Monday, 31 January 2011
Heres the finished painted models representing the Boar Company I sculpted in 15mm scale:
I have four more in the sculpting process, three crossbowmen and a battle rager along with my first four orcs! Its all very exciting!
Soon I will be able to include pictures in my reports which is good news for everyone as its a bit more interesting than having to wade through lots of text!
I am thinking of expanding the Boar Company somewhat so they will have some cavalry too but I want to get the orcs out of the way first before I start getting carried away as I have a plan and want to try and stick to it!
Sunday, 30 January 2011
The boar company has finally draw near to the dwarf keep of Dur Zamor, only to find their way impeded by a horde of goblins who are attempting to cut off a smaller dwarven force from reacing the safety of the fortification.
The scenario objectives are for the goblins to overwhelm the dwarves by killing alf their number while the dwarves must break through their lines and exit the opposite table edge.
The boar company is deployed behind the goblins at the start of turn 3 and may begin the turn within charge range representing their stealthy approach.
1 formation of 10 heavily armoured infantry
2 formations of 5 heavily armoured infantry (one of which is the boar company)
1 formation of 10 crossbows
1 formation of 5 crossbows
1 formation of 20 goblins
1 formation of 10 goblins
2 formations of 10 archers
1 formation of 5 cavalry (carnodon riders)
East to west the dwarves deploy their smaller crossbow unit defending their flank, followed by the larger infantry unit and larger crossbow unit. Their other flank is defended by the remaining small infantry unit.
East to west the goblins deployed a unit of archers, the large goblin unit, the small goblin unit, the second archer unit and the smaller goblin unit. On the extreme west flank their small cavalry unit anchored the line.
The goblin horde moved out in a ragged line attempting to close to within bowshot of the dwarves but failing to find the range, meanwhile the dwarven line moves out in a staggered formation with its crossbowmen slightly to the fore.
The goblins break into a shambling run, with their cavalry just failing to close with the dwarven infantry formation on the west flank. As they have moved this turn the goblin archers miss out on an opportunity to fire at the dwarven line which may cost them dear as the disciplined dwarven troops march steadily forwards. The small infantry formation in the west makes contact with the goblin cavalry resulting in an inconclusive swirling melee. Meanwhile the dwarven crossbows fire at the goblins, resulting in five goblins from the large unit dropping to the ground dead. The smaller crossbow unit fares less well, causing no casualties.
The casualties cause the large goblin unit to pull up short and mill around confusedly. This in turn breaks their morale and they flee the field showing just how cowardly they are.
The smaller goblin unit moves towards the large crossbowmen unit, in an attempt to engage them in combat but the dwarves prove to be just out of range. Seeing their companions turn tail the two goblin archer units let fly at the ten dwarven infantry facing them causing the loss of a base. This proves to be too much for the dwarves who turn and flee!
In a final twist for the turn the goblin cavalry is killed outright by the stalwart dwarven infantry in the west.
The large goblin unit reforms and turns to return to the battle, while the smaller goblin unit charges the larger of the crossbowmen units. The goblin archers prove ineffective against the small crossbowman unit defending the dwarves eastern flank. The combat that ensues between the goblins and the crossbowmen sees another stalemate.
The dwarves turn sees the arrival of the boar company who herald their arrival by charging into the rear of the eastern archer unit! The short but brutal combat sees half the archers dead and the remaining goblins running for their lives!
The survivors of the larger dwarf infantry unit, heartened by the boar companies arrival rally and return to the fray, hurling themselves into the exposed flank of the goblins attacking the crossbowmen. The combat results in a loss of a stand of crossbowmen but the goblins have been wiped out.
The fleeing goblin archers rally and turn to face the dwarves and the western unit opens fire on the victorious dwarven infantry but fails to cause any casualties. Meanwhile the large goblin infantry unit again tries to move on the bloodied dwarven line.
The dwarves spend the turn consolidating their position with the boar company moving back to join their lines and the western infantry unit moving forward slightly. The crossbowmen once again let fly killing another stand of the approaching goblins resulting in them once again turning tail and fleeing.
