Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Sunday, 16 August 2026

Kings of War Undead vs Kingdoms of Men

My son and I managed a game the other day, 1000pts of his Undead vs 1000pts of my Kingdom of Karpath.
An opportunity for him to try out his new big nasty, and for both of us to see if we could still remember how to play. 

We played using 3rd edition; neither of us have yet tried 4th edition, although I do have the new rules. 
Partly because it's been a long time since we played, we were rather slow and had to stop after five turns.  We played the Kill Scenario.

Here's the photos I took, plus a very brief account of the game. 
And apologies to my Alt Text reading fans, there isn't much for you this time.

Set Up
The field of battle with the armies poised for action

The Armies
The human army consisted of a regiment of Bowmen, two Spear Phalanxes, a regiment of Knights (borrowed from my Empire army to make up the points) and a troop of Mounted Scouts. They were led by General Anichka, accompanied by Artem and the wizard Mayster

The Kingdom of Karpath

The Undead included a regiment of Ghouls, a regiment of Revenants, a Goreblight (a lovely Reaper Bones undead giant), a regiment of Skeletons with spears, a regiment of Mummies and a troop of Wraiths. They were led by a trio of necromancers.

Most of the Undead force ...

...plus the Mummies (a troop of Wraiths lurk off to the right)

Turn One
I moved first, though I kept most of my troops back, merely dressing the line somewhat as I tried to anticipate where the biggest threat would come from. The exception was the Scouts who set off on one of the flanking moves that I think are really clever tactics, despite all previous evidence to the contrary.
The enemy was too far away for any missile or magic use.

End of KoM Turn 1

The undead shambled forward, the exception being the Ghouls who swung round to meet the threat of the Scouts.
The Necromancers all used their magic to move certain units forward.

End of Undead Turn 1

Turn Two
The knights charged the Revenants, arrogantly expecting to wipe them out. Unfortunately they failed to do so, and this melee would drag on.
The Knights charge the Revenants, expecting an easy victory

Mayster responded to the advancing enemy by conjuring a wind to blast the undead spears backwards. 
I think I found this funnier than my opponent did. This is a sample of my rolling for Wind Blast.
Needing a 4+

End of KoM Turn 2

Fortunately for the Knights, the Revenants were unable to damage them (for two turns they were unable to crack that 5+ Defence). Meanwhile, the Goreblight circled round to their rear and the rest of the Undead force advanced, in some cases assisted by the Necromancers.
End of Undead Turn 2

Turn Three
The mounted scouts continue their ride, always managing to stay out of danger from the ghouls, who kept turning to try and keep them in sight, but never getting the chance to shoot at them. 
The Knights continue their combat with the Revenants, slowly whittling them down and eyeing the advancing Goreblight.
At the other end of the field, Mayster once again pushes the Skeleton Spears back, while the Bowmen discover that the Mummies are tough.


End of KoM Turn 3

The Undead continue their slow advance, the Wraiths flying dangerously close to the Bowmen. 
The Goreblight proves deaf to the entreaties of two of the Necromancers as they urge it to smash the Knights while they are trapped in melee (two Surge spells provided about 2" on top of it's normal move. I was delighted).
Adding to the Undead woe, the Revenants once more failed to damage the Knights.

End of Undead Turn 3

Turn Four
As the undead continue their slow advance, the bowmen try to pick off the Wraiths. Alas their targets are too tough, and very little damage is inflicted.
Mayster casts a Fireball at the undead spears, which proves much more effective (needed a double six on the Nerve test).
The Nerve Test

A Spear Phalanx (I must come up with names to differentiate between the two) charges the Mummies, but they are tough opponents and take little damage. The Bowmen frantically loose at the Wraiths, but most of their arrows pass straight through.
Having (hopefully) distracted the Undead for long enough, and no doubt leaving the poor Ghouls quite dizzy, the Scouts gallop off to the other side of the field to lend their doubtful help there.
The knights finally finish off the Revenants and turn to face the approaching Goreblight. They'd already felt it's presence sapping their strength. 

