Sunday, 16 January 2011

Restraint!

Hi!

I've found myself perusing IRREGULAR'S 6mm fantasy range with vague ideas of collecting some armies for Crucible on the cheap!

After a bit of cool headed logic I went back and looked at them again and saw I could get a complete army for £10!

Surprisingly I am more tempted than ever but must refrain from spending cash I can't spare!

Still its a good idea...

Saturday, 15 January 2011

An updated Map Part 4

Hi!

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!

Hex Bases!

Now they have arrived I will be able to get on with my map project! Hopefully I will be able to get a test piece done by the end of play tomorrow!

In the meantime heres a picture I found online which sums up my idea for what Aeroth looks like:

View From The Axeblade Mountains!

I want to avoid the usual cliched European look of the setting as the background clearly says that Aeroth doesn't look like that anymore but is a blasted desert!

All the best!

Crucible: Conquest of the Final Realm Review

Hi!

As promised heres a review of the core rulebook for Crucible: Conquest of the Final Realm.

Crucible


Background

The background itself is rather interesting, the long lost continent of Crucible has been discovered by human explorers after the impenetrable fogs that have shrouded its shores for centuries have finally lifted.

The continent itself is a mix between North and South America, along with quite a bit of African savanna which makes a welcome change from the usual dark age Europe.

This discovery has led to all the races of Ashkelon, the other settled continent of the world to launch a colonisation race to settle these new lands, especially as ruins discovered in Crucible are rich in lost and arcane magic devices. The new land is however settled by the Orcs who believe these ruins to be sacred and will fight to defend them.

The Forces

The rulebook itself contains a basic force listing for eleven different forces each with a very different feel and appearance to them:

The Principate

An aggressive human culture which is ruled over the eternal queen, a woman who led them to freedom from their Elven overlords some centuries before and have ever since set up a militaristic culture.

The Prinicipate forces revolve around solid infantry and supported by cavalry, with some more unusual troops such as ogres and barbarian mercenaries thrown in for good measure.

Command comes from Dukes, heavily armoured and trained nobles with magic users present in the form of the Arcane Masters, a fusion of man and magical device that act as the Queens eyes and ears on the battlefield.

Orcs

The Orcs are really rather original and are reminiscent of African Zulus. Almost an entirely infantry force the Orcs have a rather nice hit and run ability that allows them to assault an enemy force before withdrawing before their targets get chance to strike back. One of the most impressive figures of the range is the River behemoth, a hippo riding orc which acts as a powerful shock troop!

Command revolves around tribal chieftains, and masked shamans bringing magical support.

The Royal Elves of Tyren

The Royal Elves used to rule much of the world in the service of the dragon gods, but have fallen somewhat from their lofty position. A mixture of powerful infantry forms the bulk of their force, but their appearance is not that of the typical elf, they are savage looking and aggressive with spiked armour and weapons. Their elite wear winged armour and dragon masks and can actually fly while their cavalry comes in the form of Wyrms, powerful land dragons.

The elven command are also magic users and are some of the most powerful in the game.

The Witches of Selene

The witches are a rebel faction of humans whose failed assassination of the eternal queen led to their fleeing to Crucible. The bulk of the witches force comes from animated scarecrows, with a smattering of allied light cavalry, twisted experiments and giant ravens.

Their command is not surprisingly formed of the witches themselves!

The Tauren Protectorate

The Taurens are an artificial creation of the Elves, created through magic these beastmen once formed the majority of the Elves armed forces and still have a close relationship with them. Their highly structured civilisation has many different castes of creatures which range from werewolves to beastmen and satyrs. Unlike other game systems they are not actually evil but rather honourable.

Their command are all minotaurs, one is a Blood Fiend, a huge axe armed beast, while the other is the spell casting Guardian.

The Infernal Elves

The Infernal Elves are an offshoot of the Royal Elves who were exiled for their forbidden magical experiments. They fled to the Infernal mountains, a volcanic range and set up in this inhospitable region to nurse their hatred. Their force consists of an assortment of aggressive looking infantry supported by snake riders and even the warped Hydra, the unfortunate result of one of their forbidden ceremonies.

Desolators lead the Infernal Elves into battle and have the ability to leech life from surrounding units to sustain themselves while their magic user, the Spoiler is a terrifying flying unit capable of casting some truly unpleasant spells.

Goblins

The Goblins are a very original take on the usual view of the green skinned hoard. They dwell in marshes and swamps and are renowned for stealing the children of other races. Chaotic looking creatures that defy description they march into battle in chittering hordes, while bat riders swoop overhead. They also have deadwoods and swamp terrors, the result of Goblin spirits inhabiting trees and even patches of swamp.

Their leader is a Goblin king and is both hard to hit in combat and a magic user!

Dwarves

The Dwarves of Crucible are a nomadic people whose armoured caravans trade with many other races. They are a rather high tech force armed with firearms, ornithopters and oddly a number of halfling assassins, not to mention savage warbeasts who they use to guard their caravans.

Their command is formed from the Grandfather, the patriarch of the clan who is armed to the teeth. The magic user in the Dwarf force is the Knome, a technician whose many devices have magic like effects.

Necromancers

The necromancers are a force who animates the dead, but rather originally were not once evil but became so over the centuries. The bulk of their force consists of zombies and skeletons, with elite units of savage ghouls and the occasional bone construct or flesh golem to act as shock troops.

Their command is the necromancer himself who isn't fantastic in combat but vital to the force as without his nearby presence, a unit will begin acting very erratically.

The Bane

The Bane are a demonic race who abide on a barren rock between the continents and raid passing ships. They are a mixture of small demons, feeble individually but often forming large hordes, and larger more powerful beasts including magical armoured suits called Gargoyles.