This sees the end of the battle as the goblins lose the will to keep fighting and have lost half their numbers.
The battered but victorious dwarves marched to the keep carrying their with them. Grimli and the boar company are received by no less than Hrothgar the Bellower, the thane of Dur Zamor. Taking the opportunity to enjoy the hospitality of the keep to rest and recover before beginning their expedition to scout further into the borderlands.
The game was actually a lot closer than it seemed as the goblin archer regiments were proving to be quite deadly and the breaking of my main dwarf unit was almost disasterous. Fortunately they rallied and the line held, annihilating much of the goblin force piecemeal.
Played using Fire at Will, another free ruleset aimed at 6mm fantasy. Despite being my first game using the rules it was a rather fun game, which allowed me to play larger battles quickly and simply.
Fire at Will is a free ruleset available from HERE.
The game is separated into four phases, which cover movement, shooting, close combat and morale. The players take turns to activate their entire force rather than alternative activation which is a tad disappointing but it plays very quickly. My game lasted about an hour despite me taking lots of notes.
The mechanics are simple to understand with different types of units moving different rates, for example heavily armoured infantry move 3 inches while goblins and lighter infantry move 4 inches.
Shooting is resolved by the attacking player rolling a d6 and adding several modifiers such as range and target armour. If they then get a high enough result they cause a kill (this actually made for very bloody results as the goblins did really well against the heavily armoured dwarves).
Close combat is resolved by an opposed d6 roll with both players adding modifiers from a table reflecting
It’s a very simple ruleset that doesn’t actually have any specific force lists or points costs but does cover all sorts of troop types as well as monsters, heroes and magic users.
Incidentally the way heroes work is rather interesting. They bolster troops morale and in combat with each other they toss a coin to see who wins with the best of three being victorious. Also the players are encouraged to be heroic with them and will be penalized for cowardice such as retreating from single combat with another hero.
All in all its a nice little game that allows decent sized forces to fight it out rapidly. My only real criticism is that the shooting is a tad lethal!
All the best!
Friday, 28 January 2011
2 Dwarves, Heavy Armour, 2 Handed Weapon, 16 points
1 Dwarf, Heavy Armour, Throwing Weapon, 8 points
4 Dwarves, Heavy Armour, Shield, 32 points
2 Dwarves, Light Armour, Crossbows, 22 points
8 goblins, shields, 32 points
1 goblin, light armour, 2 handed weapon, 5 points
4 goblins, short bows, 24 points
2 goblins, heavy armour, throwing weapon, shield 14 points
1 goblin, sling, 4 points
The boar company sets out to the frontier but runs into some unexpected trouble in the form of a large group of goblins. Unsure as to their intentions Grimli orders his troops into battle in the hopes of wiping the goblins out before they can report on the location of the small dwarven force.
Despite being heavily outnumbered, Grimli is confident that his dwarves superior training and equipment will see them through safely.
The scenario requires at least three goblins to break through the dwarven line and exit their table edge. The dwarves must kill as many of the goblins as possible.
A few stunted trees clinging to life in an otherwise barren landscape.
The goblin force lost the initiative so had to deploy first. Forming a ragged line with their basic warriors forming a group in the centre and the archers and slinger guarding their flank. Mingled into the mass stride the goblin leader and his bullies.
Meanwhile on the other side of the table, Grimli forms his troop into a tight ranking formation with his crossbow-armed hunters holding one flank and his axe-throwing standard on the other.
Grimli leads his troops forward in a somewhat ragged line, possibly caused by their relative inexperience at operating as a unit. On his right flank the hunters move forward steadily in an attempt to outflank the goblins. The hunters open fire but fail to hit. The dwarven turn saw the boar company reform their tight line.
The goblin chieftain let out a shrill battle cry, which was soon picked up by his ragged troops who broke into a shambling run in an attempt to close with the hated dwarves as quickly as possible. One of the goblin bullies out distanced his fellows in a fit of enthusiasm. On the right flank the goblin archers scurried forward with the aim of angling round the smaller dwarven force. Meanwhile the right flank archers moved towards the dwarf hunters. The goblin slinger skulked around in the rear, obviously less eager than his fellows to engage the armoured line.
