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Showing posts with label Warhammer Fantasy Battle. Show all posts
Showing posts with label Warhammer Fantasy Battle. Show all posts

Thursday, December 04, 2014

Mercenary Archer Regiment

Our Introduction to Miniature Painting class has shown some nice results!  During Lessons 1 & 2, we learned the basics of putting brush to paint to model - and already the proof is in the...arrow quivers?  This entire regiment of Mercenary Archers for our Sword & Sorcery games was painted by the class during those lessons, and if I may say so they look absolutely gorgeous.

"Let's give 'em a volley, lads!"
Once the regiment had been painted after Lesson 2, I had the pleasure of using Army Painter QuickShade (Strong Tone) on the unit.  After dipping all 20 of them, I applied Anti-Shine to get rid of the glossy residue left by the QuickShade once it dries.  The process worked out quite well on these models - perhaps it's their 1-piece simplicity.

The basing material was a mix of some ruddy, Dark Brown flock I had leftover from other projects mixed with some other hues.  Army Painter's Grass Green Flock provides a lovely light green accent, while Gale Force 9's Grass flock mixes it's dark green with the dark brown to make a nice Autumn look.

These mercenaries make good skirmishers, as well.
These warriors will likely see battle many times in many fashions.  Whether conscripted into your Baronial Army as you carve out a domain in Mystara, or raining arrows on the minions of the Dragon Queen on Toril, these are some of the best equipped light troops you can obtain.  This regiment is one of the main missile units for our human armies, and the troops you recruit can be deployed anywhere in your forces / domain.

Paint Guide
  1. Krylon Ultra-Flat Camouflage Brown Spray  (Basecoat)
  2. Elf Flesh  (Flesh)
  3. Bubonic Brown  (Leggings)
  4. Catachan Green  (Coif / Beltpouch)
  5. Vermin Brown  (Wood on Bows & Arrows)
  6. Blood Red  (Arrow Fletching)
  7. Vomit Brown  (Belts)
  8. Black  (Dagger Sheath / Draw Guard)
  9. Army Painter Desert Yellow  (Dagger Hilt)
  10. Boltgun Metal  (Helmet / Arrowheads)
  11. Army Painter QuickShade Strong Tone
  12. Army Painter Anti-Gloss
  13. Mix of a Dark Brown, Army Painter Grass Green and Gale Force 9 Grass Flocks  (Base Cover)
We're going to have a ton of project logs based on our upcoming class lessons.  When the Introduction is over after ten classes, we're not quite ready to stop.  We've got some good ideas for some advanced techniques we're going to teach our class about that will really spur creativity.  Best of all, we'll have more painted stuff for the club to game with!

Monday, December 02, 2013

Double-Duty Kits Make Costs Double?

Oh, Games Workshop.  Your pompous arrogance is the cord that is strangling you.  According to your latest reports, it seems as though you aren't selling as many kits as you were a few years ago.  In spite of that, your profit margin seems fine.  From that, one can only deduce that even though you're selling fewer kits, you're making just as much money as you have been and are even experiencing slight growth in revenue.

Today's rant is based on a concern that has risen in the last few years here at the club and it addresses this very matter.  It's old hat that a portion of the veteran community has been put off by your actions, and you've even told us you don't care about any of that.  We're going to move past all those hurt feelings, and talk about the practicalities of what this means for us going forward.

The other day, we were plotting out Bignutt's Lizardman army and calculating what the cost would be to add 250 points to his army to round it off to 2000 points.  He told me there was a new skink unit he wanted, so we added it to his army list (he likes skinks) and then went to put the buy in the Collective's itenerary.  I was shocked when I learned the asking price for this model.  Really.  Let me explain.

Until only recently, this sort of model (in metal or resin) would cost around $40 to $50 USD.  That's reasonable, it's the equivalent of a tank.  However...GW has created a new practice I like to call the "double-duty" kit.  It's through the use of this method that GW has sustained it's profit margin even though sales are dropping off like lemmings from a cliff.

You see, the Troglodon/Carnosaur kit is currently priced at $85 USD.  That's nearly double what I expected this model to cost.  Is it really that expensive?  Let's examine this kit and a few others.

The kit comes with the pieces you need for two models, the troglodon (with skink rider) and the carnosaur (with saurus rider).  You're not getting two kits - you're only getting one.  Take a careful look at these two pictures and you're realize the only thing different is the rider and the head of the monster.

It goes without saying that it comes unpainted and unassembled, but you should consider that point as well.  I expected this kit to weigh in at $50 USD or so...but $85??  For real?  What is going on here?  Is that extra head and model (whichever rider you don't use) really worth the cost of the kit almost doubling.  I call shenanigans (once again) on GW.

This is by no means restricted to this kit - it seems to be GW's new initiative.  They have phased out metal.  Now they are phasing out Finecast.  Now they want $30 USD for single pose plastic miniatures on a tiny sprue.

Consider also some of the "elite" kits that have come out in the last few years.  Skeleton Warriors cost roughly $28, but Grave Guard weigh in at $50 USD for the same number of models.  Ditto the equivalents for Black Orcs, Tomb Guard, Greatswords, etc.  

Granted, the new Dark Elf release is better, so they might be sensing this isn't working out.  The Executioners/Black Guard kit costs the same as these other elite troops, but is a double-duty kit:  you can make either Executioners OR Black Guard.  That's more plastic in the box for the same price, but at this point that's not worth anything either.  You were only going to make one unit anyway, except now you have a ton more bits for you bits box.  That's usually a good thing, but remember you're talking about units - that's only 10 men per box, meaning you're going to have a LOT of the SAME spare parts.

White Dwarf itself has experienced this blatant price-gouging.  The price has risen steadily for the print magazine, and now it's $10 an issue.  Over the time the price has risen, but the content has deteriorated to the point that it's basically just a monthly release catalog that showcases some rudimentary painting articles.  Haven't you noticed that the paints do everything now, and there's no longer any need to mix paints?

White Dwarf no longer includes fun gaming articles and the design studio in general seems to have completely thrown rules balance out the window - while at the same time GW makes digital rules available online.  New today:  add Be'lakor to your Chaos Space Marine army by buying the digital download for $4.99.  Shouldn't those rules have been in White Dwarf to begin with?  Shouldn't I have already paid for that?

Note that though the cover price for White Dwarf has increased steadily over the years, the price for a subscription has not changed from $100 USD in at least 12 years.  Really?  What does that even mean, other than it's obviously not a production cost?  After this month, I'll no longer collect White Dwarf.  The newest issue won't be readily accessible for the club, and we won't even care - we quit noticing White Dwarf a long time ago.  I do have a contiguous run from 1997 to 2013, so that's neat.  The only new White Dwarfs I'll get will be old ones.

The reason this keeps coming up is the sheer volume of gaming materials we buy as a club.  We literally have a stake in every release GW makes due to the fact that there are only one or two armies across all their games that we don't play.  We're going to build up bits we can never use in the bits box with every buy of a double-duty kit.  Yet that's the genius of the Collective.  Through this careful planning, we have actually reduced by a great deal the amount of money that is projected to land in GW's hands on behalf of the club - and if they could see the numbers they would not like this at all.