End of KoM Turn 4

The Goreblight finally charges the Knights, while the Ghouls turn to face the tasty humans in their metal cans. The Knights take a beating, but it takes more than that to break Karpath's finest (they benefited from their Indomitable Will).
On the far side of the field, the Wraiths charge the Bowmen, who, surprisingly, manage to hold.

End of Undead Turn 4

Turn Five
The Knights try to take down the Goreblight, but without the benefit of their lances, it's very slow going, and those Ghouls are lurking behind them.
Both the Spear Phalanx and the Bowmen continue to fight their opponents, but do little damage to the Undead.
End of KoM Turn 5

The combined might of the Goreblight and the ghouls finishes off the knights, allowing that flank of the Undead army to face the fighting on the far flank.
Over there the Wraiths quickly finished off the Bowmen, leaving the Foot Guard poised to charge them. The Spear Phalanx held out against the Mummies, but only under the stern gaze of General Anushka (Inspiring reroll requiring a double one).

End of Undead Turn 5 and end of battle

At this point we called the game. Technically it was currently a draw, if slightly in the undead favour, but I think the final turn(s) would have swung it to an Undead victory. The Ghouls and Goreblight wouldn't have made it over to the rest of the fighting, but with the Knights gone, I'd have been struggling against Mummies and Wraiths.

Final Thoughts
It's nearly a year since I played Kings of War, and I'd forgotten how much fun it can be.  We both thought of moves that we might have done differently, although luck seemed to play a big part in the game.
Once again I got stuck in combats that I thought I'd win first turn, I obviously need to readjust my expectations.  
We hope to get a few more games in soon.

What's Next?
Well I've got plenty to paint already, including more of those Wildspire Miniatures and some Undead of my own for the Dark Shadows campaign.
That said, I might take advantage of the Season of Scenery challenge to sort out a set of 28 mm Kings of War terrain, rather like the 15 mm set I did back in 2019.

And it would be nice to have a regiment of Knights that fit in with the rest of my Karpath army.

And a little Carrion Beast tells me that Bodvoc is getting interested in a new Kings of War army, for which he'll no doubt want an opponent.

Tuesday, 5 May 2026

Undead Scorpions Painted with Grenadier Crew

As I mentioned in my Skull Chucker post, I've finished a couple more war machines, bringing me up to the required three for our Dark Shadows campaign. 

Helmeted officer with raised axe and red and blue shield. two crew, one with lever for firing and the other with a bolt for the machine.  The Scorpion is a small bolt throwing engine with a skull plate on the front, and crossed bones below
One of the Scorpions with crew

In my various job lots of random undead,  I found enough crew members from the Grenadier bolt thrower (one with some sort of trigger lever and one with a spare bolt), for two machines, but no actual bolt throwers. 

It can't be too difficult to scratch build a couple of bolt throwers?

The Skeleton Crew
Warlords of Erehwon has a standard war machine crew of three, so I'll add a couple of orc skeletons with axe, also from my pile of random skeletons; they might be dwarves, raised to add some lingering knowledge of siege machines to the army?

Armoured and helmeted officers, firers with helmet and firing lever and loaders with helmet and bolt and slung shield, again red and blue
The crew from both machines, showing the fronts and backs of the three different minis

The crew were painted just like all the other skeletons I've done recently, in fact, I'd already painted one of the loaders a while ago, though I didn't know what it was, so repaired the broken bolt as a spear. 

The Scorpions
I had various plans for the bolt throwers; I considered scratch building something from some old Halloween toys; war machines made out of bones, very tempting, but I couldn't come up with a design that worked with my materials.  
As a stop gap I thought I'd build and paint a couple of the old Warhammer Bolt Throwers that were available (with different crew) for both Dwarf and Orc armies. 
But while hunting through a bits box for an elusive wheel, I found some Scorpion models (the Roman bolt thrower, not the arthropod; though come to think of it, I've got some of those somewhere too). I think these are from Irregular Miniatures, sadly no longer in business, though I've no idea why I ended up with them.
There are enough pieces for three Scorpions, but I've only got the crew for two, and I don't see me needing lots of war machines anyway. 
The models aren't the most detailed, but they are fine for what I want. I added some decorative bits from the newer Skeleton Regiment shield sprue, just to tie them in to the undead force. 