They fired a crude arrow each at the opposing hunters and one actually managed to hit and take a cursing dwarf out of the battle, a barbed arrow embedded in his shoulder. The left flank archers were less successful, merely embedding arrows in the ground around the dwarven standard bearer.
Heartened by this early success the goblins rushed forward with their leader and his bullies showing unexpected courage by actually leading the charge.
The dwarves retained the initiative and charged the goblins. Grimli spotted the goblin chief and engaged him in single combat while Flint took on one of the goblin bullies and the remaining dwarves also chose opponents. Enraged by the plight of his companion, the remaining hunter moved to defend his fallen comrade while the dwarven standard skirted the combat on the right flank in an attempt to close with the goblin archers.
The combat proves less than impressive as not one of the dwarves manages to damage their foes, meanwhile the hunters crossbow bolt once again flies wide of its mark. On the other flank the dwarven standard manages to hit one of the goblin archers with a well placed throwing axe, planting the blade in the goblins head.
The goblins slowly start to envelop the dwarven line while their archers and slinger angle in for the kill. The combat saw blows traded and a single dwarf fall to a rusty cleaver. Again the goblin archers fired but this time the remaining hunter was left unscathed. On the other flank the dwarven standard fell from a goblin arrow. Things were starting to look grim for the dwarves.
The goblins seized the initiative, possibly sensing the dwarves were crumbling. The goblin archers finally struck down the last hunter, however they failed to kill a single dwarf in combat. Bellowing his clan’s battle cry Grimli stuck the goblin chief’s head from his shoulders along with an unfortunate goblin that had attempted to sneak behind him. This was more like it! Obviously inspired by his leaders courage, Flint similarly struck down one of the bullies and a second goblin attacker. One of the other dwarven troopers also managed to strike down his opponent.
Suddenly things were staring to look less grim for the dwarves as the goblins began to lose courage. Seizing the initiative, Grimli waded into the remaining goblins, striking down another of the vile creatures, Flint also succeeded in running another through. Seeing their standard lying bloodied, one of the dwarf troopers hurled himself at the goblin archers killing both outright!
Meanwhile another goblin fell to dwarven steel and the remaining goblins decided that discretion was the better part of valour, running from the bloodied but victorious dwarves of the boar legion!
The dwarves underwent a real trial by fire, but survived to fight another day with two lightly injured and two seriously injured. The lightly injured standard and trooper would be able to return to duty in a few days but the hunters would be missing for several weeks, leaving the unit very short of ranged firepower. Fortunately they were within a few days journey of the dwarven outpost of Dur Zamor, a fortified keep high in the mountains where expert medical attention and fresh recruits could be found!
Well that was quite an exciting game as it looked like the more numerous goblins were simply going to overwhelm the dwarves for a while but the boar company came through in the end
This was the first game of Skull Crusher that I’ve played and have to admit that the four page document did not initially inspire me with confidence as its just a word file
Playing the game itself was really rather fun though with some quite bloody combat and some nice touches. For example the goblins are penalized when shooting as they are poor archers or their arrows are sub standard, meanwhile the dwarves are very hard to kill (mostly!)
Skull Crusher is a free set of fantasy rules that
“is a skirmish war-game developed by, and for, those of us who (a) are fantasy fans, (b) have purchased our fair share of fantasy miniatures and (c) have neither the finances or time to commit to a proper war-gaming hobby-BUT who still want to kick some orc-butt when we have a spare hour to kill !!”
It is available from HERE and is a small PDF running to four pages. Aimed at quick and fun games between small numbers of models it has stats for creating orcs, dwarves, goblins, elves, humans, skeletons and zombies, along with some basic equipment such as armour and weapons.
The players must choose whether they be good or evil, which is supposed to limit your choice of troop with the good getting humans, dwarves and elves, while the evil gets humans, goblins and orcs.