Are those extra bits worth it?  I think it's apparent this is a price gouge - if Empire State Troops, Dark Elf Corsairs and Warriors can have two or three builds in the box at $28, why do these certain kits cost double for the same thing?  This sort of thing limits what people will spend, GW.  It's not the other way around.  I know that at least in this particular circle, this is only going to lead to a steady dwindling of sales, which will trickle down with every push until it is ultimately nothing.

Thursday, October 03, 2013

The Brightflow Gap Campaign Log

The 
Brightflow Gap
The Wargate Season 3 2013

The Brightflow Gap Campaign Map

Mitterfruhl 3, 2526 I.C. - The Spring Equinox

Over the last year, the dwarfs in the Grey Mountains have fought and lost a horrible war.  Greystone Pass is lost to his malicious whims of vile Dark Elves, and all manner of other evil creatures encroach upon Wissenland from the mountain passes.  As refugees from Khazid Grimaz pour into human lands seeking a respite from the orcs, beastmen and dark elves harrying them, the men of the Old World find themselves properly involved in the conflict.

In the middle of the Grey Mountains, a tributary of the Reik known as the Brightflow erupts from the mountains.  The streams and rivulets gather in the valley, and join with the mighty river north of the town of Wurmgrube.  Named for the exceptionally sparkling surface of the river, the Brightflow valley is also known as the Brightflow Gap - for it is also a pass directly through the mountains and into Bretonnia.  It is vitally important to trade both in Bretonnia and in western Wissenland, and is the site of many Imperial villages that must be defended by the Empire.

Over the skies of the Brightflow Gap waft huge plumes of evil black smoke.  Some say that they see things in the billowing clouds.  Sometimes, they are tinged a fell color...and some men have gone mad by watching them drift by in the spring sky.  The clouds of vile smoke drift from the west, and already at least one village has been made into a ghost town as the inhabitants frantically got out of the way of the evil plumes.  Horrible tales are told in taverns from Skaeling to Bradenham, but the truth is far worse.

Fekul-Hoof the Foul, Master of Giants and Lord of the Horde, has come to Brightflow.  He has been gathering the herdstones of the tribes he has subsumed, and brought them to one spot near the pass.  As he gathers more herdstones, the shaman has bade his tribe to create a horrid fire about them.  Now, this pyre of feces burns bright and great with all manner of foulness and evil sacrifices.  And as souls are claimed by the fire, the smoke that erupts from the destruction and offal is tainted by Chaos.  Yet, if Fekul-Hoof is to gather enough energy to finish his fecal plan, he must go to war.  War with the Empire itself.

Yet the men and beasts bicker without knowing they are being observed.  Other powers watch - and plot their own moves.  Though they do not know it yet, as man and beast tear each other apart in a vicious and hateful struggle, they are weakening themselves against a foe they are unprepared for.  Neither of them suspect that the ancient dead have designs on the land they now shed their blood upon.

The ancient dead...and even stranger powers now enter the struggle.  A struggle that will prove to be a pivotal flashpoint in the long struggle against the old dark...



Campaign Rules

The Brightflow Gap is the Wargate's Season 3 Campaign for 2013, for the Warhammer Fantasy Battle game.  The campaign will begin July 1st and end on October 1st.  It is a map campaign that utilizes many conventions we have employed in previous campaigns.

Of particular note is the abandonment of Battle Magnitude and the concentration of armies into teams.  There is no longer a need to have a particular number of players, nor are teams restricted to a certain number of member armies / players.  As you will find, the new system encourages more games to be played and neither has a minimum or a limit to the number of games that can be played.  We heartily invite anyone who wants to play to join in our campaign and fight as many battles as they like under their army's banner, or simply join campaign games as allied forces!

Forces
  • Provincial Defenders of Wissenland (The Empire / Dave Bone)
    • House of Zigler (Bretonnians / Buff Bagworm)
    • Ahuiateteo (Lizardmen / Bignutt)
  • Herd of Fekul-Hoof (Beastmen / Jerry Wargate)
    • House Von Klockenshrok (Vampire Counts / Captain Video)
  • King's Vengeance (Tomb Kings / Skim)
    • Face-Eater Tribe (Ogre Kingdoms / Joe Kool)


Campaign Updates


Brightflow Gap Finals
  1. (7.1.13) - The Campaign has begun!  Expository turns see the map cluttered with Fortifications by the Imperial and Tomb Kings teams, and a trail of Pillaged areas by the Chaos Team.
  2. (7.7.13) - Tomb Kings attack Chaos and push them off the Caravan Route and back toward the Fekul-Pyre.  
  3. (7.14.13) - A combined force of Imperial and Bretonnian troops fight a beastman horde to a standstill in the woods near Eastern Oaks.
  4. (7.21.13) - The Imperial team continued its' vicious assault, yet they appear ill-fated from conception.  In the Eastern Oaks, an undead army commanded by Dieter Von Klockenshrok drive the Imperial forces away from the Oaks and back towards Schloss Bestrafe.  In the north on the plains near Wurmgrube, the Tomb Kings defend against the Imperials as a massive coalition of forces descend on their positions.  The Imperial team turned out in full, and the Tomb Kings had some temporary help in the form in Dieter Von Klockenshrok, whose home at the time was under the control of the King's Vengeance.  However, the Imperial coalition was annihilated by the Tomb Kings and the army scattered.
  5. (7.28.13) - Unwilling to admit defeat, the Imperial army moved once again to dislodge the Chaos forces from Greenhenge, but failed to do so even through the fighting was horrible and bitter.  Tomb Kings forces move south into areas controlled by both Chaos and the Imperials.
  6. (8.4.13) - The King's Vengeance decimates the Dwarf Refugee Camp and Ansbourg.  In addition, the host of the undead met with Fekul-Hoof's monstrous herd, and a great battle ensued that saw the Chaos beasts overrun and destroy the Tomb Kings army near Greenhenge.
  7. (8.11.13) - House Von Klockenshrok finds itself under siege by the Imperial team, but in the forest around Bradenham the Bretonnians find themselves haunted by wraiths and flee the city.  Near Greenhenge, the Von Klockenshroks there put up a great fight against the Imperial army, but another battle sees no victor at that black monument.
  8. (8.14.13) - The King's Vengeance is attacked in the third phase of the massive Imperial offensive, but after clashing together the armies simply fall back to their original position and prepare to fight again.  The huge Imperial offensive isn't broken, but they have only lost ground during the push.
  9. (8.18.13) - The Face-Eaters Tribe is attacked near the Refugee Camp at dawn, and after fighting all day, the armies retreat to their original positions to lick their wounds.  Hostilities die down for a few days. 
  10. (8.25.13) - The King's Vengeance moved on the Herd of Fekul-Hoof, but both armies fought to a stalemate.  House Von Klockenshrok holds out under siege as the beastmen pillage it.  The Provincial Defenders attack beastman forces near Ansbourg, achieving victory. 
  11. (9.8.13) - The King's Vengeance skirmishes with the Provincial Defenders, finally sending them packing for Schloss Bestrafe.  Fighting breaks out again at the Fekul-Pyre as the herd moves on the Tomb Kings who have put out the fire and attempted to cleanse the foul hole.  The King's Vengeance maintain their position and severely hamper the fighting ability of both the Empire alliance and the Chaos forces.
  12. (9.15.13) - The House of Zigler rides to break the stalemate near Eastern Oaks, and together with Imperial troops manage to seriously disrupt the vampire's magic.  The undead army is repulsed, and the Alliance gains momentum.  Elsewhere, the Tomb Kings battle with the Herd of Fekul-Hoof attempting to regain entry to the site of the Fekul Pyre.  The King's Vengeance is smashed by giants swarming from the woods, and retreat from the battlefield.
  13. (9.23.13) - The final battles of the campaign are fought as the King's Vengeance is harangued around the Fekul-Pyre by the herd.  The House of Zigler is defeated near the caravan route, and pushed back to the border.  Chaos has risen to the top in Brightflow Gap!