Both bolt throwers have a skull decoration and some bones.  they are essentially large torsion crossbows on a wooden frame stand
Two Scorpions

The scorpions and the crew are all on individual bases. One day I'll make bases for each set of crew and war machine, with magnets and everything.  For now though, they'll do. 

So that's two bolt throwers for my undead. How will they perform, along with the classic Skull Chucker? Read The Mists Recoil to find out.

What's Next?
I'm well on with the actual 'jacks for Scrapjacks, and I've started on the robots. I'd like to get the game ready for play soon.

I've a few bits that need painting for the next Dark Shadows game (make that at least two units, plus bulking out existing units).

And beyond all that, I need to plan for the next face to face Dungeons and Dragons game in July. 

Busy times. 

Friday, 1 May 2026

The Mists Recoil - Dark Shadows Game Reimagined for Warlords of Erehwon

Boðvoc and I finally got around to playing the second game in our campaign based on GWs Dark Shadows booklet.
Boðvoc has done sterling work adapting it for Warlords of Erehwon (henceforth known as WoE). He even wrote a preliminary scenario to determine who was the attacker and who the defender for The Mists Recoil.

NB: I'm having problems orienting the photographs again, so I've removed some of them.  I also forgot to take any of the final turn or two, it was too exciting.

The Scenario 
The original scenario is designed to use the Warhammer Fantasy skirmish rules, essentially those used in Mordheim. We decided not to try to adapt WoE to anything smaller scale; hopefully the rules would be robust enough for our purposes.

The attacker is trying to land their forces in the teeth of an artillery battery and a skeleton defence force (literally, in our case).
The dwarves are arriving in a number of boats at the only safe landing on this stretch of coast. Each unit had it's own boat, a mix of card models, a resin boat and an XPS craft I built years ago for DnD.
In the original, the attacker has 500 points, the defender has three war machines and just 50 points.  Neither side has any magic. 
After working out sample WFB lists and comparing them to the WoE lists, Boðvoc decided on 750 points for the dwarves and 200 for the undead, plus three war machines. 
The invaders are in as many boats as necessary, which move a random 2D6" each turn, with a chance of getting stuck on sandbanks.
He also adapted the Albion weather table, mostly to lessen it's effects on the game (ha).

The Undead 
I had an Undead Hero as the leader of my force. Given the model (a lovely Gary Morley Armoured Wight Champion), I gave it heavy armour. 
The main defence was two Skeleton Bolt Throwers and a Large Stone Thrower (the marvellous Skull Chucker).
I rounded out the force with seven Skeleton Archers. The three war machines are free for this scenario, but I upgraded the stone thrower to a large machine from my small points allowance. 

The Bolt Throwers, Stone Thower, crew, archers and Champion line the hedges atop the cliffs
The Undead Defenders

The Dwarves
Boðvoc had five units; Amlodi Forkbeard, dwarven chieftain,  accompanied by his four drinking companions, Gunnar Funðinsonn Dwarf Ranger and his mates, Ulf the Ranger plus friends (I can imagine some rivalry between these two units), a unit of Archers and a unit of Dwarven Guard led by Brokkir.

Opening Moves 
I threw for the weather, getting 'Misty'; visibility reduced to 1D10+6". Hmm, it looks like the Isle of Albion wasn't quite ready to give up it's secrets to those hairy dwarves. 
This led to a strangely bloodless opening few turns, with the dwarves inching forward while the skeletons scanned the fog, looking for targets.

Five boats of varying size packed with dwarves make their way towards the coast of Albion
The Dwarven Fleet sails on

The Fleet seen from the port side
"Row, row, row yer boat"

The boats approach.  In the distance, the dwarf guard have landed
The Dwarf Guard reach the shore

All boats now at the shore, but most of the dwarves till have to disembark
"Land Ahoy!"

