Sunday, 22 May 2016

Revenge at Arnesvelt, Warmaster 2000 point-a-side Battle Report, Part 2

Its been a little while since I posted on this battle report. Part One can be found here. Below is what happened during the second turn of the battle.

TURN 2


The Alliance won priority for Turn 2 and moved first.

ALLIED COMMAND PHASE

Empire Command
One unit of Empire Knights was within Initiative range of the Chaos Hounds and, having seen the Halberdiers mauled to a man, charged down the vial flea bitten critters.


The Empire Hero then attempted to move the Helblaster unit forward and into range of the tower occupied by the Ungor Raiders. Frustratingly though the Helblaster crews were deaf to his orders. No doubt years of working next to loud explosions from these rocket launchers had defended them!

Next the Empire Wizard ordered the Great Swords forwards and up the slope towards the NE entrance of the town.


The Wizard then ordered the separated units of Crossbowmen back into line formation, forming them back up as a brigade.

Captain Van Bekk of Marienburg, the Empire General, then ordered forward the second unit of Empire Knights (having had to determine line-of-sight with a die roll!). The Knights eagerly obeyed and charged the Chaos Hounds that their compatriots had just charged moments ago.


With that, the Empire forces completed their part of the Allied Command Phase and the Bretonnians began their manoeuvring.

Bretonnian Command
The Squires, having seen the Flagellates mauled to pieces in front of them, used their Initiative to charge the Chaos Hounds before them.


Duke Gisoreux (the Bretonnian General), mounted on his Pegasus, surveyed the situation before him. His allies had been badly mauled the previous turn and could soon be forced to retreat from battle. Worse still from the forest reinforcements of Beastmen were closing in their direction. Seeing this, the General hatched a daring plan to secure victory for the Alliance. He would lead his knights directly against the Beastlord General. If he could charge the Beastlord down and destroy him the Beastmen would become like a rudderless ship. Leaderless they would offer little cohesive resistance against the Allied forces. He must destroy the Beastlord, and quickly!

The Beastlord had crossed the river but was the only group of Beastmen reinforcements thus far to have done so. Leaving the rest of his forces to take the SE entrance to Arnesvelt, Duke Gisoreux urged his Knights forward to close the gap between themselves and the Beastlord.


Charge!

With this, the Allied Command Phase came to an end.

ALLIED SHOOTING PHASE

The Empire Cannons once again opened fire on the Ungor Raiders holed up in the ruined tower. This time however they scored only a single hit.


The Empire Crossbowmen then opened fire targeting the Ungor Raiders. However the Ungors had learnt from the previous turn and the crossbow quarrels ricocheted off the ruined tower's walls causing no damage.

The Empire Wizard however was not going to be phased by walls of stone. Also targeting the Ungor Raiders in the tower, he cast Ball of Flame. The fireball slammed into the interior of the tower causing 1 hit on the Ungors.

The Bretonnian Enchantress then cast Lady's Favour in an attempt to move a unit of Bretonnian Bowmen in to range of the ruined tower. However the spell failed and the archers remained where they were. As a result, the last stand of Ungor Raiders remained behind the tower walls with only 1 hit remaining. Given however that there was no combat about to take place at the tower this turn, the Ungors could bind their wounds and stay in the battle. The Allied Shooting Phase now closed.

ALLIED COMBAT PHASE

The Empire Knight's charge produced a devastating 12 hits to the Chaos Hounds 1 hit (after armour saves). This saw the Hounds loose 4 stands.


With only one stand left, and having lost the round of combat, the last stand of Chaos Hounds at the NE entrance to the town retreated 5cm's away from the Knights. The Knights, not wanting to be charged in the side by the Gor's holed up in the ruined chapel, elect to fall back. The fall back roll taking them 14cm back from the NE entrance to Arnesvelt, just outside on the Initiative range of the Gors in the chapel.


Next the Bretonnian Squires took on the last stand of Chaos Hounds at the SE entrance to town. The Squires, armed with a Sword of Fate, scored 8 hits to the Hound's 2 hits (after armour saves). The Hounds are subsequently crushed under the iron shod hoofs of the Squires charges. The Squires, not wishing to be separated from the rest of the Bretonnian forces and suffer a fate like the Empire Flagellates, elected to hold their position just outside of the SE entrance to the town.


