Friday 4 August 2017

Orc v High Elves AAR 2014-10-24

More from the store

Due to a string of confusing events Ben and I played Warmaster at mine on Friday 24th.

For a change we decided to have a blind set up, simply put the 8' table was broken into 6 x 30cm sections and we wrote down the units which would arrive in that sector, with some adjustment to allow for the opposing army, within that sector.

I opened entirely on the right flank covering 4 sectors with cavalry at each flank, whilst Ben put the troops in the centre again with cavalry on each flank covering 4 of the 8 sectors.

This was a big plus to the game, as Ben said he deployed his army with thought rather than reaction it also meant you could end up facing an empty table half initiating some redeployment.

I won the roll for first move and took it deploying my flanks successfully and as usual my Crown of command moving my trolls, and my next command failing.

Magic was used to push Ben's bolt throwers off the table disorganising his harpies en route

Ben moved his flanks but his centre declined. In my second turn all units advanced and being unable to attack his cavalry on the right my boys charged into the archers they could see leaving us in this position.











After four hours of play we came to a conclusion, as seen below. The game had swung both ways but final victory was Ben's and well deserved too.








We played a number of rules correctly that we hadn't previously, always learning one of the joys of gaming, keep the brain alive.














In the first picture you will note that 3 of the 4 Orc brigades are not in a straight line but are angled against each other to mitigate against offering a tasty flank.

This was a result of reading the rules book, which states brigades MUST finish in contact with each other, but contact as shown in the rear of the book can be as little as a corner.

We also employed the 'reform' at the end of the combat phase, rolling off to see who reformed first. In the past this has been incorrectly done at the conclusion of each combat and only by the turn player.

Contribution comment from Ben and his army lst.



Thanks for uploading this - no one was as surprised with my win as myself!

I think it was only 6`, but yes, that quick doodle at the beginning really was interesting and helped me move away from the Warhammer style "I go you go" formation placement where the temptation is to just put everything in a long, thin line.

180 - 3 Spearmen
300 - 4 Archers
220 - 2 Silver Helms
300 - 3 Reavers
70 - 1 Giant Eagles
65 - 1 Elven Bolt Thrower
180 - 1 General
80 - 1 Hero
90 - 1 Wizard
----------------------------------------------------------------
1485 - 14/7

My army list

Yup it was 6 feet, corrected post

180 - 3 Orc Warriors
120 - 1 Black Orcs
90 - 3 Goblins
110 - 1 Trolls
450 - 4 Boar Riders
120 - 2 Wold Riders
95 - 1 General with
100 - Crown of command
160 - 2 Orc Hero
45 - Orc Shaman
30 - Goblin Shaman
10 - Sword of destruction
10 - Sword of Cleaving
--------------------------------------
1500 14/7

OrkvChaos 2k, AAR 2015-05-22

Another rescued post as you will see I was in narrative mode.


Voidspinner aka Stormwind wanted to play an objective game, 2k points were agreed on either side the AAR follows.

Mork, or rather Mork’s voice as he should be called was the current leader of the Mourn Hills Orcs as he look about him he was pleased with what he saw, other small tribes had joined his and the tribe was now getting big enough for a small Waagh!
Get rid of some of the deadwood, be a chance to see if them that talked big could act big too, he thought, certainly like to see what Snotgut, and his goblin Shaman Deadhead were like in battle, they said they inspired the boys, words wus easy almost as easy as bashing but not as easy as commanding.
As luck would have it [such is the way with writing] just at that moment a wolf rider arrived, hot and agitated he grabbed a beer and meat from a nearby table drinking and munching he strode to Mork.
“We’s go trouble Boss, dem chaos blokes is massing down on the plains, dunno if they’s after du three ‘pointy ear skyprickers’ [obelisks] or wot, but…..”
“Dunt worry get the leaders here we’ll go bash ‘em anyways, we cud do with a scrap, sort out the newbies.”
The rider grinned and ran off.
So it was that Mork’s “Waagh!” readied for battle

Initial deployment, although I won the roll for table edge and fancied the middle hill for the rock lobbers, as is often the way I couldn't be bothered to move table sides and stayed where I’d sat earlier. I did put the rock lobbers centre table, to cover the central obelisk, with hindsight they’d have been better on the hill to my right.

Ork turn 1

Moving the left flank forwards, I advanced the cavalry 20 cm so I’d be able to make a 2[sup]nd[/sup] command then failed the roll. The ork shaman moved the adjacent gobos into the woods.
The right flank led by newbie, Snotgut refused to move, his wizard was equally useless, but you don’t expect a lot from a command of 6.
Mork then command the giant to advance, in his irritation he forgot to use the Crown of Command, failed the roll, the giant woke threw a boulder at the adjacent rock lobber that moved away [left], the other rock lobber moved out of it’s way and the trolls moved back. All were untroubled by this.
Mork commanded the shamans forwards the ork Shaman who moved his gobbos earlier successfully cast  Gerroff at the Chaos Warriors in front and pushed them back 25 cm off table, the Chaos Marauders behind moved right behind the other Chaos Warriors in the brigade [not confused], deviously the next shaman targeted those Chaos Warriors with Gerroff pushing them back 30 cm off table, the Marauders behind moved back to the original position and rolled a ‘6’, confused. Both looked expectantly at the new shaman, who rolled a 1. Mork shook his head this new leader and his Shaman were rubbish!

