Showing posts with label Chaos Warbands. Show all posts
Showing posts with label Chaos Warbands. Show all posts

Monday, 2 February 2015

Acceptable in the '80s: Dale Hurst's Tzeentch Warband


In yesterday's post we discussed the seminal dwarf army article by Wayne England, and thanks to some knowledgable fans of the force, we now know that more units of the army appear in several later issues of White Dwarf. I just need to set about tracking them down so we can have the pleasure of examining the models chosen in greater detail. We also heard from Wayne himself on Facebook and he mentioned that he is working on a brand new dwarf army as we speak - so hopefully we will get the chance to check out that force too at some point.
Today we are looking at another highly influential force from White Dwarf 135 - Dale Hurst's heavily converted Tzeentch chaos warband. Realm of Chaos fans hold on to that sanity and we turn the nostalgia factor up to 11!



If Wayne's article launched a thousand dwarf armies, then Dale's must have signed the death warrant of a thousand toy soilders. For the first time, White Dwarf published a comprehensive guide to converting troops for play and displayed the final result as a unit. Sure, during the heady days of the release of Slaves to Darkness, John Blanche had taken us on a little journey about how to manufacture mutations in metal - but that work was more broad in scope and lacked the nitty gritty detail that aided the inexperienced modeller's first steps with scapel, saw and wire.
So what do we get? First up is a little look at Dale's philosphy for the unit. Paint quick and play fast. Its a philosphy that we are perhaps more used to now as many wargaming companies promote huge forces and many of the paint sets and techniques used nowadays really aid the painter in getting stuff on the table faster. Painting culture in the late '80s and early '90s was, at least where I was based, very labour intensive - with many of us spending hours and hours getting the most out of our plastic space marines and never really having much time for gaming. Still, I don't recall seeing the horror of horrors - unpainted units on the tabletop - being pushed around in games until much, much later. In a Peterborough GW in the early 2000s, I saw a game being played entirely with boxes of miniatures, with the sprues still rattling around inside!!
Still, using Dale's block colour philosphy it would be possible to get a striking looking force on the table quite quickly, which would allow you time to get games in, while doing further work at your own speed in between bouts. Its certainly not an approach that I would take - preferring as I do to lavish time and energy to all of the models I field, so at least they look good as they are routed or destroyed by huge 'tar pit' units of skeletons! But its a perfectly acceptable approach that other people may well wish to employ.


This second page give sound advice about how best to choose which models to convert. The collector in me rails at the thought of chopping up my beloved Citadel models in anyway, and I do search out broken or damaged models just for the purpose of 'improving'. Obviously, at the time this article was written access to the classic models used was not an issue, but gamers today now have a huge wealth of companies and componants to turn to when converting models. Though its not something I would do myself, I really do enjoy seeing the intelligent ways many Oldhammerers make use of plastic and resin parts to update classic and modern figures and make them their own.
The photocopable banner is a nice touch here, and something that I love making use of. From my previous life as an archaeological illustrator, I suspect that this design was produced with technical pens at a much larger size, and then reduced down on a photocopier. Freehand designs always look more impressive with a good deal of planning behind them after all. Have a go, even if you are printing an image off the internet and painting over the top. You'd be surprised how effective this can be.
There is also some sound advice about using a knife properly. And the word 'hobby' hasn't been sprinkled around the text like confetti at a wedding either. In the later stages of my White Dwarf buying this really got up my nose... 'Use your hobby knife to cut the plastic parts from the sprue... Then use your hobby saw to remove the unwanted head... Before using your hobby glue to sit everything together...' Ahhh! I much preferred this type editorial style - as it made me feel like an adult and not some foolish child while it was educating me. 


Anyone setting out on their first conversion journeys needs to know about pining. Even tackling the much larger monsters (such as the spined dragon I worked on last year) is made all the easily with a good understanding of why heavy parts are pinned together. Before I read this article back in the day I had no idea whatsoever about supporting limbs, wings and other appendages with trimmed down paperclips. Thanks to this article I asked my dad what a pin-vice was! Luckliy, my old man was a highly skilled railway modeller (Scale Four you know) and understood exactly what I was referring to. Within a week he'd gone out a bought a nice new one, and I had his battered campaigner in my bits box. Sure, within the first few minutes of using it I managed to impale the bit into my hand and bleed all over my Bloodthirster, but at least its wings never fell off!




The article goes on to describe head swaps. One of the easiest techniques to master and something which many of use have lost the art for, especially with the tendancy of modern kits to automatically give us a range of options in this regard. Actually hacking off the head of one metal model and attaching it to another can be quite a challenge, but if done correctly it can breathe new life into an old model. Seeing the range of heads on display here, I mutilated much of my Heroquest plastics with ill-informed improvements. But at least I learnt how NOT to do it!