With that, the Allies go in Turn 2 came to an end. The Beastmen were the ones now licking their wounds. They had lost 3 units and had two others down to a single stand each. However, with a Breakpoint number of 11 units, and the scenario Break Point special rule (see here), the Beastmen would need to loose a total of 12 units in order to be routed from the field of battle. With three units down, there was still a long way to go.

BEASTMEN COMMAND PHASE

The Beastmen Gors holed up in the ruined chapel were just outside of Initiative range of the Empire Knights. As such, they were unable to charge the Knights. Therefore Malagor, still inside the ruined tower that had copped such a beating from the Empire Cannons, attempting to order the brigade of Gors out of the ruined chapel. It would take Malagor two successful command rolls to get the brigade of Gors to attack the Empire Knights. Malagor's braying was heard on the first command roll, the Gors exiting the ruins. However Malagor's braying of a second command failed to be heard by the Gors and the stopped dead, right in front of the Knights!


Try as he may, the Centigor Hero back at the river crossing could not get his Centigors across the river. The brute beasts just kept frolicking in the cool waters and ignoring his commands to get across. Meanwhile Jim the Wargor encountered similar problems with his troops as they also steadfastly refused to leave the river and get stuck into the battle.

The Beastigor General, Khorgor of the Black Horn, resplendent (for a Bestigor) on his Tuskgor Chariot was not likewise frustrated. This dark creature's imposing stature easily inspired his Bestigor/Gor/Razorgor brigade forward. Not wanting to bring them within easy charge range of the Bretonnian Knights however, the Beastlord didn't push his troops forward a second time.



BEASTMEN SHOOTING PHASE

The Ungor Raider stand in the ruined tower was able to score a single hit on the Empire Crossbows. However Malagor failed to follow this up by shooting a Chaos Bolt. No other units were within shooting range so no Alliance stands were lost during the Shooting Phase.

BEASTMEN COMBAT PHASE

With no units in combat, the Combat Phase was over just as soon as it began. And with that, Turn 2 came to a crashing holt. The Beastmen had lost 3 units and two others were down to a single stand each. The Alliance hadn't lost any units this turn, much to the relief of the Empire General. But all this could change in the turn to come!

Sunday, 15 May 2016

Ral Partha's Chaos Wars Dwarf, Undead, Troglodyte Miniatures by Iron Wind Metals Company

Painted Dwarf & Undead Armies

From the Chaos Wars No.2 Kickstarter, an update by Iron Wind Metals

We took some more photos of the painted minis last night.















Feel free to share these images, specifically if it will help introduce people to the project.

The nostalgia that I feel for this game is hard not to contain. I feel like I did when a friend and I used to go into the city, to the Tin Soldier shop, and browse through all the excellent miniatures there. I would scrape my savings for weeks and then make the special trip to buy just a packet of these beauties, goblins especially. Now, with a family of my own, I'm really looking forward to introducing this game the my kids. Priceless.

Saturday, 14 May 2016

Calling all Halo fans... Dropships incoming!


An update arrived via email from Spartan Games regarding their upcoming Halo Ground Battles game.

Calling all Halo fans... Dropships incoming!

We're very excited to announce that our largest models to date, the heavyweight UNSC Pelican and the Covenant Phantom Dropships are available to pre-order now!




As you can see from the images we've supplied, our model makers are working from actual in-game digital models to guarantee an incredible level of accuracy. We've also given you a nice reference of scale by comparing these with an Xbox One Controller - as you can see, it could almost fit inside either model!



"These are two of the biggest models we've had the fortune to make for our Halo games," explains Spartan Games Creative Director, Neil Fawcett. "We showed the Pelican off at Salute 2016 in London, and Halo fans loved it. Folk who weren't even wargamers told us they wanted one. And folks' eyes lit up when they heard the Phantom was coming. So we figured we had to figure out how crazy demand for the models will be, so as to be able to satisfy demand when the new tabletop ground game launches."

The models are still being finalised, with these renders showing a work in progress, so they do carry a "Pending Licensor Approval" status from 343 Industries. As we move closer to them being officially signed off, we'll be sharing more updates.




The models will ship with a number of additional pieces pertinent to each model, so the box contents will include one highly detailed multi-part resin model, as well as:
Acrylic Flight Stand
Faction Miniatures (they are Dropships after all!)
Weapon Fits
Ownership Certificate
Full Assembly Insructions

Note also that some pewter components may be included.

That's all for now, but stay tuned for more updates coming soon - we hope you guys are as excited about these models as we are!

Yeah baby! Got to get me some of these... when I'm not so broke....

