BFG – Ork reinforcements (2) WAAAGH!

Group Shot

Group Shot

Hi guys,

Another BFG update here, four Ork cruisers join the Waaagh fleet.

Yes, it is a half cruiser, but I don;t have the other half so it will have to do for now!

Yes, it is a half cruiser, but I don;t have the other half so it will have to do for now!

Kill Kroozer 2

Kill Kroozer 2

Terror Ship 1

Terror Ship 1

Terror Ship 2

Terror Ship 2

As you can see, I was starting to run out of appropriate paint colours for the ships, so ended up doubling up on some colours over escorts / capital ships. This brings my fleet almost to completion with only pictures of the hulk to go!

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Night of the Dead – Warhammer Fantasy Siege Mini-Campaign 3

The third scenario we played as a warm up game was the Toll House on the Bridge scenario from the old General’s Compendium book released by GW. One of the upside of my “old GW book” collecting habit is that it leaves me with lots of choice for scenarios, campaigns, and odd little units.

The scenario - apologies for the blurriness!

The scenario – apologies for the blurriness!

If you can’t make it out, the scenario involves a small group trying to sneak across a guarded bridge.

The disguised Elves begin their approach

The disguised Elves begin their approach

Three manage to slip through before the alarm is raised. Once the Necromancer realises what is happening, the game is up and the Elves are quickly mobbed.

Three manage to slip through before the alarm is raised. Once the Necromancer realises what is happening, the game is up and the Elves are quickly mobbed.

This worked less well, hence the fewer photos, as the number disparity on either side made the chance the Elves would survive once the alarm was raised almost nil. While it might work with the Empire and Goblins originally in the book, it struggles with differing races which are worth wildly disparate points values.

Still, lesson learnt!

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Night of the Dead – Warhammer Fantasy Siege Mini-Campaign 2

Welcome back to another instalment of the Night of the Dead mini-campaign I am currently running at my local club.

The next scenario we played was another from the old Warhammer:Siege book produced in 1998 by GW. In this one the aim was for the besieged side to delay the advance of the attackers long enough for supplies and / or reinforcements to reach the castle.

The terrain had a natural gap (the scenario suggested a bridge, but we compromised with a road) which the defenders had to still have an unbroken unit within six inches of come the end of turn 4.

To battle!

The mighty Hammerers hold the crossing...

The mighty Hammerers hold the crossing…

Eight stalwart Hammerers face down the Undead advance.

Eight stalwart Hammerers face down the Undead advance.

The Undead had gone for numbers, hoping to overwhelm the defences, lead by a solid block of the fearsome grave guard.

The Undead had gone for numbers, hoping to overwhelm the defences, lead by a solid block of the fearsome grave guard including the mighty Krell!

The Alliance of Light move up, hoping to sell their lives dearly in defence of the road.

The Alliance of Light move up, hoping to sell their lives dearly in defence of the road.

A Gyrocopter swoops from the skies, shattering Skeletons with its Steam Gun.

A Gyrocopter swoops from the skies, shattering Skeletons with its Steam Gun.

In the centre, the Grave Guard charge into the Hammerers, only to be counter-charged by swift Wood Elves, a crazed Dragon Slayer, and Dwarf Warriors in the flank!

In the centre, the Grave Guard charge into the Hammerers, only to be counter-charged by swift Wood Elves, a crazed Dragon Slayer, and Dwarf Warriors in the flank!

Meanwhile, two junior Troll Slayers and the Gyrocopter adopt delaying tactics.

Meanwhile, two junior Troll Slayers and the Gyrocopter adopt delaying tactics.

Crushing the Grave Guard, and dispatching Krell on the edge of the Slayer's axe, the Light burst through...

Crushing the Grave Guard, and dispatching Krell on the edge of the Slayer’s axe, the Light burst through…

Even though a great many foul undead still stand, the crossing point remains secure.

Even though a great many foul undead still stand, the crossing point remains secure.

Still  bravely fighting, even with his fellow Dwarves killed, Snorri the Slayer holds the crossing!

Still bravely fighting, even with his fellow Dwarves killed, Snorri the Slayer holds the crossing!

So victory to the Alliance of Light as they have managed to hold the crossroads for four turns. Once the Grave Guard had been wiped out, the Undead stood little chance of shifting either the Slayer or the Wood Elf unit – one was too mad, the other two big.

 

So, more supplies flow into the castle as it prepares for the reckoning of the Night of the Dead!

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Night of the Dead – Warhammer Fantasy Siege mini-campaign

Hi guys!

Back again – I know, only two days since the last post!

