Wednesday, 17 August 2016

Iskandria Once More...

This week I have been mainly playing...Urban War.

With no campaign games looming and a bit of a lull generally for the summer season, Kev and myself were looking for a game and we plumped for a game of these old favorites, spurred on by Kev's wish to put his very nice Forward Post terrain bit's from Antenociti's Workshop on the table. No problems there.


With a bit of a change in line up from our previous forays into Iskandria, I went with a squad of Viridian Marine's and Kev played his Koralon gribblies.






The game played out in a fairly typical manner. The first few rounds, the Marine's seemed to be unable to miss anything and the Koralon forces were depleted seemingly with ease and they approached their break point (50%) very quickly. Even by opening a portal and vallumping some gribblies including the big one, into the centre of the Marine's troops failed to make a dent in the troops lines as the Sergeant took out the first alien as it emerged from the portal much to everyone's surprise then succumbed to the onslaught but the next lowly Marine grunt then proceeded to dispatch the next alien with his knife and took a wound from the big nasty and held the centre by himself for several turns.




On the flank it was a similar story as the grunts seemed to have charmed lives and took another couple out in close combat and only losing one of their number in return.


The wheel turned however as it usually does, and with the Koralon forces making their first break test they dropped a gear and the Marine's started using rubber bullets, still hitting everything they aimed at but failing to wound anything. C'est La Guerre.

In fairly quick succession the marine's lost a further four, mainly on the right flank, and once reaching break point, failed their first test and broke.


Another close and enjoyable game, which is always nice.

Monday, 15 August 2016

Dux Britannnium Campaign - October 565 AD

Starting positions after deployment


This game was the last of the campaign year and probably the last game of the campaign for the Scots of Cenel Loarn, and this time they were out to raid their near neighbour's, Ian's Picts in Fib.

We randomly threw up (that sounds wrong, but you know what I mean) the Raid on the Church scenario and with the Scot's as the attackers and Pict's defending, the Scots coming on at one end of the table and with the randomly thrown position of the church half way on one side of the table and the Picts luckily (or unluckily as it turned out) randomly deployed on the same position as the church.

The Scots got a fairly low head start roll and only had the minimum two rounds of move before the game started properly.

The game was there after, extremely short lived. Two of the cavalry unit's squared off and fought each other to the withdrawal as a side show behind the church. The main event was the two bands of warriors lining up to the side of the church, four groups of Pict's and three groups of Scot's (though expanded by four warrior's due to previous game advance's). The Scot's got the charge in first as the order of the activation's came out and with a Carpe Diem card and a couple of extra cards charged in and with the same number of dice each in the first clash the Scots got a massive seven kills and a horribly huge number of shock points too, aided by the effects of the cards used.

The Pict's unsurprisingly broke, and with a second round of combat as they fled and were pursued by two of the Scots Warrior groups were practically destroyed and the Pict's were off the table being so close to the table edge to start taking with them their skirmishers who were caught in the Scot's pursuit. Game end with most of the Pict's off table by the end of the third round of gaming.

This bring's the campaign year to an end for the Scot's and with interest waning for the Dux B campaign, the end of the Campaign too.

I quite enjoy the rules to play, mechanic's wise but the randomness of the play/scenario's often has meant the games were often over before they began. A problem to be redressed by only playing pre-set 'designed' scenario's to balance out the games and make things much more interesting.

Sunday, 7 August 2016

Steel Fist Knights & Men at Arms



Recently received these very nicely done knights from the Steel Fist Kick-starter recently run.

Sculpted by Oliver James they are all late Medieval or Renaissance period armoured Men at Arms. The Kick-starter had five sets to choose from (I picked up three of the five sets) and all were very nicely done. The standard Bearer is the add on it you choose three or more sets.

Mr James is looking to do another project which I believe may be mounted figures which if so, I will definitely stump up for.

Really looking forward to get these painted up.

