in from the sea, the villagers go about their normal farming duties and the soldiers stationed here perform their normal sentry rounds, unaware that their world is going to be cast into darkness within the next hour.
Viking raiders have come ashore a few miles further north and established an encampment. Overnight scouts have located the village as a first target to raid.
Rules:
Use the OHW "Surprise Attack" scenario (page 86) with the Vikings playing the Blue Army.
This game uses the following modifications:
The crossroads is replaced by the church or longhouse, this is the victory objective as stated in the scenario overview.
the east edge of the board is the coast with the north sea, no models may move within 3 inches of this board edge at anytime, if they do through their own movement or being pushed back they are destroyed as the waves claim them.
The wood is replaced with a marshland or series of hills.
If your game system uses weather rules, perhaps try out a rainy battle?
Victory:
If the Vikings manage to get at least 3 models into contact with the objective building, they are deemed to have won and make off with the treasures of the Church through looting.
-----------------------
Scenario 2: Murder in the Marshes.
(If the Saxons were victorious in Scenario 1, read this aloud):
The raid upon the village was a disaster, several Hirdmen lay dead in the mud back there, and the rest of the raiding party only just managed to retreat before the vengeful Saxon soldiery started pursuing beaten Norsemen.
Retreating up the muddy road heading back to their beached ship, the Norsemen pass several crudely sculpted fish man statues.
Half-man and Half-fish, they appear to be carvings of sea gods or old gods, who knows in this supposed Christian land.
The rain seems to be getting heavier now, the drizzle from earlier turning into a fully fledged rainstorm, the lack of visibility and the noise of the rain hitting the marshlands to either side of the road mean that the Norsemen, more concerned with their flight from their failure do not notice a Saxon patrol forming up on the road ahead of them, nor the bubbling coming from one of the marshes...
(If the Vikings were victorious in Scenario 1, read this aloud):
The raid upon the village was a great success, their priest had too much gold for one man, all the Norsemen will be rich with the plunder they have gathered with a little sword work today.
A heavy fish man statue made out of gold is the pride of the loot, a strange item considering this is a Christian kingdom, but the Norsemen pay it no heed and chatter and laugh loudly as they make their way back to their ship, leaving the Saxon dead and Dying in the mud of their hovel.
The rain seems to be getting heavier now, the drizzle from earlier turning into a fully fledged rainstorm, the lack of visibility and the noise of the rain hitting the marshlands to either side of the road mean that the Norsemen, more concerned with their victory and loot do not notice a Saxon patrol forming up on the road ahead of them, nor the bubbling coming from one of the marshes...
Rules:
Use the OHW "Bottleneck" scenario (page 112), with the Vikings playing the Blue army.
This game uses the following modifications:
The western side of the road should be hills and marshes, difficult or impassable terrain.
The eastern edge of the board should be marshlands, as many as possible.
The Special Rules for the scenario are ignored.
The Saxon (Red) force deploys at the north end of the road, the Vikings (Blue) arrive at the south end of the road.
The Saxons have access to a number of "Deep Ones" who act as their reinforcements, this can be up to 1/3 of their total force depending on what ruleset you use. Use whatever summoning rules you wish, but they must arrive from the marshes on the eastern side of the board.
Victory:
If the Vikings can get at least 1/3 of their numbers to the north edge of the road, they are deemed to have cleared the blockade and made their escape, any other result is a victory for the Saxons.
-----------------------
Scenario 3: The End Times Cometh!
(If the Saxons were victorious in Scenario 2, Read this aloud):
The Viking raiders were defeated on the road heading north, through the combined efforts of Saxon feat-of-arms and their otherworldly allies.
Several of the Saxon soldiery are uncomfortable with their allies presence. Many secretly fear that dark bargins have been made by their leaders but they follow their lords and obey, the raiders need expelling from Nordhymbralond.
A captured Norseman, tortured by the "Deep Ones" has given up the location of the beached longship that the raiders came from.
Now their forces gather at the site of the beached longship of the Norsemen, they gather to kill them all, bloodlust pouring through the soldiers, fuelled by the presence of their "allies". Thunder crashes and Lightning splits the ground as the priests' make their proclamations of victory and aid from their new found allies once again.
These allies come from the sea in times of need to defend Nordhymbralond from enemies and will always aid good Saxon men...or will they?
(If the Vikings were victorious in Scenario 2, read this aloud):
The Saxons tried to block the road north, but the Norsemen, bellicose in their previous victory, easily spilt the Saxon blood placed in their way.
The "Nokken" allies of the Saxons were unnerving at first, however once the first one was killed, they all fell under the axe blades or retreated to the waters. None can stand against the might of the raiding party.
Now the Norsemen lay siege to the farmstead which the patrol was returning from, one which has more of the strange fish man statues nearby rendered in stone this time.
As the wind picks up and the waves crash further onto the beach, Thunder crashes overhead and Lightning splits the ground with in the stone circle. Shadows are looming beneath the waves, but the Norsemen pay them no heed, they have defeated the "Nokken" once before and will do so again, but maybe the "Nokken" have brought more this time?