Position after Ork Turn 1


Chaos turn 1

Chaos rolled for the two off table Chaos Warriors one returned ready to move, the other returned and would move next time so we placed a confused marker next to it.
First command, was to the Chaos hounds who trotted forwards 20 cm, a second command to move them within 31 cm of the mixed boar and wolf riders brigade was failed, a blunder, result move forwards full pace to enemy, they were now just in initiative range.
The Chaos warlock moved the returned Chaos Warriors forwards twice so they were back where they had started in front of the confused unit. The Cavalry Warriors and Marauders was also successfully commanded towards the central obelisk, they were nearest and had possession.
The General chose to let the other warlock and his command of infantry stand to, guarding the third obelisk and commanded his cavalry brigade of two Warriors and two marauders forwards on his right flank, successfully moving them within 31 cm of the sleeping boar and wolf riders.
True to form the warlocks then leapt forwards and both successfully cast ‘Anger of the Gods’.

Position after Chaos Turn 1


Ork Turn 2

Ignoring the initiative as I wanted to ensure all or nothing hit the Chaos hounds I command them forwards, the 2nd unit of wolf boys had a flank view and joined in, The next command on a 6 [-1 AotG -1 terrain] moved the gobbos out of the trees and into the swamp. I now needed a 4 to move them to the next swamp [-1 AotG -1 terrain -20 cm enemy -1 2nd command still within 20 cm of command]. Rolling the 4 the gobbos moved to within 15 cm of the Chaos cavalry and were closest to the swamp.
Turning to the right flank Snotgut failed and the cavalry carried on sleeping.
Left with the rest of the army to command the General using CofC pushed the giant forwards and then failed his next command roll. TBH I wasn't getting the movement I wanted.
The Shamans moved, 1 failed to cast Waaagh! on Boarboys in combat, the central one cast Gerroff at the Mounted Marauders and blew them against the swamp, not confused, the goblins fired at them too but the 1 hit was saved. Snotgut’s shaman on the right flank rolled another 1.
In the melee on the left flank the first round went to the Orks, the boar boys held whilst the wolf riders pursued, in the end, 1 stand of Chaos hounds was left between two stands of Wolf boys and the three of boar boys. Yes I should have thrown the boar boys in but I’d have lost a stand.
Repositioning the combatants I awaited the onslaught from the Chaos left flank on my right.

Position after Ork turn 2

Chaos turn 2

Harpies ‘Home backed’ to the command on their right flank. Chaos hounds initiative charged the wolf riders.
Chaos Warriors that had been inactive now moved up to re-join their brigade, [net movement zero] the Cavalry in the centre failed its command. The general command the Mounted knights and Marauders towards the boar and wolf riders, and charged them in on the 2nd command. The harpies failed their command to fly in behind the Boar boys.
The mages cast ‘AotG’ again and combat commenced.
The wolf riders made short work of the chaos hounds [The wolf riders constantly got more hits than the boar riders. On the other flank, after two rounds of melee the Marauders had lost two stands, the knights 1, and there was nothing left of orks.
As he was unable to throw the full weight of his knights at the goblin flank, Stormwind/Voidspinner prepared them for assault in turn three,

Position after Chaos turn 2


Ork Turn 3

The goblins in the centre initiative charged the mounted marauders.
The wolves on the right were commanded back to the obelisk, just in case the harpies flew there.
Ignoring Snotgut, the general using CoC command the brigade to reform and face the incoming cavalry. The on a 7 commands the trolls to the battle, having skirted the orc brigade and needing a 5 they were sent into combat against the marauders.
Pushing my luck the giant was moved towards the rear marauders who were in contact with the hill a 2nd successful roll saw him make contact. Not sure if I tried to command another unit but none moved.
The shamans gathered together to cast Waagh! on the goblins fighting the mounted marauders, success on the 2nd cast. So not needing Snotgut’s shaman he was tasked to cast Gerroff elsewhere but rolled a 1 again.
Melee the goblins died, but did take a stand of mounted marauders with them.
The giant’s 12 attacks against the mounted marauders 1, and they fell back destroyed into the cliff, the giant charged against the Chaos Knights flank.
The troll were disadvantaged against the marauders they could only get one stand in contact, however they destroyed them at the loss of a stand and moved against the two stands of knights.
At this point Chaos had reached his break point and the game ended.


The final combat


The final disposition end Ork turn 3


Back at his tribal village Mork sat eating the celebratory meal, looking at Snotgut’s head and that of the shaman that now adorned the Ork’s totemic pillar.
Mork grinned, they were definitely inspiring more troops now than they had done before.


Two hours of game play.

Chaos Right Flank with the Chaos units at table edge having been blown back


and the left flank, I hadn't seen the harpies on the central hill so didn't photo them, but they can be seen in location on first picture.



Ork right flank, the infamous Snotgut.


the centre with disrupted Trolls and rock lobbers


The left flank




I think you can clearly see scattered over the board the pink dice of power that my opponents claim roll to command; I want a three I get a three.

TBH I think I play aggressively and chance all, my opponents may be cautious or my style might make them so, but some of the times I get the rolls and often don't. I wont deny I often roll the number needed when I chance, and opponents forget when I don't, but I'd like to think I have a plan rather than rely on luck.

Thursday 3 August 2017

2000 point High Elves v Orc Waagh! October 2015

Another lost post
This time a battle in October 2015

2000 point High Elves v Orc Waagh!

Not having played Warmaster for a while we were delighted at how much of the rules we remembered. Aside from a few errors in brackets, we did well.
As usual Stormwind set up the terrain on a 6’ x 4’ table then we diced for sides [he won] and then we set up. We usually set up blind writing down where our units will be and then transferring them to the table top. Today I was lazy and just set up whilst Stormwind   noted his on paper and then set up after me.

With 2000 points I had to use most of the table, but I put cavalry on both flanks and trolls in the centre. So left to right
[Giant]  [2 Boar riders 1 wolf boys, Orc Hero]   [2 gobos, 2 orcs, Orc Shaman] --
[3 Trolls, 1 gobo, Orc General and crown of command, never leave home without one!]