Mordheim Season 3 - Further into the Woods

With the result of Round 2 being the Dwarves gaining the Witches treasure and getting to choose the Warband's ventured next, being Dwarves, Ian plumped to go after more loot rather than heading back to Dalberz and aiding the town now about to be under further attack from the Necromancers minions.

So, leaving the Town to it's ignominious fate, the bands headed further into the Drakwald Forest and hunted down the lair of another of the Coven of Witches which were allied with the Allek the Necromancer.

With the usual suspects all present, it was the usual random deployment with Dave's Marienburger's taking point and starting the turns, next up was Kev and his Vampire lead Undead, Andy W and his Skaven and my Protectorate of Sigmar at the head of the table, Andy L and his Witch Hunter's and finally Ian's Dwarves at the far end opposite the Marienburger's.

In the centre of the table, in amongst the wooded hills was an old woodsman's hut, now occupied by the Witch and her two Dire Wolf pets, waiting to hear the sound of advancing warbands and ready to make her escape.


The Marienburgers kicked proceedings off and advanced to take up a position on the hill to their front. The Undead politely nodding to their evil partners in crime the Skaven, agreed on a non-aggression pact, and began to move round the rear of the rat-pack towards their arch enemies, the Protectorate.

The Skaven i, with the main game objective of looting treasure in mind, made a bee-line foe the Witches hut with the Protectorate moving out at an angle to intercept them.

The Witch Hunters, who on deployment sat facing the Witch and her hounds made a fast advance straight at the Witch with the Dwarves spending a couple of rounds indecisively, first towards the Marienburgers and then changing course and heading round the flank of the Witch Hunters towards the Witches Hut and the oncoming Skaven.


Protectorate move towards the Skaven while the Vampire
crew circle round
The Witch on her first turn having immediately got someone within 10" of her hut made a bolt for freedom, and randomly determined, headed straight into the Witch Hunter's. For a round or so we thought the old woman and her two poodles were going to take the WH's to bit's, which would have been amusing but it was not to be, and Andy pulled out all the stops and took out the Witch and her Hounds gaining extra experience and a treasure token for his trouble.

Undead advance through the woods
The game naturally split into two halves with the targets now zero'd in. The Undead advanced quickly towards contact with the Protectorate and the Protectorate changed face to suit and the Skaven continued their dash for the prize on the southern half of the table. On the North the Marienburgers, Dwarves and Witch Hunters began skirting each other a maneuvering but the Dwarves and Witch Hunters also making a non-aggression pact danced round each other and the WH's headed purposefully towards the Marienburgers, their arch enemies leaving the Dwarves to move towards the on coming Skaven being their enemies.

The Skaven reach the hut and search furiously while the
Marienburger's survey the oncoming WH's
The initial clashes were then set with the each of the rival pairs heading for each other. The first to hit was the Undead and Protectorate pair up. With a volley of arrows coming at them as the Undead headed into contact, all failing to hit their mark, the Vampire and hounds charged in knocking a couple of the Sigmarite's to the ground. The Skaven sent a couple of giant rats into the Protectorate flank just to slow them down too.

The Undead (and a couple of Rats) charge the Protectorate
The Protectorate hit back was pretty much ineffectual mainly due to the fear causing enemy ability and with the Wardog's not managing to make contact with the zombies taking up the Undead rear, and an archer taking out one of the giant rats but otherwise not a scratch.

The Skaven reached the hut and a bit of a scrap ensued with the WH's rear as they in turn advanced on the Marienburger's splitting their force slightly.

The Witch Hunters split their attention between the Marienburger's
and the Skaven while the Dwarves slowly advance
The Undead next proceeded to pretty much take apart the Protectorate as the rest of their number piled in and at the end of the scrap over a round or two, the Vampire even managing to get his wound stealing spell off in the melee, one Undead had fallen at the end but only two of the Protectorate were still fighting and the Protectorate beat a very hasty retreat putting them out of the game.

