Tuesday, July 28, 2015

Battle Report : Loot - Nature v Undead

So we had a 1000 pt 2nd edition battle last night.  On the left is Kara Brown playing my demo Nature army, consisting of (from top of the picture to bottom):
  • Regiment Forest Striders
  • Horde Fire Elementals
  • Regiment Air Elementals
  • Druid
  • Horde Earth Elementals
  • Regiment Air Elementals
On the right is Jon Carter, playing his (admittedly nasty) Undead list with (again, top to bottom):
  • Regiment of Mummies
  • Necromancer
  • Legion of Zombies
  • Regiment of Revenant Cavalry
  • Vampire on Undead Dragon with Ensorcelled Armour

Jon won the roll off for deployment and picked the right side by deploying a unit.  After everything was deployed, Kara's Forest Shamblers did their vanguard move toward one of the objective markers.

After deployment and vanguard move
Kara won the roll off for first turn. Her forest striders moved to take the objective, and her other units moved up.  The air elements moved behind the trees so that the cavalry and dragon couldn't see them (oh yea, the two pieces of felt were forests, but we were too lazy to walk over and actually get some trees out of the box on the shelf - and you would just have to move them out of the way anyway).

For Jon's first turn, he moved the mummies and zombies up, as well as the revenant cavalry and dragon.  He then attempted to surge the mummies into the forest shamblers, but only got 5 successes (from surge(8) and they were just short.

After Kara and Jon's first turn
On Kara's second turn, she flew the air elementals over the forest to threaten the dragon's flank (she couldn't charge him because being fully behind the woods (difficult terrain, height 4) she couldn't see him.  The earth elementals repositioned themselves - waiting for the dragon and cavalry charge they knew was coming.

She charged the mummies with both the forest shamblers and fire elementals,   The air elementals flew into the woods to charge the necromancer (and Jon smacked his forehead forgetting that they had the range on him and not better protecting him)

The druid successfully casts Bane Chant on the forest shamblers - increasing their crushing strength to 2.

The air elementals, not being hindered because of the army wide pathfinder rule, did five wounds on the necromancer and easily routed him, then regrouping to turn around.

The forest shamblers and fire elementals did a total of nine wounds on the mummies, but wasn't able to rout these high nerve undead (NE -/18)

after Kara's turn 2
Jon then counter-charged the forest shamblers with the mummies, their regeneration kicked in and healing 3 of their wounds, while the zombie legion charged the fire elementals.  The dragon moved to pick up the objective counter and pivot to face the air elementals.  The revenant cavalry repositioned themselves, not wanting to leave their flank exposed to the air elementals, knowing the shambling earth elementals were not a threat yet.

The dragon used it's breath attack on the air elementals causing 2 wounds but they remained steady.

The mummies attacked the forest shamblers, causing five wounds but failing to rout them (by one).  The mummies did recover another wound however.

The zombies poured their thirty attacks on the fire elementals, causing seven wounds but failing to rout them (also by one point)

After Jons's turn 2
 Kara start her third turn by charging the revenant cavalry with the air elementals - hoping to remove their thunderous charge and getting out of the charge arc of the dragon.  The forest shamblers counter charged the mummies, and the fire elementals counter charged the zombies, while the air elementals charged their rear, and the earth elementals slowly moved toward the objective.

Once again the druid cast Bane Chant on the forest shamblers.  In the combat they only did two wounds to the mummies, failing again to rout them; losing the battle of attrition against their regeneration and lifeleech.

The fire elemetals did nine wounds to the zombies, while the air elementals did seven from the back - however the huge NE value of a zombie legion means they were steady and fought on.

The other unit of air elementals totally whiffed (what, they are nothing but air) against the revenant cavalry - so they were not disordered - not good for nature!

After Kara's turn 3
 Jon has the mummies counter charge the forest shamblers, regenerating another wound on the way.  The zombies countercharge the forest shamblers, the reveant cavalry charges the air elementals, and the dragon turns to face the earth elementals.