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At my local club I have been running a mini-campaign building up to a big siege game we are having this coming Saturday. The teams are arranged, rules written, points decided. The forces of the horrifying Undead led by Nagash and ably supported by some Chaos Dwarf allies, will face off against an Alliance of Light made up of the noble Dwarves, the mercenary Ogres, and some tricksy forest-ey elfy things…

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Last Wednesday, we played a couple of themed scenarios in order to build up to the big game and I managed to grab some quick pictures for you all. I hope you enjoy!

I really love the old black and white illustrations

I really love the old black and white illustrations

The first scenario involved a desperate attempt by the Dwarf Scouts to delay the Undead vanguard as they moved up towards the fortress. Only by delaying, or destroying, the Vanguard would the Alliance be able to muster its forces for the coming battle!

The marching undead move into the clearing, unaware of the eyes on them

The marching undead move into the clearing, unaware of the eyes on them

Out of the shadows, crossbow bolts come flying, turning two skeletons into puffs of dust...

Out of the shadows, crossbow bolts come flying, turning two skeletons into puffs of dust…

The dwarven rejoicing is cut short as, with horrifying swiftness, the closest skeletons stumble up the hill, cornering the lone Thunderer!

The dwarven rejoicing is cut short as, with horrifying swiftness, the closest skeletons stumble up the hill, cornering the lone Thunderer!

Swiftly dispatching the first Skeletons to reach them, the Dwarves ready themselves for combat, Snorri the Longbeard moving forward.

Swiftly dispatching the first Skeletons to reach them, the Dwarves ready themselves for combat, Snorri the Longbeard moving forward.

The living dead make contact with the noble dwarves.

The living dead make contact with the noble dwarves.

Three charge at Snorri! Parrying valiantly, he knocks one to the ground with a massive swing of his axe, only to succumb to the blows of the other two!

Three charge at Snorri! Parrying valiantly, he knocks one to the ground with a massive swing of his axe, only to succumb to the blows of the other two!

Hefting their great weapons, the Warriors await the onslaught

Hefting their great weapons, the Warriors await the onslaught

Meanwhile on the hill, the missile troops are skilfully holding their position.

Meanwhile on the hill, the missile troops are skilfully holding their position.

Having batted a few futile skeletons back, the Warriors charge from behind their hedge, carving a swathe through the foul necromantic warriors

Having batted a few futile skeletons back, the Warriors charge from behind their hedge, carving a swathe through the foul necromantic warriors

Great axes make short work of the now tottering Skeletons.

Great axes make short work of the now tottering Skeletons.

On the hill, Dwarves have started to fall, but the tide turns as fewer and fewer skeletons are able to support.

On the hill, Dwarves have started to fall, but the tide turns as fewer and fewer skeletons are able to support.

A mad scrabble erupts in the centre of the board as the Dwarves corner the last few Skeletons, swiftly dispatching them back to the lands of death.

A mad scrabble erupts in the centre of the board as the Dwarves corner the last few Skeletons, swiftly dispatching them back to the lands of death.

Reacting swiftly to the encroach of the enemy vanguard, and with a skilful use of missile troops and combat troops, the Dwarves manage to beat back the Undead in disarray. This setback will delay the march of Nagash only slightly, but every minute could mean the difference between life and (un)death in these tumultuous times!

 

More mini-batreps to follow.

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BFG – Ork reinforcements (1) WAAAGH!

Hi guys,

WAAAGH!

WAAAGH!

I am finally back in Lancaster and set up in my new flat. Given this, I have been driving forward with my painting, focusing mostly on BFG.

3 x Ravagers

3 x Ravagers

3 x Onslaughts

3 x Onslaughts

3 x Onslaughts

3 x Onslaughts

As part of this, I have been quickly painting up some reinforcements for my Ork fleet (other pics available here). these include 9 escorts and 4 cruisers. All of this bumps my fleet up to 3,000pts which matches most of my other fleets for size.

I am particularly happy with the way the Sepia wash has given a rusted look to the white and flesh colours used on these ships

I am particularly happy with the way the Sepia wash has given a rusted look to the white and flesh colours used on these ships

Only the escorts are finished for now, but the cruisers are well on their way. My Ork scheme is relatively simple and doesn’t take a great deal of time, so pics of the cruisers should be making their way up here soon.

I was running out of new colours to paint my ships and resorted to a weird flesh colour...

I was running out of new colours to paint my ships and resorted to a weird flesh colour…

Thanks guys,

Gus.

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Lost and the Damned Tactica – Slaanesh Daemon Engines

Slaanesh

Slaanesh

 

Welcome back to the last post in this Lost and the Damned tactica series. I know it has taken ages (over a year!) to finally complete it but we are here now and I think we have covered everything.