Dwarves and Marienburger's mop up the Skaven
The Skaven were next to get a drubbing as the Witch Hunter's rear guard took a hand at dishing out punishment and the Dwarves arrived to add a fair whack to the proceedings. In pretty short order, the Skaven were down to only their Sorcerer who had jumped in to the Witches hut and just managing to give it a good search over the minimum two rounds before they broke to avoid loosing the Treasure they had picked up in the hut.



Dwarves beating up some Skaven
The next part of the proceedings involved the Witch Hunter's charging the Marienburger firing line uphill taking shots as they advanced though in good order. The charge, wehen it hit was not very effective with only one of the Marienburger number getting knocked down.

The hit back from the mercenaries was a bit more effective an a couple of the Witch Hunters went down. To much ribbing and cat calls the Witch Hunters on their next turn voluntarily routed not wanting to lose any of their number.

Marienburgers begin to venture down from their vantage point
And then there were three. The Undead continued their circuit of the field and began to move in on the Dwarves who consolidated their rankls and moved to meet them. Meanwhile the Marienburger's moved forward cautiously finally coming off their high point and seeing how the on coming fight would fair. 


Undead close on the Dwarves
The Undead spread out and attacked the Dwarves in two waves. Once again the fear causing played it's part and though Kev was unhappy about the toughness of the Dwarves and expected a beating up, the Vampire managed to cast his wound gaining spell once again and his forces dealt a fair beating to the Dwarves though not all his own way and dropped a couple of his number but not nearly as bad as he had feared. The Marienburger's from a safe distance lobbed arrows at anything that could be seen.


Ian realising there was little to gain from continuing the fight with the loot gone and all treasure tokens already hoovered up decided to beat a retreat from the field having dropped three of his number.

Dwarves caught between the advancing Marienburgers
and the Undead
The Marienburger's, largely untouched now headed away from the Undead main force and headed to the Undead deployment area where the Vampire had sent a couple of Zombies carting the treasure tokens they had picked up, in the hope of knicking them. The Vampire crew now head back from whence they had come to fight of the mercenaries..

Undead and Dwarves clash.
The last fight when it came was brief and bloody with the Merc's lining up once again and but failing to do much in the shooting phase and when the Undead hit the fear causing undead dropped a couple in the initial hit and the next round saw enough casualties for Dave to decide that enough was enough, giving the Undead their second victory.

A very different type of game this time with all the players playing it canny and looking to maximize gain and experience and much maneuvering and grand sweeps (almost Napoleonic in feel, with firing lines and all).

The post game round up produce a few loses for most, but the Protectorate, having lost their captain last time and his step-in having lost an arm now proceeded to get a disabling chest wound, the Templar also receiving a chest wound, the other Acolyte a leg wound and missing the next game, and ignominiously the Huntsman lost an eye and Crusader down too and little cash it look's like the High Priest of Sigmar is going to pension out this group and appoint another Sigmarite hit squad to see if they can do a bit better than the last.


With another 'evil side' victory, the bands now move back to 'civilised' parts and look to add some recruits to their cause by way of a prison break, while leaving the town of Dalberz to it's grizzly fate and it's inhabitants adding to the ranks of Allex the Necromancer's growing army.

Thursday, 30 June 2016

Mordheim Season 3 - The Witch Wood

Last week saw the second game in the club Mordheim Campaign Season 3 with the warbands following the victors of game 1, Kev's Undead, into the Drakwald Forest  south of Dalberz in search of the lair of the Witch, the remains of which the Undead had recovered.

Things begin to stir in the woods

Once again we had a full house with Andy L with his reconstituted Witch Hunter's, Ian's Dwarf Ranger's, Andy W with his Skaven, Dave K and his Marienburger's, Kev and his Undead and my own Protectorate of Sigmar.



The table was laid out with the ubiquitous woods, hills and ruins, with Witch's lair in the centre guarded by some token skeletons. This is where the target of the proceedings was laid with a treasure chest of goodies to be had, and there were a smattering of other treasure tokens around the board for upping the cash haul for everyone. The woods were also crawling with dryads, who weren't happy about the unwelcome intrusion of lots of adventuring warbands.