The hill has a hedge barrier that the undead wait behind.  Catapult in the middle, with bolt throwers on the flanks.  All on 'Ambush' orders
The Undead Defenders poised for action

The Main Battle 
Eventually the boats reached the shore.  Brokkir's Guard were first to land, but the mist concealed them as they advanced in the direction of the defenders.  
The remaining dwarves soon joined them ashore, but as the mist thinned, the Skeleton catapult spotted Gunnar and his Rangers.  Fortunately for the dwarves, the shot went wide. In response, the rangers take out one of the catapult's crew.
The dwarven archers target their skeletal opposites, although many arrows seem to strike true, none of the bony lads fall. The skeletons return the favour, but the dwarven armour is too tough for their arrows.
The dwarves otherwise advance towards the cliffs and the undead scan for targets (at this point, most of the advancing dwarves were hidden in the mist).
 
The seperate units of dwarves advance from their ships
The Dwarves have landed

The mist finally clears, allowing the catapult to target Ulf's rangers, killing four and forcing them to take cover.  Gunnar orders his rangers to return fire ("we've got this for you, Ulf laddie") and take out the remaining catapult crew, neutralising the threat.
The dwarf archers destroy two of the skeleton archers, the bolt throwers target the standing dwarven missile troops, but only 1 of Gunnar's Rangers falls.  The remaining dwarves advance.

The mist rises again.  The dwarven archers finally see off the skeletal archers, but one of the bolt throwers forces Gunnar's Rangers to take cover.  
Amlodi Forkbeard charges up the hill to tackle the bolt thrower behind the hedge, dragging his reluctant guard with him (they had to carry his beer barrel!).  The hedge proves little defence, and the crew are pounded into dust.  In response, the hulking Undead Champion slays one of Amlodi's guard.  The dwarves hear a thin hissing sound as their axes fail to bite on his armour; could the foul creature be laughing at them?  The dwarves cowered in fear, though Amlodi later claimed that it was a bad batch of beer.

The mist turned to drizzle, giving better visibility, though by this stage all troops could see each other.  Brokkir's dwarf guard rushed the bolt thrower facing them, quickly destroying the crew.  Now only the Champion remained to halt the dwarven invasion.
Amlodi was in no state to appreciate his triumph, he lay shivering in the mud with his drinking chums.  Elsewhere, Brokkir and his troops faffed around behind the hedge (slight misreading of the rules on obstacles here).  

One bolt thrower is still crewed, though the charging Dwarf Guard will soon sort them out.  In the foreground, the Dwarf Lord leads his troops to ignominy against the Undead Champion
The dwarves close in

The End Phase 
With the defenders reduced to just the champion, the dwarves had cleared the way for their army.  But they still wanted to destroy the huge creature.  
Amlodi was to take no part in this, apparently he wanted to see what the rest of his lads could do.  Archers shot, Rangers scrambled up cliffs and hacked, but in the end, the spirit inhabiting the corpse saw that it's task here was over.

It had failed to hold off the dwarves, due partly to the cursed mists.  
His master's new ally, that dark clad stranger, had promised the weather would be to their advantage.  He lied.
There would be more bodies to inhabit, more battles to fight ere Albion was won, but for now the spirit fled back to it's master to await further orders.

The war machines stand idle, their crew destroyed, and only the Undead Champion stands as the dwarves close in
Only the Undead Champion remained atop the hill.

Reflections
Well, that was a great fun game.  I think both of us had a fair idea of how it would play out on the table top, but we were both wrong.  The first few turns may not look like much (the dwarven boats slowly moving forward, concealed by the mist), but it was actually quite tense.
As I expected, once the dwarves got on to the hill, the Undead were doomed.  I hadn't expected the dwarven shooting to be so effective, and I expected a bit more from mine.  I didn't manage to take out a single dwarven unit, though I found the image of the proud dwarven leader cowering in the mud at the feet of the mighty Undead Champion hilarious. I suspect Boðvoc doesn't agree.

We made a few minor mistakes, but we are becoming more conversant with the rules, and they seem pretty good for our purposes.

You can read the victor's account over on The War Crow

A Note on the Terrain 
I was hosting, so the terrain is mine. This is part of my ongoing upgrade of my wargaming terrain.  The baseboard is in the process of being made, for this battle I simply used the three 2' x 4' sheets on the dining room table.  The 'grass' is one of those cheap fake grass mats from Lidl, with the blue cloth I used to use for games of Man o' War for the sea.  The two part hill is a recent build, and not quite finished.  I do intend to rebase those hedges in the near future too.