The dragon breathes on the earth elementals, but only a single wound gets through their rocky hides.

The revenant cavalry does ten wounds on the air elementals, aided by their thunderous charge that they did not lose since they were not damaged in the previous turn, then pivots to face the earth elementals.  The zombies smothered the flames of the earth elementals with their rotting bodies to do ten wounds and rout them, pivoting to face the earth elementals in their rear.

After Jon's 3rd turn
 Kara pivots with the earth elementals, and moves them up to take the objective, but keep both the dragon and revenant cavalry in her front arc.  The forest shamblers counter charge the mummies, again.  The air elementals fly over the zombies, then pivot 180 (90 + 90 for being nimble (from being flyers)).

The druid casts surge on the air elementals - easily charging the rear of the zombies, who, being completely brainless, have no idea what just happened to their prey.

The air elementals then do nine wounds to the zombies and rout them by 2.  The forest shamblers do three wounds on the mummies but fail to rout them again (needing those 2 extra points that went to the zombies)
After Kara's 4th turn
The mummies once again charge the trees, once again regaining two wounds from regeneration.  The dragon and the revenant cavalry both charge the earth elementals.

The mummies finally win this battle of attrition, causing five more wounds to the air elementals, who disappear in a puff of air, leaving the objective token to the mummies.

The dragon does four wounds, and the cavalry does two more, but even the combined might is not strong enough to rout the DE 6+ earth elementals in one frontal charge.

After Jon's 4th turn
 The air elementals charge the flank of the revanant cavalry, while the earth elementals counter charge the same unit.  The druid runs up to provide inspiring support to these two units.

The air elementals do four wounds to the cavalry unit, and the earth elementals do an additional three more.  But on the nerve check the dreaded snake-eyes comes up, and the undead just ignore these.

After Kara's fifth turn
The mummies move up, regenerating another two wounds.  The dragon and the revenant cavalry both charge the earth elementals.

The dragon does another five wounds to the elementals, while the cavalry, who have finally lost their thunderous charge because of the prior combat, only add two more.   However this is enough, and the earth elementals are routed, and the dragon takes their objective token (because even undead dragons are greedy and want ALL the loot).
After Jon's fifth turn
As a last, desperate gamble, the air elementals fly over and behind the dragon.  The druid then surges them into his rear - giving them 27 (triple) attacks this turn.

She rolls the dice, getting 17 hits.  She then rolls to damage - and everyone is shocked as she doesn't manage to get a single wound (needing 6's)
The dice betrayed Kara throughout the game, but never as badly as this.
On Jon's turn, the dragon charged the druid.  The mummies fail to regenerate the three wounds that ares still on them, and the revenant cavalry kind of meander away.

Dragon vs druid - he doesn't even make a light snack as he takes five wounds and is routed even with his own inspiring.  The dragon then turns to face the elementals in case there is a 7th turn.
After Jon's sixth turn
And there isn't.  The game is over - Jon had all three objective tokens, so wins 3-0.

The mummies were definitely the champions of this game, not only being tough and strong, but the new regeneration rules plus lifeleech meant that they ended up healing back nearly all the wounds they suffered.  And then add to that their high nerve for a regiment.

The dragon was impressive - but not overwhelming.  Taking a token slowed him down to SP 5, but in general he didn't need much range.

The dice really hated Kara in this game.  Being tied up for almost the entire game with the mummies was not in her battle plan, nor was eventually losing to them after charging them with both the forest shamblers AND the fire elementals - both of who had CS(2).

Overall a good game, and not nearly as lopsided as their match up at Adepticon.  Jon joked as we packed up afterward that he only wins against Kara when it doesn't count - and is hoping to recreate this victory on Saturday at Gencon!

Monday, July 27, 2015

Moving Armies pt 4 : Goblins w/ Orc Allies

Ok, so for the last part of this series comes the lists that are most likely the most difficult to convert, simply because what is one army in Warhammer is two in Kings of War - Orcs & Goblins.