[Rock lobber, goblin shaman] [2 gobos, 2 orcs, Orc Hero and gobo shaman]
[1 Orc boys with 2 Wolf riders and Orc hero]


Stormwind set up on both flanks leaving the centre empty, a favourite tactic of his, if I have a smaller army I will often refuse a flank leaving half his army several command throws from the action.
On his left flank were

[2 Reavers  and 1 Silver Helms, Elf Hero]  [Eagles, behind a mage with Bolt throwers in front]
[2 Spearmen, 2 archers and General]


On his right flank, with apologies for the rubbish photo

[Mage with Bolt throwers]  [2 archers, 2 spearmen]  [Elf hero]  [2 reavers, 2 Silver helms]


As you will see both sides have generals sitting atop a dragon or wyvern, these aren’t paid for, but we like the models and it makes general spotting easier.
So , the field of battle Orcs left, High Elf [pointy stick throwers] on the right.


We rolled to start and the High elves got to go first, Stormwind has now won two out of two roll offs, this is most unusual.  So at this point I get out my proper dice, time to get serious?

Turn One High Elf

Stormwind has a history of failed commands so I was taken aback as his army seemed to romp across the table.  [A lot of units in his Chaos army like to wait around for a turn or two before moving, I guess they want to see how things are developing.]
The only unit to fail was a blunder on the Giant Eagles, penalty minus one command for rest of game, as the mage rolling this also had command of bolt throwers, rather than waste the General’s command on them Stormwind chose to ignore their movement and moved on to the General’s brigade.
Characters moved, no magic no shooting.
After his move, sorry again a fuzzy shot. I guess I was still in shock at not going first.


Turn one Orc

It is often said that my dice will roll to my command; this game proved it was my opponnets' selective memories.

Starting from the right, or the top in the following image;
The cavalry brigade refused, as did the Orc and gobo brigade.
The rock lobber moved forwards under the command of a gobo shaman.
In his Turn the General moved the Trolls forward with the Crown of Command and then managed a second command needing a 6.
Before that the Orc Shaman moved his brigade forwards twice, 36cm
The Orc hero advanced the Giant twice and the cavalry twice too.
I realised too late that I should have moved the giant after the cavalry and pushed for a fail, with a "what does he do next?" with elves in sight it could have been fun!

My Charcters moved fowards and my Gobo Shman got a geroff result but only pushed the bolt throwers back into the wood's edge 2cm, Should have used gotcha might have got some wounds, however the best result was the Orc Shaman's magic Geroff, pushing back one unit of Silver helms a full 60cm. This removed them from the brigade and possibly from the game, it is always difficult to pull back a unit, unless you dedicate a hero and forfeit movement elsewhere. Such unit recovery is one of the uses I put my Crown of Command too.

Sadly I forgot to take the photo at this point but did remember after Stormwind's move but before his magic as shown.



Turn two High Elf

Seeing how poorly the Orcs moved Stormwind was keen to take advantage, as you can see from the bottom of the picture upwards he rushed his Reavers and High Helms forwards on his left flank racing them around the dead marsh [impassable not blocking LOS].
The mage then pulled his archers and spear-men forwards 31cm from my cavalry brigade that was behind the crest of the hill.
The Hero in the centre brought forwards his Spear and archers to the table centre.
The Eagles refused to move for the mage.
But the General rushed the High Helms and Reavers forwards [top of photo] putting them to the flank of my cavalry brigade judging it so he was level and I couldn't see him. (Elvish cunning.)
To add insult to injury he then moved the bolt thrower forwards 40cm before falling a command roll. Characters were then moved see photo above.

Having moved his characters, Stormwind fires arrows from his reavers into the Giant and from his archers into the giant and then cast 'Heaven's Fire' so his archers could fire a second time, I note they only hit on a 4+ the second time, can't recall if we got that right.
However he achieved 4 unsaved wounds on the Giant, and pushed him back 11cm. This reduced him to half strength attacks but allowed him to see and to use initiative to attack the reavers in his turn.
At the top the reavers shot at the wolf boys who had to move 4cm away. I moved the boar boys back to make way which now meant when the wolf boys moved away they would see the reavers, the brigade remains intact and the boar boys move back into the General Stormwind chose for them to join the High Helms. (With hind sight we realised this wasn't possible, as he wasn't mounted he should have joined an infantry unit).
The really horrible image that follows gives a flavour for his moves and show my moves before attack and firing.


Turn two Orc

My response to his turn was to initiative the giant into the reavers, I could see his front and flank, we chose to attack the front even though it wasn't a good fit because of the marsh, but it seemed fairer than hitting the flank and gave him the chance to fire at the giant as it came in.
(Infact the move was impossible under initiative, I should have commanded a move to get line of charge and then charged.)
Next I galloped the Cavalry brigade just above the giant over the hill within 30 cm, then commanded move, the boar boys went in first charging the archers and unsighting the wolf boys who I moved into position to fire at the rear rank of spear men that was supporting the archers. Chancing my arm I rolled a third time for the wolf boys, -2 moves -1 distance - 1 proximity got a four and charged into the flank.
The unit of Orcs and Gobos next to them moved twice allowing me to move and I reformed to face off an expected charger from the Reavers when they polished off my Giant.
At the top I commanded the brigade to move on a -1, the wolf boys moved forwards and around to fire at the two ranks of Reavers leaving the Boar boys to move and exposing the front of the Reavers, which they now attacked.
The Unit of Orcs and Goblins adjacent to them moved the other side of the woods to attack the Archers and spear-men in the table centre, getting close enough to fire 15cm, but leaving LOS for the rock chucker.
That left the Trolls and gobos with them, using Crown of command I ordered them forwards into the woods, the Trolls stayed in column and the gobos managed to go in line in the woods where they could fire at the Elves. [Nothing quite like a tree to hide behind :) ]
Chancing my arm I decided to see if I could move the trolls against the elves. -1 moves - 1 proximity, -1 trolls, -1 difficult terrain, 4 required. 4 rolled 'maybe they have a point about my dice rolling to command', the trolls lined up against the elves.

