Friday, 15 April 2016

Revenge at Arnesvelt...pre-battle deployment

In the previous post I outlined the Revenge at Arnesvelt scenario. This post breaks down the forces that faced each other over the Easter break.

First, the key protagonists.

Khorgor of the Black Horn

The infamous Beastlord Khorgor of the Black Horn. From his herdstone-strewn lair in the Quagmire Forest, Khorgor has burnt a great gouging path through the Empire and into Bretonnia, destroying anything that stands in his way. His war horns wind and blare through the woods, summoning ever larger and fouler creatures to his side and galvanising the nearby tribes of Beastmen into a state of primal rage.
Malagor, the Dark Omen

Behind Beastlord Khorgor's actions is Malagor, the Dark Omen himself - a Brey-Shaman of surpassing power whose mere presence is a portent for disaster.

Empire Captain Van Bekk of Marienburg

Captain Van Bekk is a grizzled and seasoned veteran of many battles. His has risen through the ranks of Marienburg's military through demonstrating his prowess and cunning in battle. He has faced the ravages of the Beastmen before and holds a deep personal hatred for the vial beasts. He is determined to drive back this latest assault and hopefully kill Khorgor in the attempt.

The Duke of Gisoreux

The Duke of Gisoreux is likewise a seasoned veteran and no stranger to dealing with the deprivations of the Beastmen either. Gisoreux has suffered many times at the hands and hoofs of these fell creatures and by the grace of the Lady, the pride of Gisoreux will see these foul creatures vanquished from the land.

THE ARMIES

BEASTMEN

2 units of Ungors
2 units of Ungor Raiders
5 units of Gors
1 unit of Bestigors
2 units of Minotaurs
3 units of Centigors
4 units of Chaos Hounds
1 unit of Razorgors
1 Chaos Spawn
1 Chaos Giant
1x Beastlord on a Tuskgor Chariot
Malagor with a Rod of Repetition
Jim the Wargor hero
1x Centigor hero
1x Bray-Shaman

Total Points = 2000 points
Total Units = 22 units
Breakpoint = 11 units (12 with this scenarios special rules)


THE ALLIANCE

EMPIRE
4 units of Halberdiers
2 units of Crossbows
1 unit of Flagellants
1 unit of Great Swords
2 units of Knights
1 unit of Helblasters
1 unit of Cannons
1x General
1x Hero
1x Wizard

Total Points = 1020 points
Total Units = 12 units
Breakpoint = 6 units (7 with this scenarios special rules)

BRETONNIA
2 units of Bowmen
2 units of Men-at-arms
1 unit of Squires with a Sword of Fate
4 units of Knights
1x General mounted on a Pegasus
1x Hero
1x Enchantress

Total Points = 1000 points
Total Units = 9 units
Breakpoint = 5 units (6 with this scenarios special rules)


DEPLOYMENT

The Alliance forms up on the eastern side of the battlefield

The Empire forces eye the north-eastern entrance to Arnesvelt

The Beastmen (500 points worth) take up position within the ruins...

...and prepare their ambush should any enemy attempt to capture the town

Meanwhile the Centigors take the northern river crossing...

...whilst Khorgor leads a brigade of Gors, Bestigors and Razorgors across the central river crossing

...and the Wargor Jim leads the Minotaur, Chaos Spawn, Chaos Giant brigade across the southern river crossing

The pride of Bretonnia array for battle as their Duke calls orders from above, circling on his Pegasus, "This dawn will be a red dawn. Let vengeance and wrath pure forth on our hated foe!"

Let battle commence!

Thursday, 14 April 2016

Revenge at Arnesvelt.... a 2000 point Warmaster scenario


The Easter break provided a great opportunity to get in a game of Warmaster. The scenario that was used was based on the Warhammer Blood in the Borderlands scenario from White Dwarf 362 (Feb 2010). This scenario saw the Beastmen square off against an alliance of Empire and Bretonnian forces. I will cover how it panned out in a future battle report, but I thought I would detail the scenario here for future reference.

SOURCE
The scenario comes from White Dwarf 362 that highlighted the newly revamped Beastmen for Warhammer.


