Showing posts with label Fantasy Battles. Show all posts
Showing posts with label Fantasy Battles. Show all posts

Monday, 3 March 2014

2014 NZTC More Photos: Winners and Angry Birds Photo-bombing

2014 NZTC a Big Success

The Dice are cast and the days are done
The battles fought, and won...



Day one: And everyone is in the spirit. Team shirts abound, as does team headgear. 
Shirts Off kept their shirts on, much to everyone's relief


Much playing and deliberation


Calculating and checking. Speaking about headgear...




The spoils of war:


Best Presented Army


The Bronze Medal: 


Silver:


And the Winner is...
Sam Whitt!


Tournament Winners



In Third Place:
Team DILF (Still wondering about that abbreviation...)
Photo-bombed by an Angry Bird!


 

Second Place: Shirts Off !


And in First Place, with a score of 315:
The Team with the Guy:



 The Most Sporting Team:


Grumpy Old Men. Obviously not that grumpy or old either!








And the Wooden Hammer (Spoon) goes to:
The Legion of Doom

Feel free to copy and use my photos, but please credit me
(and a link to my blog would be nice- H.)


Monday, 8 April 2013

Fly my pretties...Nurgle Plague drones take to the sky

My Nurgle Plague drones take to the sky for the first time

Fly, my pretty rot-flies!

I finally got my plague drones painted up and ready for the table (well, sort-of) the basing was not yet completed, but I couldn't resist tabling them in the KWCs big daemonic incursion on Saturday (see a separate post on this later) Limited points, so we each only got 1200. Didn't have much to spare, and didn't expect to have to go up against ogres. Would have given them deaths heads (shooting attacks) and poisoned attacks/venom stings.  

Split them into 2 units of 6.One ran into lead belchers before slugging it out with Mournfang and Bulls before being annihilated. The other carved their way through 2 Mournfang cavalry, and survived.

Anyhow, her they are, bursting forth in their corpulence:






Happy with the paint scheme, looks better now they have been based with yellow-ochre gravel, same as the rest of my daemon armies.Ranking up is an issue with all those legs and wings, and the legs and wings are quite fragile, and transport may be in issue in future. Had to give 2 of them longer stems to raise them above the others as to rank up a little better.


Monday, 4 March 2013

New DoC Army Book: Demonic Instability and Alignment


New DoC Army Book: Demonic Instability and Alignment; New Units

Yet some more info on the new DoC Army Book. Developing some slight instability on my part, as I have not laid my hands on it yet. Will have to wait until tomorrow before I can purchase a copy.

Sam, on the other hand, has already had a game or two with his...


Best I can do is to trawl the internet for snippets:

Daemonic Alignment - 

Splits Daemons  into two different factions:

Individual daemon rules for each god and then the rules affecting allegiance.
Each type of daemon (Khorne, Slaanesh, Nurgle, or Tzeentch) suffers from Hatred for daemons sworn to their nemesis
Khorne vs Slaanesh
Nurgle vs. Tzeentch

Khorne daemons gain +1S on the charge
Tzeentch rerolls ward save results of 1 (and wizards can reroll channeling attempts of 1)
Nurgle daemons have a -1 penalty to hit in combat
Slaanesh retain their armor piercing

BUT  Daemons no longer receive benefit from the general's Inspiring Presence rule or BSB's Hold the Line! rule unless they are of the same allegiance.

Daemonic Instability - Instability works largely the same as before with two big exceptions:

If the unit rolls double ones then all friendly models removed in that phase are restored to the unit they were lost from, as time flickers back to a previous point before they died.

However, if double 6s are rolled then the entire unit is banished.

Reign of Chaos 
Whenever the winds of magic are generated the daemon player consults a chart with the winds of magic dice (the two highest if playing Storm of Magic) and sees how it affects the army.

  • High number mean bonuses (new units emerging, +1 to ward saves, etc)


  • Low numbers mean penalties (instant instability tests, -1 to ward saves, etc).  

Demonic Gifts
Now Random.  Costs a set number of points for a roll on a specific table (75, 50, or 25).  The effects are random but the daemon may always swap the result for the "0" option just like spells.
None of these abilities are harmful in any manner.

  • Examples of each table include:
  • Lesser Gifts (Impacts hits, Multiple Wounds (2) ability, ASF, etc), 
  • Greater Gifts (+2 Attacks, 2+ Armor, +1 Wound, etc)
  • Exalted (+2 Toughness, +3 Strength, extra dispel dice).  
  • The 0 options amount to magic items.

Core units 


Bloodletters
Moderate point increase and the loss of a point of strength but gained a 6+ armor save.