Saturday, 30 April 2016

UPDATE - Ral Partha's Chaos Wars by Iron Wind Metals Company

Just had to share this. The Ral Partha ChaosWars Kickstarter No.2 is going well. With 17 days left to run, the project has been funded and a number of stretch goals have been unlocked.

But best of all, in my humble opinion, is that one of my old time favourite miniatures has been unlocked. That of the Lesser Goblin Swordsman.


Some of the first miniatures I owned, I really love this sculpt and am looking forward to getting more of them.

If you haven't backed the project, I can really recommend it. Their first Kickstarter was well run and this one is too. Enjoy!

Monday, 25 April 2016

Revenge at Arnesvelt, Warmaster 2000 point-a-side Battle Report, Part 1

Over Easter I was fortunate enough to get in a game of Warmaster. The scenario background and force deployments can be found here and here. So how did it turn out? Read on!

TURN 1


ALLIED COMMAND PHASE

Empire Command
The Empire forces are moved once as per the First Move Free special rule.

The Empire Hero opens the command phase by ordering the Halberdiers forward towards the NE entrance of Arnesvelt. The Hero's intent is that they will take the lead in the retake of the village, supported on their right flank by the Empire Knights. Seeing the ruins of Arnesvelt inspired a determined revenge on the minds of the Halberdiers as they succeed in a second move (despite a command penalty of -3 due to distance and moves) to gain the NE entrance to the town.


However, despite this success, the Hero failed to get his message through to the Empire Knights to come in to support the Halberdiers and the Knights sat around like a bunch of preening peacocks!

The Empire General then ordered the Flagellants to the SE entrance of town and formed up the units of crossbowmen into position.

The Flagellants move up and the Crossbowmen get into range

The Allied Command Phase then passed to the Bretonnians.

Bretonnian Command
The Bretonnian Army moved under the First Move Free special rule.

The Bretonnian Hero ordered up the Men-at-Arms to cover the Bretonnian left flank on the south side of the field. Both the Bretonnian Knights and the Squires were not willing to let the gibbering fanatics from the Empire in front of them gain the first glorious revenge on their shared enemy. So they move up close to the SE entrance to Arnesvelt. However, they remain careful not to get within charge range of the Chaos Hounds on the southern edge of the town.


The Allied Command Phase then came to an end.


ALLIED SHOOTING PHASE

The Empire Helblasters were out of range to target any enemy. However the two units of Crossbowmen and 1 stand of Bretonnian Archers were in range of the 2 units of Ungor Raiders hauled up in the tower on the eastern side of Arnesvelt. Despite the Ungor Radiers being fortified within the ruins the Crossbowmen and Archers range was true, causing 2 hits on the Raiders. The Empire Cannons were also in range and, the enemy being upslope and in view, opened fire on the tower causing another 4 hits on the Raiders who subsequently lost 2 stands.

The Empire cannons open fire on the Ungor Raiders

The Bretonnian Enchantress then cast Aerial Shield on the Bretonnian Archers who fired this shooting phase. But the Empire Wizard failed to cast Voice of Command. With that, the Allied Shooting Phase came to an end.

The final disposition of the Allies

With no combat to speak of, the Allied Combat Phase was skipped and play passed over to the Beastmen.

BEASTMEN COMMAND PHASE

The Beastmen streamed out of the forest in answer Malagor's call.


The initial movement due to the First Move Free special rule saw the Beastmen from the forest all begin crossing the three fords but later, during the Command Phase proper, they slowed down to a crawl once in the river. With the free move over, in Arnesvelt the Chaos Hounds were pulling at their leashes and were finally let loose. Using their Initiative they charged the Halberdiers.


Malagor commanded the southern group of Chaos Hounds to charge the Flagellants coming up through the SE entrance to Arnesvelt.


The Beastlord on his Tuskgor Chariot pushed his brigade of Bestigors / Gors / Razorgors forward twice to cross the ford and close on Arnesvelt.

The Beastlord and his brigade, in the centre ford, serges forwards

With the Command Phase now over, the Beastmen leaders then took up new positions to better push their units into battle.

BEASTMEN SHOOTING PHASE

A single stand of Ungor Raiders scored a hit on a unit of Empire Crossbowmen. Malagor then cast Chaos Bolt at the same unit, causing two more hits and killing off a stand of the Crossbowmen. With that, the Shooting Phase quickly ended.