This final page gives further detail about how many of the more impressive conversions were achieved. Reading through it once again with far more knowledgable eyes Dale's words make much more sense. I seem to recall much of the discussion here was beyond my modelling skills back in the day - especially in the filling department. I read about how he used plasticine to fill gaps and copied this with the grotty plastercine I found at the bottom of my younger sister's art chest. Needless to say, the results of me building up a minotaur's back were utterly disasterous!
There is a great quote in here for all Realm of Chaos conversion affectionardos. "With some imaginative interpretation of its attributes, I ended up with a very strange-looking creature." Imagination is a vital part of any good conversion, and in a world of proscribed paint schemes, defined unit layouts and trademarked insigia - the conversion is one of the few bastions yet to fall to the 'hobby-suits' (look, there I am adding that dreaded hobby word on to nouns) who threaten to derail us from the freedom wargaming should allow us.
Get converting!
Orlygg

Monday, 23 December 2013

Slaangor: Beastmen of the Pleasure God

As Monday night draws to a close I have managed to get some Slaangor (that's Slaaneshi Beastmen to the uninitiated) completed, based and have added their shields. Like Adolphus in the previous post, these models were started quite some time ago and were abandoned as my interest was piqued in other areas so its good to get them finished. As I did with my Khorne army, I attempted to match as many of the tones for these miniatures as those used in Slaves to Darkness; namely pastel hues of green, pink, blue and purple. Black and gold were also added for good measure. 


Here we have the first two Slaangor. I am not sure who sculpted these, but they did a good job, filling the models with lots of additional details that were fun to paint. I used inks to add depth to each of the colours in turn before creating highlights by adding white. The metals were painted in my usual way. I was particularly impressed with how the two shields came out. I had opted to use different shaped shields than those used on the Khorne models. There I favoured the round shields but with the Slaanesh beastmen I chose to use the original chaos shield shapes. I have painted on them before in the past, and several of my Khorne army have got them attached on their shield arms but this was the first time I had used them extensively. A change in shape brought about the need to adapt my 'chaos face' designs. Have a look at how the designs came out- what do you think?


Here's a close up of the first design. This is the first time I have painted a design on this type of shield and I must say I feel its once of my best. I opted to paint a more human face but this time in profile. The addition of the glaring eye and gnashing teeth gave the design enough malign presence to be suitably chaos like. Again, I mixed in purple ink with my purple paint to create the depth and richness of tone before highlighting the detail with white. My son, who is three, told me that this shield was 'too scary' and that I should hide it high up in the cabinet!


This design had a great deal more in common with those I have done in the past, with the addition of a few subtle boils to the 'skin' of the face. I also shaded the eyes in with green to contrast with the light pink of the face itself. This colour was achieved by adding a touch of white to a very bright red. This gave a deep pink that was suitable as a base colour. Over this I shaded with a chestnut ink/red ink mix. I added white to create the highlights in increasing stages. 


Next, the standard bearer. This was a simple conversion. I cut away the old spear that this miniature is armed with and drilled through with a pin vice. It was a simple job to push the wire through and create the banner pole. The banner itself is made of paper, a departure from the tin one I made for the Khorne standard. The method was much the same, with the background created through flicking paint in varying shades against a parchment base colour. The large, purple face was added later and was painted in exactly the same way I do the round chaos shields. I added some plastic shields and an orc head from suitable decoration. 


A closure shot of the beastman and his shield design. I stuck with the colour themes of pink, gold and black with this one as well as purple and green as spot colours. The shield was painted in green to contrast with the orc's head at the top of the banner pole and was just a longer variant of the chaos head. I used red and brown ink to create the weeping lips and eyes which I again highlighted by adding a little of the light green. 


A quick top down view to show of the colours on the banner. The shields were taken from the Gripping Beast plastic viking range and the orc head is, of course, from Warhammer Plastic Regiments.


By adding the new miniatures to those that I painted a couple of years ago for the Realm of Chaos campaign I have my first completed unit for Adolphus' new army. These beastmen will act as his bodyguard and I intend to paint an additional beastman for the unit to ensure that he can be replaced if I decide to field him as an independent character!

So far, so good!

Orlygg.

Slaaneshi Champion: Adolphus Tiberius Lewdflail


With my work done for two weeks and the Christmas holidays beginning today after a rather quiet weekend the festive painting begins in earnest. I have quite a cluttered painting table by any standards, with about ten models in various stages of completion. The theme of the week is Slaanesh. I hope to build a force to take on Ulthur Deathfist in the near future. It is my intention to produce two interesting chaos armies for use at other Oldhammer types' houses. I meet plenty of you that say 'I would really love to play but I have no painted models' so I hope that having two exciting forces, a reasonable table and some scenery would help spread the gospel of Old School Warhammer to those who don't have the resources to put on a good battle. 


This miniature has a rather interesting history. It is, of course, one of Jes Goodwin's Chaos Champion range he produced in the later 1980s. It is my opinion that these models have never been bettered by anyone else due to the varied range, twisted imagination and collectability. What really surprised me was flicking through the latest issue of WD in Tescos the other day, as I do, and I noticed that this Nurgle Champion had been inducted into the Hall of Fame. Now I am not naive enough not to know that miniatures selected for this are more than likely going to have to be available now, and that the Hall of Fame is really just another advert, but come on!. Goodwin's range is vastly superior and consists of a great number of different models for all four gods. The one I selected to paint on is one of the best in my opinion. Quite why they haven't been all re-released in the collectors range is beyond me. 