Given the frequncy of these units on the tabletop, it's easy to see that GW felt they were a bit undercosted for S5 with killing blow.  So they reduced the strength and raised the point cost.  Now, remember that on the charge they are still S5.  With the new changes they are less of a no-brainer but still useful for overall combat.

Plaguebearers

The core Nurgle daemons saw a small points increase (yay!) and the addition of the daemon of nurgle rule (-1 to hit in close combat). (Double yay!)
They cost less than bloodletters but more than horrors or daemonettes.  The penalty to hit them in close combat is a nice addition that adds to their survivability.  Overall, they are great for anvil or horde units but at WS3 and I 2 they are still not the best fighters. (Awww...)

Pink Horrors
Didn't suffer from a point change or stat changes, Pink Horrors experienced some of the largest changes overall.  First up, they lost their flaming attacks rule.  (Double Awww...)
Retained the ability to cast spells, but they will only ever know a single spell that is rolled for at the start of the game.  Additional ranks of horrors only add to the bonus to cast the spell.  Lastly, horrors gained the blue horror ability.  This rule essentially means that as the unit takes damage in close combat the enemy unit will take more damage the more horrors they kill.

All of these rules tie together to indicate that horrors are probably best run in multiple small units and can actually pose some threat in close combat, particularly with the locus abilities of any attached herald.

Daemonettes - Daemonettes really didn't change much at all other than a small point decrease.
Now, this point decrease does mean that daemonettes are slightly easier to purchase in bulk and with WS5, I 5, and 2A with armor piercing they can cause quite  a bit of damage!

Other noteworthy units 

Beasts of Nurgle
Huge point reduction and moved from the rare section to special.
In addition they can challenge and accept challenges and are daemons of nurgle but are otherwise unchanged.  Run them in units for some nice damage and staying power or run them singularly as an awesome redirect unit and you can't go wrong!

Bloodcrushers - Dropped a little in points, gained a wound, and picked up the scaly skin save that normal bloodletters get.  However, they also lost two points of strength and a point of toughness.  This unit used to be a great glass cannon.  Point it at a unit and it would run over there and kill it and then likely be removed from attrition.  Now it will struggle against just about everything except mediocre infantry, skirmishers, and other things that are already easy to kill.

Flesh Hounds - Dropped in points a tiny bit and, like all Khorne units, lost a point of strength and gained a scaly skin save.  For a modest point investment the unit can purchase the ambush rule which is interesting albeit random (as ambush usually is).  Due to the point adjustments Flesh Hounds are still worth their points and still fill a nice role within the army of hunting down light cavalry, skirmishers, and other nimble but weak units.

Skull Cannon of Khorne - Wow.  So while the rest of the Khorne units got slapped with a pretty big pricing and stat adjustment, the new skull cannon of Khorne is remarkable.  A chariot with a cannon on it that could actually defend itself in close combat.  And heal itself when it charges?  Yup.
All that and this only costs marginally more than a single Empire cannon.(Whee-Hah!)


Plague Drones - VCs received the first flying Monstrous Infantry and now Daemons receive the first flying Monstrous Cavalry.  Stat-wise it's everything you'd except from Nurgle with the added bonus that the flies have S5, W3, A3.  With their toughness and the Nurgle Daemon rule they prove pretty durable given they have little armor save.

Upgrades are interesting with everything from poison for the rot flies to attacks that automatically wound if they hit, and a short ranged shooting attack that is poisoned and does multiple wounds (D3).  Promising as they look like a very convenient method for taking out opposing monsters.  Without upgrades they are cheaper than the skullcrushers too.

Burning Chariot of Tzeentch - For the price of a doomwheel you get a flying chariot that can fire either a fire thrower or grape shot.  In close combat the enemy is looking at nine S4 attacks plus d6+1 impact hits. (Ouch) The only caveats is that these weapons can't stand and shoot and suffer from random strength values (d6 for fire thrower and D6+3 for grapeshot).  Run one of these up the enemy flank and then let loose with a torrent of flame.  Just not the most durable chariots in the Warhammer world (no armor, 5+ ward rerolling results of 1).


Plagiarized from Chronowraith; et al.

Thursday, 14 February 2013

Furious preparation and Anticip....ation


Furious preparation and Anticip....ation



How you do, I...
see you've met my...
faithful ...
handyman...

This faithful handyman has been furiously painting and basing, magnetising his Dark Elf Army for this weekend's NZ Team Champs Tournament. Static grass everywhere...
I think the stuff used to be sold in small quantities as prank  itching powder in years gone by.