 

Last up, but certainly not least, are the Slaaneshi Daemon Engines. Fast, lithe, and generally rather fragile, Slaaneshi units in EPIC mirror their 40k cousins. Oddly, Slaaneshi aligned units in EPIC do not have a clear bias towards either shooting or close combat, with each unit, although specialised towards one or the other, offering a broad god-aligned choice. This balancing is much more noticeable than with Khorne (close combat), Tzeentch (shooting), or even Nurgle, who is generally considered the other all-rounder god.

Slaanesh has three aligned units in the Lost and the Damned list – the smaller Daemon Knights and the two larger, warhound titan sized, Questor and Subjugator titans.

Helscourge Daemon Knights

Helscourge Daemon Knights

Daemon Knights: Daemon Knights are a fast, shooty, armoured walker which gives the Lost and the Damned army some much needed speed and quality firepower. Moving 30cm, with a 4+ armour save, and a 4+ firefight score makes them excellent for initiating supporting fire and engagements, especially in combination with their Invulnerable Save special rule. In addition to this, each Knight is armed with a Castigator Cannon (45cm, 3x AP3+/AT5+) which gives them some serious firepower – being longer range than most of the rest of the Lost and the Damned army and being of a higher quality. Given that they come in a formation of four for 275pts, twelve AP3+ shots is a very good output and can be especially nasty if their speed is used to claim cross-fire. All of this is topped off with two very important special rules – Fearless and Scout. Being Fearless means that the Knights are likely to stick around for alot longer than otherwise, and that they can use any withdrawal moves to set up advantageous rally positions. Scout helps to screen some of the bigger, more unwieldy LatD formations, while also meaning these things can garrison in deployment. This puts them right up in the face of the enemy, which is good because it allows them to play a part in the battle almost instantly, but can see them attracting ALOT of firepower early on, so try and use cover (walker remember!) to keep them hidden.

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Titans: Just a quick look at the stats both share before moving onto their particularities. Both titans are warhound equivalents, being 3 DC war engines with 2 void shields. Both move 35cm and both have a 5+ Reinforced Armour save. Both have the special rules Fearless and Walker. They both come in a freely mixed formation of 1 – 2 at 225pts for a Subjugator and 275pts for a Questor. All of this makes them broadly analogous to loyalist warhounds, and they fulfil the same kind of role in the list as warhounds do in Imperial lists. Their speed and resilience make them stand out, as does the fact they are the only things in the whole list which have Void Shields.

Questor

Questor

Questor: The Questor takes the warhound chassis and gears it towards shooting. Sporting two Castigator cannons (45cm, 3x AP3+/AT5+) and two battlecannons (75cm AP4+/AT4+), the Questor boasts quite  abit of good quality firepower at a decent range. This makes it somethign of a standout in the context of the list, and when placed on a speedy platform eight shots can proves pretty fearsome. Still at 275pts, it is the more expensive of the pair, and when compared to the Daemon Knights above, lacks comparable firepower. The slightly longer range and slight resilience boost offsets this to some degree, but in terms of raw firepower, I feel it is a little lacking. However, with a 3+ FF and two Void Shields, the Questor can be a very efficient engagement enabler allowing for bigger formations to provide supporting fire.

Subjugator

Subjugator

Subjugator: The Subjugator takes the opposite direction, gearing itself almost entirely for close combat. Although it does mount a single battle cannon (75cm AP4+/AT4+), the real weapons are the pair of Hellblades it carries. Each provides two extra attacks in close combat which are TK(D3), meaning that each titan is attacking with 4 TK(D3) and 3 regular attacks all of which hit on a 3+. On a lucky day that means that a single Subjugator could eat an Emperor titan – certainly something to be scared of for only 225pts! However, the major downside of the Subjugator is that it appears in an army with a strategy rating of only 2. This means it is highly likely that the Subjugator will be destroyed before being able to engage its target. Although this can be offset by having lots of them, or having lots of bubble-wrapping formations for them, the Subjugator seems to me to be much more worthwhile in lists like the Emperors Children (strategy rating 4) where at 250pts each they seem an absolute bargain.

 

That brings us to the end of the Lost and the Damned Tactica. Please give me a shout / comment if there is anything you still want me to talk about / have not covered, or let me know which army you would like to see done in the future!

 

Thanks guys

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Gothicomp 2014

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Hi guys,

Just a heads up, Gothicomp 2014 is coming towards its end and could do with some more entries.

So if you have any BFG stuff you have painted and want to show off then please enter. Any painting quality gratefully received, if I can enter so can you. Rules / Submission guidelines here.