As I said, this model has a rather interesting personal history. It was originally intended to be my Slakesin character in my Realm of Chaos campaign that inspired this blog. In fact I remember starting painting it while my son was very young and he is now nearly four. I am not sure exactly what it was but something caused me to give up on it. In hindsight, it may have been the complex detail as my painting skills three years ago are not a patch on what they are now. So whatever caused me to cease work on it saw the model abandoned to various storage piles and draws until I came across it a few months ago and returned it to the painting station. I imagined finishing it off at some point. Then the other day I had just mixed up a nice chestnut ink wash for a different model, and having finished the application with plenty to share decided to paint this champion with the leftovers. 


That ink wash really brought out the depth in the model and made it pop. It was pretty easy to apply a couple of layers of highlights here and there to finish the model. And here his is! Ready to lead my Slaaneshi army. All he needed was a suitable name so I chose Adolphus Tiberius Lewdflail. I thought it has a suitably perverted ring to it!

Orlygg. 

Thursday, 29 August 2013

Oldhammer Weekend Warbands:Guide to the Battleground



Introduction

Last night, I packed up many of my painted miniatures into their soft, foam travel case, got hold of my weighty rulebooks, dice and scenery and headed over to Dan's house. Our intention was to thrash out the easiest way in which to use Warhammer Third Edition to organise the Chaos Warbands Mega Battle to celebrate the 25th Anniversary of Slaves to Darkness, being fought at the Foundry on Saturday. In the process, we fought a battle for the sole reason of trying to identify any problem areas that we may have when trying to run this battle with up to, and maybe exceeding, thirty other players and their warbands. 

It quickly became apparent that such a game, using such a rule set, will have to depend on a great deal of autonomy on the behalf of the players. They are going to have to be responsible for completing shooting, magic and close combats pretty much independently with the owner of whatever particular models they are fighting, blasting or shooting. We will be there to act as guides and to adjudicate in the case of argument, but we will be little more than overlords viewing much of the action. 

As you may know, there will be a largish table on which the game will be played. On table length will be reserved for Khorne and his Nurgle allies to enter the battle. The other, yes you guessed it, will be for the exclusive use of Slannesh and his/her ally, the forces of Tzeentch. The remaining two table edges will be free for all, so if you want to enter the conflict from these spaces, that is your choice. 

Khorne and Nurgle will go first, and complete the first turn. This turn will follow the standard Third Edition Sequence as explained in the Warhammer Armies Reference section - though this was later republished in the paperback edition of WHFB3! Each phase is allotted a number, so if you are unfamiliar with the rules then please don't panic, as in this article I will go through how the game runs and hope to give you a little idea about how things will work. 

Turn Sequence 

A:Turn Start - Wizards regain power, Spell effects determined, fire and its affects and various psychology tests made. This will be overseen by Dan and myself.
B: Movement - the active side will move their units during this period, including any flying creatures, though the actual time will be limited to ensure that the game moves quickly. How long the movement phase will depend on the speed of the game and will be adjusted accordingly. Charges must also be stated here and the models moved. Any actions by the units receiving the charge, including fear tests will be carried out here. 
C: Shooting phase. Again, this will be timed if appropriate, and the Khorne and Nurgle players will get the chance to nominate units who will be shooting and who their targets are. Aerial shooting will be included. Players will be invited to sort out their own combats in an agreeable fashion.
D: Combat phase: Again, this will be left to the players to sort out, though Dan and I will be available to adjudicate. This phase will be timed and Dan and I will help organise the combat results, push backs and any additional modifiers to be included. 
G: Reserve phase - units not within 4" of friendly or enemy troops my move a second time. This will allow players to get into or out of the action quickly.
H: Magic phase- Players with magic users will need to cast their spells, deduct magic points and calculate the effects of their magic. 
I: Rallying phase- routing troops can be halted by the effective use of a leadership, or other associated test.

The turn sequence would then be over, and control of the game will move to the Slannesh and Tzeentch players, who will follow the same series of phases. 

There are an enormity of different rules at play, and to be honest, no one is going to have a good grasp of them all. Dan and I feel that common sense needs to prevail at all times when confusion arises. After all, this experience is suppose to be the exact opposite to a tournament game. This is also true of any ideas you may have that do not appear in the rule set. We are more than willing to hear any suggestions and devising rules on the spot to mutably agreeable fashion to resolve almost any conceivable situation you can think of. 

Playtest

Okay, I am about to go through with you all the playtest battle that Dan and I fought to try and get to grips with the game. We created four warbands, one for each of the four powers, and spread them across the two sides (Khorne + Nurgle vs Slannesh + Tzeentch) in much the same fashion as we expect players to do. Feel free to set your models up along whichever piece of table is free. Considering that you will have three table edges to choose from, you will have plenty of options about where to start. 

The warbands were not costed. We just picked miniatures randomly, though we ensure that each warband had at least one big creature/monster. Points are irrelevant here. 

What follows is a series of photographs in which I shall try and explain what is going on and what we did. Hopefully, this may provoke a ray of light or two from those of you at home who are, perhaps anxiously, flicking through their Third Edition rulebook with trepidation!