I see we've been rated right at the bottom of the pile by the Van Trapp Family Team
(?) High on a hill stands the lonely goat herd.... Visions of play-clothes made out of curtains...Ugh!

Or is this bottom of the list the worst in terms of nastiness of armies? The Swedish analysis ranks mine as the worst on our side. The other lists all look pretty brutal too.

I supposed if it's based on my tournament experience I belong right at the bottom.
I see Sam's been having dreams of real life Doom Divers...

http://napalmelfrebelscum.blogspot.co.nz/

I was diving for crayfish in my dreams all of last night with my WH NZTC team mates...
I was the only one not wearing a wet-suit.

Thinks it probably reflects my trepidation at being a tournament newbie...

Monday, 31 December 2012

Geheimnisnacht in the Empire

 Geheimnisnacht 2012

(From an Empire Perspective, retold from a first-hand account.)

A Reposted Fictionalised Battle report, first published in the Kapiti Wargames "News from the Front", based on a 6-player  Mega Game, 7500 points a side "Good" vs "Evil" earlier this year:

The twin moons of Morrslieb hung low in the sky. A low moan rose, as hundreds of undead skeleton warriors and zombies started throwing themselves against the outskirts of the village of Hazelnussdorf; which is somewhere between Gersdorf and Sabritz in Talabecland, towards the East of the Empire.

A Warrior Priest hurried peasants who had not yet heeded his warnings about Geheimnisnacht into buildings in the town centre. “Take cover, take cover!”

State troops from Talabheim had arrived, grim-faced veterans, hardened soldiers, assembled along the east side of the village stream; preparing for the task at hand. Twenty hot-headed young pistolier corps riders clattered down the cobbled street on their horses, whooping in delight about the battle to come, full of bravado. The grim warrior priest shook his head, and chanted a blessing of Sigmar over the disappearing riders; as he hurried down to join the assembled halberdiers and spearmen. This was no laughing matter.

Word had come that Emperor Karl Franz himself was at the head of a column of Reiksguard knights that were making good time from Altdorf to Talabecland, bringing with them a War Altar and the Arch Lector to see help off the Undead menace. A small mixed contingent of Middenheim spearmen and halberdiers had joined the ranks of the Talabec stalwarts. It did not appear that these were official reinforcements from Middenheim, but rather family members that had come to the aid of their kin. Certainly their low numbers did not suggest that their Elector Count was able to send full strength reinforcements, but had rather allowed members of his force with family in Talabecland leave to help defend their province.


With a roar the small stream bisecting the village erupted, the water starting to seethe and boil. Surely evil was a work here!  A group of elven archers arriving from the south barely made it up onto the hill above Hazelnussdorf, joining the mortar crew and repeater volley gun that was already tracking the advance of the undead horde streaming in from the north-west. The balance of the eleven force, mages, riders and swordsmen had to turn towards the north, as the boiling waters blocked their advance. They found themselves immediately face to face with a unit of vampiric blood knights that was bearing down on them.

The master engineer, overseeing the loading of the volley-gun, looked up as a cry of dismay rose from the edge of the forest at the east side of the village. “The Orcs! The Orcs! Grimgor is coming!”
His heart sank as he saw a stream of Orcs and goblins flowing down from the forest to the east. “Trust the greenskin hordes to capitalize on an Undead invasion”, he thought! Now the Talabeclanders had to face an attack on two fronts.

 The engineer prayed that the messenger he had sent to the Slann had made it through. Sigmar knows, they were going to need help! Then he noticed a Mortis Engine and a flurry of winged dank creatures rise into the air from the north-west. The undead were now stirring in earnest, necromancers and vampires animating the newly dead and long dead alike. As a unit of Lizardmen on cold ones burst from the forest grove, he saw a black coach and a corpse cart approach the entrance to the hamlet. “We are doomed”, he thought. “Where are the rest of the Lizardmen with their Slann ?”
" We will need strong magicks here today!"


With almighty Waagh! The Green horde stormed forward. Doom divers, at least 4 of them flew through the sky, and landed among the tightly packed defenders in the narrow streets of the hamlet, cutting down swathes of regular troops as they landed. A rock lobber threw a boulder high in the sky, hitting the group of mustering pistoliers, taking down several of their riders. “Stand firm lads!” the Talabec Officer on his horse said. “The Emperor will be her soon!”

Orc Arrows filled the air, raining down on the hapless pistoliers. Most arrows missing, or bouncing off their light armour, but the occasional arrow causing an impetuous young would-be knight to tumble from the saddle, his lifeblood draining onto the hard-baked Talabec soil. The crazed flagellants surged forward, stopped only by the presence of a rabble of irregular militia. “The end is nigh! Prepare to die!”  Shouted the Doom Prophet, flagellating himself with his whip. “I declare the Orc General to the East a heretic!” Shouted the Witch hunter, further stirring up the crazed flagellants.