I actually have two Orc & Goblin armies.   The second one was Da Beech Boyz - follow the link if you want to see them.  I tried to convert it, and it was really too evenly split.  I thought the same was going to be true for The United Greenskin Postal Service (old pictures on the site) but then I realized I had a lot more goblins than orcs - so actually could do goblins with orc allies.  Or even just goblins.

Goblins with Orc Allies - 2800 pts 

The United Greenskin Postal Service
The older United Goblin Postal Service
A little bit of history of this army.  When I first started playing WFB some 14 years ago, I initially liked Orcs & Goblins.  I found one person who played - and he already had Orcs & Goblins - so my thinking was I had to pick something else.  I went with Vampire Counts simply because I knew how to paint skeletons already, and I was a little intimidated painting an army as opposed to a few roleplaying miniatures.

Well I learned after a while that different people will make totally different armies from the same lists, so when I got a little tired of VC (I played an army with no Vampires - didn't work that well), I thought I would start something new.  I liked goblins, and like all the random stuff that could happen with them, from squigs to fanatics.  So that was my theme - though you can't really paint random.  The ideas I had were a circus (and I'm glad I didn't, because I have seen a fantastic circus goblin army) or the idea of 'going postal'.  Thus was the UGPS born.  No, I have no connection to the postal service or anything like it.  I had lots of squigs, fanatics and wizards.  When someone said it wasn't fun to play against, I added 40 goblins, a big boss and a bsb with the banner that boosted his leadership to 9.

Then a new edition and a new army book came out.  Gone were the free heroes (who were on chariots) and several other items, so I decided to add a few orcs and it became the United Greenskin Postal Service.  I re-based all the units I was using for this - so you will see the original old green bases vs. the newer brown ones.

So how did I turn this into a Kings of War army?  Well we start with goblins.  Lots of goblins.

  • Sharpstick Legion (230) + Brew of Strength (30)
    • It turns out I have more than 100 goblins with spears - 40 goblins and 60 night goblins.  These are spread over 3 units though.  The biggest unit was the email unit - 40 regular goblins w/ spears.  Since I had replaced the goblin UPS boyz with Orcs, I figure I can add 20 of these in the back.  Give the CS(1) - now 35 attacks, phalanx and NE 25/27 - nice solid block for the core.
Their shields all have an 'e' on them.  The banner is a can of spam with the NO symbol on it.  I have some fighting (for the animosity rule) inside the unit.  Of course they failed their test two or three times a game (more than any other unit)
  • Sharpstick Horde (155)
    • I had a unit of 30 night goblins w/ spears - this was the Snail Mail unit (all the models had shells as shields).  Yes, i repeated the idea in Da Beech Boyz (I hated doing it, but it fit so well and I couldn't think of anything else) but I didn't want to mix them (worse than I was) so the rest of the goblin UPS boyz filled out the back rank here.
I do like the snail mail image I found for the banner.  Plus the really old night goblin flipping the bird (for quite a while I had to have one of these in every night goblin unit!)
  • Rabble Regiment (75 pts)
    • I like variety, so when I originally did the army I gave some spears (which was most effective), some bows, and some hand weapon/shields.  This was actually a pain, as the plastic night goblins then did not come with that option - so I was cutting off bows and spears and replacing them with leftover hand weapons from my previous VC army.
These are the philatelists.  All their shields are different stamps.
  • Spitter Regiment (85 pts)
    • One problem I have found was the spray varnish I was using on my models yellows after a few years.  Thus you can see their white banner is yellowed unfortunately.  Aside from painting them blue, I really couldn't think of a conversion for the OverNight Goblins.
I thought it was one of the better names.
  • Goblins.Mawbeast pack Regiment ( 95 )
    • So the random theme comes in with a squig herd.  Originally squig hoppers were part of the herd - they then became their own, separate unit with the next book.  One problem is that WFB squigs are on 20mm bases - while Mawbeasts are cav.  A regiment of cav is 125 x 100 - so I just put six across and five deep - almost the right size.  The hoppers were meant to be dogs chewing on the mail.
If I were to rebase this, I'd put a squig and a herder on a cav base
  • Fleabag Rider Sniffs Regiment (145)
    • When I first started on this, I thought I only had enough for two troops.  However digging them out of storage, I found I still had all 10 of the pony express unit, even though five had never been rebased.  (But it does unlock another hero/monster/war engine slot).  Each of them has a leather pouch with letters sticking out of it.
Wolfie Express?
  • Fleabag Rider Sniffs Troop (95)
    • With the new book came new spider riders - and these naturally became my web-mail unit.
Spider riders web mail

