Showing posts with label Wizard. Show all posts
Showing posts with label Wizard. Show all posts

Wednesday, 27 August 2014

The true price of Lore of the Undead ?

Lore of the Undead: The Price we'll pay

So here it comes. The rumoured Lore of Undeath. And enter THE TOKEN.
"...Now every wizard, mage and sorcerer can wield the fell magic from the Lore of Undeath."


$NZ 12 for a pack of magic cards:  OK, I could justify spending the money on a pack of cards. BUT how much is the game going to change over the next year? And what is the real price of this pack of cards going to be?

How much will the average VC or TK player have to spend to be able to "raise the dead" ?
What about armies that HAVE no undead?

And how will the TOKENS work? (Hello SAGA, can we borrow an arrow from your quiver?)
We'll only use it for magic, seeing as you don't have any in your game (sort of):

So a quick analysis of my current 8500 point VC army shows some gaps if I wanted to play this lore of Magic:
Errr...No Monstrous beasts in my army, not nearly enough Chariots (in fact none) , War machines and Monsters

Lore Attribute - Raise Dead
Place a counter on the battlefield every time a friendly Wizard successfully casts a spell from the Lore of Undeath. Any friendly Wizard who casts a summoning spell from the Lore of Undeath may choose, after having successfully cast the spell, to spend one or more counters. For every counter spent, he increases by 10 the amount of points that the spell may summon.

<Ok, can live with that>

Signature Spell: Call of the Grave (9+)
Call of the Grave is a summoning spell with a range of 12". Base spell summons a 50 point infantry unit from the Undead Legions list. Bigger versions summon a 100 point (13+) or 150 point (16+) unit.

<Ok, I'll be able to do both>

1. Dark Breath (6+)
Dark Breath is a blessing that targets a friendly unit with the Undead rule within 12" of the caster. The unit immediately regains 1D3+1 wounds. In addition, if the unit is not engaged in combat, it can perform a normal movement as if it were the Remaining Moves phase.

<Ok, can live with this>

2. Hand of Dust (7+)
Hand of Dust is a blessing that targets the caster. In combat, the wizard may choose to forego all of its normal attacks in order to perform a single attack with the Hand of Dust against a single miniature in base to base contact. If the attack roll hits, the enemy takes a wound with the Multiple Wounds (D6) rule with no armour saves allowed. If Hand of Dust kills an enemy character in a challenge, immediately gain D6 Raise Dead counters.
<Can certainly live with this>

3. Soul Stealer (8+)
Soul Stealer is a direct damage spell with a 12" range. Roll 2D6+2. For each point the result exceeds the target's Leadership, the target takes a wound with no armour saves allowed. If this spell causes at least one unsaved wound, gain D3 Raise Dead counters.

<Ok, this may be ok, Ld of my Wizard allowing>

4. Abyssal Swarm (10+)
Abyssal Swarm is a summoning spell with a range of 12". The caster summons a unit of War Beasts or Swarms from the Undead Legions list of up to 75 points. Caster may instead choose to summon a unit of Monstrous Beasts of up to 150 points, in which case the difficulty is 16+.

<O-o-ok, may just have enough bat swarms and dire wolves, depending on how I choose my army to start off with (at lower casting value); But...not too sure about the monstrous beasts... There are NONE in the current VC book: 
Vargulf is a MONSTER, and Vargeists and Crypt horrors Monstrous Infantry! So, will this mean that I have to buy Aghasts? Will they be monstrous beasts or infantry?
 Suspect the latter. Or invest in Sepulchurous stalkers? Just to enable my Wizards to cast the higher value spell. (...could do without, the monstrous beasts of course, but my regular opponents probably won't)>

5. The Herald (10+)
The Herald is a summoning spell with a range of 12". The caster summons a character of up to 65 points from the Undead Legions list. The caster may instead choose to summon a single Monster, Chariot or War Machine of up to 200 points, in which case the difficulty is 24+.
<Ok, I have a Vargulf (will need an extra one ("Ka-ching",  $73) , I have corpse cart and black coach, would have to invest in Mortis engine/coven throne ($113) , or turn to TK list (Don't have any TKs at all)>

6. Dark Riders (16+)
Dark Riders is a summoning spell with a range of 12". The caster summons a unit of Cavalry, Monstrous Cavalry or Chariots from the Undead Legions list of up to 150 points.
<Ok, I can do this, other than the Chariots>

So, looking at additional expense to field this Army, presuming I would need the new book and Nagash model:

$175 Nagash model
$165 books
$12 Magic cards
plus $216 if I wanted to add 6 Sepulchural Stalkers:
Total $568 before we've even started, just to make my current VC army playable with Nagash;
 if I add another Vargulf and a Mortis Engine/Throne, were talking $750 if I wanted to playing the End Times Expansion game. Or is it "just" an expansion?

Now...lets deal to every army in the WH World in a similar fashion ?
If we clump them together it may not be as noticable to the punters!