What's Next?
The next scenario is an Ambush.  The victorious dwarves are pushing forwards, trying to catch the undead already on the isle.  I will have twice the points of the attackers, I guess I'd better get some more undead painted then.
I certainly need a Dark Emissary, and have been collecting bits to kitbash one.


Saturday, 11 April 2026

Citadel Skull chucker Painted

Long time readers might remember that I picked up the Skull Chucker at RECON in 2023? Back when I was just starting to collect Oldhammer minis?

The Skull Chucker came in MD8, Machinery of Destruction,  Undead War Machines. The set also included a skeletal chariot, and came with it's own backstory (you can find it on Stuff of Legends).

It might have taken a while get around to it, but Dark Shadows has given me the impetus to get it done. I need three war machines, since, following Boðvoc's introductory scenario, I'm defending the shores of Albion against the marauding dwarves. 

A pile of skulls, a catapult made out of bones, and three skeletons as crew
Machinery of Destruction,  the Skull Chucker 

Painting the Skull Chucker 
After stripping and re assembly, painting was straightforward.  I used the same method that I use on ordinary skeletons.  
I'm not sure it's quite as effective on such large bones, but it certainly fits in with the rest of my undead. 

I added some thread, which doesn't quite look right now I've painted it; a combination of colour choice and it not matching the sculpted rope detail on the catapult arms. At least I can repaint it at some later date. Perhaps I should have completely covered the existing detail?

Front view of the war machine, nicely showing the two skulls that top the frame
The catapult with it's ammo 

Side view showing the wheels and the string rope I added
From the side

Rear view showing the large skeletal hand that holds the ammo
Rear view - skulls go here!

The Crew
These were painted the same way as all my skeletons.  The minis are nice, with little details like the shackles on some of the crews' ankles. 
Presumably the big bone is some something to do with a winding mechanism, and the pile of skulls is fun.
Officer pointing, loader holding a skull and a chap with a big bone (oo er)
The Skeleton Crew

Another view, all skeletons wear mail armour, albeit ragged
The crew again

Rear view

While I'm not completely happy with the painting, especially the actual Skull Chucker, I'm delighted to actually own this Oldhammer gem and it's great to get it finished.  It was a lot of fun to do.

What's Next?
At some point I'd like to make a base and magnetise everything, but that's not immediately necessary. 
I need two more War machines in our next game; they're already finished, just waiting for their post to be finished.  They are quite different from the Skull Chucker, so they'll get their own post. 

Undead aside, I'm continuing with the Scrapjacks, and I have a few bits of other stuff in progress,  such as some more Rangers. 

Monday, 6 April 2026

More Morley

Following on from the last post, I should mention these two skeletal musicians. 
These are from the Skeleton Command set (4514/2 and 4514/3), all sculpted by Gary Morley. Like the zombies, they were released for 4th Edition Warhammer Fantasy Battles, so Middlehammer rather than Oldhammer by most folks' reckoning, but I like them, so that's all that matters really.

Skeletons with drums. The left hand one has more ornate gear and helmet,  with robes and mail armour
Two Skeleton Musicians 

These were a kind gift from good friend T'Other One, who has a huge collection of undead of all kinds. (Check out his blog, appropriately called Vault of the Undead). Luckily for me, these were surplus, and I eagerly snapped them up. 

Many thanks, these chaps will be joining my growing undead horde. I'm short of one skeleton for my Necromancer's personal guard; the more ornately equipped one will be just right. The other chap will work nicely among my growing horde.

Saturday, 4 April 2026

Recent Purchases and a Find

More Zombies
When I painted the most recent batch of Zombies I was impressed by the Gary Morley minis.  
These were produced for fourth edition Warhammer Fantasy Battle (1992). They might not be quite the Oldhammer aesthetic, but they are nice minis nevertheless, so I kept an eye out for any more. 

While browsing evilbay I found some at a reasonable price, so I've three more to add to the collection, a command set, and what I originally thought was one of the ordinary zombies.

