Category Archives: Fantasy

Khelden Josek, Dwarf Brewer

Today, I present to my readers my favorite role-playing character of all time: Khelden.

Khelden is an Ultangen Dwarf, a race from my good friend Owen’s fantasy setting, Gandaria. (Owen used to have a whole website dedicated to this setting and some of his other gaming and writing endeavors, but he took it down a couple of years back, which is a real shame.) Like many dwarfs, Khelden was a soldier for decades, a veteran of countless battles and a formidable warrior. But Khelden left the Dwarflands to start a life elsewhere. A brewer by trade, Khelden set up a prosperous business in the large, mostly human city of Brimshire. His wealth and character allowed him to achieve some status among the merchant class and the nobility.

Khelden is immensely strong; and while he is no deep thinker, he possesses the canniness of one who has lived by his wits and skills for many long years. He is an exceptional fighter, but he considers brewing his profession. While he excels at brewing (it’s his highest GURPS skill, in fact), he is constantly being called away from his brewery to battle monsters or deal with the intrigues of evil beings. Khelden wields Arshavir, a dwarven mace of great power and a relic from many centuries past, long thought to be lost. The mace has an adverse and dangerous effect on the weather the longer it is used in battle. Luckily, Khelden finishes most fights quickly.

This miniature is a perfect representation of Khelden as a Master Brewer in his later years, assuming he ever got to live that long (unlikely, considering the lethality of Owen’s campaign). He has finally settled down and retired, enjoying the fruits and rewards of a life well-lived. At long last, he has perfected his recipe for his dwarven stout, better known as Khelden’s Black. Unfortunately, this miniature does not have a mace, but a hammer instead. Khelden used a hammer in his early years. I imagine that since he is now old, Khelden has passed Arshavir on to a younger, worthy dwarf; and is content to take up the hammer again.

The miniature is the Dwarf Brewer from the Reaper Bones line. The ale casks on the right of the picture are from Deep Cuts, part of the Pathfinder scenics they’re putting out nowadays. Both Bones and Deep Cuts claim they do not need primer and that paint can be applied directly to the model, but I primed everything with Vallejo surface primer and I’m glad I did. I like the ale casks. At $3.99 for the three pack they’re priced nicely, but they don’t sit levelly. It’s a minor quibble, but it’s there. The Reaper dwarf miniature was only $2.50! I’m starting to find a new appreciation for Reaper Bones…

If you’re interested in yet another of my old characters, I posted a short write-up of my monk, Brother Jerrod, way back in March 2015.

The Dwarves Are Upon You (again)!

Just in time for 3 years after the Age of Sigmar destroyed the Warhammer Fantasy universe, I have finally finished my dwarf army. Well, mostly finished. I firmly believe that you can never have enough dwarfs. But for now, I am content.

This was definitely a labor of love. It has been over a decade since I played a game of Warhammer Fantasy, and I have no interest whatsoever in Age of Sigmar. It is unlikely that these stalwart dwarfs will ever see battle, which is a real pity. Nonetheless I did my best to paint them in a manner most glorious, limited only by my shortcomings of  painting skill.

Some of these miniatures and units have appeared before on this blog, back when I was zealous enough to think I could complete a project in a reasonable amount of time. Now that the army as a whole is finished (mostly), I decided to present them once again, this time with the rest of the army. My dwarfs are from several different manufacturers. I have no brand loyalty when it comes to good-looking miniatures, and I don’t play in tournaments where “official” miniatures are required. To that I say most vehemently: “Fuck that shit.”

First up, the Thunder from Down Under(ground), my missile troops!

This is the small unit of Thunderers included with the Battle for Skull Pass (BFSP) boxed set. Ten stalwart gunners, led by a Hero (more on him later). I really like these one-piece plastics; even though they’re not poseable, it’s still possible to achieve enough variation with the paint jobs to make them all appear different.


Up next is a group of ten Quarrelers, produced by Mantic. Mantic definitely has a unique look that you either love or hate (I like these guys), but the price can’t be beat. Not as detailed as some of the other manufacturers, but they certainly do the job for rank-and-file troops. These dwarfs could have been build as Ironwatch, which is Mantic’s equivalent of Thunderers, but I chose to give them crossbows rather than rifles because crossbows are cool.

Finally, my favorite unit of missile troops: my Dwarf Gunners, manufactured by Black Tree Designs. Let me be clear: I LOVE BLACK TREE MINIATURES.These guys are all metal, and hearken back to the glory days of GW and Citadel metal miniatures. They have the same “chunky” look to them and the same weight in the hand. They’re priced fairly well, especially since Black Tree seems to have constant 40%-50% off sales going on at any given moment. These guys were a joy to paint, and although 18 is quite a lot of dwarfs for a unit of Thunderers, I really like them!

