Hi there all,
So my paint brush has been a little busy these last couple of days. One of the things I am very conscious about it making sure the "hobby" part of Warhammer is not lost in all the tournament playing etc. So as part of this, I try to make sure my armies also have "fun" options that I might not necessarily take to an event, but are competitive (and fluffy) enough to keep me interested. Along the way, I occasionally discover some gems (who would have thought wardancers were still useful in 8th?)
Anywho, first up my latest Witch Hunter:
So looking pretty cool in his trench coat. I wanted this guy to be rather mute in his colours as I imagine him to only ever come out of the shadows at night, and in the rain. The purple feather (and left leg) are there for some interest/army tie in colours, but on the whole his focus is killing evil doers.
Next up, my Hurricanum:
Alrighty. So I've been putting off painting this one up. For starters I wanted to really evaluate the pros and cons of the Hurricanum vs the Luminark, and secondly I had no appetite for painting all the damn planets! So as you can see I woosed out on doing all the planets fancy colours and stuff and instead did them all up as balls of energy. Also note 2 broke off before I even got a chance to paint them, so they are super fragile!
I thought it a little weird switching the pop colour to blue, but I think it's justified because it is supposed to be a weather magical device thing (and blue is more weathery than purple), and the focus of the blue is on a completely different part of the model to the usual purple spot colour, so it "works".
So, when would I use these bad boyz? Conveniently I've put together a sweet list that no Vampire player will ever want to face:
DENY THE WITCH!
Art Collector: Ha, GW, 4++, Dragonhelm, Crown of Command 199 (and a very heavy head)
lvl4: light, scroll 225
BSB: Full Plate, enchanted shield, Sword of might, opal amulet 131
lvl1: light 65
Warrior Priest: Barded Steed, HA, Charmed Shield 88
Witch Hunter: Brace of Pistols, Potion of Foolishness 60
Witch Hunter: Brace of Pistols, Potion of Speed 60
10 Archers 70 (mage bunker option 1)
10 Archers 70 (mage bunker option 2)
5 Knights: Musician 120
48 Halberds: Full Command 318
5 Archer detach 35 (Witch hunter posse #1)
5 Archer detach 35 (Witch hunter posse #2)
Cannon 120
Cannon 120
5 Demigriffs: Musician 300
Stank 250
Hurricanum 130
2396
yup, that's 4 characters under 90 points each-almost goblin levels of cheap! No surprises how the list works. I COULD fit the war alter in if I wanted to, but not sure if it is really needed, and it would mean having to paint it up. I still got a bit of work (getting the 48 halberd bases up to new standards...sigh), but I should hopefully get an army pic, and a battle report with it after Skitterleap.
Though as it stands, the boarderlands where my forces of Sigmar defend are suffering a wee bit of in-fighting. Scouts have reported 2 local rival Vampires, Count Ryan and Count Glen, have finally engaged in hostilities towards each other. Luckily my scouts managed to get some crude sketches of the battle.
It appears Count Ryan has been trying unorthadox tactics
And they both have been unleashing the worst monsters they can against each other
In the scene above it was reported that the zombie unit drunk the well all battle, continously throwing up until they were nothing but skeletons.
The battle quickly reached a critical moment:
The scouts noticed a surge of magical energy as Count Ryan's general called upon the forces of hell to do something scary (probably raise more zombies because 100 in a unit clearly isnt enough). Count Glen's Ghoul King general (staying at a distance) muttered something ghoulish under his breath, my scouts called on the power of Sigmar ("use the earthing rod to re-roll that 10 on the IF table, this early in the game it's not worth losing wizard levels"...). and Count Ryan's General disappeared in an explosion.
Resulting in a Victory for Count Glen's screaming forces. Both sides were severly damaged in the skirmish, meaning my province is safe from incursion for the next wee while. Taking advantage of the relevative peace, the Art Collector has been kitting up his horse and preparing an expoditionary forces to the Land of Dunn for next weekend before the grand meeting of armies at "Skitterleap".
The Brush of Doom is my attempt to show case my armies and painting progress + try get into the habit of actually making battle reports.
Monday, 8 October 2012
Tuesday, 2 October 2012
Just a quick second game...