Once you have created your warband both sides roll a d6 for initiative with the looser being forced to deploy first. There are some basic rules about deployment such as all members of a warband must start the game within 2 inches and at least 16 inches from opposing troops.
Next up comes movement, the player must roll a d6 and add the models racial modifier, dwarves have 1, while elves have 3 which results in dwarves moving generally quite slowly while elves will quickly move over the battlefield.
This roll must be done for each model which can result in them spreading out somewhat. Alas it doesn’t make it clear if they have to move this amount or up to it. I took it as common sense that I could chose to move them up to the distance required, but the option of forcing a berserk dwarf the maximum has real possibilities.
Once movement on all of ones models has been completed they may fire their ranged weapons, with hits being effected by the range, either short, medium or long. Next both players roll a d6 and add any modifiers. If the attacker rolls higher than the defenders modified total, the defender is removed as a casualty otherwise there is no effect.
If a model ends within 1 inch of an opposing model, combat ensues with a similar opposing d6 plus modifier roll being made. Again if the attacker rolls higher, the defender is removed. Unfortunatley it does not make it clear whether or not if the defender caused damage by rolling higher than the attacker.
Once all this has happened, any model that has not either been in combat or fired a weapon may move a further d6 inches. Play then moves to the other player.
All in all it’s a nice simple little set of rules that allows players to easily have a quick and fun game without getting too bogged down. I did feel that about a dozen models a side is the maximum one should go for with the game as theres quite a lot of dice rolling required.
There is also no morale to be taken into account, but I simply had one side retire once they had lost 50% casualties.
I suspect I will be using Skull Crusher again as its both simple and fun and allows for a game to be played quickly and without too much record keeping. Despite having a few minor quibbles with the rules I quite like them and with the addition of a little narrative, had a good time using them!
Incidentally I decided to roll a d6 for each casualty with a 1 being dead, 2-3 seriously injured, 4-5 lightly injured and 6 fit for duty. This will allow me to re-use characters and models throughout the campaign.
Also serious injuries take two games to recover from, while light only one. This will limit my choices in future but as the boar company have found shelter in the keep of Dur Zamor I am sure I will be recruiting some fresh blood while allowing the injured to recover some of their strength!
Hopefully the review will encourage folks to give the game a go!
All the best!
Tuesday, 25 January 2011
Well I nipped into Homebase this morning and picked up a pack of vinyl floor tiles to use as the basis for my small scale gaming board.
To be honest I have not been too impressed with the result as the pattern on the tiles is blurry and foolishly the texture which is supposed to run with the pattern, has been printed on 90 degrees out so it just doesn't look right!
As the pattern looks a bit rubbish I have decided to texture them a bit with some sand and paint over the lot of it to get a better finish! I think that a little bit of brown static grass at this point should finish it off nicely!
I also have to add a dead copse of pines to my project list! Along with some volcanic craters it should give my dwarves something to fight over!
In other news I have got seven dwarves finished (alas no sleeping beauty!) but not had chance to get a photo yet! I will, however try and rectify that first thing tomorrow before I head north!
I had a bit of putty left and also made a random magic user but I don't know what force he will fight for as yet or if he will be a freelancer!
Monday, 24 January 2011
Following requests I am adding Empire Chronopia to the list of games to try out this year!
Sunday, 23 January 2011
Heres some more inspirational images I have rummaged out to represent the lands of Aeroth!
I hope to get some scenic madness sorted out soonish in the form of a 2x3 foot board covered in textured vinyl tiles and a few bits of mesa and broken terrain for my 6mm armies to fight over!
All the best!