BEASTMEN COMBAT PHASE


First up to fight was the Chaos Hounds against the Halberdiers at the NE entrance to Arnesvelt. The Hounds scored a total of sixteen hits to the Empire's six hits, after armour saves. The Halberdiers had four supporting stands but still loose the fight and are forced back marginally as a brigade. The Empire troops loose a total of 5 stands (almost two units!) and have 1 outstanding hit. But the Hounds don't get off unscathed either loosing 2 stands.


The Hounds, smelling blood, pursue and inflict a massive thirteen more hits to the Empire's three hits, after amour saves. The Empire Halberdiers are pushed back 2cm, despite having two support stands) and loose another 4 stands and have 2 outstanding hits. The Hounds also loose a stand.


The Hounds pursue for the second and last time of this combat phase, attacking the beleaguered Halberdiers on two sides. After armour saves were considered, the Hounds scored another massive savaging of the Empire troops doing a total of 14 hits (and had 2 outstanding hits remaining also). The Halberdiers are devastated and savaged in a bloodbath and a destroyed to a man. Their only conciliation was that in the melee they were able to bring down another stand of hounds.


The Empire, in one phase of combat, have lost 4 units of their total 6 unit breakpoint. Due to the Break Point special rule, when the Empire looses its 7th unit, the army will rout.

The Empire dead on the sidelines

Next was the Chaos Hounds against the Empire Flagellants at the SE entrance to the town.


The Hounds had charged into combat and so get the extra attack dice, and they didn't disappoint! Scoring 7 hits to the Flagellants single hit in return saw the Hounds drive back the fanatics 5cm's. The Flagellants loosing two stands in the process.


The Hounds pursue their quarry and inflict another 6 hits, destroying the Flagellants . But the fanatics weren't going down without a fight, inflicting 5 hits in return on the Hounds (who also had an outstanding hit still against them).

The Flagellants were added to the Empire dead pool taking the number of units lost to 5 units. The Chaos Hounds however lost two stands, leaving a single solitary stand facing the pride of Bretonnia.

"Victory," growled the Chaos Hounds Handler, "but of course, now we are really stuffed!"

With that, Turn 1 came to a close. The Empire Army having been badly mauled loosing 5 units in the first turn! Malagor looked on gleefully. He had lost only a single unit of Chaos Hounds. Two more Chaos units were in bad shape, but it was not a bad start to the day. If he could only rout the Empire troops, he could concentrate on those colourful Bretonnian types. Now, where were those reinforcements?

Thursday, 21 April 2016

Ral Partha's Chaos Wars by Iron Wind Metals Company


Message from Mike Noe, President of Iron Wind Metals

The new Chaos Wars KickStarter is now live!

Here is the link:

https://www.kickstarter.com/projects/1050509756/ral-parthas-chaos-wars-dwarf-undead-troglodyte-min

Together, we got the Chaos Wars successfully launched, which was no small task.

Now is the chance to take Chaos Wars from a fledgling game, and establish a place for it in the gaming industry.

I'm not asking you to buy anything that you don't want.

However, if you are going to support project, I would like you to please consider pledging early.

A lot of KickStarter success is determined by momentum.

KickStarters that meet their funding goals early grow at a faster pace, and end up with larger dollar amounts.I would really like to release all of the new sculpts that are locked up in the stretch goals.

Early momentum will help us get those unlocked, and the better we do, the more seriously people will take the game as a whole... and I really want to see this game grow.

Anything you can do to help spread the word about the project would be massively appreciated.

Thank you.

Sincerely,

Jacob Fathbruckner

Iron Wind Metals


Have to say it... I'm very excited about this! Been waiting a looooong time to see some of these beauties return. They were the first mini's I ever bought.

Soooo many Kickstarters, so little time!   

Sunday, 17 April 2016

Warmonger Miniatures 10mm Landsknecht Hellebardiere (Halberdiers) Kickstarter Launched

10mm German Landsknecht Hellebardiere (Halberdiers)


Warmonger Miniatures has just launched their fourth Kickstarter: 10mm German Landsknecht Hellebardiere (Halberdiers). Having been in on his other three Kickstarter projects, I can highly recommend them. These are great for Warmaster Medieval, 10mm Landsknecht and proxy Warmaster Empire armies. Warmonger's mini's are very nicely detailed and great for Warmaster.

The project is now funded and has currently 14 days to run. So the project is backed and Warmonger has delivered every time, even to here in my antipodean locals. So if you are after some great Empire proxies, get behind this project as he is a trustworthy supplier!

Check out the pictures on the Kickstarter for more examples.