Next up, the foot troops. First is the small unit of Dwarf Warriors from the Battle for Skull Pass set. Ten dwarfs does not a unit make, IMO, but they’re what I had. They’re positioned behind one of the King’s Wall obstacles, also from the BFSP set. I acquired a few more of these dwarf walls over the years.  These warriors are positioned next to a Flame Cannon (more on that later).

Up next, a group of 16 Dwarf Rangers. These guys are GW plastics, and they lack a command group because I couldn’t find a dwarf command group that looks the same as the unit. I’d still like to get one, though…so if anyone has dwarf plastics from this set that could be made into a command group, contact me and let me know.  Although they are ubiquitous in Fantasy, especially with Dwarfs, I’ve never been a fan of double-bladed axes (they look dumb to me), so I took the liberty of modifying some of axe-heads by removing one of the blades. I like the way it looks much better. They’re standing next to an old -style GW Dwarf Organ Gun (see below).

A unit of Black Tree Dwarf Warriors. Now this is more like it! A small unit at 18 models, but a solid enough brick on the table. Red is my least favorite color, and I loathe painting yellow, so why I chose this color scheme I couldn’t really tell you. The standard bearer had a miscast axe, so I just clipped it and replaced it with a Mantic hammer head.

This unit is a unit of Black Tree Miners. Note the shiny headlamps and the hammers. I love the look of these guys, and there’s 20 of them, so it’s a decent sized unit. But I’ve decided to use these guys as warriors rather than miners; I am a big proponent of core troops over special or elite choices, and these guys can serve as warriors just as well…

…especially since I already have a unit of Miners. These guys are mix of the GW BFSP miners and a GW miners regiment, for a total of 18. The one-piece BFSP sculpts blend pretty well with the poseable regiment dwarfs. The command group is from the BFSP set, so I was free to make the entire regiment box rank-and-file miners.

These Mantic Shield-Breakers are proxy Hammerers. Since there’s only 10 of them, I figured I would use them as a bodyguard for my army general. To be blunt, I hate half of these miniatures. The ones that have smooshed-down helmets annoy me, as it can’t possibly be that difficult to cast a miniature headless instead. This would give you the option of adding whichever dwarf head you prefer. Any of them would look better than these lazy, one-piece castings. The other dwarfs actually look pretty cool. And once again, the price can’t be beat (I guess you get what you pay for). This was the most recent unit I painted, completing it just last week, even though I bought it at Gen Con in 2012.

Lastly, my elite unit. These are 20 Black Tree Dwarf Ironclads; in other words, proxy Ironbreakers. I love these guys, and they’re pretty much the best dwarf unit you can field. I once had a unit of Savage Orc Boar Boyz charge a unit of my friend’s Ironbreakers, only to get decimated on the charge and routed. That’s right: my unit of Savage Orcs charged the dwarfs and got their asses kicked so hard they ran away; and somehow I rolled so badly that the dwarfs were able to run faster than my boars and cut the entire unit down like ripe wheat. Oh, the humanity.

Next up: the artillery! Here is a standard cannon. Note the crew is being kept well-hydrated by the Dwarf Brewmeister and his team. The cannon is a metal GW piece, the beer guys are from Reaper and serve no purpose other than to look cool.

Another cannon, this time the plastic one from the Battle for Skull Pass boxed set. I’m a fan of the models, especially the Dwarf Engineer. Note the Dwarf bagpiper in the background. He’s from Bob Olley’s Dwarf World line, and he’s playing the only instrument loud enough to be heard over cannon fire. Hell yeah!

Here is a close-up of the old-style dwarf Organ Gun from Games Workshop. I’m pretty sure I have the wrong crew miniatures for this artillery piece (I think these are technically cannon crew), but they came with the gun and I got the whole kit on the secondary market. I like the newer GW model better. In fact, I like the Mantic version better, too…but the spiky front on this one has some charm. Kind of superfluous, though…I mean, wouldn’t the five loaded guns deter a frontal assault just fine without all the spikes?

This trebuchet is from Black Tree Design. You may ask: who needs a stone-thrower when you have cannons? Well, I do. My cannons almost always misfire. I have better luck with rocks. And dwarfs are pretty traditional…rocks have been around forever, and if there is one thing dwarfs have no shortage of, it’s rocks. They served well enough in the past…why change things? Rocks are obviously made for hurling at greenskins or those annoying elves. AS IT SHOULD BE!

Here is a shot of the Flame Cannon, also by Black Tree. Sadly, since I will probably never play this army in a game, I will not be able to see the flame cannon in action. Burning things seems like a lot of fun. Like all my Black Tree dwarf models, I love this gun. As a bonus, here’s another look at the Dwarf Warriors from BFSP.

Confession time: Although love dwarfs, I hate Dwarf Slayers. I think they’re stupid. That’s why I will never field a unit of them. Although GW has made them iconic, I refuse to buy into their bullshit. Nonetheless, one of them came with the BFSP boxed set, so I painted him up. There he is.