The Marienburgers kicked off proceedings and began a cautious circuit to their left, screened by the woods and a hefty hill and began to close on the the Protectorate right flank. The Protectorate for their part advanced straight down the middle throwing out the Huntsman and his hounds towards the objective and screened their left with their Archers and Crusader Spearmen. The Archers did get an early lucky shot off as they advanced and pinned a Skaven before they had a chance to move.


The skaven, who were a bit cornered between the Protectorate and the Witch Hunters spread their forces a bit more and keeping an eye on the WH's with half their force, spread out towards the centre and the Witch Hunters followed suit and advanced enmasse towards the Skaven at first in cover behind another hill.


The Dwarf Rangers started their slow and inexorable advance straight towards the centre and the Undead shambled towards the centre too but they strayed slightly with an eye on picking up a treasure token or two.

The blood and guts started next as the NPC activation happening at the end of each round, with the Dryads, who if within 8" of a figure would immediately attack (or random move 5" if not) and one of their number immediately launched into combat with the nearest Protectorate, one of the Acolytes who managed to survive the onslaught for now.

Things began to heat up quite quickly from the second round with the Marienburger's continuing their advance round the hill towards the Protectorate, hindered slightly by one of their number suffering the effects of stupidity. The Protectorate moved towards the objective and started lobbing arrows at anyone they could see and eventually taking out one of the skeletons guarding the treasure but despite all the PoS hero's joining in the fight with the Dryad which had attacked the Acolyte, they only managed to take one wound from the beast but it in turn managed to remove the Acolyte.

Protectorate defend against the Skaven and Dryads
The Skaven spread out and moved towards the goal and the Protectorate while playing a delaying action on the Witch Hunters who had sent their warhounds forward over the hill but some Giant Rats summoned at the beginning of the game did sterling service while fighting the dogs. The Rest of the WH's followed their hounds over the hill and joined the fray.

The Dwarf Rangers continued their slow and steady advance and began to fire off the odd shot at anyone that could be seen and took out another of the skeletons and one of the Protectorate Hounds with long shots which did indeed work.

The Undead continued their advance too while picking up a treasure token on the way, slowly heading straight for the objective.

Undead shamble forward while looking for treasure
Skaven hinding in the woods fight the WHs and PoS
Once again the Dryads move proved to be pretty decisive and obviously they were not taking the intrusion into their domain kindly. The one already in combat now removed the Protectorate Warrior Priest Leader from the fight. Another had a brief tussle with the Dwarves but proved relatively easy meat to the axes and the other moved menacingly towards the Marienburger's and Undead.


WHs charge over the hill into the Skaven

Marienburgers playing it cagey, advance behind cover
en-masse
The next round saw the demise of the Protectorate looming as the Skaven charged out of their cover and several laid into the PoS hirelings and took out the Huntsman (and grabbed the loot he had just picked up) and one of the Crusaders while the fight on the hill heated up as the Witch Hunters ganged up on the delaying Skaven and though they put up a good fight eventually went down.

Birds eye view - mid-game
The Dwarves began to close on the objective and started to look pretty dangerous as there wasn't really anyone close by to slow them down.

The Undead continued as fast as they could go towards the objective but had failed to notice a lurking Dryad nearby who would surprise them and jump out and took out a Dreg. The other Dryads combats continued and one of their number made a bee line (randomly) straight towards the Mariewnburger's.

The Marienburg Merc's calmly peppered the interveneing Dryad with arrows and took the second of their number out without pause for breath and promptly proceeded to take a long shot and removed another of the Protectorate hirelings out who promptly failed their rout test and bolted from the Woods in fright. One band down.

The Skaven move into the space freed from the PoS

The Giant Rats hold up the WHs

Look! No Protectorate.

Skaven and Witch Hunters fight it out
The Skaven continued their advance west which was now towards the Marienburger's but were now being hunted by the Witch Hunters who were fairly well unscathed.