Here we have the set up. Four warbands spread out across the four table corners. Yes, we use a very small board as we have limited space. In fact, it is the lack of space we have to play that caused us to choose to play Slaves to Darkness in the first place. Bottom left, we have the forces of Slannesh, lead by a champion, four orcs, six beastmen and a giant spider. Bottom right we have Tzeentch, the allies, with a sorcerer, six thugs, three beastmen and a troll. Top right resides Khorne, with a champion, minotaur, three beastmen, a chaos hound (Mange returns!) and six thugs. Finally, top left we have the forces of Nurgle. A sorcerer, six skeletons, four beastmen, two thugs and an ogre. 

None of the champions were armed with chaos weapons and all wizards had fireball as standard. 


Khorne and Nurgle had the first turn. Models were moved as their movement statistics, be careful though, depending on weapons and armour, there may well be modifiers to movement. Many of the beastmen were armed with light armour and shields and ended up moving only 3 and a half inches rather than the usual four. We don't consider a body of troops to be a unit, and need to follow the unit rules for manouvering, unless they have 10 models or more. We made this decision due to the nature of the warbands themselves (just a group of a few warriors) rather than a drilled army. Treating small bodies of figures as individuals also speeds up play as there is no need to worry about complex manouvering. Additionally, we decided that there need be no restriction how close one model can move to another and that units may change their formation to move between scenery. Modifiers for crossing obstacles will remain in place however


Here we have a shot of the Nurgle Warband after their first movement stage. Notice that this warband has a small number of skeletons, and it is certainly a possibility that we will see undead upon the field on Saturday. Dan and I discussed whether or not hardened Chaos Champions who prowl the chaos wastes would be scared of mobile bones, and for a while decided to remove fear as an option when dealing with champions. Later, we decided that this was un-necessary, as the CL level of the more elite champions made it practically impossible to fail a fear test anyway. So fear via undead stays in. Also worth mentioning here is line of sight. The Nurgle sorcerer at the rear of the warband is unable to use much of his magic due to the fact that his vision is obscured by his own men. If you intend to bring a magical character, think carefully about his positioning. Just after this shot was taken, Dan charged his ogre into the Slanneshi orcs, but duff dice rolling resulted in nothing of note.


Dan checks the rules once more. He loves the statistical nature of wargames rules while I am far more of s free and easy roleplayer. Basically, I make it up as I go along, Dan likes to use the rules so its fair. Bottom of the picture you can make out the Khorne minotaur, which Dan charged into the Tzeentch sorcerer. Being a champion, he stood his ground and unleashed a fireball spell, which collided with the brute beast and wounded it once. 


Rules checked, Dan moved his Khornate thugs up against the face, intending to use the cover as a defensive barrier against a possible attack from the Tzeentch beastmen, or even the troll. This is an example where modifiers come into play, and we are going to ask players to calculate these for themselves, though we will be there to adjudicate if there is a problem. With up to thirty players fighting at once, keeping tracks on everything will be impossible. Striking to hit suffers a -1 modifier if a model or unit is behind cover such as this, though when the beastmen charged the thugs, this was cancelled out for the first turn by the +1 modifier of the charge bonus. 


Once the turn was over for Khorne and Nurgle, Slannesh and Tzeentch were free to move. The the Slannesh champion, with his attendant beastmen advanced to the hedgerow, ready to advance in their next turn while the spider got ready to leap over the bushes and strike the advancing Nurgle warriors. One thing to remember, if a body of troops (whether they are considered a unit or not) is caught halfway across an obstacle, then they need to make a panic test to avoid breaking and routing. So, depending on the scenery available on the day, you may well want to time your charges well. 


Once movement was complete for the Slannesh and Tzeentch warbands, I got stuck in to some combats. Poor dice rolling from both sides resulted in very little happening on this side of the field, as the minotaur and the sorcerer traded blows. With no shooting weapons among the warbands, we ignored this phase entirely. In the picture you can see some unengaged models, these get a second chance at moving during the reserves phases later on in the turn. 


Having completed my first full turn, the attention turned back to Dan's Khorne and Nurgle worshippers. The combats continued to be dogged by poor dice rolling from the the both of us, and little happened during the close combat phases. Dan advanced his troops forwards once more during the reserve phase. It was magic that really hit the mark this time, with the Nurgle sorcerer casting fireball at the Slanneshi champion. Now, let me talk about magic. Its all about the number of magic points in Third Edition. The Nurgle sorcerer had 20 magic points to begin the game with, and most spells are automatically cast until you reach below 12 magic points, when you have to roll against your remaining points (but not below your intelligence). So, his fireball spell was automatically cast, and hit automatically too with D3 hits (he rolled 5, so produced 3 hits) with no armour save! Subsequently, the Champion of Slannesh took 3 wounds and promptly died! Now this got us talking about what players are to do if their champion perishes but they have models left on the field, well, they simply need to nominate a new, lesser champion to take over. 


My second turn, began with combat as there was little movement apart from the beastmen crossing the hedge. My troll managed to pass his stupidity test at the beginning of the turn, and I promptly charged him into the Khorne beastmen. Now being charged by such a beast is now laughing matter and Dan had to take a fear test to determine if those models would remain where they were. 


As you can see, they failed, and promptly ran from the field pursued by the gigantic green troll. Here is a good point to explain the free hack, as we understand it. When a unit breaks, the models are turned to show that they are unformed and the attacker gets a free attack with automatic hits. Once these are resolved, the models are moved at double their movement rate and the attacker has the option to pursue if they can (note, minotaurs suffer from bloodgreed and often remain munching on corpses). If the attacker has enough movement to reach the routing models, they get another free hake with automatic hits. Brutal stuff indeed! Its here, with fleeing troops that the real damage can be done! 