BACKGROUND
Vendergeld and Dammeransk, the garrison towns that maintain the border between Marienburg and the kingdom of Bretonnia, have been overrun and razed to the ground by the infamous Beastlord Khorgor of the Black Horn. From his herdstone-strewn lair in the Quagmire Forest, Khorgor has burnt a great gouging path through the Empire and into Bretonnia, destroying anything that stands in his way. His war horns wind and blare through the woods, summoning ever larger and fouler creatures to his side and galvanising the nearby tribes of Beastmen into a state of primal rage.

But the men of the Empire have allies of their own. Emissaries from Marienburg have ridden pell-mell through the Gisoreux Gap to the courts of the city of Gisoreux itself, petitioning for a coordinated action to purge the Beastmen from the borderlands once and for all. They met with some success - a cavalry detachment of Bretonnia's finest now ride alongside the soldiers of the Empire who have tracked Khorgor's rampage across hill and vale. Little do they know, however, that they ride into a trap. Behind Beastlord Khorgor's actions is Malagor, the Dark Omen himself - a Brey-Shaman of surpassing power whose mere presence is a portent for disaster.

As the sun rises and the mists clear around the smoking remains of Arnesvelt, Khorgor's latest conquest, the human alliance rides forth to purge the Beastmen that lie slumbering in the ashes after their wanton victory celebrations. Grim smiles and oaths of vengeance spread throughout the ranks of mankind's finest as they see the Beastmen disordered and slumbering ahead of them.

Suddenly, a storm of crows bursts from the chimneys of the ruined houses, whirling and coalescing to become Malagor himself. Borne aloft on tattered pinions, his great cry rings out, and the Beastmen leap up into battle formation with shocking speed. Worse still, the cry is answered all about by coarse battle horns and the unmistakeable lowing of blood-hungry Minotaurs. The men of the Empire and the Knights of Bretonnia share dark looks before murmuring prayers and girding themselves for battle. The trap is sprung...

The ruin of Arnesvelt

ARMY SIZE
2000 points a side, with Bretonnia and Empires forces comprising 1000 points each.

The battlefield

SCENARIO SPECIAL RULES
Allies have the First Move: The Empire and Bretonnia move first on Turn 1, representing the Allies finally catching up with the Beastmen.

First Move Free: On Turn 1, during each players Command Phase, you may move each of your units once free of having to make any command rolls. Move each unit on your side once only. After that, the Command Phase begins as normal. Units now within Initiative range may charge, any other unit may be moved by command rolls as though they had not moved at all that turn. This rule applies on Turn 1 only and not during subsequent turns. The purpose of this rule is to get units moving across the battlefield on the first turn and represents the Empire and Bretonnia marching in to battle, and Malagor calling the Beastmen to respond.

Allied Play: On each of the Allies turn, during the Command Phase, the Empire player must move his units first. After the Empire player has completed moving his units, the Bretonnian player moves his units. After that, both may move their command units together at the completion of the Allied Command Phase. The Allied shooting and melee phases are simultaneous. If the game is played as a two player game, this process must still be followed. This rule represents the fact that two independent, but allied, armies are represented on one side.

Independent Allies: Command pieces from the Empire player may not command any Bretonnian units and vica versa. Each army is independent. Each is likewise independent with regards to their Breakpoint values. If the Empire or Bretonnia exceed their breakpoint value, they will withdraw. However their ally will not withdraw but still be in the battle. In this way, one ally's defeat will not necessarily see the defeat of the other ally. The Beastman player must defeat each of the Allies army's independently by destroying them or forcing them to withdraw.

Buildings: Units within ruined buildings in Arnesvelt are regarded as Fortified. Moreover, shooting units within these ruins gain 360 degree shooting ability as they are able to spread out across the ruined building and take advantage of the protection afforded by their ruined walls to attack enemy units coming from any direction.

Break Point: Due to the determination to destroy each other, each army must lose one more unit than their Breakpoint value indicates. So if an individual army has a breakpoint value of 7, then once they loose their 8th unit, they will withdraw. Remember to account for losses to Empire and Bretonnian units independently as looses of Empire units will not effect the breakpoint value of the Bretonnia army and vica versa.