Is this really an expansion or the direction the game is taking for 9th ED ?
That is the real question.

Yes its just a game. Yes you've spent a massive amount of money investing in these toys.
Yes, they may become useless at the stroke of a pen. There is hope for you:


Sticks and stones, rage quitter...
 I'm still saying:
The King has no clothes. And his hands are very deep in your pockets. And he's not tickling you. You may think so. He's milking you. And its ok by me if you're happy with that.


Monday, 18 February 2013

Kapiti Krushers at the NZ Team Championships Tournament (Warhammer Fantasy Battles)


Kapiti Krushers at the NZTC (New Zealand Team Championships) Tournament
Warhammer Fantasy Battles

The Kapiti Wargames Club fielded a team called the Kapiti Krushers on Saturday and Sunday's at the New Zealand Warhammer Fantasy Battles Team Championships, held and Ngaio Town Hall, in Wellington  


Arrival and selection of opponents: Round 1
The boys unpacking and deliberating.


Round 1, Game 1, Turn 1: 
Dark Elves vs Dwarfs: 

My War Hydra being goaded into action,
while the Corsairs rattle their sabres in anticipation of the slaughter to come


Tane's Dwarven throng bursting forth from their hold at the sight of the approaching Dark Elves


Tane: " So this is where the shot will land. 
Let's see how far it bounces!":
Ouch!


Death Hag: "We'll put a 5+ ward save on the corsairs."
To no avail ! Dwarven steel was too much.

Flame Cannon taking out the Hydra
 (No Armour saves or regen, down to Str 1 with his breath attack by the time he got into the Hammerers)
Druchii slaughtered mercilessly by the dwarf throng. 
Dreadlord and dragon escaping by the skin of their teeth.


Start of Round 2
Up against Team Omen...
 

Druchii Civil War!

Sam's Cold One Knights thunder into my waiting line of crossbowmen
Banner, armour saves and ward saves make them all but invincible


Level 4 Sorceresses and Shades take cover behind the building from my hail of crossbow bolts
Dark riders dart out to destroy my bolt throwers


While his Cauldron of blood buffs up his units. 
Isn't that just a lovely conversion?


Corsairs bit off more than they could chew. 
The dragon could have made short shrift of the harpies, but they delayed him from getting into the  action.


Receicing the charge with lances...
Standing and shooting did not help much:
Shortly before the Sea Serpent Banner fell...

Then came round 3:
Dark Elves vs Lizardmen


Sizing up the Lizardmen: Corsairs and Crossbowmen flanking the hydra. 


Terranodon riders dropping stones on the bolt-thrower, but failing to cause a single wound. 
The tenacious crew would cause him to commit two units of riders and two skink units over four turns before they finally fell, drawing most of his chaff and opening up the soft throat of his saurus unit, which was slowly being picked to bits by the crossbow units. 

Add the withering and Okkram's Mindrazor...
and the Slann and his bunker crumble before the pent up fury of the corsairs: 
My first ever tournament win!

The Aussies are up next:
Capital Crusaders


Deliberations and decisions...I end up playing against Brettonians.
Have never had a game against them before.
It was either them or the Tomb Kings, that I have not played against either.


Turn three: The Brettonian BSB dies in a hail of bolts! 
Swiftly followed by the level 4 Mage 
 Pegasus Knights swoop in for the kill on the bolt-thrower, but...


The Dreadlord on Black Dragon intervenes,
 receiving a unit of Peggasi in his flank and knights in his rear for his trouble. 
Hydra charges in, breath  attack, usual attacks, thunderstomp, killed for his efforts.

Takes 2 rounds of combat to dislodge the Lord from the melee, but he emerges victorious.
So close to winning this one...

Then in the last turn's shooting phase...
 two direct hits from the trebouchets on my Cauldron of Blood, killing the Hag and her attendants. 
DRAT!
A draw, and a very enjoyable game. 
Great opponent, a fun game.One of the highlights of my tournament!

Round 5 (Next morning) 
First up against the Cut the Mustard Team. 
Druchii vs Daemons of Chaos

Got absolutely trounced by Leon's Daemons of Chaos, with only my Cauldron and one unit of crossbowmen still standing by the end of play. Another 19-1 loss.
Horde of Daemonettes with Herald, repeatedly getting Pha's Protection, and Melkoths Miasma cast on my unit. Cut to shreds...My Dreadlord dies for the first time in the tournament. Not absolutely whitewashed, but a 19-1 victory to the Daemons. Only relief is that Sam's Daemons inflicted a similar fate on his opponent.

Then came the Von Trapp Family (Dunn Family)

Favourites to win the tournament...
Tough nuts to crack. I draw Jack Dunn's Dark Elves. Better match than Ogres, Daemons or WoC for me.
Civil War again. As if the word civil and Druchii can be used in the same sentence...

Dark Elf vs Dark Elf


Opposing fractions lining up. two level 4 wizards, Dreadlord on Dark Pegasus with Black Guard.
My shades deploy first. He rolls to start. Tete-a-tete with harpies and shades, both losing units in the process, one of my bolt-throwers gone...