And finally, a closeup of my Lords. The army general on the left came with BFSP. I painted him up a couple of years ago as part of Dwarvember, along with those GW warriors and miners. You can see more pictures of him here. On the right is a GW Dwarf Hero. Since he has a cool pistol,  I placed with my small unit of Thunderers.

As I said, the army is mostly done. Astute viewers may have noticed bare banner poles on some of my standards. That’s because I suck at freehanding banners, but hopefully I’ll get around to it. Also, the Mantic units do not come with command groups (it’s not necessary for their game, Kings of War), and neither do I have a command group for my Rangers. I’d like to get command groups painted for all my units. Perhaps it’s because I played so much Warhammer Fantasy, but units without command groups look incomplete to me, and are therefore irksome.

I’m just glad I completed this project (mostly) after talking about it for so long. The army may be complete, but I still have plenty of dwarfs to paint. Watch this space soon!

Classic Grenadier Halflings

It’s been a while since I painted some old school miniatures. I decided to do yet another Grenadier TSR boxed set from yesteryear. Last time it was Wizards, this time it’s the wee folk: Halflings!

Unlike the Wizards, I never owned this set growing up. I bought it off eBay about 2 years ago. The box is in great shape. The miniatures were painted, but not well. So I stripped them down to the metal before repainting.

One of the reasons I love these classic miniatures is that they have a lot of character. There’s usually one or two per boxed set that really stand out, especially for the time. In this set, one of the miniatures that stands out most for me is the Halfling lookout team, all the way on the left. Continuing left to right, we have a Swordsman, Camp Guard, Spear Chucker, and Thief. Both the Thief and the Swordsman are pretty good sculpts even by today’s standards. The Spear Chucker, despite being equipped with an atlatl, is my least favorite miniature in the set. I’m also not overly fond of the Camp Guard, because they included a ridiculous-looking tree for him to lean on. I think it would have been a better miniature without the tree, and you wouldn’t have even had to alter the pose all that much!

From left to right, the remaining models in the set include an Archer, an Axeman, a Slinger, and a Lancer on Pack Mule. I like all these models, but I especially like the Lancer. He would be great to represent the “Shiriff” of a Halfling shire. I assumed the haft of his spear behind his hand had broken off at some point, but looking at the enclosed picture, it seems he wasn’t modeled with a full spear haft to begin with. I fixed that by making one out of some 5/64 brass rod, thus giving him a full spear, and I like the resulting look much better.

Here’s a view of some of the Halflings from the rear. I didn’t use any white flock on the horseman’s base. I think the color is due to a reaction between the glue I used and the matte sealant spray. I think it looks ok, like the last remaining frosts of the season. I’m not sure if I’ll paint over it yet.

Classic Grenadier Wizards

This boxed set was the second set of miniatures I ever bought, the first being the well-known “Tomb of Spells”. I bought them when I was in 6th grade.  Like all of the miniatures I painted back then, I covered them in Testors gloss enamels and thought I did a swell job. Many years later, when I discovered things like acrylic paints and shading, I realized they looked truly horrendous and stripped them with the intent of repainting them later. Years passed and they languished. Then came Warhammer, and all my painting time was taken getting my armies ready for the table. I wanted to paint them last year for WizarDecember, but couldn’t find the time. Now, at age 43, they have finally been repainted.

I painted these first five to resemble the Istari, the five wizards of Middle-Earth. From l-r: Pallando, Radagast, Gandalf, Saruman, and Alatar. Who are Alatar and Pallando, you ask? Well, they are the Blue Wizards, referred to by Tolkien as “lesser” wizards, of which little is known other than their names. After their arrival in Middle-Earth, they quickly “passed into the East”, where nothing was ever heard from them again.

Of course, Iron Crown Enterprises, who once held the license for the Middle Earth RPG and the Middle Earth: The Wizards CCG, did much to expand (i.e. create) the lore of these two wizards. In the CCG, players take the role of one of the wizards. Pallando is portrayed as a diviner/seer, and many of his card effects allow some sort of precognitive ability. Alatar is a very martial wizard who can dish out some heavy damage. So I chose the Illusionist miniature for Pallando and the Druid (with shield and sword) for Alatar. The others were also fairly easy choices: Radagast is a “Druid with dart”; Gandalf (Enchanter)has the big floppy hat, and Saruman (Sorceror) is holding a crystal ball (a palantir?).

I don’t normally rebase these old classics, but I decided to make an exception with this set. I considered adding a sword to Gandalf to represent Glamdring, but chose to leave him unmodified.

