Monthly Archives: January 2012

Ogre Ironblaster conversion

Originally, I had planned to work on the remaining miniatures from my Ogre Kingdom battalion, but sadly I got distracted by some lovely Christmas presents.  Specifically, I received an Ironblaster and some Mournfang Cavalry for my fledgeling army of Ogresses, tentatively called the Little Death tribe.  So far, I’ve only got as far as putting the Ironblaster together up until now, but I am highly impressed.  The quality is amazingly high; almost no putty was required (apart from the bits I added, of course) and every piece fits together wonderfully.  The detail is amazing, even on parts that will never be seen in the finished piece.  For example, the Gnoblar driver’s weapon is a signpost marked Kislev, and the base of the chariot is a door, complete with lock and hinges.

Since the minature is so complex, I have only partially glued it together and I have used blu-tac to get the rest of the pieces to stay in place for the photos.  I’ve ended up with a frankly ridiculous thirteen sub-assemblies to make sure that I can get my brush into those hard-to-reach places.  I’ve also been rather sparing on the bling.  There are loads of extra bits I could have added to this, like a sabretusk skin to sling over the cannon or stuff to hang off the gunner, but I decided to take a slightly more minimalist approach since the overall miniature is pretty busy as it is.  As a result I’ve ended up with a lot of odds and ends to customise other Ogresses later on.

This photo doesn’t really do much justice to the moulding on the Rhinox, but the pieces slip together very snugly and there’s even an overlap on the hair along its back to hide the inevitable unsightly mould-line which is so noticable on the Chaos Warhounds.

There’s nothing particularly special about my work on the Ogress, although it was a nice change after the Ironguts and Leadbelchers to have the arms out of the way of the chest for easy sculpting.  I did put a little more effort into the hair this time so hopefully once I get some paint on that it should look rather better than the Cows.

If I can resist painting this outrageous excellent miniature, I’m planning to get moving on the Mournfang Cavalry next.

Categories: Painting and modelling, Warhammer Fantasy Battle | Tags: , | 4 Comments

Painted Ironguts

My Ironguts are finally painted and based, after sitting in that ‘half painted’ stage for entirely too long.  There’s not a lot to say about them, except that I am still really enjoying painting these Ogre plastics.  The Ironguts weren’t quite as much fun as the Cows since my favourite part is the depth of tone on the skin; Ironguts have less skin showing.  I decided not to add any of the shields or other bling that they come with to represent the heaviness of their armour as I felt it would take away from the simplicity of the piece i.e. a fat lady carrying a weapon bigger than most people.  So, without further ado, here are pictures of said fat ladies.

A group shot, in all their glory.  I decided on orange trousers for the Ironguts; I like to have something coloured that ties units together.  Probably the most notable thing about the photo is the documentary evidence of sunshine here at this time of year.

At this scale, the poor sculpting (particularly in the second photo) is evident.  Luckily, this isn’t a problem in real life, and even less so at table top distance.  Nonetheless, I hope to improve my skills, which ought to relegate this lot to the back ranks once I make more.

I just love the weapon this one is carrying.  As if hitting something with a tree trunk isn’t ridiculous enough, it has been bound in iron straps.  Since Ogres are stupid, Gnoblars are small and Chaos Dwarves presumably consider this standard of forging to be beneath them, I wonder who makes this sort of weapon…

The facial expression on this last one sums up Ogres for me.  The look that says that full concentration is required to hold the gigantic bill-hook and remember which end to put in the enemies.  I’m constantly surprised by how good they still look considering that I had to remove part of the face (as it was previously adorned by moustachios).  In terms of painting, I am pleased by how much easier it is to get the eyes right on large miniatures like these Ogres.  It seems obvious, of course, but it is still a pleasant effect.

Finally, here are the trio of Ironguts taking a dangerous terrain check at the hands of my assistant.  Anyway, next on the painting table: Leadbelchers.

Categories: Painting and modelling, Warhammer Fantasy Battle | Tags: , | 10 Comments

Beastmen (2000 points) vs Orcs & Goblins (2200 points); 03Jan12

After a certain amount of procrastination, Justinmatters and I played the first of many games we have lined up in turn 14 of the Border Princes campaign.  Somewhat arbitrarily, we selected one of the games in which the Orcs & Goblins have a small advantage.  I decided that I fancied a change from my usual fare and put down a pair of Giants as the first part of my list.  They’re stubborn on leadership 10 so I was thinking of sending them out together on a flank (i.e. far from the Orc BSB) and hoping to get lucky with terror, yell and bawl or one of the other amusing giant actions.  It’s amazing how small an army can feel when you take up almost a quarter of it with two Giants; even the few games I’ve tried with Ogres felt like they had more on the table than this.  The rest of the herd is fairly standard stuff.