Black Guard moves into ruin, taking shelter from hail of bolts. Hard cover, 2+ AS, and stubborn.

I keep my distance, shooting all the time but high armour saves and wardsaves make his bunker all but impenetrable. 
Dreadlord and Hydra engage the Tower Guard, I get Melkoths and Withering off on them, dreadlord and hydra take the Lord on pegasus out, taking many wounds as they go. 

Pendant of Kaleth working against my lord, and he fails several saves, and is slain. Hydra bites the dust too. Dragon passes leadership test, and finishes the tower guard off in his fury

Really now at a stand-off. He's not coming any closer, neither am I. Wizards exchanging spells, shooting phases now really doing much, really just maneuvering to maximise victory points.
Result a draw at turn 6. 
Quite pleased with that outcome: I expected worse


My Dreadlord on a Black Dragon surveying the battlefield.



So there are the spoils: The cup and the medals. 
Didn't think for one minute we'd feature.


Victors: The Von Trapp Family. 
Well deserved, and clear winners


Followed by the Nerdy Boys


and NZ Hammered.

Well done to all the teams.

Kudos: All my opponents were all decent and friendly, sporting, played to the rules, threw no tantrums, and accepted that I was a newbie to tournaments.

I think all and all the Von Trapp Family (Dunn family) was the strongest team, and were the clear winners in the end. Peter Dunn was quite accurate in his predictions with the standings (except that his own team would be on top), of course: check his blog Fields of Blood; and we did almost end in the top 7 as predicted.

Thanks to Peter for arranging a well run and fun tournament.

 I am generally quite satisfied with our performance (being the newbie)

I suppose we could claim that KWC's Kapiti Krushers are now Ranked no 8 team in NZ until next year.

Not bad for a start, I think.

And…we beat the Aussies (yay!)
Trans-Tasman rivalry rules.




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, 19 November 2012

Emo Knights? Knights and Priest of Morr

The Knights of Morr and their Warrior Priest


The Knights of Morr are the Dark Underbelly of the Empire. 

The preoccupation of the Wizards and Priests of Morr with Death and its trappings are clear from the Iconography they choose. Generally shunned by the populace, who give them a wide berth these knights will fight evil with evil. Some say they are already Undead themselves...

Work in progress, the Knights of Morr riding out in search of the enemies of the Empire as the sun sets and the creatures of the night start stirring...



The last rays of the setting sun glint off the dark armour and funerary purple livery of the Knights of Morr

 The Grand Master of Morr and his Warrior Priest, together with the command group. As befitting a Warrior Priest of Morr, the WP does not carry a Hammer of Sigmar, but rather the Scythe of Morr





Friday, 16 November 2012

Warrior Priests and Spiritual Fortitude

Spiritual Fortitude: Warrior Priests and Witch Hunters


The good citizens of the Taal Valley are besieged by dark forces, incursions of Chaos, and all manner of temptation to turn to the Dark side.


Map of the Empire, showing Talabecland, with Talabheim on the banks of the River Taal, and how Ostland and Stirland Act as buffers to the East

Luckily they have the Warrior Priests and Witch hunters to fortify them against this onslaught, find and eliminate these heretics, converts of Darkness and unbelievers.



Two of my Warrior Priests


Vampire and Witch Hunters, and a stern Master Engineer with a brace of Pistols



Talabheim Heroes and Lords with Luther Huss (unpainted) and Valten (Part Painted)
Second row: Reiksguard, Captain of the Reiksguard and Elector count of Reikland acting as the Emperor's Bodyguard





Tuesday, 13 November 2012

The border provinces: Talabecland and Talabheim


My Empire armies are based on the Town of Talabheim and it's bordering countryside, Talabecland.
Their impressive red and white livery is what I originally started with when I started collecting Empire.

Knights of the White Wolf and a Warrior Priest of Ulrik are at the disposal of the Count, as is adequate numbers of Nulnish artillery. Proximity to the Drakwald has caused many Wizards to aggregate in and around Talabheim to bolster the spiritual defense of these embattled areas.


Knights of the White Wolf, filled with the spirit of Ulrik, gallop into the fray


The banner still needs painting



Alternative Karl Franz, from the now defunct Confrontation range


His shield is in for repairs after taking a very heavy beating from Gorbad Ironclaw



Heraldry of Talabheim


Part of the lead and plastic pile of shame: Un-built Demigryph cavalry, Greatswords, and special characters. 



Grand Master of the Reiksguard and Elector Count of Reikland



A few of the wizards in my collection


I also run a Nordland army, based around the coastal city of Marienburg. The Maritime flavour is reflected in the iconography and city colours; blue and yellow. The latter colour not reflecting the valour of these oft beseiged troops. Attached to this, in light blue is a band of Kislevite archers and the Ice Queen, hopefully one day expanding into and entire army. More photos to follow