  • Fleabag Chariots Regiment (110)
    • In the first incarnation with all goblins, if you only took goblin heroes then you could take an additional goblin big boss per 1000 points - so I took 2 and put them on chariots with extra crew and extra wolves - to give them more attacks.  Two of these is the size of three  normal chariots (i.e. 150mm wide), so there you go. 

I put magnets in the chariots so they could have heroes or just goblins.
  • Sharpstick Throws ( 55) x 2
    • So two spear chukkas become sharpstick throwers (note the messages tied to the bolt).  I actually have two more of these, but ran out of slots.
I enjoyed making mini diorama's out of each of these - especially when I found the guys on the right - they are from two different 40K war machines, but just go together so well.

  •  Big Rocks Thrower (80)
    • What else to use the rock thrower as but a rock thrower.  Converted all the crew to be carrying packages - I like to call this one "Special Delivery"

The sculpted mailbox for the counterweight turned just ok

  • Big Rocks Thrower (80)
    • I like these better than the sharpstick throwers, and I realized that the doom diver actually fit the bill pretty well.   

When posolutely, absotively has to be there. . .

  • Mincer ( 80 )
    • The snotling pump wagon fits this perfectly. 
A fun, characterful model.  I love the different snotlings (and have added a few).  The one on the front tied to a big stick is my favorite.
  • Giant (190) x 2
    • I can't say why, bit I've always liked giants.  I only have 5 of them - three in this army.  The first two were from the "Giants of Albion" old regiment of reknown - with a few snotlings thrown in for fun.  I added old metal river troll heads and painted them green - because why would a pink skinned giant join a greenskin force?.  I used a copier to take an image of the old GW mail order box and reduce it down, and pulled the white dwarf covers off the web.  I thought those helped with the theme.

All I did was replace the rock, add the snotlings and stick the "magazines" behind his finger - they were basically already posed effectively.

  •  Giant (190)
    • When then plastic giant kit came out, I had to have one.  This is a fantastic kit and, I feel, one that is actually reasonably priced.  There are just so many options for it.  Of course I didn't use any of the heads it came with, instead going for the third river troll head, and adding the mailbox to the club (the rope is a pipe cleaner with the fuzz burned off and then painted).  His belly says "Return to Sender"

Such a cool kit.

  •  King on Chariot ( 130 ) + Medallion of Life (30)
    • Ok, so this was never "officially" in the army, but that was because we I never played where special characters were allowed.  This is the old "Grom the Paunch" model - a huge fat goblin who once ate troll meat - and that gave him regeneration.  So naturally I took the Medallion of Life to give it to him here as well.

I ordered the special chariot crossbar to convert one of the previous chariots - back when you could still order individual bits.
  • Wiz (45) + Bane Chant:2 (15) + Fireball:6 (15) + Wind Blast:5 (15) + Boots of Levitation
    • A fully equipped wiz - with the ability to march and still cast spells.  Almost as good as mounting him for flexibility.

In the earliest version, he was a lord level shaman with "Ditto's Double Dealin Doodahs" which allowed him to cast the same spell twice.  Can you say double "Path of Gork"
Orcs - for a 2800 pt army, I can spend 700 pts on Orcs.  I wanted to see how much I could get out of my existing one so I put in as many goblins as I could.  However I don't have 700 pts of Orcs in the list
  • Orc Ax Regiment (125)
    • I mentioned above where I had replaced the goblin UPS Boyz with orcs - well here they are.  All in brown tunics and shorts.  They don't have the UPS shields that the goblins had, but it still gets a smile.