Woohoo! Two games in one day!
Game 2, same lists, same terrain as last time (previous post), but this time we're
playing blood and glory. Now with my list it is basically if my ICKS die,
usually means my Art Collector and BSB have also died, so game over for me
unless I can pull something amazing out of nowhere with my Demigriffs and
mages. This also means I lose my fortitude (something that will need to be
looked into-might need another banner floating around somewhere...). Ryan's army has no BSB, so has a few more
banners than me to compensate, but basically has the same "problem".
Anywho, we deploy tit for tat and my deployment looks
like this:
with the cannons on the extreme flanks. I would have
deployed them more centrally, but the hill in the middle meant it would block
their LOS considerably + cannons on flanks = chaff goes after them = not
blocking my hitting force, so a sacrifice I'm happy to make.
Ryan deploys like this:
Splitting his forces into 2 equal "wings" with
knight bus central (perfect) and terrorgiest to the side (perfect).
TURN 1
So I lose the roll off and Ryan goes first and moves up
like so:
He then rolls up a 12 dice magic phase (not so useful to
VC's when not in combat-very much like the lore of shadow in that respect).
Casually IF's vanhels (killing 3 knights) and moves up ghouls and spirit host
like so:
loses 4 dice (so 4 left to my 6) and decides to cast the
vortex spell and somehow my 6 dice fail to dispel it.. Vortex goes through the
knights killing 7 (!) and the archer
bunker...
So naturally I promptly fail a re-rolling ldship 10 panic
test on the ICKS and flee of the board, loosing me the game.
END RESULT
If this was a tournament I would have played on. Charging
the demigriffs into the terrorgiest if enough died, or into the knights if they
survived the scream with sufficient bodies. I think that moving the spirit
hosts and ghouls up was a mistake because I had an easy flank charge on the
spirit host then combat reform to face off with Black Knights, and the ghouls were
too far forward to be of much use except for a convenient target for the stank.
A better move would have been to hold back a bit, see what the Stank was going
to do (run straight at black knights) and then block it with a spirit host
charge once my ICKS were not in a position to help. Even then this is risky as
I had the enchanted blades spell, so any unit could shrug off the spirit hosts
if I'm also threatening a Final transmute/searing doom elsewhere.
So I was a little annoyed (as you would be) that I had
lost the game in the first magic phase, but that's life and at least I had a
sneaky plan that could have worked...
Sunday, 30 September 2012
Putting my dice where my mouth is Empire vs VC
Hi all,
As promised to Ben, I have TWO battle reports from a good
day's gaming with Ryan...I think I might need to come up with some fluff for my
army being based on the border with Sylvania given all the Vampire action it
has been getting recently (not in THAT way...).
Anywho, the list I used:
Alector the Art Collector: 228
Bsteed, HA, sh, Dhelm, COC, 4++, biting blade
Bogan lvl4: 200
metal
BSB: 144
Bsteed, FPA, sh, Sword of Anti-Heroes, pofool
Captasus: 141
FPA, ch.shield, DBGem, Somight
Engineer: LA 66
lvl1: light, scroll 90
13 ICKS: FC-Sodiscipline 370
5 Knights: m 120
10 archers 70
5 archer detach 35
5 archer detach 35
2 cannons 240
5 Dgriffs 290
Stank 250
Hellblaster 120
2399
Vs the Vampires who looked something like:
Vamp lvl4 on horse with sword of anti-heroes, 4++,
earthing rod, asf, red fury.
Vamp lvl1 on foot with 3+as, sword of might, luck stone,
red fury
2x25 zombies with banner
30 ghouls with champ
4x5 wolves
2x1 spirit hosts
13 Black Knights: FC
2 varghulfs
Terrorgiest
So basically a knight bus, 3 monsters, lots of chaff and
some blocks.
GAME 1: Meeting
Engagement
woot-the 3rd time in a row Ryan has played this
mission-meaning I had to be on my A-game. I won the roll off so deployed first.
My deployment looked like this:
and this:
...yeah. Demigriffs, 1 cannon, engineer, Stank and ICKS
all decide to do a no-show...