The Dwarves now came into their own and engaged the remaining skelton in the ruins and a wandering Dryad and a fight now broke out there with the skeleton not lasting long.

The Vampire from the Undead now jumped into the offending Dryad and a tussle over two or three rounds proceeded but though the Vampire managed to knock the Dryad down he didn't get the kill.

The Undead sent out their beasties and they now took the fight to the Dwarves as they clambered through the ruins to try and claim the treasure.





The Skaven being chased down by the WH hounds turn to face their adverseries and with several isolated fights going on in the woods managed to take out the offending dogs but also lost a couple in the process. The Witch Hunter continued their chase now heading for the Marienburgers as well as the Skaven and the Marienburgers in turn were being to emerge from their cover round and over the hill emboldened by their recent successes.


The Skaven on the run from the Witch Hunters
Dwarves battle the Undead Hounds for the Treasure Chest 


The Dwarves taking out the Dryad in the Ruins and after a brief but telling fight laid low the Undead Hounds for only one loss in turn now managed to seize the treasure and the Undead continue their shuffle but their Lord locked in combat with a stubborn Dryad is otherwise occupied.

The Skaven are the next to be surprised by the Dryads as the one which had damaged the Protectorate jumped on the Skaven sorcerer and attendant, who had sneaked into the outskirts of the ruins to try and pick up a treasure token near the boundary while the others were otherwise occupied, and promptly put the sorcer on the deck.

The Marienburger's then adding insult to injury dropped another of the Skaven horde with some more ranged fire and it was the Skaven's turn to fail their rout test and leave the field.

The Witch Hunters now advanced on the Marienburger's but with the Marienburgers beginning to form a firing line on the hill and starting to lob shots in their direction and the rogue Dryad also added to their woe's.

The Marienburgers form line against the advancing WH's
while the Undead assault the Dwarf position but bounce
The Undead failing to make a dent in the Dwarf lines and having lost four or five of their number also bolted from the scene annoyingly as the Vampire was close to dealing with the pesky Dryad he had fought and finally managed to drop but not kill so was robbed that consolation.

Another round saw the Witch Hunters falling foul of the Dryad menace and some telling shots from the Marienburger's decided that caution was the best policy and beat a retreat to save further losses.

The Marienburger's try and close the gap on the Dwarves
With only the Marienburger's left to halt the Dwarves from stealing away the treasure, Dave tried to slow their progress down and a race was on for the Mercenaries to try and catch or slow the Dwarves as they retreated off the table with the loot.


End game - the Marienburger's pursuit
Two or three rounds of moving as quickly as possible while alternate lobbed shots were fired but the Dwarves slow and steady pace proved inexorable with the Marienburger's getting waylaid by one of the surviving though bloodied Dryads which made a bit of a mess of the Mercenaries for their trouble. In the end the Marienburger's were just to far from the Dwarves to start and were unable to meaningfully stop their march.

Another eventful game and the victory this time going to the Dwarves and their increased number. Their toughness meaning that their opponents were learning to give them a wide berth so are beginning to look like the band to beat already.

Ian having won, picked up some intel along with some meaty treasure, and picked the target of the next game which was to head further into the Woods and more treasure and the lair of another of the Witches Coven, rather than going back to Dalberz and aid the citizens from another attack from Allex the Necromancers minions. Which pretty much keeps within the character of his band, go for the cash.

Losses were fairly light all round with the exception of the Protectorate however, who lost their Captain, the Warrior Priest and his replacement was the Acolyte who had gone down with him, and who managed to loose an arm. That should be interesting for the Protectorate.

Thursday, 9 June 2016

Celtos Standard Bearer

This is just a random figure post, but I suppose most of them are for me. This figure is from the Celtos range, Gael Warrior with Standard.





The figure has been languishing in my painting queue half finished for quite a while and on a whim, I decided the other day to finish her off as it were.











A simple enough figure, but as with most of the range, quite pleasing on the eye.





Having completed this one, I might actually get round to painting the other thirty or so companion figures that I have still languishing in my lead pile. Maybe.
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