All this can be seen in the fuzzy pic above.

The wolf boys fired into the Reavers behind the ones the boar boys had attacked destroying a stand and pushing the unit off table, but no shooting in the centre as I'd blocked LOS, magic allowed me to cast Waagh! on the Boar boys attacking the Reavers and on the right hand unit attacking the elven infantry.

The giant charges into the reavers received one hit as they fired at him but in the melee the was 1 point in his favour so a draw and both sides retreated, I knew he'd be shot to pieces in their turn.

The boar Boys and wolf boys destroyed one unit of elven archers the other lost a stand. Behind them the spear men hit in the flank dropped back, the other unit of spears behind the archers with two stands left had not been in combat and no stands were able to support. The archers in front forced them back and both they and the archers rolled 6 and became confused.
The wolf boys swung around to take the retreating spear men in the front rather than shuffling along their flank, if not then they would have collided with the bolt throwers.
(In fact the elves should have moved directly away from the wolfboys who would have then pursued them hitting the flank again.)
The boar boys now down to two stands each, all rushed forwards to the Spear men too, although one unit should have continued the melee against the spear men on the right, our error.
This lined the 7 Cavalry stands up against the three stands of Spear men.
The spear men were destroyed and the Wolf boys advanced into the flank of bolt throwers, destroying them on the next melee.
The boar boys now advanced to the archers and their supporting Spear men and bounced.

The Trolls chewed into the mixed elven infantry but the incoming arrows and poor dice rolls and loads of support resulted in a draw and both side now moved back, but with trolls in front and near the flank they were in trouble.

The Boar boys now attacked the Reavers at the top of the table. The Silver helms were also in contact and as the general had joined them he and one stand added their weight to the attack. The boar boys even with Waagh only managed to achieve two wounds and lost two stands, they retreated but only the Reavers pursued, wiping them out with no further loss to the reavers who then chose to advance into the wolf boys.
Their advance makes contact with two units of wolf boys and their shooting took an amazing 4 wounds reducing the reavers to one stand. In the ensuing melee both sides only achieved one wound, including shooting this was a victory and the reavers should have retreated 5cm with the boar boys pursing, but in a brain dead moment we considered it a draw.
Had the Reavers retreated the wolf boys should have won the next combat and been able to take the silver helms in the flank, and died, but hey :) .

As we had run out of time we called it quits. At this time it was a minor Orc victory but a draw would have been a better description.

Final disposition






Borodino AAR 30th July 2017

On Sunday 30th July we played a Black Powder game based on the Battle of Borodino.

Chris McGill had kindly organised the game and umpired throughout, ensuring I didn't use Hail Caesar rules which are close enough to throw you off especially if like me you've been playing that a lot and not Black Powder.

Denis Jackman, Xavier Jackman played the French, Trev Crook and myself played the Russians. The French objective? Simple, push a hole through the Russian army and March on to Moscow.

The Russian were set up first then the French would be deployed.

Because we place the hills under the cloth they don't easily show up. So I have marked the isolated hill at the front, behind which is the redoubt and marked a line behind it which shows the foot of the next line of hills, the army is positioned on the crest.

After Chris had placed the units I was asked if I would like to make any changes. Seeing the redoubt I decided to put some guns there and 4 units of infantry.

Trev declined to advise although he knew the battle well. 
It seems that the redoubt had been built in the wrong place and on the day when Kutuzov arrived he ignored it, placing Jagger on the hill in front. Trev obviously wanted me to learn from experience.

At the top of the picture is Bordino and the river runs across the cloth behind it. Cossack units were
positioned there. Units were placed in the in the town at the bottom of the map and another in the woods at the bottom of the page.

The French deploy, their right wing remains off table as a reserve







We waited to see what Napoleon (Denis) and Ney (Xaviar) would do.


As I expected Denis declined a flank, but with units off table in reserve I couldn't initiate a move up table leaving as that would leave an open invitation to Moscow.






As the attackers the French advanced first.

Denis' units move more or less to order too many moving three paces forwards, however a brigade blundered veering into range of
the artillery in the redoubt.

My flurry of firing was statistically OK but there were too many units incoming to have much affect.

In addition French attack columns rolls a 3+ moral/save against musket fire.

I certainly wasn't going to get the three rounds of firing I'd hoped for and needed.


                               The Russian brigades stoically await the French Tsunami.
All is still quiet at Semenovskaia



















An eagle's view of Semenovskaia and the woods to it's south 
which the troops surround and protect as well as the woods to their South.


The French second move brings them into contact with the Russian centre.


Denis command the Old Guard and Young Guard in, unlike Napoleon, I don't believe they fought at Borodino but rather cheered on their
comrades.

Whilst they have moved in there has not yet been 'a roll' for incoming fire. The Young Guard rashely charging the cannon withdraw disordered as it fires into their column.


After combat and indeed the next turn little has been achieved by the Russians, but much by the French, a full brigade to the north of the Old Guard's initial attack (right in pic) has collapsed under the French attack.
One unit of Old guard has pushed through. (the unit it attacked rolled snake eyes for it's break test, forcing the unit behind to test, snake eyes again and OFC the supporting gun goes automatically.








The big picture
































Turn four - on the rest of the battle field the Russians try to move their troops towards the centre, a vain attempt to stop the beginning of the end.

Whilst cavalry brigades attempt to slow the French long enough for help to arrive.

Cossack even coming through a ford to assist and prevent the French cavalry from becoming too aggressive south of the river. They did better than expected.

This withdrawal of a third of the Cossacks encouraged the French Cavalry to attack those remaining north of the river. With very mixed results, the Cossack fared better than they should.

The French would be eating their own horse meat.










Now the French right wing appears so as to discourage any more northwards movement.
