Zombie with spear and partial breastplate, zombie with gong and very skeletal zombie with standard.  The pole is topped by a small skeleton.  Finally a silver plastic toy robot, a rounded cone shape on legs with a rather menacing grin
Three zombies and a 'bot

The chap on the left isn't actually a Gary Morley sculpt. In fact it's not even Citadel.  I finally IDed it as one of the Marauder Skeletons (MM 50 06/B) sculpted by Aly Morrison. It might technically be a skeleton, but it sure looks like a zombie to me; in fact several of the MM50 skeletons would do as zombies (check them out on Lost Minis Wiki)  
It fits in well with the GW look of the time, and it's nice to have another 'martial' zombie.

The two members of the Zombie Command will go nicely with the recent mob, though the standard bearer could paint up as a skeleton, having less flesh on it than the Marauder 'skeleton'.

They're currently all sitting in the Dettol bath and will get added to the painting queue soon.

'bot for Scrapjacks?
And finally, a robot.  I found this clanker while clearing through a box of stuff. It one of a handful that I bought back in the 1980s.  It's actually a cake decoration,  and originally had flexible arms and pincer claws.  I bought a few to use in Rogue Trader games,  though never got beyond removing the arms.
I'm showing it here because I think it would be ideal as a maintenance bot in Scrapjacks.  Sadly,  only one isn't really enough.  I do have more,  somewhere,  but probably not another five.  And I do wish now that I hadn't removed those pincer arms.
I may paint it up anyway, it should be fun. I might find something suitable to replace the missing arms.

What's Next?
I'm busy painting stuff (as well as rehearsing), Scrapjacks and things for the next Dark Shadows game. 

Edit 
A Google search shows the following information about the little robot. 

Friday, 27 March 2026

More Miscellaneous Zombies

In between building the Scrapjacks I've finished off a unit of ten zombies. I started these last year, and for some reason I got stuck with them.

Still, all done now, so here they are.
Ten zombies of varying makes
Ten zombies.  Brainzzz

Miscellaneous Zombies 
I needed another ten zombies for the third battle in the Terror of the Lichemaster campaign. These minis are a mix of manufacturers, though many of them are Citadel/Games Workshop.
Painting was straightforward, much the same as the dancing zombies I did last year. I'm not sure the skin tones came out quite as well, but en mass they look fine.

Citadel 
Six zombies, left to right; wearing a loincloth, head thrust forward and a pointy chin, armoured with helmet with club holding quartered yellow and black shield, with pauldron and axe holding yellow and black shield, wearing russet jack and wielding club with quartered blue and green shield, two plastic zombies, one with scythe one with outstretched arms
Six GW/Citadel Zombies
Rear view of same
Shambling away

The oldest mini (extreme left) is an Unarmed Zombie, ADD96 (3a) sculpted by Bob Naismith. Released in 1986 when Citadel did official AD&D minis. He was missing his slotta tab, but it was simple to pin him on a base. He's a nice zombie (if that's ok to say), though he lacks the character of some of the C18 zombies such as Peck Gregory or Khand Meat.
Then there are three are Gary Morley sculpts, Zombie 1, 3, and 6. They date back to 1992. A couple of these look suitably ex military, wit bits of armour, so I gave them the black and yellow livery that seems to crop up a lot in my painting, though always, so far, in the hands of the opposition. I really like these sculpts, especially the chap with the helm. My only complaint is that they are large compared to a lot of my older minis,  but differing heights is definitely a thing. I wish I had more of these. 
Finally (the two on the right) a couple of the plastic Zombie regiment multipart minis from 2000. Not a lot to say here. They're OK, but detail is a little shallow. I've got a lot of these, so I suppose I'll be painting more of them in the future. They are at least a great source of bits, and I'll be using them for various projects in the future.

Grenadier and Ral Partha
Two undead with rotting green skin.  Left, stood upright in remains of dark suit, right hunched over
Zombie and Wight
Rear view of same
Grenadier (l) and Ral Partha (r)
The chap on the left is a Grenadier zombie, but from their Horror range rather than a fantasy mini. I thought he looked a bit like a butler, hence the black jacket.
The right hand mini is a Dungeons and Dragons Wight from Ral Partha rather than a zombie, but it looks the part. He was difficult to photograph well, his hunched pose hides a lot of the details. 
I realise that these two look rather same-y together. 