The remainder of the set is above. From L-R: Wizard, Cleric, Archmage with spell, Magician, and Warlock. The wizard was my least favorite miniature to paint because his detail is somewhat ambiguous; there are times I didn’t know what I was supposed to be painting. His “familiar” on his shoulder is horribly sculpted as well. I have no idea what it’s supposed to be. The Archmage comes with two “spells”; the hand shown above and  the head of something so poorly sculpted it also defies description. I chose the hand. The Cleric and Magician models are my favorite miniatures in the set, and to this day when I think of a wizard or cleric these guys come to mind. Last is the Warlock; not one of my favorites but I did what I could with him. I decided to paint him as a Bright Wizard; someone who can fling a fireball or two. I hate painting orange, but I think he turned out ok.

Painting old school miniatures like this is always fun. I think I’ll paint another Grenadier boxed set soon.

Red Dragon

I don’t often paint large models, but I’ve had this fellow on my painting table in various states of assembly and painting for a couple of years now. It’s  a red dragon from Grenadier’s Julie Guthrie’s Dragons line, circa late ’80’s-early 90’s.

Of course, nothing says I had to paint it as a red dragon. In fact, I was considering painting it a greenish-black and using it as a swamp dragon. I even went so far as to basecoat it green, but then changed my mind and went with the red scheme. I used mostly Vallejo colors (Red Black, Rusty Red, Gold Yellow) and Citadel paints (Stegadon Scale Green, Sotek Green, Scorpion Green).

Compared to some of the dragon miniatures available today (i.e. Reaper), this one is pretty small, but is perfect for representing a young dragon rather than an ancient wyrm.

I have a love for Grenadier miniatures, as together with Ral Partha they were pretty much the only game in town for Fantasy miniatures when I was young. These dragons could be a pain in the ass to assemble, and this one was no exception, requiring copious amounts of green stuff to fill the gaps where the wings join the body. Nowadays it would probably be cast from plastic, or at least the wings would be, which would make it easier to assemble as the weight of the wings wouldn’t require pinning.

For the base, I added an axe along with a bit from an Army Painter accessory pack (the helmet with the snake). I smoothed out the contours with green stuff and added sand, tufts and static grass.

 

Side Pile: Dwarf Characters

Like many miniatures enthusiasts, I have a small pile of miniatures “off to the side” of my main projects. These miniatures collect paint slowly, usually because I have dispensed or mixed too much of a color for my current project and don’t want to waste paint. Pour out a little too much of a color for your current project? Find an unpainted miniature or miniatures off to the side and apply the leftovers. Beats wasting paint, right?

Unfortunately, after a while, the “off to the side” pile of halfway or even two-thirds completed miniatures gets to be huge and takes up more space on the painting table than my current projects. Then, it’s time to roll up the sleeves and finish off the pile. I have done this recently. Thus, I bring you some figures of my favorite fantasy race: Dwarfs!

 

Up first, some Dwarf Lords from Scibor Monstrous Miniatures. I love these sculpts, and it was one of my first times painting on resin. None of these miniatures above required assembly beyond glueing them to their bases. Because they’re resin I would hesitate to game with them, but they’re perfectly awesome as RPG characters or for the miniatures collector. I’m not a fan of the “dwarf slayer” concept; I always found it stupid. But I must say the guy on the left is pretty cool holding a severed ogre head. The middle dwarf is one of my favorites from the line. I like huge, blocky hammers.

 

The dwarf on the left is another favorite. Since I just said I love big, blocky hammers, this should come as no surprise. I also like the overflowing mug of the dwarf in the middle, and the pipe on the one farthest right. Both the left and middle dwarfs required assembly of their weapon heads, but the resin is easy to work with and glues quickly.

 

This is a view of all 6 Scibor dwarfs from the back. I’m happy with the results.

 

Next are two unique miniatures. On the left is a Dwarf wizard, from the Wizards of the Coast Magic: The Gathering miniatures line. He’s holding what I assume to be a magic rod of some kind. He’s a two-piece sculpt that joins at the waist. This particular miniature has been in my side pile for about 7 years. I finally got around to painting him, and I think he turned out ok, although I thought he might look better with some kind of pattern on his robes. The dwarf piper is from Bob Olley’s Dwarf World line. Being a dwarf and a bagpiper makes him pretty much the coolest two things a miniature can be in my book.

 

These last miniatures came to me in a trade about a year ago. This is Reaper’s Dwarven Brewmeister (Reaper 02559), also sculpted by Bob Olley. I’m a big fan of miniatures that tell a story (as opposed to “guy holding weapon” miniatures), and I love these guys. I’m happy with the way they came out. I think I will use them as part of my Dwarf army as decorative pieces behind the artillery lines, making sure all the cannon crews stay hydrated.

More “side pile” miniatures soon!

The Blighted Watchtower: A Battlesystem AAR Part 2

 

The two parties eye each other warily across the clearing, both groups knowing the other’s intentions are the same: to plunder the watchtower and secure whatever riches may lie within.