End of turn five and the Cavalry's attempts to slow the advance are clearly failing and with no
infantry or artillery to support, there is little they can do.


A wise commander would at this point withdraw and save resources for the next battle.




A French victory!





A view of the final battlefield as Russian troops evade the French in order to redeploy again closer to Moscow.












Denis Jackman's account can be found here





Photos here.




OOB and other docs found here





Probably my favourite photo, a view up the battle filed North East to Borodino

------------------------------------------------------------------------------------------------------------------

Note 1:
The Order of play in Black powder as written should be Initiative, Command movement then fire.
This means you can walk up to the enemy line shoot it, maybe disorder it and attack in your next turn when it is no longer disordered.

We use what I understand has become a widely accepted alternate order of play; shoot, Initiative, Command finally movement.

This means you can't walk up to an enemy unit and fire at it from 2". (unrealistic.)
It does mean you can fire at it from multiple units, disorder it (you hope) then try to charge it. (which to me seems more realistic.)

Note 2;
Distance, lots of people have differing ways of transferring measurements form 28 mm games to 6 mm games, in my club we use inches but halve the movement and reduce range to 1/6th. The does limit the amount of long distance shooting you can get in. In the opinion of the history buffs inmy club, this better reflects the reality of the time.

For a full AAR of the Battle of Borodino go to this link Battle of Borodino 7th September 1812.
I've copied in their map of the battle and you can seeat the centre the unoccupied redoubt with Russian Jagger deployed on the hill in front.



 Map of the Battle of Borodino, 1812.
        N - Napoleon, K - Kutuzov       
                                                                

    (c)   http://www.napolun.com     



Google Earth image of the battlefield today, Russian spellings.


Sunday 30 July 2017

Trees - Cedar of Lebanon 28 mm


Nothing quite like trees for getting us all going. For some of us the search to get the right good looking trees that fit, comes second only to that of getting the perfect rule set.

I've made a few over the years as I have failed to see how some of the offerings we used to get were at all compatible with 28 mm figures.
After all trees aren't two or three times bigger, they soar above us and nothings looks dafter than four inch trees (100 mm) alongside twelve inch  buildings (300 mm).
So much so that in 28 mm you will rarely see trees and building on the same table.







I was playing around with the idea of doing something different rather than a bristle brush offering and came up with this.

Two 28 mm LOTR figures are on the base and you can see the size. However I'm still not happy as I feel the trunk should be twice the size, so the model can hide behind it, but it's close.

In the second photo the same tree, revamped this year, some 8 years later and it begins to look like my objective. This is from a
Frostgrave shot with a Reaper mini and an even older LOTR figure Boromir, hate to think how old that is.

The trunk is still too narrow as I revamped the foliage rather than the trunk.



For those interested in construction.

Get some lengths of wire and twist them together.
I believe I started with six, twisting them from about two inches, using a vice and pliers. Where I wanted the first branch I separated out one piece of wire and twisted the remaining five strands, repeat for second and third, e.t.c., until you have two strands left. Normally you cut all the strands off at the point you want a branch to stop especially if you are doing a dead tree.(longer at the bottom, shorter at the top),
This time I made a giant loop of each strand.

The base of the wire strands were then splayed out to allow the tree to stand, whilst I left them at about two to three inches you can leave them longer and twist them to look like roots. I decided to 'glue' this to an old CD, windows 95 OS I believe, maybe I should have used an old 'Evergreens' cd.

I glued it using the same brown mastic that you might use on dark brown hardwood as it would save me painting it later. When set I then applied additional mastic to the trunk of the tree and branches smoothing up and down the trunk and along the branches to get a bark effect.
[NOTE, keep a small pot of water nearby and wet your fingers as you 'sculpt' the mastic this will stop it sticking to your fingers, also ensure you have tissues to wipe your fingers on after you are done in order to keep your partner happy.]

You can thicken the mastic up as mush as you want, either by wrapping string around the trunk first or by applying more mastic when the first is dry. A happy side effect is that when dry you can bend the branches or trunk to any shape you want as demonstrated by these two photos.

I then got some wire wool and partially threaded the loop through this gluing it in place and roughly positioning the branches horizontally. Lots more glue was the sprayed over the wire wool both on top and below the branches and then I drenched it with flock.

When I revisited the project I added more, better quality flock to top and underneath of branches, let it dry and sprayed and flocked again.
I then applied a sand/pva paste to the CD and when dry, dry brushed before flocking.
[Today I'd use brown wood filler].

I think the tree looks right with the buildings.





Of course today you can get excellent trees from 4ground, but at £24 for three trees?

So DIY still appeals to me as I can get the height I want too..

But 4grounds offerings are stunning.



If you want to see my take on a Si-Fi then look here Alien Trees 28 mm.

Saturday 29 July 2017

40k AAR Iron Warriors v Sisters of Battle 2nd June 2003

More nonsense from 2nd June 2003

40k was the only game back then, with occasional forays into WHFB.

Chaos Champion Dranask Wolfsbane, my alter Ego, with CSM and Dreadnaught in support.


Denis Jackman as club Competitions secretary had organised a 40k tournament and in it I have previously beaten 'F's Space Wolves but have just lost to Paul Douglas' Sisters of Battle. Although I read a rule sometime later that could have changed the game and saved a unit of mine. I did wonder at the time if I might have won under those different circumstance. Probably not Paul is a very able player still...............

I can balance that by remembering the time my Vanquisher's cannon targeted Denis' Harlequins under it's blast marker, dodge that!

Trying to make my battle report different I came up with the idea of doing a transmission, probably saw somthing similar in White Dwarf.


To Kommissar Jackman

The following transmissions have been picked up by our fleet as it approached the planet ‘Lost Founding’ in order to reinforce the Adeptus Sororitas who were attempting to recover an item of immense religious value upon the planet that had recently been wrestled from the Space Wolves.