And Finally..
Zombie with small club and grey green skin,  Mystery creature with elongated head and sharp claws
Zombie and ????
Rear view of same
Asgard and ????
These two are an Ásgarð FM 73 Zombie and an unknown,  possibly a ghoul? Probably not a zombie. They are fairly crude by modern standards, but they both painted up nicely and I'm pleased with the results.

Thanks to the Old School Miniatures Facebook group for IDing the Ásgarð zombie and tracking down the exact sculpt of the AD&D zombie.  Alas the last mini seems to have foxed the collective.  If you know what it is, please leave a comment.

So ten zombies for Heinrich Kemmler to make life miserable for the villagers of Frugelhoffen. They'll also crop up in my Warlords of Erehwon Undead force as they (slowly) attempt to invade Albion.
They have a rather mixed look, and I might split them into smaller units to later bulk up to ten.

What's Next?
I'm painting Scrapjacks, but I do need to get some stuff done for the next Dark Shadows game.


Saturday, 31 January 2026

Warlords of Erehwon, the Map of Albion (Dark Shadows Preliminary Game)

Boðvoc and I played the first game in our Dark Shadows campaign.  To get us a bit more used to the rules and how to use our armies we played a preliminary game where both sides raced to get a map to the mysterious isle of Albion. 
Boðvoc used his tin cans dwarves and I used my new undead. 

The Scenario 
As host, and campaign organiser, Boðvoc came with a suitable scenario: both sides were trying to find a thief who had stolen a chart showing a safe route to the mysterious (and misty) Isle of Albion. 
Six tokens represent possible hiding places for the thief, a unit contacting a token reveals it, with a 1 in 6 cumulative chance it will be the thief with chart. 
We each had 500 points, which doesn't buy a lot of dwarves.  My secret weapon was a Carrion Beast, which you can see painted in the previous post. I thought something fast would prove useful grabbing objectives. 
Apologies if the following focuses more on the undead than the dwarves, you can read Boðvoc's account over on his blog.

The Field of Conflict 
The battlefield was suitably busy; ideal for this sort of skirmish. Cliffs blocked the far end if the table, as seen on the photos  -  these were actually the old modular plastic hills from Citadel stood on their side! A track leads along the length of the battlefield to a couple of fields and a farm house, with a hedge extending the line of the track.  A couple of low hills flank the hedge near the centre of the table,  and a couple of woods and a large hill dominate the near end of the table. 
There are a couple of boggy areas, near the cliffs and at the end of the hedge, and minor ruins scattered around. 
Objective tokens were placed in both bogs, both fields, one of the woods and on the rocky hill. 
The undead moved on from the left and the dwarves from the right. 

Opening Moves 
Once both sides had deployed it was clear that most of the action would be over near the cliffs. 
From the cliffs at the far end; undead on the left, carrion beast, skeleton spears, zombies, necromancer and bodyguard and skeleton archers.  Dwarves on the right, chieftan and bodyguard, dwarven guard, dwarven axes and dwarven archers
The two sides face off

Initially, both sides moved forward towards the objectives. Makhar boosted the skeleton spears, increasing their number to nine, otherwise it was simply a case of making progress towards the objectives.
Steady advance in most cases, nothing dramatic happening yet
Two turns in

The dwarven archers occupied the nearby woods.  They searched in vain, no sign of either thief or chart.
Makhar climbed the hill with his bodyguard.  No sign of the chart here either.  He took advantage of his position to inflict a Chill Wind on the dwarven axe troops, killing four.
The zombies shambled forwards, keen to feast on dwarf. To their left, the skeletons advanced into the field. Hiding in the crops was the thief, and, more importantly,  the sea chart.
Over near the cliffs the Carrion Beast circled round and dropped a rock on Amlodi.  The dwarf hid behind his beer barrel, one of his drinking chums was less fortunate. 
at the far end the carrion beast commences its strafing of the dwarves. Undead infantry consolidate and the dwarves try to catch them
The action hots up, the chart is in bony hands