The Vamps on the other hand had a more exciting
deployment with only 1 unit of zombies, 1 unit of dogs, 1 spirit host, and a
vargulf off the board...there was still enough left to deploy end to end across
the board!
TURN 1
Going first was useful as it meant I could get my army on
the board! The left corner did a bit of a rejig as I used my newly mobile mages
to get within 24 inches of the knight bus to threaten searing doom (and final
transmute) , while my captasus moved to counter the doggies that could rip
through my back line.
The rest of my army appeared-the BSB and Art Collector
hopped into the ICK bus, the dgriffs came on next to them while the stank came
on perfectly lined up for max cannon shot at Terrorgiest. Now we had to check
the armybook about this one. We knew the stank was to come onto the board in
the "remaining moves" section-so could not use any steam points to
move, but declares steampoints at beginning of the turn-rules don't state that
the Stank has to be on the board to declare steampoint use. So I declared 3 (for max cannon range).
Magic phase gave me 7 dice, and Ryan 6 dice (2 channels).
I ummed and ahhed, measured stuff, muttered tactics under my breath, lined up
cannon shots, put the LOS angle tool down in front of a few units to see my
options. After all this much consideration I tactically decided to pick up 6
dice and cast Final Transmutation....drawing out the scroll. Shooting my
shooting phase was awesome. Stank misfires (taking 2 wounds), cannon that could
fire rolls a 1 to wound the Terrorgiest, but my archers kill 2 doggies! I guess my metal mage had been doing some alchemy and had used the rule of equivelant trade (further evidenced by all the homoculus/undead walking around...)
So onto the Vamps. The shot up doggies move forward with
Vargulf close behind.
Oh the other side the Black knight bus moves up (and then
vanhals forward a bit after pic taken).
Terrorgiest, surprised that it has lived, moves to counter stank and have a
nosy at the Demigriff flank.
Magic results in IF vanhels (1 knight dead) and not much
else. Shooting phase (yes, Vamps now get one) saw the power of the Terrorgiest.
I had to double check the Empire armybook because the Stank is now ld7 = 9
wounds from scream (+ the 2 already taken form cannon misfire) = Stank taken
off the board to much yelling of "TAKE IT OFF!"
TURN 2
So with my Stank first late to the game, and then
screamed off the board + the knight bus wanting to punch through my lines I had
to think fast and carefully. Looking at the situation I saw that my ICK bus had
a reasonably risky charge (needed an 8) on the flank of the spirit host that
was blocking my Demigriffs. However this charge would either a) result in an
overrun into the terrorgiest leaving the Demigriffs free to tackle the
blackknights, or b) a sweet combat reform to threaten the flank/rear of the black
knights (depending on how they acted). I took the risk and made the charge!
On the other side, some of my archers moved to delay the
ghouls from eating their way through my artillery. Captasus charges into the
doggies with a sweet overrun into vargulf. My Mage bunker moves back to get
some breathing room (while still threatening searing doom and final
transmutation).
Magic phase for me is a bit of a tactical one. I start my
failing to cast burning gaze on 2 dice (rolling a 3...). I then offered plague
of rust on the knight bus (:O controversial making it harder to kill with
searing doom...) which was dispelled = enough dice to get final transmutation
off! 4 dead knights and a nervous "5" rolled for the general. In the
shooting phase I start with a very impressive arrow show that accidently kills
a single ghoul. I then very tactically aim the cannons at the terrorgiest and
kill it with a single shot along with a counter battery of "YOU ALSO TAKE
IT OFF!". The other cannon bounces off a vargulf. The hellblaster takes
aim at the knight bus hoping to capitalise on the final transmutation rolls 6,
6, 2. I spent a long hard minute staring at the dice and going over probability
tables in my head and decided I was a risk adverse person and re-rolled one of
the sixes and got a 1 instead of going for a triple 6. So only 3 shots...none
of which hit.
In combat, the captasus passes his fear test! and kills
the doggies-overrunning into a vargulf. The ICKS easily take out the spirit
host thanks to magical attacks on the BSB and Art Collector. I then combat
reform to option a) since the terrorgiest now has a cannonball shaped hole in
its remains.