Chaos has won the campaign!

Brightflow Gap Final Positions
White = Imperial Fortification
Red = Chaos Fortification
Blue = Tomb Kings Fortification
Text Indicates Army


Chaos has overwhelmed the armies in the Brightflow Gap.  Though outmaneuvered at nearly every turn, the Herd of Fekul-Hoof remained strong enough to punch through the front lines of both the defenders of Brightflow Gap and the would-be invading Tomb Kings.  Though the undead managed to douse the Fekul Pyre and stop the emanations of chaos emitting from the horrible pit, the damage had been done.

The Fekul Pyre was a smoke signal, made of chaotic energy and directed by fell sorcery.  The call to the herds has gone out, and horrible monsters of all sorts gather in the forests in greater numbers than ever before.  Though the herd has been destabilized, it has only scattered.  Now it harasses everyone, everywhere in the Brightflow Gap.  In some ways, this has done much for Fekul-Hoof's cause.  Soon the herd will come together again...and this time it will be a terrible horde.

The vampire count von Klockenshrok has joined with the Fekul Herd, and has began to amass a large army of undead soldiery.  The trade lane is disrupted by mobs of undead and beastmen, and whole caravans are lost before the route to Bretonnia is closed.  Ansbourg, taken by the Tomb Kings, becomes a necropolis overnight.  The western pass is truly lost to the men of the Empire, and the defeat here will surely be felt for years to come.

Warmasters 2013 celebrate victory!
Jerry Wargate and Captain Video formed the Chaos team, and won the campaign with a final score of 19!  They are the title holders for 2013, having defeated their enemies soundly!  Tomb Kings team came in second with 13 points, and the Imperial Alliance was vanquished this year with a total score of only 9.

Congratulations, Jerry Wargate and Captain Video...this year's Warmasters!


The night was full of the chirping of crickets.  

Rain dripped on the leaves above him, and fell upon his gnarly countenance, matting the nasty fur against his mis-shapen skull.  He crouched in the darkness, in the bushes under the treeline, watching the small settlement sleep in the dead of the night.  It was quiet and dark, no one at all was stirring.  Confident that he maintained the element of surprise, he waved his warriors forward and smiled.  Fekul-Hoof was pleased.

Not a sound was made by the horde as it filed into the streets of the small village, nor did the shambling of the undead regiments marching up the road through the forest.  As his gors ran up the lane to the small footbridge leading into the village, the dead filed past as well.  Gors hopped and slipped between ranks of zombies and skeletons who barely noticed them prancing about.

Fekul-Hoof and his bestigors stepped out onto the road.  The beastman shaman met the eyes of the mounted necromancer who marched beside the column of rotting flesh.  They merely nodded to one another, for the "plan" was as simple as it was effective - stay silent until everything was in position, then kill everyone and everything.  So far, it was all going very well.

The night was full of the chirping of crickets.

Wednesday, September 11, 2013

Army Briefing: Provincial Defenders of Wissenland

Provincial Defenders
Of
Wissenland

By Chief Scrivener Hannan



Wissenland, 2523 I.C.

During the last months of 2522 I.C., a horrible disaster occurred on the border of Wissenland.  In the Grey Mountains, a dwarf enclave called Khazid Grimaz fell to the machinations of orcs, goblins and fouler creatures of chaos.  The resulting war that began with the destruction of the Khazid and continues with the ingress of beastmen and undead to the Brightflow Gap has erupted into full scale war right on the edge of the province.  Abandoned by the mercenary ogre clans that had already been paid for their service, the people of Wissenland looked to the Countess Emmanuelle of Nuln for an answer.

The doors of Nuln slammed shut, and the Countess’s guard surrounded the city.  She has made it clear that the army of Nuln would defend Nuln, even though that city is the capital of Wissenland.  And even though she is technically bound by oaths to the Emperor to defend the province, she doesn't regard the rather rural and unrefined areas outside the capital to be worth defending.  In her mind, if Nuln survives the next war, then so does Wissenland.  For all the folk of the province that are not fortunate enough to live within the walls of the city-state of Nuln, the future is grim indeed. 


Independent Organization

Yet the people of Wissenland have survived this long with her indifference.  They are long used to the way the nobles and common folk of Nuln treat the people of the wider province.  Long ago they realized that if they did not defend themselves, then no one would.  There are those who keep watch on the Emperor’s lands, even if the Countess herself will not.  She doesn’t bother with the affairs of Wissenlanders, and Wissenlanders don’t concern themselves much with what happens in Nuln.

In the small town of Eppiswald, a chapter of the Knights of Morr rose to prominence during the battles around Khazid Grimaz.  The heroic Grandmaster of the chapter perished in those bloody combats, but the new leadership is determined to defend Wissenland from this looming threat before it comes to fruition and begins to overwhelm the land.  To this effect, the Knight-Commander began to reach out to the local militias, and units of fighting men pledged their service to the defense of the land.  Eventually, this militia began to form a real army from the disparate regiments of troops that answered the call to battle.


The Grey Mountains and the River Reik

The new army, led by Knight-Commander Barnabas Pech of the Black Guard of Morr, quickly swelled in size.  Aided by a company of Imperial pistoliers called the Wissenland Bounders, the small force had great intelligence on its enemies and was able to counter several small scale.  The Knights were also able to reach out all across Wissenland, and communities concerned with what would happen to them if there was a successful invasion, gladly sent men to aid in the defense of the province.

From Eppiswald itself, a regiment of spearmen were raised, and forms the centerpoint of the infantry line.  Halberdiers from Pfielsdorf and swordsmen from Heisenburg make up the rest of the fighting infantry, but not everyone in Nuln is as apathetic to the plight of their countrymen.  A regiment of Gunnery School cadets have brought a great cannon to Pech’s army, and together with a regiment of handgunners from Wittenhausen form a formidable gun line.