Great Bray Shaman, level 4, Steel Claws, Jagged Dagger, Talisman of Preservation, Lore of Shadow (GBS)

Wargor, BSB, Beast Banner, Gnarled Hide, heavy armour, shield, (BSB)

Bray Shaman, level 2, Dispel Scroll, additional hand weapon, Lore of Beasts (BS)

39 Gors, additional hand weapons, full command (G1)

20 Gors, additional hand weapons, full command (G2)

6 Ungor Raiders, musician (UR)

23 Bestigors, full command, Banner of Discipline (B)

2 Giants (Gt1 and Gt2)

Furycat has taken it upon himself to try and improve Justinmatters game play, and provided this list and (apparently) detailed instructions on its use in the game.  It feels like I’m playing against two men!  Still, they are allies in the campaign, so it’s fair enough.

Savage Orc Warboss, Armour of Silvered Steel, Dawnstone, Potion of Foolhardiness, War Boar, additional hand weapon (WB)

Orc Great Shaman, level 4 (OS)

Black Orc Big Boss, BSB, Dragonhelm, Crown of Command (BSB)

Night Goblin Shaman, level 2, dispel scroll (S1)

Night Goblin Shaman (S2)

30 Savage Orc Big ‘Uns, additional hand weapons, full command (SOBU)

26 Night Goblins, full command (NG), with 1 Fanatic (F)

2 x 5 Wolf Riders, musician, standard bearer (WR1 and WR2)

9 Savage Orc Boar Boyz, musician, standard bearer (SOB)

3 Goblin Wolf Chariots

5 Spear Chukkas (SC1 to SC5)

2 Rock Lobbers with Orc bullies (RL1 and RL2)

Furycat’s detailed instructions go out of the window at the first opportunity, as Justinmatters forgets entirely about the chariots and fails to bring them to the table; we didn’t actually find this out until several days later.  The scenario is Dawn Attack with 9 terrain pieces, including 3 rivers (which I find awkward to fight across).  The hill in the South is a Temple of Skulls and everything else is either mundane or lying in wait for us.  Rolling for spells, the Orc Great Shaman takes Hand of Gork, ‘Ere We Go, ‘Eadbutt and Gaze of Mork; the first Night Goblin takes Gift of the Spider God and Itchy Nuisance and the other has Gork’ll Fix It.  Justinmatters rubs his hands in glee, which can’t be a good sign.  The Beastmen magic users both roll loads of doubles, thereby guaranteeing my favourite selection of spells: Melkoth’s Mystifying Miasma, Enfeebling Foe, The Withering, and Okkam’s Mindrazor on the Great Bray Shaman and Wyssan’s Wildform and Curse of Anraheir for the Bray Shaman.  I set up first, and the random deployment is something of a pain for my plan of using the Giants on  flank, as they are stuck in the middle.  At least they’re together.  The Wargor and his herd are way off in the East with everyone else (depressingly few hooves on the ground, now that I think about it) are in the far West.  The greenskins are focussed in the centre, though the Savage Orc infantry along with the BSB and Orc Great Shaman find themselves off in the West.

Everyone runs forward as fast as they can, with the Gors wheeling to try and get close to the rest of my army.  The Giants find that the wood they were planning on lurking in is a Wild Wood which promptly beats a wound off one and three from the other.  So, back to the previous plan of ramming them into the first mob to present itself.  I get 5,3 magic dice.  Enfeebling Foe is let through on the Big ‘Uns (-3S) but Curse of Anraheir is dispelled on the Boar Boyz.

We forget to roll for animosity, and will for the entire game.  I guess these are just well-drilled greenskins.  There’s a bit of shuffling and the Shamans all bail out of their mobs, but most of it could have been done in deployment so it’s a mystery to me what was going on.  The Big ‘Uns move up to the river to guarantee that whatever fights them won’t be steadfast, and the Wolf Riders cross what turns out to be a River of Blood in the East.  With 4,4 magic dice, Itchy Nuisance is put on the Bestigors. I tried and failed to dispel it, figuring that spending even more time messing about in the river isn’t going to help my chances much.  ‘Eadbutt takes 2 wounds from the Great Bray Shaman, and Gaze of Mork kills a couple of Bestigors.  The artillery is a bit less successful, with one Rock Lobber missing by miles and the other firing a Goblin to his doom; the Spear Chukkas kill a few Gors but there’s plenty more where they came from.