Here we have an overview of the battle at the end of Khorne/Nurgle's second full turn. The beastmen and thugs are still fighting over the fence on the left hand side, the Tzeentch Sorcerer struggles with the minotaur, while the Khorne champion has charged the thugs crossing the bushes (they passed their panic test so remained in place). Mange, the famous Chaos Hound, hand charged into the Slanneshi beastmen but had yet to make any real impact or suffer a wound in return. The spider had charged over the bushes and into the thugs and skeletons of Nurgle, while the ogre had managed to kill one of the the orcs.  


As the combats ground on, the minotaur fell to the hook of the minotaur, freeing up the champion to turn and engage with the Khorne leader to his left flank. 


My orcs were not so lucky, with the ogre's power (doubled with that of the Nurgle sorcerer) cutting through them in swathes. Soon, they were wiped out.


No wanting to reduce the pressure on my forces, Dan charged the Ogre straight into the rear of the spider at his next opportunity. The great arachnid  was now pretty much surrounded and struck on every side. Within a few combat rounds it was dead. With the loss of the champion, the orcs and now the spider, only the few beastmen remained of the Slannesh warband. 


The surviving Slanneshi beastmen were under attack from the chaos hound, and were steadily losing ground against the canine killer. The Tzeentch sorcerer helped reduce the pressure by fighting the Khorne champion. 


On the other side of the board, my troll had passed its stupidity test and destroyed the Khorne thugs with a devastating rear charge. Three models fell under the force of the trolls sickening vomit attack and the remaining thugs (having lost more than 25% of their strength in a single turn) ran from the field with the troll jabbering after them. This left just the Khorne champion fighting alone for the Blood God.


The author of this blog reflects for a moment over the rules. Note the enormous casualty pile! I wonder how big the pile will be on Saturday afternoon?


With Khorne and Slannesh practically destroyed, the focus of the battle shifted to Tzeentch vs Nurgle. Two hated foes clobbering each other with magic and steel. The ogre charged once again, into the Slanneshi beastmen, but again they held firm. The Tzeentch thugs closed around the Khorne champion and the forces of Nurgle advanced in force against the remaining two beastmen and the troll. It seemed certain that Dan would crush me where I stood. 


Despite losing three thugs to his blade, the Khorne champion finally fell beneath the combined assault. They barely had enough time to reform and receive the charge of the four Nurgle beastmen. 


With incredible, and seemingly exhaustive, good luck, the Slanneshi beastmen finally killed poor old Mange, and we lamented his passing. The ogre too managed to duff his attacks so, despite loosing another model in the brawl, the beastmen were still in the game. To the north, the troll begins to take apart the easy to kill skeletons, but would this destruction be over in time for the troll to gather his wits about him and deal with the remaining enemy fighters?


Then the game changed. The Tzeentch thugs were engaged with the Nurgle beastmen, when the Tzeentch sorcerer charged the beastmen in the rear. This triggered a panic test which the beastmen failed. Being so close to other Nurgle models, each group has to test for a panic test as they were so near routing troops. In sequence, they all failed and ran, including the ogre. Free hack came into force and in the resulting pursuit, the Nurgle forces were pretty much wiped out to a man. 


With only the undead uneffected by the rout, the remaining Nurgle models were cut down by the vengeful Tzeentch worshippers.


The game ended with the surviving Slannesh beastmen finishing off the Nurgle sorcerer. And the game was over, with the Changer of the Ways loosing only a single beastman in the process! I am sure that was all part of his wider cosmic plan I am sure!

Well, are you intending on testing your warband against all comers on Saturday? Do you have any questions or ideas that you feel Dan and I should think about and discuss in the two and a half hour journey to Nottingham?

If you do, of you have any other comment to make about the Realm of Chaos Slaves to Darkness game being held at the Foundry on Saturday, please comment below!

Orlygg

Saturday, 24 August 2013

Oldhammer Weekend: Slaves to Darkness Warbands: Mustering your Army Roster




With barely a week to go until the Oldhammer Weekender at the Foundry, I have started to organise quite how Dan and I are going to run a massive clash of over thirty warbands during the day. Its quite a task, and I will be posting my thoughts on the matter over the next few days.

Tonight's post is about how we can best go about creating our, dare I say it, armylists for our warbands. In truth, we don't need armylists. We need army rosters. These are less about points management and are more about game management, creating a handy sheet or two with all the information you require (or the GMs may require) to play. Luckily, suitable sheets were produced for The Lost and the Damned and I include them here for use. Of course, if you have your own system of organising your warband, feel free to use them. These sheets are merely a suggestion and not a prequisite.

So, to start us off. The army roster for your Chaos Champion complete with a section to record those gifts, attributes and magic spells.







Saturday, 9 March 2013

Rituals of Combat: Detailing the Oldhammer Weekend Realm of Chaos Warbands Game




And it is said that even the deaths of ten thousand men cannot move these Dark Lords to pity. And that they play with mortal lives like a child plays with its baubles - tiring of them easily and throwing them aside for new pleasures. But unlike the playthings of infancy, mortal pawns can bleed, and feel pain, and die beneath the uncaring gaze of their masters. 