So how will the Vamps respond? Rather aggressively. The
ghouls go to eat the roadblock, Who KILLING BLOW 2 ghouls with stand and shoot
(well, they would have if they had the rule) before the vampire does a wee bit
of overkill and cuts them to ribbons. Swift reform to face the hellblaster. The
Knight bus then takes the easy option and charges the vanilla knights (who have
a musician -killer of the undead).
On the other flank, one of the doggie units sees the
flank of the Captasus and bounces on in.
Magic phase gets a sneaky vanhels off (IF-Vamp lord has
now survived 2 Final Transmutes and 2 miscasts without having to resort to the
earthing rod. However the supporting vamp takes a wound) and curse of years
that kills 2 knights. Shooting phase...oh right dead turn 2 :P Combat with the
Captasus is depressingly familiar-failed fear test (aaaargh scary dogs!), 2
wounds suffered, and he runs away!
Black knight bus combat. Vamp lord is feeling rather
weird without his sword of anti-heroes buffs and only manages to kill 2
knights. Even with vanhels the Black Knights only manage to hit once (!), and
that bounces off my 1+as. The horses on the other hand manage to bring another
knight down. So 3 kills, charge and banner = down by 5...ldship 10 from general
and re-roll from BSB = pass the ldship 5 test to hold! Not looking good for the
Vampires...
TURN 3
With a quick glance at the situation my ICKS rear charge
the Back knights (who had reformed deeper), and the demigriffs manage to get an
awkward flank charge off as well.
On the other side my Engineer, inspired by the knights,
decides to nobly sacrifice himself-hey-he has light armour so he should be
sweet! The bogan mage leaves the archers who go be a stubborn trap for the
zombies while my lvl1 bunker shuffles back to avoid the fast approaching
vargulf. The Captasus rallies and stares down the vargulf.
Hoping for a high roll to nuke the vargulf, get plague of
rust and/or transmutation of lead, get re-roll to wound on the ICKS, and dispel curse of years, I instead get 4
dice that promptly dispel curse of years...gotta love magic. My shooting phase
is another hail of arrows that kills maybe 1 or 2 zombies. My Hellblaster also
opens up on this ghouls. 18 shots...3 dead. And to top it all off, a cannon
explodes.
So down to the combat to end all combats. The Vampire
Lord realising there were only 2 knights in front of him, while a challenge
could net more Combat Res, opts to challenge a proceeds to let out all his
frustration on the ICK unit champ killing him 5 times over. Then I get my turn
to UNLEASH the might of the Empire. The Art Collector gets distracted by the
pretty tassels on the Black Guard uniforms (rare collector ed. Sylvania attire)
and fails to get through the armour. The BSB completely forgets about the potion
of foolishness and only has 4 attacks that also only scratch the armour. The
demigriffs are up next and only hit twice and also put some impressive
scratches in the armour. However then the Knights get their lances into play
and all the hatred attacks hit and 1/2 the demigriff rider attacks hit (ie 1
from 2). This in turn fells SEVEN knights! For none dead in return. To add
insult the horses then kick down another leaving the musician, standard bearer
and Vamp Lord alive. However the weight of combat res means that the Wicked
Witch of the West melts (Combat res...a
Vampire's only weakness). Crumble is painful and very much swings the game my
way.
Lucky the supporting vamp is still alive to save the
vamps another round of crumble. The Vargulf vs Captasus fight continues with a
passed terror check...but a failed fear test..and then a dead Captasus.
The remaining Vampire solo charges the hellblaster as I
frantically re-read the stand and shoot rules fruitlessly for something that
will let me fill the vampire full of lead. The (now much reduced) zombies
charge into the archers in the forest. The ghouls reform to hopefully hold up
and do some damage to the ICKS.
No magic phase (scroll) or shooting, but needless to say
the hellblaster got stomped.
TURN 4
What to do? ICKS smash into ghouls, Demigriffs take on a
single doggie and the light mage marches up to the flank of vargulf and BBQ's
it. The engineer walks back to divert the vamp away from the artillery. (who
dispelled a searing doom of...er..doom).
The archers heroically win combat by heaps and the
zombies crumble to 4 (when pic taken), and the ghouls crumble to 3 left.