There are no charges (I was tempted with the Giants but decided to play it safe).  The Bestigors lose a few to the Necrotic Ooze they’re mired in thanks to the Itchy Nuisance, and the Raiders quickly rethink their plan of hiding in the wood after seeing what it did to the Giants. For their part, the Giants move up to get in the middle of the Orc & Goblin line; the first one triggers a Fanatic that falls a little short of hitting him.  I dream of the glory of it spinning on to the Boar Boyz next turn.  The winds of magic give me a handy 6,4 dice to cast with.  Curse of Anraheir on the Boar Boyz is dispelled with a Scroll and Wildform is dispelled with dice, but in between I do manage to cast Withering (-2T) on the Boar Boyz.

After some lengthy consideration of charging the Boar Boyz at the Giant and just taking the hits from the Fanatic like men, Justinmatters is talked back to sense by Furycat.  Instead, they move round to avoid a double charge from the Giants, although with a slight worry that the Gors will get into their rear.  Elsewhere, the Wolf Riders in the East move back over the river, presumably to get in the way of the Gors a little and the other mob grudgingly move to block one of the Giants.  The Fanatic spins through the Giant, taking the big guy down to a single wound.  The Orc Shaman uses all of the 6,1 magic dice to dispel both Enfeebling Foe and Withering, which saves me a bit of worry about what spells are going to do to me this time.  Again, the artillery kills a few Gors but nothing of note.

My ambushing Gor unit finally arrive, showing up usefully on the Orc & Goblin table edge.  One Giant charges the Wolf Riders, who can’t flee since that would open up alternative charges, and the other stomps over to the Boar Boyz [funnily enough we rolled the terror check which the Boar Boyz failed and were fun over until Furycat helpfully reminds us that the Savage Orcs are immune to psychology thanks to their frenzy].  The Gors charge the Wolf Riders in the East, who flee off the table to my significant surprise.  One of the Spear Chukkas obligingly panics too.  Finally, the Bestigors charge the Big ‘Uns over what turns out to be a normal river.  I only get 4,1 magic dice, but the Great Bray Shaman Irresistably casts Enfeebling Foe on the Big ‘Uns and is then killed by the magical feedback (which also wounds the Bray Shaman).  A casting of Wildform on a Giant is easily dispelled.  The Bestigors make the most of their weakened foes, beating them heavily.  It’s at this point I find out that the BSB is carrying the Crown of Command so the Savage Orc Big ‘Uns easily pass their check, although at least the frenzy is beaten out of them.  One Giant swings with his club, killing off the Wolf Riders, but the other one can only manage to kill a couple of Boar Boyz despite jumping up and down on them and is then killed for his troubles.  Still, at least the other one isn’t hit by his falling body; the Boar Boyz reform to face the newly arrived Gors (we forgot that they should have been forced to over run).

Buoyed from their simple felling of the Giant, the Boar Boyz charge into the freshly arrived Gors, and the Night Goblins charge the surviving Giant while he tries to wipe Wolf Rider from his club.  Justinmatters rolls 5,2 magic dice and starts off by trying to put Curse of the Spider God on the Night Goblins, which is dispelled.  Enfeebling Foe is dispelled (strength 2 Big ‘Uns aren’t likely to put much of a dent in Bestigors after all) and Ere We Go is scrolled.  After another fairly insignificant round of shooting, the Giant takes no wounds from the Night Goblins before yelling at them; they don’t seem to care.  A good round of fighting has the Gors trade kills with the Boar Boyz and even narrowly win thanks to their static combat resolution.  The Boar Boyz hold, of course, but at least they’re not frenzied any more.  The Bestigors spot the crucial link in the Big ‘Uns game plan: the BSB.  After a flurry of axes he’s gone and that’s it for the Savage Orcs – they flee after a close defeat and the Bestigors reform instead of chasing.

Turn 4 starts with the surviving Big ‘Uns being chased off the table by the Bestigors, who then pass their leadership test to redirect into the Orc Great Shaman, who is suddenly feeling lonely.  The Gor horde fail a charge that would have had them contacting 3 of the artillery pieces, condemning them to yet another round of taking spears and rocks to the face.  With 5,2 magic dice the Bray Shaman puts Curse of Anraheir on the Boar Boyz (let through); Wildform on the Gors is dispelled.  Justinmatters realised that I’d probably get both of those off and concentrated on making sure that he could dispel one of them.  The Bestigors carve the Orc Great Shaman down easily and over run into the first of the Night Goblin Shamans.  The Giant kills a handful of Night Goblins and holds after a narrow loss to static combat resolution.  Finally, the Warboss can’t do enough damage to the Gors to prevent the remaining couple of Boar Boyz from being pulled down.  He improbably fails his break check and gets away; the Gors gleefully pursue into the flank of the Night Goblins.  Justinmatters has had enough and offers his hand in defeat.  Victory for the Beastmen!