With that, trumpets announced the arrival of the Emperor, Karl Franz, with Ludwig Schwartzhelm; carrying the Griffon Banner; by his side, with 20 Reiksguard Knights, resplendent in their gleaming armour and white shields carrying the cross of Sigmar. A cheer went up from the gathered troops, taking heart on the arrival of their Emperor. The War Altar of Sigmar with the Arch Lector Volkmar on board clattered to a halt behind the massed halberdiers. A few managed a wry smile at this sight. Now they stood a better chance!


However, the poorly disciplined milling mass of militia and crazed flagellants obscured the knight’s path. They had to wait patiently for these (most) irregular infantry to move out of the way. The trumpet sounded the advance. The pistoliers surged forward, as did the militia, halberdiers and spearmen of the empire. The Empire wizards of the Bright College attempted to cast spells, but the Winds of Magic were corrupted by the Geheimnisnacht energies, and the spells did not do much harm to the massed greenskin hordes.

The two volley guns erupted in a cavalcade of fire, raining injury on the Savage Orcs and Orc infantry. One barrel of the gun on the hill misfired, but was luckily cleared by the engineer. The two mortars failed to do much damage. The one near the wood exploded in a spectacular fashion, cracking down the middle and killing its crew outright. The other only hit a glancing shot on the front rank of the savage Orcs, its Str2 hits killing only one savage greenskin.

The Black Orcs screamed defiance, and charged forward. The handgunner detachment moved into position, took aim, and fired, only taking down one Black Orc in their volley. Their  movement had taken the handgunners into the small forest, which triggered a magic effect, unleashing ancient evil from trees on the unsuspecting handgunners, felling 3 of their number instantly. The pistoliers shot a few of the Orc arrow boys in their wild charge.


The Orc generals recognised the threat from the hot-headed youngblood pistoliers, and turned all their artillery on the pistoliers’ charge. Doom diver followed doom diver, rock lobber shot followed rock lobber shot, volleys of arrows tore into the riders, now caught in the open; until only the outrider and one pistolier were left. These were charged by both a wolf chariot and an Orc chariot. The defiant youngbloods shot from the saddle, killing one Orc chariot rider, before being shredded to a bloody pulp beneath the scythed blades, the chariots overcharging before grinding to a halt.

Savage Orcs and Black Orcs surged forward, the latter losing one blackskin to the forests evils, before clashing with the waiting halberds of the empire. The handgunner detachment could not get a bead on the horde in the narrow confines of the cobbled streets before Grimgor scythed his way through the empire ranks, followed by his jubilant horde. The gallant halberdiers hold their ground, encouraged by the warrior priest, who intilled in them hatred of the Black Orcs, but their defiance was short-lived, they were swept away,  killing both the  level 2 wizard and the  warrior priest in their ranks.  The black Orcs overran into a horde of spearmen, 4 ranks deep. These struck hard, but failed to make much impression on the heavily armoured black Orcs, Grimgor again slaying numbers with his superior skill, prowess and weaponry. The line held though, for the time being…

The Savage Orcs reformed and charged down the cobblestoned alleyway, finding them-selves opposed by not only the second detachment of handgunners, but also the unit of elven archers and the 9 barrels of the Volley gun, manned by the Master Engineer and a regular crew. During the shooting phase these took a toll, but this did not hinder the frenzied warriors in their bloodlust. Meanwhile, just across the boiling stream the Blood knights had hacked the elven swordsmen down to a single stubborn rank. The presence of a mage inspired the swordsmen to great heights, and they decisively turned the undead knights to undead crumbling dust.

Meanwhile the lizard riders were putting up a good fight against the hordes of undead. The winds of magic were very unkind, and the Chain of lightning spell failed to ignite time and time again. This may have had something to do with the absence of a Slann from their battle order. Maybe the great one was unable to stir from his deep contemplation to meddle in the affairs of mere men.

The narrow confines of the hamlet’s streets did work to the advantage of the lizard men, as the undead hordes were limited in how many could access the scaly warriors, and they were unable to drown the scaled ones in a tide of undead bodies, as clearly was the plan of the undead vampire generals and their necromancers.
 