+ + + +  To the omnipotent most fearful Abbadon from Daemon Prince Janrasuk commander World Eaters. + + + + Force Omega-delta sent on your orders to hold the positions won by us and the Iron Warriors of Dranask Wolf's Bane have begun to arrive. Prince Jahyovik informs us he has sufficient forces to relive our position  he ………..  + + +  ….. . .. .as instructed we advance in pursuit of the Emperor’s lackeys.  The wolves can be but a few days ahead of us.  *** Blood for the blood God!   + + + + +

- - - - - - - - -- - - - - - - - - -
.
+ + + +  Force Omega-delta to Abbadon warp disturbance delaying  arrival of heavy weapons and other units.  ……………….  . We are in position but await remaining units. + + + +    + + +  Intercepted comms link from Emperor’s brides. + + + +  Moving on our positions. + +  No doubt we will earn more souls for the Gods.  + + + + +  …………………         + + +  …… + + +  Positions under att.. …  Where are those  ………blue squad  incinerated. …..    Assassin  …   predator arrives still waiting remainder    **    + +  …. predator’s daemon disrupted - vehicle lost - - …. berserkers annihilated   …. ..       + + + ..  They are swarming all over us.  Jahyovik has stemmed the flow but is embroiled with these shield maidens. + + + ……….Land raider …arrives with chosen  they will recover blue squad’s bunker.  …+ + * + *+ *  ……  The god’s are deserting us  …. . + + + + chosen annihilated by assassin. Land raider disabled but is literally running down the redemptionists  the field has become a mass of bloodied bodies……….  Land raider self repairs the blood was good . ……….   + + + +  Plague Marines reinforce Jahyovik, they have destroyed second squad of redemptionists  …  .. Land raiders still churning first squad.    + ++ + + … .. ..  Jahyovik destroys Seraphim + + + Plague marines destroyed by lone Canoness… . ..   + + + + +  Jahyovik destroys retributor squad  and Exorcist…     Less than a third of attackers left ..     They are attacking our final position  ………….  + + + Assasinaaahhhgggg.  + + ++ + 

+ + + +  Kravus – Captain of the Wrath of Krondak Despoiler Class  - Have made rendezvous with remnants of fleet over  planet …. ..   they  have effected recovery of only survivor Jahyovik  … .. . . please your … . .. invited them to return to you or engage approaching Imperial fleet ..   outnumbers them 4:1   + + +  presumed as ineffective as they were in protecting the planet  .. .  they are no loss to you but if they take a few ships   … ..eir lives  .. . worthwhile.   as instructed Jahyovik  chained and imprisoned     …………..  …………   pleased  to know  runes have quietened him and cause pain in addit  …… .. ……… he now awaits the pleasure of the Gods. + + +  Unable to effect recovery of Land raider…. .. …  + + + it’s roaming the planet causing destruction + + any units that recover or escape the fires of the Emperor’s wives may rally to it.  + + Ship under attack  from reinforcing Imperial fleets . ……. . . .Planet lost to us . . . ..  +++ + ++   

Transmission ends

I can report that the Adeptus Sororitas not only recovered the artefact but also cleansed the planet of the chaos scum and are currently hunting down the corrupted land raider.

Praise to the Emperor! – the Living God!


Kommissar Foulgar

Friday 28 July 2017

Chaos Warbands 2003

It's a funny old world, having found the previous article I then found the models.

Photo time!

Tim's Head Hunters, the three missing hounds are probably with the wolf riders in the WHFB Orc and Goblin storage box.



My Black Pudding Boys


Why are mine painted and Tim's not? It's 2003 Tim's 13 and I'm trying to encourage him to paint his own, which he is doing, homework, Takewando, scouting and other interests permitting.
I'm a little older after all duties are done, this is my relaxation.

Chaos Warbands - AAR 10th Jan 2003

Another gem from the past. (my opinion)

At Denis Jackman's suggestion the club was running a Chaos Warband campaign GW rules similar to Necromunda as the result of a battle affects the warband's development.

This was my After Action Report.

They Shall Not Pass

Dork Flumas - Black Pudding Boys (Mark Foulds) stood by the small alter he’d created in honour of Khorne a simple pike forced into the ground, the oldest skull, the first he’d taken, now clean of flesh was mounted on the central spike and he’d learned that it stared towards danger. He carefully positioned the misshapen head of the semi-intelligent animal his men had just eaten on the small pile of skulls, which surrounded the base of the spike. One day the pike would be hidden from view and he would be a great warrior.
As Dork turned to leave he caught the movement of the skull as its sightless sockets stared towards the west, quickly gathering his men he charged off to see who was intruding upon his domain.
From his position between the clumps of trees Dork watched the strangers lined up in front of him seventeen in all in a line running North to South. There were two groups of three marauders on the northern flank, five chaos hounds, then the leader on horseback, sunlight glinting of his shield and five Chaos warriors on the southern flank their mutated arms were barbed and fanged like second weapons, formidable opponents.
For a moment he though to let them pass, but knew Khorne would not favour such an act. He sent four of his warriors to the north the enigmatic chosen one holding a position behind them; the second group of four warriors went south whilst he followed, close enough to support either group.

Skull Crusher - Head Hunters (Tim Foulds) was moving east towards the ruined town of Wurldege, it was rumoured that there were men for hire living there. It was imperative that he got there quickly before they left, or worse were hired by someone else. As he moved through the blighted land he sensed the increased magic of sacred ground and moved eagerly forwards, this would be the sort of ground a band would call its own. There was rumour of a small band of men here. For a moment he toyed with the idea of killing their leader so that they would join him, but he knew they would not. Unless he defeated each and every one of them they would reform around one of their own, make him the new champion. He prepared his men putting them in a line himself placed in the centre. They would charge through, each man for himself and regroup at the town. Looking around he gave the signal and the Head Hunters advanced.
Head Hunters Turn one.
The Head hunters marched forwards the marauders towards a small wooded hill, the warriors moving north in front of a small copse, whilst Skull Crusher surrounded by his pack of chaos hounds cut south west to move around and down the southern flank. Skull Crusher didn’t want a protracted fight today he had to get to Wurldege by tomorrow evening.
Black Pudding Boys Turn one
Calling upon the chosen one to move southwards in to the woods to cover the centre, and commanding the Warriors in the north to go into the tree covered hill in front of the marauders. Dork Flumas moved south sending his other warriors into woods from where they could ambush the enemy leader or his chaos hounds.