But as each group rushes to be the first to the tower, they are besieged by more monsters! Harpies descend upon the adventurers, shrieking madly!

(I modified the harpies somewhat. In Battlesystem Skirmish, harpies have 7 hits each! Since each party was facing five harpies, I thought that was too many hits to have to deal with based on the characters’ Attack Dice. I reduced the harpies’ hits to 3 each. Turns out I probably shouldn’t have, but live and learn.)

The gnomes gain initiative for the round, and waste no time in attacking. Durwald shoots a harpy with his Crossbow of Accuracy for 1 hit, while Graflin strategically casts Gust of Wind, grounding the harpies and making them more vulnerable!

The harpies attack next, and all attempt to Charm their opponents with their seductive song. Among the dwarfs, Boris, Reglan and Grimnar fail their saving throw and are Charmed! Poth and Siegfried resist the magical song. The gnomes don’t fare much better, as Stengil, Durwald and Ashlock all fall victim to the song, while Graflin and Cavram, the human, both save and resist it.

Finally the dwarfs get to attack, but since three of them are charmed, it falls to Siegfried and Poth to defend their friends. Poth throws an axe at a circling harpy, inflicting 1 hit. Siegfried takes the opportunity to cast Dispel Magic and free his friends from the magical charm!

The harpies gain initiative next round, and tear into the gnomes! Their filthy claws rake Stengil for 2 hits, and both Ashlock and Cavram take another hit each. Meanwhile, the other group of harpies attack the dwarfs, wounding both Reglan and Siegfried for 1 hit each. The dwarfs respond. Both Siegfried and Poth manage to wound their opponents, but not enough to kill any.

 

The gnomes fight last in the round, but good things come to those who wait. Cavram slaughters a harpy out of hand, while Graflin casts Fear on the group. 2 of the harpies immediately rout, breaking the charm! At the end of the round the harpies check morale again, and fail spectacularly with a natural 20! The group of harpies is so panicked they are paralyzed for 2 rounds!!

 

The harpies win initiative for the next round, but only the group fighting the dwarfs is in any shape for combat. Both Poth and Siegfried take a wound each. The gnomes attack the vulnerable harpies on their side of the clearing, with predictable results: Cavram kills another harpy, while Ashlock wounds another. Graflin steps back and casts Melf’s Acid Arrow, killing yet another harpy.

Finally, the dwarfs fight back. Both Grimnar and Siegfried kill their opponents, Boris manages to wound one of the harpies facing him. The harpies check morale and roll a 1!!! These harpies, unlike the ones fighting the gnomes, now have a permanent +2 to morale for the rest of the battle. They’re not going anywhere!

Unfortunately for the harpies, the dwarfs gain initiative next round and waste no time maintaining their offense. They kill 2 more, leaving a lone harpy facing 5 angry, wounded dwarfs!

Meanwhile, the gnomes finish off the harpies facing them. Cavram kills one on the charge while the remaining gnomes clean up the rest. The lone harpy facing the dwarfs attacks Siegfried in a frenzy, wounding him for 2 hits!!! Siegfried sways on his feet, down to 2 hits from his original 6. Ouch! Being vastly outnumbered and facing certain death, the harpy checks morale and fails. She is shaken!

The dwarfs act first next round, and Grimnar wastes no time taking the remaining harpy’s head off her shoulders. Siegfried takes the opportunity to cast Cure Light Wounds on himself, healing one hit. On the other side of the battlefield, Graflin prepares himself for further combat (possibly with the dwarfs???) by casting Shield on himself, increasing his armor!

The two parties square off across the clearing. Each takes the opportunity to consolidate their grouping. Siegfried also casts his remaining Cure Light Wounds on himself, restoring him to 4 hits.

But wait! Suddenly a malevolent  presence is felt. At the watchtower’s door, a spectral form takes shape! Could this be the source of evil that has blighted the watchtower these many years??? Will the warbands join forces to defeat it?

Maybe someday we’ll find out, but not today. That’s as far as I got before my bedtime.

The Blighted Watchtower: A Battlesystem AAR: Part 1

I’ve been going through miniatures gaming withdrawal lately, so I threw down some scenery and played a game all by my lonesome. I chose Battlesystem Skirmishes as my ruleset du jour. Even though I played this one solo, I managed to have a good time.

The Scenario

Amid ruins in an ancient forest stands an ancient watchtower, long rumored to be haunted. Anyone who has ventured there has never returned, but that has only fed the rumors of treasure and glory just waiting to be had by those daring enough to brave the danger.  Two parties of stalwart adventurers set off towards the watchtower with equal intent: to make their fortunes, destroying anything that would stand in their way.

First up: a group of dwarves: (L-R) Poth, Siegfried, Grimnar, Boris, and Reglan. All are warriors with the exception of Siegfried, who is a cleric. Grimnar is the leader, an 8th level fighter. Boris and Siegfried are both 6th level, while Poth and Reglan are 5th.