I actually had these with 2 handed weapons but I felt they fitter better as AX
  • Orc Morax Regiment (200)
    • Black orcs actually fit as either Morax or Greatax, since they have both great weapons and 2 handed weapons.  Personally I feel that morax are more effective, so they get that.

Hard to see from the angle, but they are all painted up as mailboxes - with the UPSP eagle across each of their bellies.  Another unit that was just painted differently and not really converted per se.

  •  Orcling Horde* (90)
    • I had forgotten that I had actually made 10 bases of snotlings.  I never did get around to add the tiny packages and letters I wanted on these bases.

These were going to be sorting the mail
  • Krudger (130) + Stabby Sneak (15) + Zappy Sneak (15)
    • So I can fit one Orc hero - so of course a maxed out Krudger.  This was made from the orc character kit - it actually had the stuff to make two characters (and a boar mount).

I really like that Kings of War doesn't care that he is on a mailbox (which is to make him stand out as a character, not get any kind of Line-of-Sight advantage)
 Army points - Goblins : 2225   Orcs : 575

I do still have a few models left yet.

  • 2 bolt throwers
  • 12 night goblin fanatics
  • 4 snotling bases
  • Goblin Big Boss
  • 4 Night Goblin Shamans
  • Goblin Battle Standard Bearer
  • Orc Battle Standard Bearer
  • about 10-15 more night goblins from various units (including squig herders)
So thanks for reading.  As you should be able to see, you can easily use most (if not all) of your existing Warhammer models in Kings of War.  Some map perfectly, others are close, and others you may need to "count as", but if you are still interested in playing a fantasy mass combat game, there is no reason not to give it a go. 


Saturday, July 25, 2015

Moving Armies pt 3 : Ogres

I'd been playing an all goblin army for a while, so when GW introduced the Ogre Kingdoms I jumped right on it, because I wanted an army that could actually hit something in combat.  I purchased the army box right after Christmas and managed to get an army painted in time for a tournament at the end of January.  I've expanded on the army, and when they got a new version then they finally COULD hit something, and became a quite popular army.

This was my least 'themed' army - really the only thing tying anything together is they all have the same tattoo of the Great Maw with flames behind it (I named them the Fire Eaters).  Of course when the Firebelly model came out I had to have one.  I even have the three Forge World Rhinox Riders before they were really good (as Mournfang Cavalry).  I never finished painting my Stonehorn model though, as I was moving on to my next project when it came out (the Drunk Dwarfs).

So, for my third army moved to Kings of War - 3000 pts of Ogres!