The new army needed a base of operations, and the abandoned and haunted Schloss Bestrafe in the Brightflow Gap was a fantastic location for a campaign in the Grey Mountains.  After vanquishing the undead horrors lurking in that place, the army took up residence there.  The haunting would continue, but in a much less dangerous way.  Yet after this victory and occupation of the area, the army gained even more allies.  Dwarf refugees from the Khazid Grimaz made camp not far from the Schloss Bestrafe, and the camp of the mercenary ogres was never far away from Pech’s army until they turned against Imperial forces suddenly and without warning.

A powerful Imperial Battle Wizard named Sagan arrived at Schloss Bestrafe one day, and explained that his sanctum was not far away.  The wizard and the Knight-Commander spoke long into the night, and a mutual defense agreement was made.  In the days and weeks that followed, magisters from every school of Imperial Wizardry made themselves known to the Knight-Commander.  From that point on, the Provincial Defenders had everything they needed.  Soldiers, will to fight, and now – magic.

It was not long after that even stranger events began to occur.  The wizards brokered a meeting with a strange creature from the mountains that resembled a Halfling sized, bipedal lizard.  The creature spoke to the wizards in a strange language, which Pech was told was Elven.  It conveyed a prophecy of dire warning, and provided intelligence on the greatest threats to the land.  After demonstrating it’s good intentions, it provided information relating to a large supply cache that Pech desperately needed.  The wizards assured the Knight-Commander that the creature could be trusted, and the supplies were obtained by the army and deemed safe.

Since then, the Provincial Defenders have fought alongside the lizardmen from beneath the mountains many times.  The alliance has resisted beastmen and undead advances for months.  The lizardmen always disappear into the passes soon after battle, but parley occurs occasionally, reaffirming the mutual pact of aid between the two races.  Yet, ever greater the threat grows…and the alliance is outnumbered.


Saturday, July 06, 2013

The Battle of the Brightflow Gap Begins!

It's time again!

A new Warhammer Fantasy Battle season is upon us, and this one is packed with more awesome than ever!  We've incorporated several changes in the way we'll be playing campaigns going forward, based on trends from the last three years.  Our system is always evolving, and we've made some recent breakthroughs that should make game day run a little quicker.  No more table queues that can't get filled!

You can check out the campaign page by following one of the links to the right.

For the second half of this year, we'll be running three month campaigns.  The Brightflow Gap is one of those, and the next one will be just as awesome.  Next year, we'll begin a two month campaign schedule with a tighter schedule of games using the new team system.

Now, however...all of Wissenland is in danger.  The men of Schloss Bestrafe must obtain the aid of the Zigler family, who rule most of the land on the Bretonnian side of Brightflow.  However, Duke Zigler knows the evil of Fekul-Hoof.  Together, the Imperials and Bretonnian men may overcome the bestial hatred of the chaos mutants.  Yet, older eyes watch the deeds of these men...for the Lizardmen have a stake in what occurs near Khazid Grimaz, and the foresight to plan accordingly.  Should the need arise, the Ahuiateteo will march to war beside the men.  To this end, they have contacted various Imperial Magisters around the Brightflow - but have found a friend in Magisters of the Celestial Order.

The vampires of House Von Klockenshrok have thrown in with Fekul-Hoof.  Only a dead creature would be so insane as to enter a bargain with the beastman shaman, but the alliance stands...and the beastman tribes leave Von Klockenshrok holdings unspoiled.  If they could be called that in the first place...

The Face-Eaters have found a new ally and patron.  The King's Vengeance has occupied an ancient dwarven outpost, and made it's image their own.  From this Citadel of Bones, the King decree has been issued to his subjects - conquer all of this land.  The ogres, bereft of allies after the dark elf victory at Greystone, found themselves approached by emissaries of the King.  Now, their commission is a much better deal - all they can eat, all they can carry...and all they can kill.

We're going to have a blast with this campaign.  I'll see you fellas on Game Day!


Friday, February 08, 2013

Terrain Log: Brown World Temple


Quick post today!

We've been finishing up a bangload of terrain this month, and I've not showcased some of the more recent pieces we've added to the collection.  Today I want to talk about Games Workshop's Arcane Ruins!  We got these painted and on the table several weeks ago, and they've been a really neat addition to our games.

Currently priced at $29.75 USD, the Arcane Ruins are available in GW's webstore.  We got these several months ago, but I'm a snail when it comes to completing projects.  Usually I have what seems like thirty projects going on at once, and they all seem to complete around the same time - six months later.  However, after I'd glued the columns and skull-face blocks together it sat around in it's box, for months.  That's when the vivacious Miss Foley found them and declared she was going to paint them for us.

After a quick examination of the paint job on the box, she painted in the club's Brown World scheme!  Behold the Ruinous Temple!  She did a great job on the layering and shading, even if my neglecting to Green Stuff those seams did leave a few of them visible.  That's my fault though - I should have noticed that but somehow it got away from me.  Working too fast on too many things, but hey, I'm working to narrow my focus.  Oh well, it's not so bad - and I didn't even have to work hard for it!

We didn't glue the pillars to the base, so each piece can actually be used on it's own.  The arches are great across roads and other conspicuous places to place arches, and the individual pieces make great scatter terrain.  So the whole thing comes apart and has already been used liberally to help create some interesting battlefields.

Definitely recommended for your battlefields. Remember we are starting AD&D this week at 3 p.m., so make sure to get there early to get in on some interesting conversation and exciting, riveting, action-packed dungeon delving!


Thursday, January 03, 2013

The Greystone Pass War Campaign Log

This year's Warhammer Fantasy Battle campaign is over!  The complete log follows, along with the narratives that occur in the aftermath.  Next season begins July 1st, 2013!!  Also, this is post #200 for the Wargate!



Nachexen 13, 2526 I.C. - The New Moon

Spring is fast approaching, and in the Grey Mountains more has occurred over the winter than most would like.  The Hold of Khazid Grimaz lies in ruin, the mountain split in half by the volcanic upheaval beneath.  In the passes, the dwarfs watch towers and carefully guarded mountain trails are unmanned as the Throng recoils in horror at the tragedy that has befallen them.  However, their land shall know no respite.  A great evil has gathered in force in the passes where the dwarf rangers once guarded against the forces of destruction.

The Lady of Woe and her army of black ark warriors have marched en masse from their magical towers.  They are looking for something...perhaps the dark elf sorceress' plot has not come to fruition?  Whatever the case may be, dark elf warriors are hidden everywhere in the passes, wreaking havoc on anyone who approaches.  They are intent on securing the whole pass for some nefarious reason.  Given their activities of late, the outcome cannot be wholesome.

Yet all is not lost.  Though the Storm of Chaos abates in the north, the shadow of war falls now upon the south.  For years the Bloo Moonz orcs have threatened the land around the Grey Mountains, but they have moved their horde further north since the ominous earthquakes and fire upon the mountain.  As they move north, they threaten to enter Bretonnia.  The Duke of Beziers, Brique Zigler, will not allow that to happen and even now is moving troops from Long du Riviere to Greystone Pass.  However, the Duke will find that orcs a hundred miles away are the least of his issues.