Next up: a group of gnomes and their human mercenary hireling: (L-R) Stengil, Graflin, Cavram, Durwald, and Ashlock. All are warriors with the exception of Graflin, who is the leader and an 8th level wizard. He is supported by his brother gnomes; Stengil, Ashlock and Durwald, all 6th level fighters, and Cavram, an 8th level human fighter.

 

The dwarves approach the watchtower from the south, while the gnomes make their own stealthy approach from the west. Soon, they are not alone!

On the crest of a nearby hill, a manticore appears, bellowing a challenge! The gnomes prepare for combat!

Meanwhile, to the south, the dwarves steel themselves as some zombies come lurching out of the woods!

The battle is joined! No sooner do the gnomes move than the manticore lashes out with its tail spikes. It fires a volley at Cavram as the human moves towards the hill, inflicting 1 wound. Meanwhile, the zombies charge into the dwarves. Grimnar wades into the fray, easily destroying one zombie. Boris manages to wound a zombie, but takes a wound himself. Siegfried steps forward and calls upon his deity, turning 6 of them immediately. They flee from the cleric’s true faith, but not for long…

Meanwhile, Graflin, the gnome mage, casts Reduce upon the manticore! The beast fails its save and is reduced by one size level, losing one attack die and incurring a penalty on further attacks! Durwald shoots the manticore with his Crossbow of Accuracy, hitting easily and inflicting 1 wound!

At the end of the turn, a mysterious evil force rallies 3 of the fleeing zombies. They turn and shamble back towards the dwarves…

 

The next round, the manticore gets initiative. He wastes no time in firing his tail spikes, this time at Graflin! Even with the reduced Attack Dice, Graflin takes 2 wounds as the spikes rip through him! Cavram charges up the hill at the manticore, hitting it for 3 wounds! Graflin casts Magic Missile, inflicting another wound on the beast, while Durwald shoots it again for yet another wound! The manticore, down to 1 wound, checks morale, and rolls a 1!! The enraged beast will stay and fight to the death! (Manticores are dumb.)

Meanwhile, to the south, the dwarves square off against the zombies. Boris, Grimnar and Siegfried all put a zombie down, while Reglan wounds one. The zombies fail to wound any of the dwarves, since most of the dwarves killed them before they could fight. Since they’re undead and not being turned, zombies don’t have to check morale. They fight on.

The manticore manages to wound Cavram once before the human runs it through, putting it down once and for all. The gnomes reconvene at the top of the hill, where they get their first look at the rival warband to the south, still fighting off the zombies. They set off quickly, hoping to reach the watchtower before the dwarves!

Meanwhile, the dwarves destroy the remaining zombies with relative ease.

The dwarves regroup and move north, intent on plunder. They round a grove of trees only to spy the gnomes moving towards the tower! Will it be a race, or will the two parties fall upon each other??

Part 2 up soon!

Armies of Yesteryear: Warhammer Orcs and Goblins

I just got a brand new mat from Cigar Box Battle Mats, and I love it. To celebrate, I thought I’d photograph my old Warhammer Fantasy Orcs and Goblins on it. I haven’t played a game of Warhammer Fantasy since about 2003, so it’s been a while since these miniatures have seen battle. I’ve been using a few here and there for RPGs and skirmishes, but that’s about it.

The WAAAAAAGH is too big for me to photograph all at once, so I just took pictures of the individual units. This was my main WFB army from 1995 or so until about 2003. Previously I played Undead, but when GW split them into two different army books I never really went back. I was on a pretty limited gaming budget back then and couldn’t afford it.

Most of these miniatures were picked up in trades on Bartertown or in the boxed sets. The paint jobs aren’t terrible, but neither are they as good as they would be if I was painting them today. I tried to do a decent job as fast as possible so I could field them quickly. (I didn’t play with unpainted miniatures then, and I still don’t now.)

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First up, two units of archers. Night Goblins on the left, Orcs on the right. The Goblins came from the 4th edition boxed set. My friend bought the set for $60 bucks. It included Goblins and High Elves. He took the Elves and the rules sold me the goblins for $20. A good deal then and would still be now. The Orcs were old style Arrer Boyz, mostly plastic but a couple of metal ones too. This was the era when core troops were pretty much all the same sculpt with no variation. The armies today look better, but say what you will about the old style: at least they ranked up with no problems. Out in front are three Night Goblin Fanatics, as well as the old version of Skarsnik and Gobbla. In the back is the old Orc Rock Lobba.

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Moving onwards, here’s a unit of Goblin Wolf Riders and my main unit of Goblin spearmen (also from the 4th edition boxed set). Way in the back you can see an old-school Doom Diver Catapult.