Rules:
Use the OHW "Ambush" Scenario (page 108), with the following modifications.
If the Saxons won Scenario 2, they are the Red army.
If the Vikings won Scenario 2, they are the Red army.
The Woods are replaced by a stretch of coastline, only "Deep Ones" may enter and move freely in this area, any human who enters will be sucked down under the water and removed as a casualty.
The Town is not a Fortress, and will be either:
A Farm if the Saxons are defending.
A beached long ship if the Vikings are defending.
The Special Rules as stated are ignored for this game, instead:
The Red army may not move out of its deployment zone until turn 3. It may act as normal until then however.
The Saxons have access to a number of "Deep Ones" who act as their reinforcements, this can be up to 1/3 of their total force depending on what ruleset you use. These models may be summoned using your summoning rules or deployed as normal, in either case they HAVE to start in the seawater.
Victory:
The Blue army must defeat or rout off the board all enemy units. Any other result is a victory for the Red army.
-----------------------
Final Steps:
(If the Saxon Player is victorious, read this aloud):
With a guttural cry, the last of the Norsemen is cut down. Bodies lay bleeding on the sands, several wounded are mewling with pain.
The Saxon leader starts to give orders to his men but is stopped by a malign hiss behind him. He turns to see the allies of Nordhymbralond, cutting runes into the flesh of the humans.
The "Deep One" stood in front of him draws itself closer and hisses in his ear.
Battle hardened warrior though he is, his turns white and soils himself in front of his men, when he can recover his wits he orders an immediate retreat back to the village, away from this cursed place.
As the rain continues to beat down, the Deep Ones busy themselves dragging bodies into the surf. The dead and wounded are taken, Norseman and Saxon alike.
(If the Viking Player is victorious, read this aloud):
With a guttural cry the last of the Saxons are cut down, their allies either dead or driven off into the sea waters. Bodies lay bleeding and unmoving, the wounded are being tended to by the survivors of the raiding party.
As warriors break into the farmstead, a cry of anguish is heard above the noise of the storm. A "Christian" priest of the Saxons is slumped over an altar, his dessicated form painful to look at. His hand still holding tightly to the ritual dagger which was plunged through his heart.
Another of the golden fish man statues is by his head, now covered in blood. On the advice of the seer in the crew, The Norsemen leave it well alone and burn the farm to the ground.
Against the seers' advice however, they take the statue they already plundered with them, not seeing the trail of glowing eyes which follows their long ship as it sets out to sea, the pillar of smoke from the burning farm unnaturally visible for some time, even through the storm raging around them
"The Nokken will be coming" were the Seers' last terrified words before he too, dropped dead.
-----------------------
Well, I hope you enjoyed that, and if anyone plays it (Chris) give me a shout as to how it plays out.
Until next time...
- Lewis
ToH - Perry Miniatures Samurai.
With my current focus on Samurai and Test of Honour, I splurged a little and bought some models from Perry Miniatures.
The Perry Twins are fantastic sculptors, many older gamers will remember them from Games Workshop of yore.
They sell an entire range of models for the Sengoku Jidai period, during which Test of Honour is meant to be set.
As the Wargames Factory Samurai models are truly awful to build, I decided to pick up a pack of Samurai Warriors and one of Warrior Monks.
Packed in these nice sturdy presentation boxes, you get six miniatures in each. The SAM24 coded box is my Samurai Warriors and the SAM54 box is the Warrior Monks.
Six Samurai warriors fighting with Katana. these are really nice models, I must admit, true there is some flashing and mould lines to deal with, but that is true of nearly all miniatures (some more the others, Forge World). They just needed their swords straightening a little, about five minutes with a file on each one and they were ready to be based and hit the paint station.
Similarly with the Warrior Monks, the difference here is that although the Sashimono flags in the Samurai pack were separate, they just glued into a lug on each models back. The Warrior monks require their Naginata pole arms to be threaded through their hands. A little more challenging, but that is part of the hobby after all, where would we be without assembling and painting out miniatures.
With god awful prepainted miniatures like Dungeons & Dragons miniatures *shudders*.
The plan here is to use these in my Test of Honour warbands, the Samurai as, well, Samurai (obviously), and the Warrior monks are going to count as "Masked Men" as it will add some variation to that warband and they will fit the aesthetic.
A band of Sohei (Warrior Monks) and their followers travelling around stopping the Samurai clans mistreating the townspeople.
I am looking forward to getting them built.
Until next time.
- Lewis
ToH - Masked Men.
As I said previously, before I received the core box for Test of Honour, I had bought one of the expansion boxes, namely the "Masked Men" box.
"Fierce Warrior Monk and Japanese Spearmen"
"Warrior Monk Masahiro has vowed to fight the injustices of the Japanese clans. He and his followers battle the power of the Samurai, taking the armoured face-plates of their fallen enemies as badges of victory."
Very cool mental image from the box fluff there.
Here's what you get inside:
Masahiro, the warrior monk is a metal mini, the ten masked men are the plastic Ashigaru sprues with a metal head upgrade pack inside.