In vamp turn, engineer, zombies, and ghouls all die and
we call it a game.
END RESULT
A resounding victory for the Empire. The first time I've
managed to trap the Black Knight bus and get SCRes on my side. I felt I dealt
with the chaff well considering I had nothing on the board turn 1 and a number
of threats to deal with.
Lore of Metal and
lore of light combo?
I'm sold on it. I never draw out scrolls early enough in
the game and with this lore I have 2 spells that can do it (searing doom and
final transmute). The high casting cost of searing doom is countered by the
easier casting costs of plague of rust, enchanted blades, and to an extent
transmutation of lead. The only spell I dont want is glittering robes-meaning I
always have a spell I want to swap for searing doom.
Burning Gaze is a perfect counter spell for the lore of
metal. I thought that the base fire spell would be more useful, but it cannot
be boosted in strength-meaning it can more easily bounce of high strength
things. The only worry with lore of light is that it means my army has
"light metal" which is far too close to being accused of being a fan
of Creed...
What would I
change?
Only change I can see is the BSB's equipment. Sword of
Anti Heroes is a nice to have, not a need to have. For the same points I can get a 5+ ward, or
MR(2) for the unit. Drop the potion of foolishness for the warriorbane to keep
the magic attacks (because I play VC's a lot).
Sunday, 23 September 2012
The Empire's new Clothes
Hi all,
So I've finally got the Empire army all ready for
tournaments, so I figured I'd show it off.
THE STEEL
Group shot of the 1+/2+ armour save brigade.
Stanky Stank
5 Standard knights with a musician. My 1+ as diverters
and road block. Also handy for rushing a flank etc.
13 Inner Circle Knights with Full Command, Standard of
Discipline with BSB and Archlector in tow. I've done them on 3 connecting
movement trays to make them easier to move around and also so I don't be such
as "slave to the movement tray" and take advantage of swift reform +
Crown of Command goodness.
The "K'daai Destroyer". My Pegasus mounted
Captain with charmed shield, Lance of Might and the dragonbane gem. I've got
him on an ogre base which I have been able to get away with (ie what peg
knights have), but for competitive play I will bluetac 2 calv bases underneath
to give him the 50mmx50mm base which I believe the GW Pegasus for the Empire comes
with.
The Demigriffs. I was toying with 2 units of 3, but I
found that as soon as 1 died, they were useless . Also having 2 units
encouraged me to be very, very aggressive with the army when my experience with
Empire has shown that a more conservative approach can sometimes be more
fruitful. A big unit of 5 means I can hold them back and smash into key units
with plenty of grind potential. Also give me somewhere to hide the captasus.
THE SCOUTING
PARTY
10 Archers with 2x5 archer detachment. No nasty surprises
here. 10 to be a mage bunker, and 2x5 to go catch manglers/redirect stuff etc.
THE GUN SHOW
Ignore the bases on the crew-finishing them tonight while watching Stargate. 2 Cannons and a Hellblaster with an Engineer
to keep things interesting.
THE CHARACTERS
Group shot of the characters.
(from left to right ignoring Captasus who was mentioned
above)
BSB has the
Crown of Command and Warriorbane for magic attacks
lvl1 Light mage
with scroll. Magic missile ftw!
lvl4 Metal mage. A few buffs and hexes,
Final Transmutation, and an answer to armour + all but guarantees me victory in a mirror match.
Engineer...wearing
light armour because it COULD save his life + the Marco Columbo model has
armour on.
Arch Lector
(general) with Dragonhelm, Sword of Antiheroes, 4+ ward, and potion of
foolishness.
So that's the army. Hope you like it. TBH I'm not a fan of
the basing, but I've kept it like that because to change it would mean
re-basing 150ish state troopers, 60 flagellants, 30 Great Swords etc so for the
sake of my sanity I will learn to live with it!
The paint scheme is consistant with my original Empire paint scheme (purple and white that very quickly evolved to black and purple!), but being more knight heavy with the new book I've evolved it to be more like the Blazing Suns, just swapping the yellow for purple.
Now to get in a few test games and get some battle reports prepared.
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