To add insult to injury, the Deathmaw Ogres have decided to run rampant and pillage all around the mountain.  Camp Deathmaw is now a target on the Empire's list, but once troops are mustered the Deathmaw will be long gone.  Now they smell blood, and have made their way to Greystone Pass.  However, rumors tell that perhaps the Deathmaw weren't doing random violence, but were hired by an as yet unknown benefactor to wage war on dwarf and man.

Yet these ominous tidings aren't the only factors in play.  The Elemental Seal under the mountain is the prize, and a detachment of high elves have arrived in the mountains seeking their lost kin.  The Dawn Brigade has disbanded, and it is under a new prince that they march to war.  The dark elves are their prey, and the kin-strife of ages is about to come to the Grey Mountains.

From below, monstrous creatures erupt from the mountain.  The forests of Wissenland are strewn with beastmen.  All of the tribes are rising up, all chanting the name of their dread master - Fekul-Hoof.  The herdstones begin to glow alight with the balefires of chaos, and the beastmen know that the eyes of their gods are upon them.  Now they storm the pass, flocking toward the fiery mountain and it's wyrdstone mines. They say even stranger creatures, reptilian in nature, guard the entrances to the lower holds with vicious military coordination.

Not even the dead do not rest here.  From far away Khemri, the agents of the Pharoah Atekh Ra-Amon continue their search for power in the mountains, though now they know the true power is the Seal of the Old Ones. He has resolved to find this, and understand it's power, for he believes a doom stands over his kingdom unless he can find a way to stop it.  The Pharoah can sense a terrible burning power here, and has spent considerable resources in moving more of his assets to the mountain.   Their sandy breath haunts the dreams of those who sleep in the pass, and they remain hidden in the deeps below.

For now, Wissenland and the dwarfs recoil from the battle erupting in the mountains.  The men of the Empire's regiments are far too busy tending refugees and protecting the border (and interior) of their country.  Small bands of dwarfs and men, adventurers, enter the Grey Mountains to find survivors still coming out of the holds.  The way is dangerous, but the need is great - and there are always a few bold souls who will go always go where danger dwells.


The snows at Greystone Pass begin to melt, and the armies begin to march.
The Greystone Pass War is the Wargate's first six-month campaign, and it's a got a few new features that incorporate a lot of the ideas we've been mulling around and developing in other campaigns.  In the new six-month model, the scope of the campaign is widened, and the amount of players is not limited.  The campaign structure is a lot more open-ended in what can happen, and we've brought back a few older ideas as well.

The specifics of fighting a campaign game, including battle size and terrain involved, are included on the battle sheets at the Wargate.  These are available for download here, and additionally the basics are as follows:
  1. Any number of players can join the campaign, even in progress.
  2. Players can play any number of games against any other player, provided they don't play the same person twice in a row.
  3. Campaign Points are earned for playing in campaign games as follows: 3 for each win, 2 for each draw and 1 for each loss.  Campaign Points can also be earned during play, as detailed on the battle sheet.
  4. Influence Score is equal to the player's Win percentage.  The players' Campaign Score is equal to (Campaign Points x Influence).
  5. Battle Magnitude is the highest total number of games so far among each player.  All players receive a -5% Influence penalty for each game they are behind the Battle Magnitude.
  6. Units gain Experience Levels from participating in the campaign.  Units with levels are kept track of in the unit directory.  Units keep their levels until they are destroyed in a game or declared destroyed by a Defeat result.
The campaign will run from now until the end of the year.  Players will have plenty of time to get in as many games as possible, and players who have a problem finishing their allotted number of games will have an automatic penalty applied in the form of the Battle Magnitude rule.  This model will help us focus more on gaming and less on who needs to play who.



Campaign Updates

  1. (7.1.12)  The campaign has begun!
  2. (7.1.12) 7 Armies have gathered!
  3. (8.23.12) The battle has been so intense we haven't even posted anything!  The battle magnitude is 10 at the time the dust settles for the first brief respite of the campaign, and the Tower of Iron Woe is dominating the pass, and it's agents have punished the High Elves for their interference.
  4. (1.1.13) Though the Tomb Kings have fought mightily for the magical power beneath the Firecrag, the Tower of Iron Woe is victorious!

The Tower of Iron Woe is victorious!

The Guardians are vanquished!


Jandor Bloodbane set the gory point of this massive magical blade into the ground and surveyed the battlefield.  His armor radiated dark energy, and Jandor was exultant as it soaked up the blood of the few of hated high elves they had managed to find.  It was always better to kill the living than destroy the dead, yet for the past several months only the dead rose to face them.

He didn't know why the dead rose to oppose them so.  The Sorceress herself had said these spirits were the damned of Khemri, far from their home.  To Jandor, none of that mattered...they were just another foe to be destroyed.  As he looked to the distant volcano, now called the Firecrag by those that once lived in Khazid Grimaz...he remembered why he had come this far.

Jandor strode to the edge of the cliff and looked down.  There, far below in the valley - the throng of Khazid Grimaz made a camp that approached a city in size.  Refugees of all types - men, dwarfs and elves - made the tent city their home now.  Since the eruption of the volcano beneath their city, the dwarfs of the Khazid struggled to find purchase on the slippery slope to destruction.  From this valley, they had hoped to arrest their decline and reclaim their home, after a fashion.  

Jandor Bloodbane had another purpose in mind for what he saw as hundreds of pathetic refugees.

"Tell the Sorceress we are ready."  He said to a trusted aide nearby.  "Greystone Pass belongs to the Tower."

Jandor Bloodbane smiled a horrific smile that belied his bloodlust.  Today, they would kill and kill and kill until all the killing was done.  No man or dwarf would stand in the pass by nightfall, he vowed as he heard the marching feet of his spearmen approaching the pass.

Friday, September 14, 2012

Army Briefing: The Tower of Iron Woe


The
Tower
Of
Iron Woe

By Chief Scrivener Hannan



Naggaroth, 2522 I.C.

            Dark Elves have always been known to be hateful and cruel in the extreme.  They jockey for the favor of their black lord Malekith, and live in constant fear of their plans and schemes becoming known.  This one danger is what holds many back from attempting to wrest power forcibly from their kin, and they are made to stay their hands for many human lifetimes.  When the fires of revenge and ambition are stoked within those most black of souls for so very long, the resulting vendettas can shake the foundation of the world. 

For the first time in nearly a hundred years, the Sorceress Supreme known as Viorlix, the Lady of Woe, has made a breakthrough discovery that could place her in a new position of power beyond her wildest dreams.  She has unraveled the mysteries of the Old One’s ancient powers of elemental mastery, and her magic has blossomed far beyond what most Dark Elf sorceresses’ ever achieve.  Now, her quest for the keys to this raw elemental power has made her call in every favor ever owed to her to fuel a quest that spans across the world, and may well threaten all who live upon it.


The Lady of Woe and the Iron Lord

            Hailing from the city of Har Ganeth, the Lady of Woe has had her problems with the Dreadlords of that fell place.  Though she has felt the influence of these lords, a precise few of them have stymied Viorlix’s rise to power for centuries.  She attempted to move against them clandestinely in the past, but too many close calls and not enough results led her to look to another plan.