Head Hunters Turn two
Both groups of marauders charged up the hill into the woods to attack the four chaos warriors who awaited them, The five chaos warriors, mutated arms snapping and flexing rushed into the small copse against the chosen one. Meanwhile Skull Crusher swung north cutting behind his warriors and to the west of the hill where the marauders were slogging it out with the warriors. He smiled grimly, the feint had worked, half the enemy force was out of touch and with luck those warriors would not get a fight today
Being in cover the four chaos warriors attacked the marauders two attacking each group. The flail smartly mashed the brains of one marauder and the mace did equal service in the to the other group. The marauders failed to hurt the warriors and the great weapons failed. One group of marauders decided to leave the battle whilst the others stayed on to fight.
Meanwhile the chosen one flashed his two weapons and neatly decapitated two trees much to the amusement of the chaos warriors who unable to retain their mirth failed to hit the chosen. None the less outnumbered as he was the chosen decided to fall back and tripped whereupon the warriors overran his position and found themselves within strike distance of Dork Flumas.
Black Pudding Boys turn 2
The careless charge of the chaos warriors had brought them within range of the Dork Flumas and his warriors in the southernwoods; who all charged in two reaching the target. Between them they kill one of the invading warriors and suffer no wounds, chaos warriors hold firm and all closed in for the next phase.
On the hill the marauders take down a chaos warriors the heavy weapon knocking him to the ground. Both sides determine to slog it out.
Head Hunters turn 3
Turning in his saddle Skull Crusher watches as his men hold of the enemy warband and gallops on to the east for his rendezvous, his will forcing the chaos hounds to lead in case any more enemy block his way. The two fleeing marauders rally and watch as their fellows are cut down.
The melee of warriors in the centre results in a wound on the leader, but all fight on determined to fight to the end.
Black Pudding Boys turn 3
The three knights on the hill are unable to stop the escape of the mounted group and charge into the rallied marauders who disable one warrior. All are steadfast and fight on.
In the centre the ‘Great Baker God’ affects the melee and nothing happens!
Head Hunters turn 4
Skull Crusher races on towards the board edge and stops 3” away, he had hopped to end the battle but all must fight another round of combat.
The marauders kill another chaos warrior; his companion can’t believe I tand stays to seek revenge.
In the centre the ‘Great Baker God’ still holds sway.
Black Pudding Boys turn 4
Oh shame the two marauders remove the last chaos warrior.
But in the centre Khorne comes to Dork Flumas’ aid and together with his warriors they kill two chaos warriors, the rest sensing failure turn to run but are cut down by the leader and his men.
Head Hunters turn 5
Skull Crusher leaves the eastern table edge and the battle is over.

Black Pudding Boys report.
Well Skull Crusher and his Head Hunters may have won the game but Khorne was not impressed, he didn’t even get his sword out! I had lost four warriors and a chosen and they all recovered though I will be speaking severely to the chaos warriors, being taken down by marauders for Khorne’s sake, as for the chosen, less topiary and more skulls.
A fun battle and it shows how much I need a fast unit. But I gained two favour points and got to roll on the advancement table where I rolled the Mark of Khorne! (Well what else did you expect me to roll????) This gives me frenzy and an extra attack.

Head Hunters report
Gained four favour point and the displeasure of Khorne, when I rolled for recovery I rolled two ones and had to use two favour points up to save two of my chaos warriors. On the other hand my leader rolled on the advancement table and gained +1WS, he must have spent the evening practising!

Conclusion

A number of lessons learned, most importantly that the rules need some clearer interpretation. All of us need to sit down and think about the situations that have occurred and how we have resolved them. Then we need to create house rules that can grow as our games continue. There is a certain element of conflict between using our men as units (regiments) or as skirmishers.


Mark's Black Pudding Boys

Tim's Head Hunters


                          ---------------------------------------------------------------------------

Reading this now in 2017, I wonder how differently I'd play the game regarding units/skirmishers given the wide range of rules that now exist. 
I believe using the Frostgrave rules concept with each band of men under a captain would work well, the captain able to take four men rather than one.

Thursday 27 July 2017

Lucky Dice? - B***dy Dice! - An article written 8th March 2004

When we started the Madgamers club we decided to run a small in house magazine, we called it Insanity.

I have rescued for your entertainment and mine some of the nonsense I wrote back then, this, the first I found to post but not first article, was most definitely triggered by some of the people I played against. I didn't just imagine all these traits.