Main Battle
Shaken by the loss of one of his guard ("he owed me a pint"), Amlodi Forkbeard did little more than check his beer barrel for leaks.
The skeletons withdrew from the field, accompanied by a nervous rogue clutching the map. 
The dwarven infantry moved up, hoping to catch the skeletons with the prize, while the zombies shuffled ever closer.
Makhar scrambled down the hill and caught the dwarven guard in another chill wind, but they were made of sterner stuff and largely shrugged it off. They were less fortunate when the Carrion Beast dropped rocks on them, losing one of their number. 
The dwarven archers shot at Makhar and his bodyguard,  but caused no casualties. 
Gradual withdrawal of the undead infantry while the carrion beast drops rocks and Makhar uses Chill Wind
The undead take shots at the dwarves who desperately chase the the map

The Carrion Beast continued it's bombardment of the dwarf guard, taking out another, as did Makhar's Chill Wind. Seeing the skeletons withdraw with the chart, the necromancer decided to make the dwarves pay for their presumption. Hopefully it would delay any attempt at dwarven expansion into Albion. He ordered the zombies to charge the dwarven guard.  Despite acquitting themselves well, the dwarves were spent from their previous casualties and broke, the survivors fleeing the battlefield. 
The dwarven axes then charged the remaining zombies to avenge their kin and wiped them out. 
Desultory shooting from both lots of archers caused no casualties, but both sides suffered somewhat (a pin each).
A unit down on each side, and the skeleton spears keep the chart out of reach
The Dwarven Guard have gone to the Halls of the Stone Ancestors, the zombies are destroyed, and neither side's archers are up to much

End Phase 
The dwarven archers crouched down in confusion (failed Order test). Both Makhar and the Carrion Beast slew a dwarven axe, but the dwarves had the effrontary to charge the necromancer.
Old School minis action
Dwarven axes vs Makhar and his guard
One of Makhar's bodyguard was smashed to bits by the axes of the dwarves,  but their earlier casualties caused them to break. They kept their discipline,  and withdrew in good order.
The skeleton spears continued their withdrawal,  keeping the chart safe.

Carrion beast still circling overhead and dropping rocks, dwarves trying to catch undead elswhere
Gradual whittling down of both sides

The undead gradually retreat.  Makhar tries a final blast of Chill Wind on the remaining dwarven axes, but they shrug off the effects. 
With no way of catching the skeletons with the chart, and unwilling to risk more dwarven lives (according to some, because his beer barrel had sprung a leak), Amlodi Forkbeard sounded the retreat. 
Undead withdraw, leaving some very angry dwarves
The Chart is safe in Makhar's hands


Well that was a hugely enjoyable game. I did wonder what Boðvoc has done to upset the dice gods: his luck, especially to begin with, was shocking.  Amlodi failing a Command test when he needed a 9 or less, for example.
Conversely, my rolling was good, especially early on, and I managed to cast every spell, though not always terribly effectively. 

It was my first game using my undead, though I did face them when T'Other One squashed my orcs with them back in November. I was pleasantly pleased with their performance, though a lot of the success was down to avoiding the dwarves.  The scenario helped a lot here, I'm sure I'd have struggled in a straight up fight. 
The Carrion Beast seemed very powerful, essentially being untouchable, as it stayed away from any dwarven missiles.  I predict a lot more archers and rangers, and probably some magical support in the dwarven lines in the future.  

What's Next?
The next scenario is The Mists Recoil, actually the first one in the original campaign.  It's an odd one, designed for individual skirmishing minis using a  system akin to Mordheim. It pits boats full of attackers trying to land opposed by three war machines and a tiny garrison. 
We'll not be trying to do individual minis; so far we are looking at the three war machines and 200 points of undead against 600 points of dwarves in boats.  This may change of course. 

I need an undead champion to lead my skeleton crew, fortunately I've already got one part painted.  I've also got some Grenadier war machine crew, and a complete Skull Chucker catapult.  I'm looking out for potential war machines for the crew, or perhaps some scratch building?
At some point I must paint a banner for the Fantasy Lords standard bearer I painted in December.  Boðvoc has a Spoils chart, and my undead got a magic banner granting Command 10 to all units within 10".

Wildspire Miniatures: Cultists, Harpies and Ghouls

I'm enjoying painting these Wildspire Miniatures, so here's twelve more. Since painting the previous minis I've downloaded the P...