SENARIO SETUP
The village of Arnesvelt sits close to the eastern map edge, approximately 1/3 inwards towards the centre of the table. The town is located on a plateau that has three entrances to the town on its NE, SE and SW edges.

On the western edge of the table is a forest running down the full length of the table. Close to this forest is a broad but shallow river. Three fords permit access from the forest to the main part of the table. Each ford is 5cm wide.

Assorted additional terrain should be placed as mutually agreed by the players.

Eastern edge of the table with Arnesvelt situated on a plateau

The table centre looking north, Arnesvelt and river clearly visible

The forest and river crossing on the western edge of the table

Roll off to determine who sets up first. The Alliance sets up on the eastern edge of the table within 20cm of the table edge.

Alliance deployment zone

The Beastmen must set up 500 points worth of troops in the ruins of Arnesvelt. These units can be deployed anywhere on the plateau and can be placed within ruins. Malagor must be taken as a Beastmen hero and placed within the ruins of Arnesvelt during deployment.

The Arnesvelt deployment zone and the three entrances to town

The remaining 1,500 points of Beastmen units must be placed within the forest on the western part of the table, within 20cm of that table edge.

Beastmen western edge deployment zone

VICTORY CONDITIONS
The Alliance must defeat the Beastmen by either completely destroying them or driving them from the field. The Beastmen must destroy, or force to retreat, both the Empire and Bretonnian armies. The ruins of Arnesvelt are not a strategic point to be captured as the town now lays in ruins. So forces are not required to capture any strategic ground but instead must force each other from the field.

Standard victory conditions apply with the side that forces the other to flee the battlefield gaining an extra 500 victory points for breaking their enemy.

CHALLENGE
The challenge here will be for the Alliance to act in unison. This will be harder than it seems as each army acts independently of the other. The Beastmen however begin with a divided force and must move the majority of their forces across half of the table to engage the enemy. However, their forces within the ruins are Arnesvelt gain the benefit of being fortified, helping them to hold out until help arrives from the forest.

Saturday, 9 April 2016

Spartan Games are introducing Halo: Ground Command!


This arrived today, and I'm damn exited about it....

Spartan Games is launching its second foray into the Halo world... exciting, all-new Ground Command!

Available for pre-order here!


Halo: Ground Command gives you the tools to play out epic battles on Reach between stalwart soldiers of the UNSC and the merciless legions of the alien Covenant. Cities will fall, heroes will rise, and destiny will be forged in battles planned, directed, and implemented on the tabletop. From massive tank engagements at Szurdok Ridge to small groups of Spartans deployed in defense of New Alexandria, you are in control, making life and death decisions as a UNSC commander charged with the safety of this critical planet. Or taking the role of an alien invader, leading the Covenant invasion force as a field marshal ordered to exterminate humanity, at any cost.

The Covenant are on Reach. Your troops await their orders.

Using highly detailed 1/100th scale figures and vehicles, the game features powerful, yet easy-to-master game mechanics, and has been created to bring the atmosphere of the Halo video games to wargaming tabletops around the world.



The Battle for Reach 2-player starter box is available for pre-order now and will be shipping later this summer, for BRP65.00 RRP (approximately AU$91.66).

The starter box will contain everything needed for you to start playing Halo: Ground Command, including:

- Full colour Halo: Ground Command Rulebook

- Statistics and reference sheets for UNSC and Covenant forces
- 20 Custom Dice and 6 Halo Command Dice
- Damage, Activation and Cooldown Game Tokens
- Halo Scenery


UNSC 1000 Point Battle Force
Including 1 x Officer, 1 x Medic, 1 x Radio Operator, 2 x Snipers, 2 x Spotters, 2 x 2-man HMG Teams, 2 x 2-man Missile Teams, 27 x Troopers, 2 x Warthogs (Gatling, Gauss and Rocket Weapons for each) and 1 x Spartan

Covenant 1000 Point Battle Force
Including 1 x Elite Ultra, 2 x Elite Minor, 3 x Elite Majors, 6 x Grunts with Fuel Rods, 24 x Grunt Minors, 3 x Ghosts with Grunt Operator and 2 x Hunters


Halo: Ground Command is designed with modularity in mind, allowing you to easily customise your forces. The contents of this 2-player box can quickly and intuitively be built on, allowing additional units of Infantry (such as Spartans, ODST, Elites and Jackals), Armour (such as Warthogs, Scorpions, Ghosts and Wraiths) and Aerial (such as Pelican Dropships, Banshees and Phantom Troop Carriers) to be fielded.