And it is said that even when two mighty Legions of Chaos meet in battle, the Powers of Chaos cannot stay their meddling hands. As Daemon faces Daemon, Champion faces Champion, and the very lands quake with fear, the great powers pass down rituals to bind their cohorts. As if skillful advocates in a royal court, the Dark Lords argue the slightest points, the most obscure procedures, the least significant of details, vying one another for slim advantage. 

And sometimes the ritual is of great import: "You shall not use the Dark Magicks nor speak words of power" perhaps, or "No weapon iron or steel shall you use, nor any wooden shaft, but only the natural claws and long fangs that we have given." And sometimes the ritual is petty and beneath contempt, as: "No blue shall be worn, nor shall the mauves and purples be seen upon this field." And sometimes the ritual is such as to make no sense to the limited minds of mortals: "There shall be no killing, nor nay blood spilled." But in the immeasurable minds of the Dark Lords there is purpose that cannot be guessed and schemes unfathomable.


And the ritual shall be agreed, and it shall be binding, even unto the least creature, even unto the greatest. When once the Dark Powers have spoken there is no Daemon that can gainstay their word.

And the battle shall begin...





Bring Out Your Lead 2013: Realm of Chaos Warband Mega Game Scenario Rules

What follows is the current step up and rules structure for the Realm of Chaos Mega Warband battle that I will be running at Bring Out Your Lead 2013. The following rules should be seen as 'official', as far as we can have 'official' rules in the Oldhammer Movement, and have been inspired by the many emails that I have been sent in recent weeks, comments on forums and advice from other influential and sage leadheads. 

They can be tweaked further if you so wish. So, if you have an idea or a suggestion, just let me know and I'll see about including it. 

The general ruleset we will be using will be Warhammer Fantasy Battle Third Edition, supported by Realm of Chaos: Slaves to Darkness. 

Scenario Set Up

Depending on numbers, the game will be played over a rectangular table set up. This may be many tables pushed together, or more than one table within the Foundry wargaming space. All these tables will be viewed as the same battle and in the case of a multi table approach it will be possible to move from one to another table and vice versa. The exact detail of how this will work will be established on the day. 

All table edges will be possible entry points to the game, though one will be selected as 'Khorne Only' and other as 'Slannesh Only', leaving the player with three possible entry points to enter the conflict. A player may enter the conflict at any time, or elect to withdraw his or her warband at anytime, similar to the way that you can drop in and out of online Xbox 360 games as you wish, though withdraws will need to be moved as part of the game turn. This should provide a great deal of flexibility about where you choose to start with your warband, and would represent the champion selecting the best possible position for his forces upon arrival at the battle. You could even play for a while, move out of the action, and return later if you so wished. Any rewards won would be retained.

Players will need to arrive with two copies of their Army Roster. One for their use during the game, and one for the GMs if disagreements occur. These Rosters will need to contain all the stat profiles that your warband requires, both for units and named characters as well as all special rules that you intend to use. The Lost and the Damned contains some very useful Rosters that can be photocopied or converted to Word. We shall provide an 'official' one shortly, so don't worry if you don't have access to this book. 

Nurgle, Tzeentch or Undivided Warbands may choose a side to support on an individual basis, or may act out their own hidden agendas. Those Tzeentch and Nurgle Warbands will be subject to Hatred for the opposing power and CANNOT be fielded withing 15" of a rival powers force if electing to fight on the same side. If a Nurgle or Tzeentch warband come withing 10" of each other, they must move to engage each as soon as possible and ignore other units.

Just before joining the game, players without a steed, may roll in the Chaos weapon chart in Slaves to Darkness to establish the nature of any weapon. 


General Rules 

Models can be treated as character models (they move independently) or as units. Units can be mixed on racial grounds, so dwarfs, goblins and skaven all in one unit is fine, with the restriction that movement will be calculated by the slowest moving member of the unit and that base sizes need to be consistent with the unit as a whole. 

Character models to be named on the front of the model's base for easy game recognition. Ig you wish to name all of your models for narrative purposes, please do. I, for one, would like to know the names of the foes I crush. 


A player may only field ONE warband at any one time. Though on the withdrawl or, or destruction of, a player's warband the player may re-enter the game with a new warband that can be of any chaotic power. So if you wish to field both Khorne or Slannesh warbands during the game, you can, though just not at the same time.

Upon the death of a Champion the player can;
1) Remove their warband from the field - this will represent them fleeing as individuals, or slipping way to join the retinues of successful warbands after the battle. The player could then decide to field a new warband  to the same, or different, chaos god.
2) Nominate a model to 'take command' of their warband. I am sure that all forces would have a second in command waiting in the wings, and Chaos Warbands would be no different. The character would receive an 'instant' reward of a chaos weapon (or take the weapon previously used by the champion), chaos armour or random chaos attribute depending on a D6 dice roll. 1-3: Chaos Attribute, 4-5: Chaos Armour and 6: Chaos Weapon.
3) Use the Skeleton Champion rules to 'raise' their champion from death. To use this rule you will need an undead model to represent your Champion in his undead form. So, if you are hoping to use this strategy, plan ahead a choose an appropriate model.