Lucky Dice? – B****y Dice!
Many things can influence a player’s success on the field of battle:
  1. The way he places his forces on the table, in relation to the enemy’s units.
  2. His use of cover and terrain to its best advantage.
  3. His placement of units so they support each other, giving covering fire etc.
As everybody knows all games demonstrate the player’s skills and have nothing to do with luck.
The fact that the opposing general has had an appalling sequence of dice throws and therefore loses in no way detracts from the winner’s skilled play and disposition of his forces.
The cry of, ‘He had all the luck, his dice throws always give him what he need,’ should be ignored. The loser’s dice rolls were probably just as lucky or unlucky as the winner’s. The winner ‘merely’ managed his luck ill or good better than you did! Remember Napoleon is reported to have said, that he only wanted Generals who were lucky. However in truth a lucky general is one who has planed ahead and is prepared to take advantage of his luck and arranged his forces to limit the damage in the event of bad luck.
Rubbish this only applies when you are winning!
Everybody knows it was the role of the dice that made you lose, a one or six at the crucial point would have made all the difference in the world. If you had had his luck and he your ill fortune, naturally you would have won.
In gaming the roll of dice can really can influence a game, especially if you’re the sort of player whose tactic is to rely on the throw of the dice. As a result of the fickle offerings of lady luck many of us have developed techniques or quirks that improve our luck. Some of these are listed below, you may recognise them, I trust you don’t use all of them!
I dropped it!      A player picks up his dice and ‘accidentally’ drops one or more of them. If they fall correctly he calmly rolls the rest in such away that it appears to be a single roll. If they fall badly, he calls out, ‘I dropped that’, picks them up and rolls again.
Oops, sorry!       His dice roll scatters into your unit knocking them back, as he generously stands your men back up, he place them within assault range of his troops. Where he was rolling armour saves then naturally they will now be out of range and you will be unable to assault him!
Scatter roll.        The player rolls his dice in such a way they collide with dice resting on the table. Any sixes within the scatter range can be claimed as rolled that turn. If there are none he can claim that the collision of dice affected the outcome or that he can’t tell which are his dice and re-roll all his dice. (The collision claim is also useable in Oops, Sorry!)
Jelly drop.          The dice are picked up in such away that if skilfully dropped they will not roll, but rather land with the desired number face up. Heavy dice are ideal for this as is a soft sticky landing pad, jammy bread is perfect.
Tilt!                    A dice that rolls with the correct value face up is not tilted even if the degrees of tilt exceeds 80o, however if the roll is wrong a tilt of 5oor less, is deemed sufficient to warrant a re-roll. The keener player will come prepared with a level for this and will argue over a list of one degree. The correct application of a level is not printable on these hallowed pages.
Rough ground.  A variation of ‘Tilt!’ almost as if it were master crafted! The rough terrain with its lumps and bumps will offer many more tilting opportunities; hence more dice will be available for re-roll or not as required.
Too many.          Pick up more dice than allowed and roll them into resting dice, identify only those with the right result, ignore others. Best used in conjunction with the ‘Scatter roll’.
How many?       When instructed to roll five armour save dice, refuse those offered by the opponent, (see quirks #1), instead pick up individual dice, counting slowly, fumble and drop dice and begin counting again, enquire as to the number of dice e.g. ‘Four wasn’t it?’ then roll the four dice. If they all save and the opponent doesn’t query continue with the game, if challenged roll one more. If they fail to save recognise your error e.g. ‘Sorry it was five wasn’t it?’ then re-roll all five dice.
Quirks.
1.      Never accept dice rolled by an opponent, you don’t want his aura to affect your roll.
2.      Always hide his lucky dice and use them yourself.
3.      Don’t let him touch your lucky dice reclaim and hide them immediately.
4.      Pick up sixes when you want to throw a one, conversely pick up ones and twos when a six is required after all a dice wont roll the same number twice will it!
5.      Roll dice one at a time, each can then be individually blessed, blown on or kissed.
Well I hope that all helps and has perhaps raised a smile.
But please remember this, if you’re winning and luck is going your way shut up and enjoy. Don’t gloat.
If luck is not going your way, grin and bear it. Even if there is no way you will win and the game is pointless, continue to the bitter end. Why?
1.      This may be the first game your opponent has won in a long time and why shouldn’t the poor sod enjoy full sweet victory. (You’ll want the favour returned wont you.)
2.      Remember the dice will change, especially if you hide his lucky ones.

Dranask Wolfsbane 

(aka Mark EA Foulds)

8th March 2004  

This article was first posted to the in house magazine Insanity in 2004

Dranask Wolfsbane - what's in a name.

Why Dranask Wolfsbane?

Funny in some MMORPG that is me, my identity, shortened to Dran when someone wants to mention me in chat and those people when we've met in real life still called me Dran, not Mark or Tim's Dad, but Dran a being in his own right.

And strangely enough this alter ego of yours becomes part you and you it. Fortunately my MMORPG skills are such that I will never consider myself superhuman more a liability, I digress why Dranask?

As mentioned in the Madgamer's post we were running or rather trying to run a campaign and each of us had to name a leader. Short of an idea I shut my eyes and touched the keyboard, I didn't quite type Dranask, but close enough and the name was created, I believe it was unique, search for it on Google.

We failed to create a campaign but did create a Wargaming club, I think you will agree that was far more worthwhile.
 
Dranask Wolfsbane
In all the 40K games I played at the club and most if not all were, my disillusioned, some would say corrupted Iron Warriors were led by Dranask.

I had a few notable wins and some less memorable losses, though still some rankle, so much so that even now I still know why I lost, however as I said you remember your victories.
One frequent opponent was called Francis, or 'F' as he preferred, he always fielded a Space Wolves Space Marine chapter.

I do tend to lump all Space Wolf, Blood Angel and dark Angel players in to one group, people who play to win. People with beefed up fighting machine, ignore the fluff, you are here to win. 'F' was an exception but determined to win as was I. However no matter how many times we played it was either a draw or a major win to me.

I wasn't perfect then, and sure as hell am not now, but I recalled how in ancient times an exceptional leader might be given an honorary name to add to his birthing name I felt Dranask deserved such and so rubbed it in by granting Dranask the honorific name Wolfsbane.

Dranask Wolfsbane continued to fight many a battle, won and lost but rarely if ever lost against Space wolves, even new players.

Dranask then became my gaming name as I played on line, Call of Duty, Runescape, World of Warcraft and more recently Emporea.


Lizard Men - Lost Children of the Fallen Gods

My first WHF armies way back in 1996 were from the 5th edition box set; Bretonnians and Lizard Men, my son and I had a blast with those mode...