1 Grandfather, 131
1 Knome, Null Bomb, 64
20 Shieldmen plus Leader, 334
20 Shieldmen plus Leader, 334
10 Thunder Chiefs, 230
10 Thunder Chiefs, 230
5 Ornithopters, 115
1 Level 3 Hero, H. Armour, Shield, 75
10 Guards, Shields, Standard, 332.5
10 Guards, Blunderbuss, Std, 347.5
2 Multi Barrel Launchers, 230
2 Wargolems, 212
2 Thunderhammer Battle Tanks, 280
1 Chieftain, 114
1 Shaman, Tough, 120
10 Skirmishers, 200
10 Skirmishers, 200
10 Skirmishers, 200
20 Warriors, 380
15 Warriors, 285
1 Level 3 Khan, M. Armour, Shield, Necrosaur Mount, 196
1 Level 1 Khan, L. Armour, Shield, Spear, Necrodon Mount, 55
10 Orcs, Bows, 295
5 Orc Necrodons, Spears, Shield, 200
5 Orc Necrodons, Bows, 220
2 Carnosaurs, Bows, Spears, Shield, 170
1 Necrosaur Harpoon, 215
1 Necrosaur, Bows, 145
Saturday, 22 January 2011
Thursday, 20 January 2011
Wednesday, 19 January 2011
Tuesday, 18 January 2011
Monday, 17 January 2011
As to the gaming surface, I plan on building a small gaming board, perhaps 2x2' which will allow me to play a decent sized game and can easily be stored. It will also give me the opportunity to test out my 28mm army lists quickly and without spending too much. An added benefit is that the units painted will be generic enough to be useful in several different systems!
All the best!
Sunday, 16 January 2011
Following my map ponderings I have been looking at some rather stunning images that I thought represent my view of the lands of Aeroth. Most come from the American west but theres some other bits and bobs too!
All this got me to thinking that I want to try and avoid the usual greens and greys seen in most wargaming, but to go for something a bit more visually eye catching.
Aeroth is a blasted desert following the death but it does not mean I should go for a boring sandy yellow, instead I want to have vivid reds and oranges, blues and the occasional patch of green where vegetation has survived. I want to make my board look as appealing as the miniatures. I am always a bit let down by how often folks will settle for a battlefield thats more like a bowling green with the odd tree stuck on. I know its quick and easy but at the same time I think wargames could be so much more.
All this enthusiasm is all fine and well but another factor to take into account is the usability of the terrain as it can look stunning but at the same time be totally useless in a game (usually as you don't want it to get damaged!
Coming from an animation background, I have seen some sets that would make stunning gaming boards, and they have to stand up to the rigors of animators working on and around them for weeks on end so they have a certain robustness too! I want to try to do something along those lines!
A somewhat unexpected aspect of my terrain fixation has been a bit of an interest in geology as just because its a fantasy setting, doesn't mean it can be totally removed from reality. The best concept artists I know harp on about it all the time! The best concepts will come from something with a grounding in reality! It gives the audience an element of believability so that the fantastic elements, when added look all the more effective!
Anyhoo! Enough of my demented rambling! I am on the lookout for examples of stunning gaming boards so if anyone out there knows of any please post links so the rest of us can take a peek!
All the best!
Saturday, 15 January 2011
My order from WARBASES arrived this morning and I have to admit that I am really pleased with them! My previous experience with them was somewhat less than stellar but this time round the order was just what I was looking for!
In the meantime heres a picture I found online which sums up my idea for what Aeroth looks like:
All the best!
I am also considering having a part of the campaign fought beneath the ground in the vast maze of tunnels and caverns that spread underneath the Axeblade region. This will probably involve skirmishes between Dwarven tunnel fighters and Orc scouts, but also give me the opportunity to involve all sorts of underground dwelling beasties to torment both factions!
As you can see there is also an elven citadel on the west side of the mountains, this will be an independent empire that may take a hand in the campaign. There may also be a number of undocumented barbarian settlements in the northern section of the map who are not averse to raiding baggage caravans or picking off stragglers. It also provides the Orcs with the possibility of raiding the villages for supplies and slaves and a possible source of allies for the dwarves!
Hopefully I will have stuff up and running soon, including a few completed hex tiles so folks can see what I am up to!
Its actually a rock formation called a Hoodoo! I plan on using it for some of the locations in Aeroth but making a tiny version of it for my campaign map is very tempting!
All the best!