The Banes command are the Fallen, massive winded humanoids who often bring arcane relics to battle.

The Legion

The legion are a race of demented humans who passed through a dimensional portal and communed with ancient and dread gods. They fight in large masses of crazed cultists, supported by gorgons, wyvern riders and cyclops's.

Their command comes in the form of Void Dwellers, mutated humans who can transport themselves around the battlefield by use of Void gates and Invokers, mad spell casters who have the ability to summon terrible godlings to battle.

The Rules

As you can see theres quite a range of unusual forces to choose from and the rules themselves are rather well thought out too.

The game uses 12 sided dice which is a bit unusual but is well considered and makes use of different formations ranging from pickets to hordes and phalanx. Each has a different effect in battle which effects the units effectiveness.

The rule section itself is well illustrated with plentiful illustrated examples to aid the players understand the rules more clearly.

The turn is separated into several phases, the Initiative phase, where players roll to see who activates first with each sides command effecting the roll. Next up comes the Rally Phase where routed units may attempt to re-form.

Following this comes the missile combat phase where players exchange ranged combat, this allows missile troops to pepper assaulting troops!

The movement phase follows on from this and the magic phase ends the turn. The game is alternate unit activation so you are not left waiting for ages while your opponent decimates your force which is a real plus in my opinion!

Forces are chosen from the lists provided with units being common, uncommon, rare and unique. Each force has a required minimum required troop selection, for example the Principate needs to have a minimum of one Duke and five spearmen.

Although intended as a mass battle game, Crucible works really well as a skirmish with a couple of units of about five to ten troops each along with a single individual which means one can start small and build up their force over time without spending a fortune!

Artwork and Miniatures

The artwork in the book is very high quality throughout with the likes of Clint Langley, Wayne England and Ian Millar producing illustrations for the book. Being it was produced by FASA its not too surprising they went to town on the images!

Elves by Clint Langley

The miniatures themselves are a somewhat mixed batch with some fantastic sculpts mixed in with the occasional stinker, but that has to be expected in any large range. My only problem with the range itself is that its incomplete! FASA ceased trading not long after its launch and subsequently some of the miniatures themselves are missing. Also in most cases only two sculpts were produced for each troop type which is a tad limiting.


Infernal Elf Serpent Riders

Conclusion

Crucible is a really nice game and well worth looking into getting a copy as the background, forces and rules themselves are rather good! Also its one of the few games where different formations can be used to good effect. On the minus side its not supported any more and there is no plan for any more miniatures. Saying that the miniatures themselves are still available from Ral Partha Europe and Iron Wind Metals!

Hopefully that will give folks a brief overview of the game itself! I hope to put the rules to use with my upcoming Axebite Pass Campaign so I will be able to give a bit of a better idea of the game in action!

All the best!

An updated Map Part 3

Hi!

I've mapped out the rough region of the Axblade mountains which will be the setting for my Axebite Pass Campaign!

Axeblade Maountains

Once my wooden hexes arrive from Warbases I will get to work texturing and painting them into a decent topographic representation of the campaign map. Once this has been completed I will need some counters to represent settlements and castles and some armies!

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!

In a related topic, I was watching Land of the Lost Volcano, a BBC nature programme the other day and they visited an island with an active volcano on it which gave me some ideas as to what the terrain should be like on much of Aeroth!

Volcanic Ash!

I also spotted this image and it made me think what a fantastic board that would make!

Hoodoo

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!

Thursday, 13 January 2011

Technomancer Guild Project Part 4

Hi!

My parcel arrived from Spirt Games this morning so I thought it might be a plan to stick a picture of the complete force (apart from the steam tank) up so folks can see what I am aiming for! Apologies for the shoddy picture but I don't have a decent display set up yet!


Technomancers Left: Thunderchief's, Centre Back: Mk2 Wargolem, Centre: Infantry Golems, Centre Front: Technomancer and Bodyguard Golem, Right Furnace Guard.

As you can see theres a bit of a hodge podge of miniatures from several manufacturers but they do fit in quite well together, with the only real discrepancy being that the Thunder Chief gunners are a bit slimmer than the rest of the miniatures. Its easily explained away with a bit of background and on the tabletop its not really noticeable.

One of the unexpected highlights of my purchase was the Ral Partha Europe Mage Knight infantry golems as the picture on their site doesn't do them justice as they are perfect stumpy dwarf built mechanical men!

The rest of the force is made up of Ral Partha Crucible dwarven Thunderchief's and Chronopia Vulture legion hammers.

I have two hand ins next Thursday but after that I am going to spend a week solid painting them, hopefully by which time the remaining parts of my force, namely the Steamtank turret and wheels will have arrived!

I will also post a group shot with each update so folks can see how the force is progressing!

All the best!

Wednesday, 12 January 2011

Technomancer Guild Project Part 3

Hi!

I've just had an email from Spirit Games, informing me that my parcel is on its way!

With any luck I will be able to get some painted and done by the end of next week and have the whole force ready for the end of January!

Huzzah!

An Updated Map Part 2

Hi!

I've ordered a couple of packs of hex bases from Warbases and have found that Games Workshop has a copy of the first edition of Mighty Empires available as a free download. After a quick peruse I have found that it will make a good game in its own right and i will be attempting to get the Axebite Pass campaign started up as soon as possible.

This will involve me texturing the bases into the required mountainous country of the Axeblade region, the mountain range that splits the lands of Aeroth in two with the blasted wastes of the elven empire in the west and the endless plains of the orc hordes in the east.

The campaign itself will be fought primarily between the dwarves and the orc hordes and should give me plenty of opportunity to get some games of various sizes done!

I will begin work on the background ASAP but for those of you interested in a preview heres the first page of a report on one battle from the Leviathan Rulebook:


As I get the project underway I will add the rest of the report!

All the best!