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Next we come to my main core units of Boyz. On the left is a big brick of Orc Boyz from the 5th Edition boxed set. I forget who sold me these, but it was someone who was only interested in playing Empire. In the middle is my elite unit of Black Orcs (the old-school sculpts). This unit is one of the only ones I paid full retail for. On the right is another unit of Orc Boyz. These are mostly old Heroscape Orcs I picked up in trades. Once I had an opponent in a local tournament object to me using them, because, technically, they weren’t “purely GW miniatures”.  I took the unit out of my army and still trounced him. Then I told him to fuck off. Also in the picture is one of my Orc Bolt Throwers (which are now apparently crewed by Goblins in the newest version of the rules). More on the characters in front later.

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A better shot of the 5th Edition Boyz. In front are three Goblin Squig Hoppers. I loved the absolute randomness and fun of playing goblins. The Fanatics, the Doom Divers and the Squig Hoppers…none of them ever worked how you wanted them to, but they were just too fun not to include in the army. I don’t think any of the Hoppers ever killed anything. They always got shot before they could even make contact with an enemy.

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These guys won many a battle for me. Back in 4th-5th Edition, Savage Orc Boar Boyz were insane unit killers. I had 12 armed with spears and could usually break any unit on the charge (except for Dwarf Ironbreakers…Ooooo, how I hated them). Next to them is another Bolt Thrower, another unit of Orc Arrer Boyz (also from the 5th Edition boxed set) and another Doom Diver Catapult.

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Lastly, here’s another shot of the Orc Arrer Boyz. To the right is another Night Goblin archer unit (from the 4th edition Boxed set), a Night Goblin shaman, and a few more Fanatics.

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My Night Goblin archers couldn’t hit the ground if they aimed at it, but that’s not why I played two units of them. I did it for the Fanatics. I would always equip one of them with a Madcap Mushroom. That would be the guy riding the 8 Ball.

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A close up of one of the Doom Diver Catapults. The new model is pretty cool, but it’s also three times as big. I like the old one better.

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The old-school Rock Lobber. I was supposed to have two of these, but I got burned in a trade on Bartertown. I will always remember the name and email address of the asshole who screwed me. He lives in Healdsburg, California. So, Ben, if you’re reading this, go fuck yourself.

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A couple of character models. On the left was my Warboss. He was an exclusive Games Day miniature that my friend picked up for me. On the right is Nazgob, the Orc Shaman. He was a new miniature when I bought him. GW still makes him today. He was originally wearing bright blue, but I recently repainted him and he looks much better.

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Skarsnik and Gobbla, a very fun (but not very effective) Night Goblin team. I don’t think I ever won any battles with Skarsnik as my general;, but it was always fun to see which of my own troops Gobbla would eat. On the right is my old Warboss before I got the Games Day miniature.

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Last but not least, Gorfang Rotgut. I added some bitz from the zombie boxed set and added a shield to his shield. It was one of my first conversions. I once played a campaign against my friend using Gorfang as my army commander. My friend played Dwarfs. I got crushed. No sour grapes here, I still had a blast. But I realized that Gorfang was one of the most overpriced (points-wise) and ineffective special characters in the game.I chose him because he had a hatred of Dwarfs (believe me the Dwarfs felt the same way), but that didn’t help. In the end, my Orcs got curb-stomped by the Dwarfs. I think I won one out of eight battles.

I picked up a Battle for Skull Pass boxed set about two years ago, mainly for the Dwarfs. (I’ve always loved Dwarfs, and my friend kicking my ass with them did nothing to diminish that.) I considered painting up the Spider Riders and adding them to the WAAAAGH, but decided against it. I also thought about buying the Arachnarok Spider, but again, decided not to, even though it’s a really cool model. After all, I never play Warhammer anymore. I’d like to, but I’m not about to try to keep current with whatever version of WFB GW  is hawking, or whatever new units they come up with to replace units they arbitrarily deem obsolete.

Grom the Paunch didn’t make it to the table here because his chariot broke and is awaiting repair. Not that it matters. I never won a game with Grom as my general (Goblin generals suck), and, come to think of it, I never won a game with anyone in a chariot as my general. Chariots are huge targets for war machine and missile fire, and whenever I fielded Grom he got shot to death by turn 3, or his wolves got shot and effectively stranded him wherever they died.

More Armies of Yesteryear to come!

First Battlesystem Skirmish

It’s weird how I’ve been into miniatures and roleplaying since fifth grade, but I never actually played a miniatures game until I was in college. Then, like many others I got roped into Warhammer and 40K. I completely missed out on Battlesystem. Wizards of the Coast just released a new free ruleset compatible with 5th Ed. AD&D, but I have no interest in using the new version of AD&D. The old rules are found easily enough on eBay, and they’re based on 2nd Edition AD&D (the version I played all through high school and college) so I picked up a copy.

We got more snow over the weekend (because we really needed more of it), and I had just finished my highlander warband, so I figured why not try the skirmish rules out? So here’s my first Battlesystem  Skirmishes After Action Report!