Ogres - 3000 pts

The Fire Eater Tribe in all it's 7th edition glory.  8th edition added Mournfangs, the Firebelly, the IronBlaster and the Thundertusk/Stonehorn (which I have never finished painting)
  • 20 Gnoblars -> Red Goblins Regiment (85)
    • These are probably more useful in KoW than I ever found them in WFB.  Plus they have bows, so might do a point here or there
Useless in the game, but some fun models - very characterful
  • 3 Yhetees -> Berserker Braves Regiment (150)
    • It just seemed that the Yhetees fit the berserker idea
It always seemed odd that they never had 2 hand weapons in WFB - since they were modeled that way
  • 3 Gorgers -> Berserker Braves Regiment (150)
    • Same with gorgers, but they don't really mix - thus 2 regiments instead of 1 horde
The one in the middle is my feeble attempt at sculpting my own.  However I'd need him to make 3.  Otherwise kind of an awesome berserker unit
  • 6 Ogres -> Warriors Horde (200)
    • Ogres are ogres
I need new pictures.  I ran them 4x2 in WFB - but they have to be 3x2 in KoW
  • 6 Iron Guts -> Warriors w/ 2 handed weapons Horde (200)
    • Whether they have 2 handed weapons or not.
Again I ran a bigger unit than I can in KoW
  • 6 Maneaters -> Hunters Horde (220)
    • Maneaters seemed to fit the profile for hunters.  These are the older metal ones - feel like they weigh a ton now
These are such characterful miniatures.  I love that each has their own gnoblar - some hidden (like in the female's purse, or under the feather of the 'empire' model)
  • 3 Lead Belchers -> Boomers Regiment (150)
    • I could have used these as shooters - but carrying cannons they are boomers.  BOOOM! hur hur hur
I actually made the scrap in the barrels magnetic so you could remove it when they had shot (since in 7th ed they needed to take a turn to reload)
  • 3 Rhinox Riders -> Chariot Regiment (170) + Potion of the Caterpillar (20)
    • I loved the rhinox rider models, but they never became fully legal
These Forge World models are simply fantastic.  (Especially the champion in the middle).  Of course, since they were Forge World they were never 'legal'.
  • 3 Mournfang Cavalry -> Chariot Regiment (170) + Brew of Haste (15)
    • Instead GW produced the mournfangs - and like the Yhetees and Gorgers, the Mournfanges and Rhinox's don't really mix well - so again 2 regiments instead of 1 horde.

  • Scrap Launcher -> Red Goblin Blaster (65)
    • The old, metal, hard as hell to assemble version.  It looks like something that would just go up and explode.

  • IronBlaster - Mammoth (210) + mounted ballista (10)
    • It is on the correct size base, and it can move and can shoot.  The game effects are pretty similar - even if the mammoth is a baby one.  I have a half painted Stonehorn that would fit the image of a mammoth - if I ever finished it.

  • Slave Giant -> Giant (190)
    • Again a metal model
A bit of steel jewelry chain and a gnoblar to lead him
  • BSB -> Army Standard (80)
    • Ogres with big flags
Conversion, including the look out gnoblar
  • FireBelly -> Ogre Warlock (100) + Fireball (30) + Amulet of the FireHeart (10)
    • Had to buy fireball for this model - can anyone say it doesn't fit?  Plus allow him to fireball and lightning bolt together once a game
With my ogres called the Fire-Eaters - as soon as I saw this miniature I had to have it for the army.  It is like they made it just for my army!  So which is he casting - Fireball or a Breath Attack?
  • Butcher -> Ogre Warlock (100) + Windblast (5)
    • I converted this one before the official (again metal) model ever came out
  • Butcher -> Ogre Warlock (100) + Windblast(5)
    • I never like the heads for these, so swapped out with a lead belcher bellower.

  • Tyrant -> Ogre Warlord (175) + Boomstick (35)
    • The Limited Edition Tyrant that came in the army box has a shotgun on his back.  How can he NOT have a boomstick?
  • Tyrant -> Ogre Warlord (175)
    • Big fighting machine

  • Hunter -> Ogre Captain (135) + Heavy Crossbow (10)
    • The hunter already had a big crossbow (I did a conversion for a better one) - so this was a natural


I actually still have a few models left over as well.  Most of these are simply extra models that don't fit in with the Kings of War unit sizes.  Some were already obsoleted by the 8th edition army book.

  • 5 Gnoblars
  • 2 Ogres
  • 2 Iron Guts
  • 1 Lead Belcher
  • 1 MournFang
  • 2 Sabre Tusks
  • Scrag the Slaughterer

  • 8 Gnoblar trappers (became an upgrade to normal gnoblars in 8th edition instead of separate unit)

  • Lots of magnetized gnoblar upgrades (only useful in 7th edition book)
  • Spell Markers (only useful in the 7th ed book)

  • Lots of magnetized wound markers (don't need to track wounds on each model in KoW)
Ok, so the last few pictures were more to show off the old minis, but hey, it's my blog and I'll boast if I want to. :-)

Next up - pt 4 Goblins w/ Orc Allies