            The elemental seals of the Old One’s can create a magical blast deep under the earth, and can bring the city down where ever she likes.  She will have power in Har Ganeth, by choosing which Dreadlords reign, and which fall in the cataclysm to come.  Any who oppose this plan will be put to death, and the city will change hands as Malekith chooses a new lord for the city. 

Yet, Viorlix will be the true power in the city of Executioners – for she will decree when the very earth will claim the noble sons of the druchii.  Only One Dreadlord is privy to Viorlix’s plan – her consort Kaengaaris the Iron Lord.  He is master of the Black Ark the Tower of Iron Woe, and with his Sorceress has set sail for the new world.


A Black City Upon the Waves

            The Sea of Chaos is known for the many perils of piracy and raiding, but the shadow of the Black Arks hang even over the norsemen and their terrible longships.  Normally they are terrible foes, full of corsairs and dark elf slavers and worse things below the decks.  Known for binding foul sea monsters such as kraken and sea dragons to their will with their hateful practices of beast-training, many otherwise powerful ocean-going vessels meet their match without ever really comprehending the danger.

            The Tower of Iron Woe is wreathed in sorcery wrought by generations of Kaengaaris’ kin.  The vessel is over four hundred and fifty yards in length, and the main deck sits seventy yards above the water line.  The vessel has five large towers, closely spaced together in the center construction.  Slave galleys and pits for monsters line the below decks, and any who enter it are seldom heard from again.

Rare amongst the druchii, many of the Iron Lord’s ancestors were gifted sorcerers, and the corsairs didn’t really see the need to give up these prizes to the likes of the murder cults or even to Malekith himself.  The result is a vessel like none other, and the mind-bending sorcery at work within its labyrinthine construction gives it many straightforward advantages, and many not-so-straightforward.

            The ark is accompanied by a powerful storm at almost all times, unless Kaengaaris wishes it to subsist (which is not often).  The ark itself sits in a mile wide eye of calm within the storm, magically maintained by the sorceresses and a magical device within the ark’s main tower, called the Tower of the Storm.  This feature is used to cloak the ark’s approach and escape, making assaulting the vessel a daunting prospect.

            Within the other towers are various magical defenses and weapons, but none are so valuable as the Lady of Woe’s most prized possession.  The Orb of Reaching is a powerful artifact that the sorceress has studies for nearly two hundred years, and now she is able to use it to create portals through time and space.  It is this artifact that has allowed her to force entire sections of the ark through bends in space, making the individual towers appear on land in the Grey Mountains, Bretonnia and the Empire.  It is through this that these druchii warriors have been so swift in their invasion of the Old World.

            Yet the sorceress Viorlix’s plans have not yet come to fruition.  The Elemental Seal of Chotec was located in a demiplane within the dwarven city of Khazid Grimaz.  After using an arcane fulcrum brewing in the heart of the dormant volcano, she broke the seal’s power and destroyed the ancient city the dwarves were excavating, as well as a good portion of the mountain where they were currently living.  Now, the dark elf warriors and corsairs loyal to the Iron Lord fight for the Lady of Woe in key areas across the Old World.  Beware the Towers, for they appear in the night...

Saturday, August 25, 2012

Beneath the Khazid


Though it's been a few weeks since we wrapped up the Doomforge, our last Warhammer Fantasy Roleplay campaign, we haven't really hit on what happened that fateful day deep below the dwarven hold Khazid Grimaz.  We had a wrap-up session when we had a guest player, and I think everyone had great fun during our epic adventure!  Now, the narrative will continue to evolve, and the events of the final sessions of our roleplay campaign have a heavy impact on the direction it will take!

Accompanied by the Deeping Well mercenaries, Prince Spiridane continued his mission to stop the dark elf sorceress Viorlix from gaining control of the elemental seal beneath the dwarven hold.  Only the swordmaster Tilagiar and his apprentice Ferendor remained of the escort from the Venger, and their lizardmen allies had lost many of their number as well.  When the explosions rocked the inner chambers, it was Spiridane and the shaman Ylometexca whose sorceries shielded most of the party.  Alas, a few were lost in the chaos and upheaval.  The fiery depths of the mountain claimed many, many souls that day.

It soon became apparent to the sorcerers that this close to the elemental barrier they were in danger of their magics failing, or worse, becoming uncontrolled.  The safe spot under the collapsing mountain was maintained by their sorceries, and that meant that at any moment they could all perish with the rest of the city.  Something had to be done, although Spiridane and Ylometexca would have to maintain the magical barriers and somehow find a way out of the burning death pit the lower halls had become.

The key to the sorceress' plan was the magical energy roiling around the seal.  The actual artifact itself, an eight foot wide circular glyph, was set in an extradimensional space near the 'heart of the mountain'.  It was from this place beyond the material world that the magical energies of the elements were harnessed, configured and regulated.  The cause of the upheaval in the Khazid was the results of Viorlix's tampering with the seal and her occupation of the elemental vortex there, a powerful arcane fulcrum.

The sorceress had expected her old enemy Spiridane, and the warriors from the Tower of Iron Woe allowed  our heroes into the chamber of the seal without much fighting.  It was there, at the fulcrum of power itself, the Deeping Well mercenary company encountered the witch, and very shortly thereafter, combat erupted.  However, with the power of the arcane fulcrum at her command, Viorlix was a powerful foe indeed.

Yet Spiridane and Ylometexca had not abandoned the party.  With a device gifted from an ancient slann, and aid from the elf lord and lizardman shaman, the mercenaries were able to overcome the elemental vortex and shut down the arcane fulcrum, and with it most of Viorlix's power.  Yet, she was not so easily beaten.  She escaped with what remained of her magic, soon to plague the world again with her evil schemes...

Using Spiridane's magical portal, the survivors of party escaped the collapse of the mountain and certain doom.  Yet there was one more complication...

The party was on the deck of the Venger, Spiridane's elven warship!

So ends the tale of the Deeping Well and the Alderhalls, but it's not the end of the tale of Khazid Grimaz.  Along with the rest of our portion of the Old World, our living campaign marches forward.  Even now, in The Greystone Pass War, Viorlix's army threatens to control the now lawless passes around Greystone in an attempt to find the elemental seal once more.

As for our friends the player characters, a very special honor was given to them, but we'll find out more about that at a later date.  We may catch up with those characters again, but they belong to the world now, and the Old World certainly needs heroes.  Hope you enjoyed playing!

See you on Game Day!

Sunday, July 08, 2012

Charge into Greystone Pass!

The muster of Duke Zigler is the last best hope for the men of the Old World.

Well, it's long overdue but the Greystone Pass War page is up.  The new campaign has started, and you can even download the Battle Sheets for the campaign.  Expect updates this week, since today will be fraught will danger!

The new Battle Magnitude system will be put through it's paces since there isn't a maximum number of players or battles.  This will really help us put battles where we need to get them, without excluding anyone or, conversely, making them feel obligated to play too many games for their schedule.  This is the single biggest development in this campaign, and I'm sure it will come down to the magnitude of the overall campaign when final scores are tallied.