Vargoyles and vargulfs had to shelter from the hail of arrows unleashed with deadly accuracy by the elves, and got slaughtered to the man (beast) by the defenders. However, slowly but surely the undead took possession of the village. The mortis engine exploded in a terrifying spray of undead body parts, the howling of undead souls draining away into the netherworlds deafening the defenders for a few minutes. Then it was gone…

The Orc Great Shaman cast Hand of Gork on the Goblin archers, setting them down in the enchanted forest, flanking the empire troops. This placement caused a small number of casualties from the forest’s effect, much to the amusement of the survivors. They then proceeded to shower the empire ranks with their poisoned arrows at short range, after releasing 3 fanatics which dealt incredible damage to the packed ranks of Empire defenders before being destroyed.

Not unusually, some of the greenskin artillery misfired, firing a doom diver right off the board, and also rendering some artillery pieces useless for several turns. The one goblin shaman cast with irresistible force, causing a miscast that dealt damage to every spell caster on the dark side. This particular shaman was the most popular wizard on the day (Not). Animosity did not seem play a great role in this battle, but is a constant fact in any greenskin army.

The remaining warrior priest in the ranks of the militia ordered them to charge the wolf chariot, wiping out goblin riders and wolves alike in their pent up hatred, overcharging into the Orc chariot. This proved a more difficult nut to crack, and they remained locked in combat to the end of the day. A unit of Trolls waded into the fray, gleefully killing some the poorly trained militiamen, but held back by the faith of the warrior priest, regenerating all wounds suffered bar one.


The flagellants charged forward, and into the fray, sacrificing 3 of their own as martyrs, but failing to cause many casualties. This finally made a way for Franz and the Reiksguard to gallop through into the open, and eventually making contact with the rank of Orc Big ‘Uns that were waiting. Franz and Ludwig killed several Orcs, but arrow and artillery fire caused the demise of several noble knights before they made contact with the Big ‘Uns, leaving the mob of Orcs locked in combat with the Reiksguard Knights when dawn broke.
Eventually daylight came.


The Undead and Orcs had pushed the empire defenders and their gallant allies to the outskirts of the town. The whole of the halberdier unit had been destroyed, with only a few of their handgunner detachment surviving the battle. The spearmen were clinging on for dear life, with their handgunner detachment and swordmen detachment annihilated. Undead had taken possession of a great many homes and buildings, ruthlessly slaying the terrified and helpless villagers, and feasting on their corpses.

Karl Franz and the Arch Lector decided to leave the contaminated village to the creatures of the night and their greenskin allies. The Witch hunter pronounced the village as unclean. The remaining empire troops withdrew to fight another day, after being ritually cleansed by the Arch Lector.

They left a great many the corpses of their comrades to the mercy of the undead. They slowly withdrew from the battlefield, knowing full well that they may have to face their fallen comrades when the twin moons of Morrslieb are full and the next Geheimnisnacht occurs…

Monday, 24 December 2012

Dark Elf Corsairs and Team Tounaments

Dark Elf Corsairs and Team Tournaments




Our Warhammer Fantasy Gaming Group in the Kapiti Wargames Club 
have decided to enter the Team Event in February, been game testing our armies. 
I've elected to go with a Dark Elf Army. Skaven, Greenskins and Chaos Daemons make up the balance.
Silly season has got in the way (some of us have to work :( )
 I've not had any chance to test my Army as yet, but at least I have a list.

Wednesday, 28 November 2012

Stop me before I Paint again...

Stop me before I paint again...



Terrible thing, this obsession with models and painting. My kids got me this poster to hang in the Man Cave last year:
 Photos of the current layout, with the new shelves for storage and display, the cupboards with models in their storage boxes. I didn't get a shot of the piles of shame under the counter (Models yet to be built)


The entire work space incorporating the libations station on the left


Empire Troops en masse and modelling and painting equipment


The painting corner

Storage shelves






Paints, bases and bitz

The WW2 and Train storage area

WHFB Storage Cupboard:
Top shelf: Odd shaped and sized models (Chaos Daemons , Dark Elves , VCs and Greenskins)
2nd Shelf: Luc's Lizard Men and Ogres, my Dwarfs
Third Shelf: Luc's Tau, Undead (Vampire Counts) and Dark Elves
Bottom shelf: Empire Artillery, Greenskin Cavalry, assorted war machines, War Altars etc


WW2 figuers (part built/painted) and Modelling Literature overflow , Terrain and Realm of Chaos.
Mordheim bits also live here, including a conversion of Preacher Joseph (54mm) as an Empire Ogre Mercenary. The empty space at top right is where the 40K Vehicles used to live. They are about to be listed on Trade me (E-bay equivalent here in NZ)



Ok, so the sorting and arrangement is over. Let's get back to some serious modelling. Getting to grips with Kurt Helborg (R) and Ludwig Schratzhelm (L), arch rival special characters of the Empire