For more information on the game, download our PDF Release Guide, or head to the Spartan Games blog.

A sneak peek at some of the exciting upcoming models for Halo: Ground Command will also be on display at the UK Salute 2016 show, and our game and model designers will be on hand for a chat about what's in store for this exciting new game!


I'm drooling already!

Sunday, 27 March 2016

Warmaster Tomb Kings Hierotitan

I've begun a process of revamping my Warmaster Tomb Kings army. No small feat and one of many projects I start and then end up doing piecemeal between a bunch of other projects. More on this project in the coming months!


Anyway, back at MOAB last October I picked up the Reaper Miniatures Avatar of Sokar from Reapers Bones range (ie plastic version, not the metal one), and over this Easter break I decided to paint it up. I though that this mini would make an excellent Tomb Kinds Hierotitan for my Warmaster army.


This bad boy is based on a 40x40mm base due to the base the plastic miniature is bound too. It towers menacingly over the battlefield and looks suitably nasty and bound to intimidate those puny 10mm figures.
Run, puny ones...RUUUNNNNN!!!!

I'm telling you lads, the fish was this big.. honest...

To paint it, I used the following method.
  • Basecoat in Chaos Black
  • Paint 'lightning style' flecks on the stone skin with Shadow Grey (i.e. a blue grey colour).
  • Highlight these flecks with Space Wolves Grey (i.e. light blue grey colour).
See below for example of what I mean by 'lightning style' flecks

'lightning style' flecks over the stone skin of the miniature

  • Next paint the robe cloth in Pallid Wych Flesh.
  • Highlight the cloth with White Scar
  • Paint leg bands, arm bands belt and base of rob, chest piece and headband in Sycorax Bronze
  • Paint cod-piece in Shinning Gold.
  • Paint the head dress in the same way as for the robe (Pallid Wych Flesh, then highlight in White Scar).
  • Paint the mace in Sycorax Bronze.

  •  Highlight metal in Shining Gold and Chainmail as you desire (see for example the cod piece and the mace below)
  • Paint the detail on the necklace with an alternate blue, red, green arrangement. Got this idea from a fantastic paint job done for the metal version of this miniature on the Reaper website.
  • I used Teclis Blue base highlighted by Temple Guard Blue for the blue colour,
  • Mephiston Red base highlighted by Evil Sunz Scarlet for the red colour, and
  • Warpstone Glow base highlighted by Goblin Green (Snott Green?) for the green colour.
  • The base edge I painted in Rakarth Flesh and then just used sand from my local beach to cover the base.


  •  I highlighted the eye guards with Chainmail as well.

I was tempted to wash the miniature in either black or brown wash but decided against it as I thought it would drown out the colours.

I want to do another one of these for my 1/72 Kings of War project. However I think I will buy the metal version of this miniature for that project as their is a lot of detail that only faintly can be seen in the plastic version. The metal version keeps those details and so can makes this lad a real centre piece for an army.


Hope you are having a blessed, safe and wonderful Easter!

Friday, 25 March 2016

Hope you have a blessed and wonderful Easter. And don't eat too many chocolate eggs!


Isaiah 53 New International Version (NIV)