That was a funny old game.  Dawn Attack is always a bit weird because of the random deployment.  I quite like the challenge of re-planning as I go, but I know some people see it as undoing all the good work they put into getting the elements of their army list to work together.  I’m happy that I managed to win as I wasn’t feeling too good after the first couple of turn (especially when the Wild Wood beat both Giants senseless); I wonder how it would have gone with those Wolf Chariots tearing around.  The Wargor and his Gor horde didn’t get to contribute much to the game since they were stuck away from the remainder of my army for the whole game, and it was all over by the time they arrived.

I am not sure about the value of the double Giant list.  In fairness, they didn’t get a chance to do what I wanted because they were stuck in the centre instead of the flank where they might have done some good.  The hilarity of the Giant random attacks table didn’t get much chance to shine either since they weren’t in combat for very long.  So I will probably try the list again to see what happens, but the main weakness in my eyes is how thin the army looks on the table; I can get a mind boggling number of Bestigors, Gors and Ungors for the cost of a pair of Giants.

Categories: Battle reports, Border Princes, Campaigns, Warhammer Fantasy Battle | Tags: , , , , | 6 Comments

Border Princes Campaign (Turn 14)

After a busy turn of combats in turn 13 of the Border Princes campaign, there’s been something of a mixed bag of results. From the perspective of the Beastmen, a narrow defeat to the men of Furycat‘s Empire was avenged by an equally narrow victory. My dreadful performance trying to invade Justinmatters‘ Orcs & Goblins’ home territory was made up for by two good results elsewhere (here and here) and a general good gaining of their ground. Further West, Aramoro‘s Bretonnians held Malko again (no report yet) and otherwise there’s a victory each in the skirmishes around the Old Silk Road West. Finally, an Empire army makes short work of an invading High Elf force from Forkbanger with a handful of hapless Gors along (briefly) for the ride.

Turn 14 is just as busy. The marauding Orc & Goblin banner that has been hoovering up territory in the Blackfire Mountains is finally intercepted by the High Elves and will have to fight their way free. All along the Old Silk Road there are more border clashes between the Empire, the Bretonnians and the High Elves, with the Empire fighting two battles against each of the others. That includes the regular scheduled clash in Malko as the Empire once again throw themselves at the heavily fortified Bretonnians. Foolish humans, they should be tearing down the walls of civilisation, not hiding behind them. The Beastmen rush South from the Old Silk Road to get to grips with another Empire force, but a bizarre merry-go-round develops around the Lower Thunder Road as various armies from both the Empire and the Beastmen chase each other futilely as the Benny Hill chase music plays. Finally, the Beastmen overrun of the Orc & Goblin homelands continues, with four battles in the offing. One of them is another attempt on the HQ territory while another is in the Iron Claw Orc Camp so we’ll get to play with some funky extra special rules.

Here are the current scores, before we get on to any battles are fought.  With 11 games to play, there are far too many permutations for me to bother to work out anyone’s potential gains and losses.

Beastmen: 36 points (28 territories, 2 of which are special); 10 banners
Empire: 31 points (27 territories, 1 of which is special); 9 banners
High Elves: 20 points (16 territories, 1 of which is special); 6 banners
Bretonnians: 17 points (8 territories, 1 of which is Malko); 3 banners
Orcs & Goblins: 15 points (11 territories, 1 of which is special); 5 banners

So with only the battles from turn 14 plus the whole of turn 15 to go, Furycat is almost assured of overall victory with the sweet plastic prize it brings.  In the fight to be best of the rest, Justinmatters’ Orcs & Goblins are sliding dramatically down the rankings having been top dog for the early phases; in effect they traded a voracious assault by the Empire for an equally ferocious over-run at the hands of my Beastmen.  Forkbanger’s High Elves are the big winners of the late stages of the campaign, taking advantage of some good alliances to keep their lands safe while picking off isolated territories.  Aramoro’s Bretonnians are still desperately fighting to avoid trading their onions for sausage as the Empire unrelentingly attack them across all fronts, but holding onto Malko will probably decide their fate in the campaign.

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