Also, this campaign is our first six month campaign.  Warhammer Fantasy Battle now inhabits what we're calling the '2nd Half' - that is, July through the end of the year.  We're changing our award system too - now the champion of each game will hold a unique title for a full year, until that games' season comes along again. We're gonna let you wonder though - we'll unveil these and few more surprises over the course of 2013.

We have a new player in this campaign, and a new segment to the narrative!  Buff Bagworms' Bretonnians have been getting together for a while, and we'll see some development on that score soon enough here on the blog.  This comes at the perfect time...for it seemed all men and dwarfs have been run off the mountain where Khazid Grimaz stands in ruins.  We'll see if the horsemen have what it takes to secure the Pass, or if the forces of order can unite as allies in the face of destruction.

Thanks to everyone for their patience with me.  I can't ever seem to get enough done, no matter how much time I have.  I have a few more posts for you this week, so check back later for our last campaign logs.  Hurry in and get some games today - and the rumor is we're serving breakfast for dinner!

Thursday, October 27, 2011

Hardcover Army Books Are A Good Thing


Last night, Soundgarden kicked off a two day mini-tour in Grand Prairie.  Since I can't hear anything at all today, I thought I'd take a moment to talk about something that's dear to my heart - the new trend in wargaming to publish more material in hardcover format.

We've been getting our rulebooks in hardcover as standard ever since Games Workshop published Warhammer 40,000 4th Edition (or somewhere there about) but in general, supplements were always done in softcover.  Over years of actual use, these books can become truly warped and damaged because of the rough treatment they endure day in and day out.

Roleplaying books have long been available in hardcover.  Not just the basic rules manuals, but strong supplemental material has been published in this format since the days of Advanced Dungeons & Dragons, 1st Edition.  In fact, a lot of the books from thirty years ago see active duty today, by virtue of their hardcover design.

Why has it taken wargamers this long to figure out that hardcover is the way to go?  Is it because army books / codeci come and go so often?  I don't buy that as the answer, since frequently it's eight or more years between editions and thus, army books.

In the last few years, Privateer Press has made Forces of Warmachine books available in hardcover, and Battlefront have really turned up the quality on the recent hardcover theater books.  I'm happy someone finally took the step to make quality books for us wargamers.  Not only does it add to the lifespan of the book, but they look absolutely fantastic on the shelf.  Way better than comic book sized softcovers.

Kudos to hardcover army supplements!

Now that GW has picked up the ball on Warhammer Armies books, I for one am eager to see the first specimen of the logical conclusion to this little experiment:  hardcover Warhammer 40,000 codeci.

Thursday, June 09, 2011

Welkommen Zu Wissenland Campaign Standings!

Greetings!  It's been a few days since I've posted, but not due to lack of cooking up good stuff for my fellow Wargate Crashers!

Today we examine the situation in Wissenland.  Click here for more information on the battle that has raged for the past three months!  The campaign is over, and the results are in!  The individual scores for the campaign (and the lasting effects it will have on our future Warhammer campaigns) are described below.  This is for the overall victory in Wissenland!

  1. 50 Points - Beasts of Chaos (Herd of Fekul-Hoof)
  2. 49 Points - Lizardmen (Ahuiateteo)
  3. 45 Points - Empire (Imperial Regiments of Wissenland)
  4. 39 Points - Dwarfs (Throng of Khazid Grimaz)
  5. 38 Points - Vampire Counts (House Von Klockenshrok)
  6. 37 Points - Ogre Kingdoms (Deathmaw Tribe)
  7. 35 Points - High Elves (The Dawn Brigade)
  8. 29 Points - Tomb Kings (The Pharoah's Mace)

1st Place - Herd of Fekul-Hoof - 50 Campaign Points!
The Bray Herd has come!  The forests of Wissenland teem with chaos beastmen, and it's only getting worse!  Imperial patrols have increased as much as possible, but the canny beastman shaman known as Fekul-Hoof has proven quite canny.  His knowledge of the giants high in the mountains has brought them teeming down the slopes in unprecedented numbers to wreak havoc on the lands of the smaller folk.

'Ware the woods of Wissenland, if you value your sanctity and well being!

2nd Place - Ahuiateteo - 49 Campaign Points!
Deep underneath the Khazid Grimaz, ancient beings have stirred from their timeless slumber.  As the mountain heaves and cracks with battle and warpstone, the molten core a long dormant volcano stirs to life once more.  Slithering forth from their underground city, the servants of Ahuiateteo have wrought terrible carnage on those who seek to invade or destroy their lost and forgotten domains!

They will not rest until the mountain does - that is to say, they never will!  Earthquakes will become more common around the Grey Mountains, and underground magma vents swell to life.  Be wary on your next journey into the caves and dungeons in that land, lest you find yourself burnt to a crisp or crushed beyond recovery...and that's before you find the lizard-gods.

3rd Place - Imperial Regiments - 45 Campaign Points!
However, all is not lost.  The Empire has sent aid to the Khazid Grimaz, and strengthened their own military position throughout Wissenland.  The individual generals are ignoring the Countess (who has always ignored them) and begun to prepare for the invasion from the Bloo Moonz orc tribe and marshalling forces to the aid of the dwarfs.  

Relations have been strengthened and armies bolstered all across Wissenland, but with the recent incursions of monsters, beastmen and the threat of the orc army coming through Greystone Pass, the men are on the edge of despair.  All together, it might not be enough to hold back the tide of destruction.

The Throng of Khazid Grimaz sent forth soldiers into Wissenland to help patrol the passes leading to the mountains, but were stifled and could not muster an effective attack on the hordes of destruction.

Vampires have been seen in Wissenland for some time, and even in Khazid Grimaz itself.  House Von Klockenshrok made to secure a place for itself near the mountain, presumably for the vast deposits of warpstone that still litter the lower depths.  Fortunately, the vampires seem to have disappeared...

The Deathmaw have been hired by the Empire and the Khazid to bolster their armies and help defend the roads of Wissenland.  Strangely, though they battle quite well and steadfastly with the forces of order, all the bodies of the beastmen, lizardmen and other unmentionables always seem to end up missing...

The High Elves have a small detachment of warriors working towards mysterious goals near the Khazid.  Though few in number, the Dawn Brigade can muster small and effective fighting forces - though neither the dwarfs nor the men of the Empire altogether trust them.

Dead Last - The Pharoah's Mace - 29 Campaign Points!
However, the most obscure and insidious threat remains the undead warriors of the Pharoah's Mace.  Sent by their undying king on a nefarious mission across the world, the tomb prince remains hidden - but has vastly increased in power.  Could it be that they achieved their mysterious goal?



Those are the individual standings, but that's not all!  There were also team standings!

If you fought a member of an enemy team and won, it counted as a "Team Win"!  Here are the Team results, which accurately reflect the balance between order and destruction in Wissenland!

Order Wins - 30

  1. Imperial Regiments - 11 Team Wins
  2. Khazid Grimaz - 9 Team Wins
  3. Deathmaw Ogres - 6 Team Wins
  4. Dawn Brigade - 6 Team Wins
Destruction Wins - 32

  1. Ahuiateteo - 13 Team Wins
  2. Herd of Fekul-Hoof - 11 Team Wins
  3. House Von Klockenshrok - 9 Team Wins
  4. The Pharoah's Mace - 3 Team Wins
Destruction has also won top spot with the Team Wins as well as placing very high individually!  