You also get unique cards for Masahiro and the Masked Men along with some more skill cards and new quest cards.
The "Prayer and Devotion" card is interesting because you have to take it out of the desk and automatically give it to Masahiro if he is fielded at the start of the game. I guess that's why he costs one point more then a regular Samurai Leader.
and the quest cards.
Warlord give a colour scheme on the back of the box, which I showed earlier with the yellow robes ad red/brown armour. I am not sure how I am going to paint up my own band of Masked Men, but I will be keeping the face-plates a scarlet red colour to intimidate their opponents on the field.
Until next time.
- Lewis
ToH - Test of Honour, The Samurai Miniatures Game.
So, my last post was a bit of a ramble about why I am interested in Samurai, this post is more what I am doing tabletop wise with Samurai.
I have had a very long love affair with Warhammer 40,000 and begrudgingly (at times) Games Workshop, as I am sure everyone has. Until the 8th edition rules came ou, I was seriously considering selling off my 40k gear as I hadn't played it regularly in about a year, maybe more.
Looking around for other avenues to pursue the hobby, I came across Warlord Games, also based in the Lead-Belt at Nottingham. The produce several historical games from Hail Ceaser (ancients) through to Bolt Action (WW2) and many others.
One which caught my eye when it was announced though was Test of Honour, it seemed to tick the boxes straight off the bat.
- 28 mm scale.
- Skirmish sized games.
- Fast playing.
- Simple rules.
- Entertaining.
- Samurai.
- Reasonably priced.
With my birthday looming, I decided to take the plunge and bought one of the expansion boxes (Masked Men, but they are for another time) and my girlfriend bought me the core box.
So, what did she get for £35?
Quite a lot in fact...
This box is packed with stuff!
Firstly you get a sheet of double sided cardboard tokens, everything from activation counters to blood drops to objectives, everything which you need a counter for in the game is here.
Then there is a second sheet of cardboard, this time with some reversible terrain flats on it, one side is normal, the flip side is ruined/on fire.
SPRUE CITY!
These are the Wargames Factory sprues which Warlord bought the rights to produce, they have recieved flak in reviews in the past, you can go and look other peole's reviews of them up, i'm not going to say much other then the Samurai sprue is awful, the Ashigaru sprues are a dream though, a little light on detail, but nothing major.You get five Samurai and thirty Ashigaru in the core box.
Special dice specifially for the game, they come with a blank side also which isn't shown in my photo. All rolls in the game require you to score three swords and less crosses or blanks then swords you roll. Quite neat and easy to remember in the thick of combat.
A MASSIVE deck of cards, which covers everything from your warrior types, through to skills your Samurai can use, Injuries, Dishonour cards, Quest cards which are kept from battle to battle.
I think the skill cards are kept as well, but can't remember.
These are just some of the cards inside that deck. I need to have a proper read of the rules yet to figure out how to organise them for a game.
Speaking of rules, you also get a rule book:
Mine was lurking right at the bottom of the box, you are meant to get a "Battles Book" as well which covers the advanced rules and scenarios, but mine was missing.
I'll have to wait and see what reply I get from Warlord's customer service about it.
So, thats a quick rundown of what is inside the Test of Honour main box, I am looking forwards to getting this going and having a few games.
As the game is activation token drawn it will lend itself very well to solo play as you will never know what is going to get the chance to move next, being an integrated player turn rather then an IGO-UGO game.
well, until next time.
- Lewis
Sunday, 15 October 2017
40k - White Scars.
Ah, Space Marines, we all love them, at some point we will all have had an Astartes warrior pass over our painting table at some point or another.
Let's not forget that Games Workshop, love them or loathe them, will have been the gaeway for MANY people into this interesting hobby.
My current army which I am trying to get finished for 40k is a force of White Scars.
I have loved them ever since Paul Sawyer, venerable Fat Bloke himself, started to show his own army off in White Dwarf many may moons ago.
My own efforts started well enough towards the endof 7th edition, but then stalled due to how much I disliked that edition of the game and I switched to Age of Sigmar for a while (need to finish those projects as well).
With the arrival of 8th edition and it being enjoyable again (I have played more games of 8th edition 40k in two months then I did of 7th edition in two years!), I dragged the force out and took stock of where I had left the project.
This is a 60 Pwer Point army (scary how little you actually get):
There is:
A Librarian on Bike.
A 10 man Tacticla Squad ina Rhino.
A 5 man Scout Sniper Squad.
Two 3 man Bike Squadrons with atached Attack Bikes.
A Land Speeder Tornado.
A Predator Destructor.
Not much, but it is a start.
I plan on bringing the army up to 100 Power Points, which will be slightly more difficult then I had imagined as GW have stopped producing the metal shoulder pads (THANKS GW!).
A couple of close ups shots of the painted and uncoated halves of the first Tactical Squad.
as Red and Black are the main spot colour's I am using those through the army on the weapons for details, the Yellow lightning flashes will be kept to a minimum for the chapter badges and some detailing on Sergeants and Officers to make it stand out more.
"FOR THE KHAN AND THE EMPEROR!"
- Lewis
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