I chose Highlanders vs. Orcs as the forces. The highlanders were made up of two clans: The Mac Layrs (Green/Blue) and the Rennies (Red/Blue). I split them into separate units based on clan. Bran Mac Layr was the commander (a level 6 hero), and he was supported by Rory Mac Layr, (a level 3 cleric). The remaining 2 Mac Layrs were generic level 1 human fighters. The Rennies were all level 1 human fighters.

The orcs were led by Varg (Level 2 orc leader). Varg commanded 4 Level 1 orcs. Also on the orcs side was Gogzarak, an ogre (Level 4 monster). As a monster, he can move and act independently. I used the generic stats provided in the Battlesystem rulebook for all the miniatures.

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The orcs and the ogre are attacking the highlander settlement in the hopes of grabbing some sheep. The highlanders are trying to stop them. (Insert your own highlander/sheep joke here.) I deployed the Rennies in the pasture and the Mac Layrs in front of the houses. The orcs were deployed in the woods, and Gogzarak was deployed on his own, across from the Mac Layrs.

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That’s Bran Mac Layr with the claymore, near the well.  Rory Mac Layr (the cleric) is all the way on the right.

OLYMPUS DIGITAL CAMERAThe Rennies are among the sheep.

 

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Varg is leading his orcs out of the woods.

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Gogzarak the ogre is on his own, taunting the Mac Layrs.

 

ROUND 1:

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The monsters win initiative, which means the highlanders move first. Using this cool bendy-ruler, I measured out their full move (12″). No way are the Mac Layrs letting some scummy ogre get anywhere near their houses! Unfortunately, this puts them well within the ogre’s charge range.

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Gogzarak charges Bran Mac Layr, bellowing as ogres do. He smacks Bran for 1 hit. Bran responds, but rolls a 1. He misses, and initiative immediately switches to the highlanders (weird rule).

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In the pasture, the Rennies move to intercept the orcs as the come out of the woods. Neither side can reach melee this round.

ROUND 2

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The Rennies charge into combat. Two of them concentrate on Varg, the leader, while the other closes with an orc. The strategy pays off as both Rennies score hits and Varg dies. In response, one of the orcs kills one of the Rennies.

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Meanwhile, Rory Mac Layr moves to the hilltop to better support both units. He casts Bless on the Rennies, giving them +1 to THAC0 and +1 to Morale. But it’s the orcs that have to check morale this round since their leader was killed. They pass and stay to fight.

The other  Mac Layrs all attack Gogzarak, and he attacks back, but no one hits anybody.

ROUND 3

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Bran Mac Layr circles Gogzarak  to get the +2 THAC0 bonus a rear attack gives. The other Mac Layrs flank the ogre. Bran hits Gogzarak for 2 hits! The other Mac Layrs miss. So does Gogzarak. Hoping to further support the Rennies, Rory Mac Layr casts Hold Person, rooting two orcs to the spot.

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However, despite his support, the two unhindered orcs still manage to cut down the Rennies like cornstalks.

ROUND 4

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The two orcs who are still able to move break off and move towards the cleric on the hill. The Mac Layrs and Gogzarak fight another ineffective round of combat with no casualites. Seeing two orcs approaching his position with ill intent, Rory casts his final spell: Cause Light Wounds. One of the orcs drops dead halfway up the hill. The remaining orc checks morale as he had to form a new unit as a result of combat (the other orcs couldn’t move with him because they were held). He fails and is shaken.

ROUND 5

Bran kills Gogzarak. The orc rallies. (Sorry, no picture.)

ROUND 6

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The lone orc charges the cleric while the Mac Layrs circle the hill. Even though the cleric has +1 THAC0 due to being on a higher elevation, he misses. The orc wounds the cleric for 1 hit.

ROUND 7

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Rounding the hill, the Mac Layrs spy the held orcs and charge. Showing no mercy, they put the filthy greenskins to the sword!

Bran charges the orc from behind, but misses. So does the orc and so does the cleric.

ROUND 8

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Bran Mac Layr kills the last remaining orc, cleaving him in twain from behind. Victory to the highlanders! Alas, the proud Rennie clan has fallen. Cue the bagpipes!

ANALYSIS:

Battlesystem Skirmishes is pretty easy to learn, especially if you have ever played 2nd Edition AD&D. This whole game took about 25 minutes to play, including the time I took looking up rules and taking pictures. It seems the forces were unbalanced in favor of the highlanders, despite the monsters having more points on their side. I purposely didn’t use missile weapons, which may have altered the battle for both sides.

The cleric seemed to make the most difference in this game. Although his Bless spell didn’t do much, his other two spells really made a difference in how the game played out. If I played this skirmish again I would bulk up the monsters a bit by giving them missile weapons or maybe a shaman of their own.