Wissenland just got a little bit darker - it will be harder for order factions to muster support in the coming campaigns, both RPG and Battle Games!

Thanks to our top spot winners for being the consummate warlords they are!  Jerry won a new box of Beastmen Gors, and Shawn got a new Tau Ethereal for his next Warhammer 40,000 army!

We look forward to doing more stuff like this, adding more and more prize support and awesome narratives for our continuing campaigns throughout the Old World and beyond!  

Thanks to all the players of the Wargate, including Skim - who scored our first Dead Last award!  Now that he's got a new army book, he shouldn't be attaining that dubious honor for some time!  Thanks for being a sport and helping make our club as awesome as it is! Better luck to everyone in the next campaign!


Saturday, January 29, 2011

Willkommen zu Wissenland!


     It's time to begin a new campaign here at the Wargate!  On February 1st, we begin Willkommen zu Wissenland!, a Warhammer Warbands campaign.  The rules for the campaign have gone up on the Warhammer Fantasy page, so you can check those out when you get a chance.  I wanted to take the opportunity to explain some of the design decisions made during the planning of this new campaign.

     First of all, you might notice that the campaign has almost three times as many games in it as the last campaign.  I've chosen to go the long form this time for several reasons.  First, we've got a lot of new players. Second, it's still a relatively new ruleset for a lot of us.  Third, it's an escalation campaign.  Fourth, we have more players than our last campaign.  A lot of the games will be really fast, especially at first.  As the warbands grow larger, it will take longer to do your games, but not too long as the cap is 1000 points.  

     One of the great reasons to take the long form is so new units can be added to the armies as we go along, and we'll no doubt feature a few of these here on the Wargate.  I wanted to allow a little more time to get into the game and our armies.  We'll be building a lot of the background which we'll be using in the Warhammer Fantasy Roleplay, just like we use the Mardannon Sector for Warhammer 40,000.

     The campaign's time limit is set.  It will run from February 1st to June 1st, so we have four months to get in all our battles.  At the end of that time, or if we finish all the battles before then, the campaign is over and the player with the highest point value wins the campaign!  We'll see what happens if someone manages to tie.  Who knows what sort of treasure the victors will uncover as they reap the spoils of victory in Wissenland!

     I have to apologize for the slow rate of posts these days, but I'm going to try to keep up a rather demanding posting schedule, even if I always miss my deadlines!  Make sure to leave us some comments if you have something to say about the new campaign, or if you just want to talk smack on your opponents!

Thursday, December 23, 2010

Warband Briefing: The Pharoah's Mace

The
Pharoah's
Mace
By Scriveners Hannan and Potter


Land of the Dead, 2522 I.C.
Awakened by a call of unknown origin, Atekh-ra-amon, the most High King of Numas, rose from his thousand year slumber.  Impelled by a renewed desire to fill his coffers and assert the might of Nehekhara upon mortals, he called for his priests to assemble his army at once.  The High Priests set to work, and after much labor raised a great army that pleased their master, Atekh-ra-amon.  The King of Numas would once again feel the thrill of battle and feel the glory of victory.

Mighty Atekh-ra-amon summoned his eldest son, Prince Armaeus.  He spoke at length with him, and called forth the Liche-Priest Zaphnath-Paaneah.  They were dispatched with an important mission, to the lands far from their home in Numas.  The Prince and the Liche-Priest departed from Numas to parts unknown, searching for strange treasures and arcane secrets.  For many years they traveled, and recently have come upon a place called Khazid Grimaz.

The Doomforge
Armaeus and his undead warriors have found gold and treasure, even warpstone.  However, the rumors of something called the Doomforge has captured their attention.  It is said that the dwarfs of the Khazid Grimaz possess the ability to channel the power of the Realm of Chaos using this magical item.  Zaphnath-Paaneah is certain he can understand the magics of this strange contraption, and use it for the High King.  Armaeus himself only wishes to please his father, for that would greatly increase his power and standing.

It is unknown as yet whether the Doomforge can be found, or if it will even be useful.  At least there is a treasure to be had, and many enemies to garner glory from in tireless battle.  Only time and prowess will tell if the Pharoah's Mace will successfully return to their home in the Land of the Dead, laden with riches and gifts for their deathless King.

Wednesday, October 20, 2010

Jerry's Got Beastman Aides!

Our friend Jerry has been hard at work on what every exploding Chaos Herdsman needs - Beastman Aides!

That's right...aides to destruction!

With the newest edition of Warhammer out and the Wargate's own burgeoning Mordheim campaign coming soon, we've all been dragging out models and getting new warbands together. Jerry's never been much of a Warhammer guy, but he's been into 40k longer than ME so it should come as no surprise that he's finally come around full circle and has stepped into the arena for fantasy battles with his new army! I'll let him explain in more detail!

The Beastman Army Project VS The Army Painter

Hi, Jerry is my name but I am known here online at the Wargate as Warmaster Laserwulfe. I have been a member of the Wargate and alongside Warmaster Dave for 15 years. I have jumped back into modeling and wargaming with a flash and a bang! From my early and young beginings in AD&D 2nd edition, Magic Unlimited and Warhammer 40,000 2nd edition, life and fantasy have brought me to where I am today.

After many years of playing and roleplaying, I decided to re-emmerse myself into modeling and painting, with a vegenace known only by Chuck Norris. The Army Painter supplies have been my shining icon of rebirth. A great inventory of primers and quickstains, paints and tools, The Army Painter has been a big help. Also restocking my paint shelf has been good Games Workshop and Valejo paints, the old stand-bys of the old days and beyond.


This has been an expensive rebirth but also quite rewarding. I've dropped my 14 year nicotine addiction with the help of painting and model projects, and a supportive home. This has been a huge plus, finding my time literally absorbed silently by these projects. I have found this to be the greatest reward in the end - patience.


Patience and forethought is important to the modeler, giving and making shape in the mind first before the first sprue is ever cut. A hobby enthusiast's skills age like wine, slowly circling and coming to full revolution as time goes on.


Anyways enough about me and time. I have done several youtube videos over tyranid painting and quick army staining as some of you might know. Now marks a new time and new army to be stocked and locked by the old dog. Warhammer Fantasy Beastmen!! Awesome models!! Awesome Army!! It is right up my alley!! Skulls and evil satyr looking henchmen, minotaur guards, and spell throwing goat lords who dont take no lip!!

I'm very excited to have the opportunity to present and show step by step the process of quick painting this army for you at home to learn and use yourself on your own hobby projects. I will be starting a full out project log and explain the process here on the Wargate as well as with accompanying youtube videos. Please use my work to enhance your own or share with other hobbyists.

A mighty shout goes out to Warmaster Dave! His works and magiks have long since kept a local circle gaming and interacting. Also to the Army Painter, for putting such awesome supplies out there for us to use.

Enjoy and learn,
Jerry