Reward points will be given to champions for different actions and should look something like this:

Champion killing a follower of another god = 1 reward point
Champion killing a champion of another god = 5 reward points
Champion killing a monster (e.g. anything on a 40mm/50mm square base) = 3 points
Champion of Khorne killing a Champion of Slannesh = 10 reward points
Champion of Slannesh killing a Champion of Khorne = 10 reward points
Khorne Champion killing an ally. = 3 reward points
Slannesh Champion killing through pleasure (acquiescence spell, chaos weapon etc) = 3 points

A further 10 Reward points will automatically be given to any player arriving with an 100% genuine mullet and handle bar moustache.

General Note: Any undead models, being already dead, will NOT count towards reward points. The exception to this rule will be Undead Champions. Reward Points are NOT to be used to roll of the rewards table after the battle. They will convert as 10 Reward points = 1/2 a roll on the rewards chart in Slave to Darkness. Only the greatest champions will be rewarded!

This should provide contributors with three things.
1) Rewards that can be spent on developing your champion and warband after the event.
2) A tally of points which allows us to identify the champion of champions (the model with the most points after the game is over) 
3) A tally of points which allows us to identify which side (Chaos God) has won the battle over all.



The Restrictions of the Gods

When constructing your Army Roster, you must consider the following decrees of the Dark Lords. These decrees exist purely for the Realm of Chaos Mega Battle, if you wish to play additional RoC battles away from the main table you need not follow these.

1) No daemonic weapons.
2) No daemonic entities (fielded, mounted or summoned), this is to be a conflict of mortals, though undead auxillaries are not forbidden.
3) Magic to be drawn from Battle, Illusion, Necromantic or Chaos God specific spells, avoiding those that summon daemonic entities.
4) No magic items, banners or weapons. Cold steel, claws and other normal weapons only. The only exception to this, are chaos weapons granted to the Dark Lord's champions.
5) No technology. Technological weapons are banned from the battlefield. This prohibition does not include weapons 'bonded' to the model as a chaos attribute.

Winning and Losing 

In theory, all contributors of the game are winners. After all, you will have the experience of fighting a narrative battle with a lovingly created warband with a rich backstory developed by you. After the battle, you will have plenty of material to take the story of your force further. 

The battle will end by mutual consent of the players, or at the end of an agreed time limit or when the narrative has reached a natural end. The game will be played on the Saturday, probably beginning in the morning after much faffing about and chatting. There will be an agreed break in the game for lunch (approx 1 hour) and will continue as long as necessary.

However, there will be two winners of sorts.

1) The winning side, Slannesh or Khorne, established by the side with the highest number of Reward Points. 
2) The winning champion, who can be drawn from any Power, will have the HIGHEST number of Reward Points and is still on the field at the end of the battle. 

Well, that is the game as it currently stands. Please, if you have any more ideas or suggestions please don't hesitate to contact me or post a comment below.

And, don't forget to book your place!

Orlygg

Thursday, 28 February 2013

Oldhammer Weekender: Realm of Chaos Warbands Mass Battle Explained


It may appear that not a great deal is happening at the moment regarding the proposed Oldhammer Event at the Wargames Foundry in Nottingham late this summer. This is actually quite wrong. In between juggling demanding jobs, wives and kids and other modern hurdles, a few of us are frantically working behind the scenes to make this exciting event a reality.

Gaj and I had a conversation the other night about how best organise the gaming that is going to take place over the two days. We know that place is limited, and what to ensure that people have a change to play Third Edition (or, indeed, any other retro games they wish to play) as well as having the chance to check out models in other enthusiasts collections, have a beer and a bite to eat, trade lead or whatever. 



So, Gaj is going to be setting up shortly a booking system which will allow you to reserve a table for gaming for a particular slot over the two days. Really, this is intended to support the 'Bring and Battle' types that are more than happy to collect their forces, find an opponent and just rock up on the day and get on with it. Additionally, you will have the choice to select to play one of the demonstration/pick up games that we play to have prepared for the day or contribute to the Realm of Chaos 25th Anniversary Clash of the Warbands thingy...

The purpose of this post is to provide a little information about how RoC part of the proceedings will take place. 

It goes without saying that this will be the ruleset we will use as the basis to the RoC game.
RoC: Slaves to Darkness 25th Clash of the Warbands 

I thought long and hard about how best to organise this. I spoke to Gaj, Erny, Thantsants and others about their ideas and discussed things with Dan, who many of you will know I played against during my own recent Realm of Chaos Warbands campaign.

In a nutshell, its a clash between Khorne and Slaanesh. The premise being, that the Chaos Gods themselves have ordered a ritualistic combat to take place and a desired place and at a desired time. The call has gone out across the Chaos Wastes, deep into the forests of the Old World and beyond. Warbands and champions are on the march, heading ever north, drawn by some powerful compulsion to steer their forces to a barren plain beneath the insidious gazes of two of the most powerful Gods of Chaos. 

There a battle must be fought. Fought for the amusement of uncaring Gods. 

They seek to settle an argument.

And it will be settled in the blood of thousands.

Here are the details as they currently stand.