Who has believed our message
    and to whom has the arm of the Lord been revealed?
2 He grew up before him like a tender shoot,
    and like a root out of dry ground.
He had no beauty or majesty to attract us to him,
    nothing in his appearance that we should desire him.
3 He was despised and rejected by mankind,
    a man of suffering, and familiar with pain.
Like one from whom people hide their faces
    he was despised, and we held him in low esteem.
4 Surely he took up our pain
    and bore our suffering,
yet we considered him punished by God,
    stricken by him, and afflicted.
5 But he was pierced for our transgressions,
    he was crushed for our iniquities;
the punishment that brought us peace was on him,
    and by his wounds we are healed.
6 We all, like sheep, have gone astray,
    each of us has turned to our own way;
and the Lord has laid on him
    the iniquity of us all.
7 He was oppressed and afflicted,
    yet he did not open his mouth;
he was led like a lamb to the slaughter,
    and as a sheep before its shearers is silent,
    so he did not open his mouth.
8 By oppression and judgment he was taken away.
    Yet who of his generation protested?
For he was cut off from the land of the living;
    for the transgression of my people he was punished.
9 He was assigned a grave with the wicked,
    and with the rich in his death,
though he had done no violence,
    nor was any deceit in his mouth.
10 Yet it was the Lord’s will to crush him and cause him to suffer,
    and though the Lord makes his life an offering for sin,
he will see his offspring and prolong his days,
    and the will of the Lord will prosper in his hand.
11 After he has suffered,
    he will see the light of life and be satisfied;
by his knowledge my righteous servant will justify many,
    and he will bear their iniquities.
12 Therefore I will give him a portion among the great,
    and he will divide the spoils with the strong,
because he poured out his life unto death,
    and was numbered with the transgressors.
For he bore the sin of many,
    and made intercession for the transgressors.

Sunday, 13 March 2016

Stonehenge Terrain for Warmaster


I bought some years back a miniature replica of Stonehenge from Amazon. My desire at the time was to make some varied terrain for Warmaster. You can find the same one at this link here, called 'Build Your Own Stonehenge (Mega Mini Kit)'.

I hadn't gotten around to mounting it or painting it up the way I wanted to until around Christmas time. I was in Bunnings and was passing through their small craft section to get something else when I noticed that they had mounting boards. Looking at one, I thought that it would be a good base for that old Stonehenge kit I never finished and so bought one to use.

The process was fairly simple, though a little time consuming. So it sat as a side project over Christmas as I began work on my Christmas/North Pole Army.

First, I used Teslers Glue to set the Menhirs in the positions I wanted to place them. Teslers is a slow drying but solid glue and gave me flexibility to move the stones around slightly as I wanted.


Once the standing stones were set, I used PVA glue to affix some white pebbles that I also got as "offcuts" from Bunnings as well.


Once this was dry, I then slowly worked my way around the base with PVA glue once again, this time covering about 1/3 of the base at a time. Once I had glued everywhere I wanted to at that stage, I used beach sand to cover the base. I repeated the process and last of all made sure that the sides of the base was also fully covered with sand.


I then base sprayed the entire model in a Dark Brown spray. I then painted each menhir with a wetbrush of Shadow Grey (which is a blue/grey paint). Once these had dried, I then applied a drybrush of a lighter grey (Codex Grey if memory serves me correctly).


I then applied PVA glue to the base of about 1/3 of the model and applied a variety of flock. I was careful to leave some areas with no PVA so as to appear as an area more well trodden that other areas.


This process was repeated until I had covered the entire base as desired.


One helpful tip in doing this is that between PVA applications, I rested the base on an upturned container or even a spray can lid at times. This meant that the base was elevated just in case PVA dripped from the base itself. I also had paper towel under the container/spray can lid to also catch any dripping PVA. This kept my workspace clean and also prevented the base from sticking to my work table.

 
One the battlefield, this would act as Defended Terrain that could be upgraded to Fortified Terrain with the addition of field works across access points.
 
The size of the menhirs can be seen against the Kallistra Norman Command piece below.
 

 


Wednesday, 2 March 2016

Ral Partha and Iron Wind Metals announces that they will be launching Chaos Wars 2nd Kickstarter

I had a heads up on this one after having some email contact with Iron Wind Metals a few months back (see here). But Ral Partha and Iron Wind Metals have announced their intentions to run a second and more comprehensive Chaos Wars Kickstarter Wave 2. See the link below for more details.

KickStarter Wave 2 Announcement
 
 
 
We are very happy to share the news that our plans for the second kickstarter have grown to not only re-release many classic Ral Partha Dwarves, Troglodytes, and Undead; but will also include the release of several previously unreleased miniatures, and many completely new and unique sculpts.