Thanks,

Gus

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Lost and the Damned Tactica – Tzeentch Daemon Engines

Tzeentch!

Tzeentch!

 

Hi guys,

Welcome back to the most recent post in the Lost and the Damned tactica series I am doing here. Yes, I know it has been a long time, but we are almost at the end now. Tzeentch in EPIC is the daemon that deals mostly with firepower, whether in the form of actual shooting or good firefight scores – often with the bonus of decent AT scores and / or Ignore Cover. This makes them particularly useful in the Lost and the Damned which tends to lack in decent quality firepower – see my previous article here on Daemons for more of an explanation.

Tzeentch Sorceror

Tzeentch Sorceror

Tzeentch Daemon engines are particularly unique because they are the only one that are flyers – either proper flyers or skimmers. Both the Doomwing and the Firelord are flyers, adding to the LatD Thunderbolts and Marauders covered here, while the Silver Towers are skimmers which mount long-range anti-tank firepower.

Doomwing

Doomwing

Doomwings: Doomwings come in formations of three at 150pts, with each Doomwing being a 6+ Armour Save (and Invulnerable Save) fighter armed with a Flame Cannon – an AP4+/AT5+/AA5+, Ignore Cover, Fixed Forward weapon. This makes them surprisingly good at anti-infantry work, with the AP4+ and the Ignore Cover syncing up well to target infantry formations hiding in cover. The AT5+ is decent, but nothing special, and I not quite sure how a flame-thrower works as an AA weapon.

The main let down for the Doomwing is the 15cm range on the weapon – this means that in order to shoot it has to get exceptionally close to the target. This means that the Doomwings will be exceptionally vulnerable to both active and passive AA, which, given they only have a 6+/6+ save, makes them very fragile.

Firelord: The Firelord is the bomber version of the Doomwing, being a 4+ save, Bomber type. It comes as a formation of 1 to 3, at 150pts each. This makes them pretty flexible. Each Firelord is armed with a Flame Cannon (15cm AP4+/AT5+/AA5+, Ignore Cover, FxF), Firestorm Bombs (15cm D3BP, Ignore Cover, FxF), and a Twin Lascannon (45cm AT4+/AA4+, FxF). This makes them pretty good as an anti-infantry bomber – throwing out between 1-3 BP plus the AP4+ from the Flame Cannon. The Lascannon does not really turn it into a viable AT attacker, but it does provide a little long range AA into the mix. Being able to change the formation size is a real bonus – pick one to fill in 150 spare points, or go balls-to-the-wall with a 450pt formation of three. That is 3D3 BP (average of 6) plus three Ap4+ Ignore cover shots, plus the three lascannons!

Silver Towers

Silver Towers

Silver Towers: Silver Towers are the only non-flyer Tzeentch Daemon engine – a 20cm skimmer, with a 4+ Armour Save, 6+ close combat, and 4+ firefight. They come in a formation of four and are armed with two weapons – Arcane Cannons (45cm 3x AP4+/AT4+) and  aBeam of Power (60cm MW5+). These are significantly different to any other firepower available to the Lost and the Damned list – long ranged, reliable, Macro Weapon. A full formation of four can kick out a huge amount of firepower, but they remain very fragile – best kept back, preferably behind cover, using Skimmer to pop up and fire.

Fly my birdies!

Fly my birdies!

 

In the context of the wider list, the Tzeentch Daemon Engines as a whole do not really fill a role that cannot be adequately filled elsewhere – Doomwings are generally worse than their Thunderbolt equivalents for the things I want my aircraft to do, while I feel Firelords lose out to the possibilities offered by artillery of the more conventional kind, even though they do have Ignore Cover on their bombs. Silver Towers I think offer the greatest benefit tot he Lost and the Damned army as they provide some decently fast, hard hitting firepower that can threaten armoured vehicles effectively from far enough away to remain safe.

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EPIC: Ghallamore Cleansing Daemon Incursion List

Mmmm daemon-ey!

Mmmm daemon-ey!

Hi guys,

Just a quick post – I have recently updated the NetEA list I have been working on, the Ghallamore Cleansing Daemon Incursion list. It aims to represent an EPIC army composed entirely of Daemons, without relying on Chaos Space Marines, Cultists, or Daemon Engines. It is still a long way from balanced or finished, but please have a read and let me know what you think.

Click here: Ghallamore Incursion 2.9

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I am not dead…

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Hi guys,

Apologies for the posting slow down, I have been pretty ill recently and work has been piling up massively as I come towards the end of my PhD. I am back home for the summer now, so expect blogging to pick up a little, with the Lost and the Damned tactica needing to be finished off and complete army pictures of my EPIC Imperial Guard to come.

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