  • The game will be played over a rectangular table set up. This may be many tables pushed together, or more than one table. This largely depends on interest, so we will be able to provide more detail about this in the future.
  • All table edges will be possible entry points to the game, though one will be selected as Khorne only and other as Slannesh only, leaving the player with three possible entry points to enter the conflict. 
  • A player may enter the conflict at any time, or elect to withdraw his warband at anytime, similar to the way that you can drop in and out of online Xbox 360 games as you wish, though withdraws will need to be moved as part of the game turn. This should provide a great deal of flexibility about where you choose to start with your warband, and would represent the champion selecting the best possible position for his forces upon arrival at the battle. You could even play for a while, move out of the action, and return later if you so wished. 
  • Models can be treated as character models (they move independently) or as units. Units can be mixed on racial grounds, so dwarfs, goblins and skaven all in one unit is fine, with the restriction that movement will be calculated by the slowest moving member of the unit and that base sizes need to be consistent with the unit as a whole. 
Reward points will be given to champions for different actions, though these are yet to be fully confirmed, but would look something like this.

Champion killing a follower of enemy god = 1 reward point
Champion killing a champion of enemy god = 5 reward points 
Khorne Champion killing an ally = 3 reward points
Slannesh Champion killing through pleasure (acquiesence spell, chaos weapon etc) = 3 points
and so on. 

This should provide contributors with three things.
1) Rewards that can be spent on developing your champion and warband after the event.
2) A tally of points which allows us to identify the champion of champions (the model with the most points after the game is over) 
3) A tally of points which allows us to identify which side (Chaos God) has won the battle over all.

Its early days, but this is how things stand at the moment.

Any comments, ideas or questions, please don't hesitate to make them below. 

Orlygg. 



Saturday, 2 February 2013

Oldhammer Day Warbands Creation and Advice


As many of you know, there are major plans afoot which should see some kind of Old School event at the Foundry in Nottingham this summer (most likely late August). One of the components of this would be a celebration of Slaves to Darkness' 25th anniversary. Many in the community have suggested using the rules in the book to create Khorne and Slaaneshi warbands, collecting the original models and the pitting the forces against each other...

And I must say, its an excellent idea! Having a lot of experience playing with the warbands rules, I have put myself forwards as the organiser/GM overseeing this part of the event. I have two fully painted warbands to bring to the table already!

One thing that such a contest can never, ever be is a tournament! 

So don' t expect one!

The rules for warbands were designed as a miniature RPG to be played between friends. The concept is one of the futility and damnation of following a chaos god. The chances of success are remote and attributes can have a positive or negative effect on your forces...

So those of a nervous 'armylist' disposition you may want to look away now because there is NO ARMYLIST to pick your forces from! Just a long series of d100 and d1000 charts. And these can be as random or as deliberate as you like. If you want, you can roll off on the charts and create your force as the Chaos Gods intended, or you can be more selective, picking the forces you already have in your possession or that your are most interested in fielding. 

Can I just remind you, that in RoC there is NO BALANCE. It is very easy to create an extremely powerful force, just as it is easy to produce a force that wouldn't last twenty minutes against a force of lazy, shortsighted hobbits. 

So some kind of order is going to have to be introduced so that all those involved have a great time collecting, painting, and ultimately, gaming with Slaves to Darkness miniatures and rules. Let's start with warband composition.

Warband Creation Kit

1. Creating your Champion of Chaos

Your very first job is to roll off (or pick) a race for your Champion. A quick look at the STARTING PROFILE TABLE just throws up the number of options that you have; everything from a chaos dwarf to a zoat.

2. Once that is done (and you have a dwarf, human or dark elf) you need to roll off your starting stats. In our experience, standard profiles don't make good champions. They die far too quickly and just do not 'feel' like the champions that they should be. I recommend a level 10 or level 15 hero or wizard as good starting point, so don't bother going about rolling for one (unless you want to, that is...) 


3) Next up, you will need to give your new character a name and background. Who is he, she or it and what are they doing roaming the Chaos Wastes. Their first reward is automatic (chaos armour for Khorne champions and a Willpower increase for followers of Slaanesh) however, I feel you should be able to pick an additional reward at this point, either a chaos steed or a chaos weapon (the nature of the weapon to be rolled off on the day) Additionally, you will need to establish your first attribute. If you are unsure what I mean by this, have a look at the table below...


Yes, there are a very large number of attributes in RoC. Some are merely cosmetic and make challenging conversion projects, while others have a positive or negative effect on a champion. This system is obviously very easy to abuse and its simple to just pick the most useful and powerful attributes to 'beef up' your champion. This is, however, quite the opposite to the spirit of the game, isn't it? I feel that those of us interested in creating and gaming with these warbands should pick one negative (or cosmetic) and one positive (improves stats) attribute. I feel that this is the most sensible thing to do and should bring some interesting flavours to the games.

4) Finally, you need to create your retinue. This, in my opinion, is the most exciting part of the game. Rolling off is totally random, and the way I like to do it as it takes your collecting into a strange and previously not expected direction, though just picking the troops you have available to you is also acceptable. Again, this system is open to abuse (lets all just pick a dragon shall we..?). I feel that a little direction will help here so;

If your character is level 5 roll 4 times
If your character is level 10 roll 3 times 
If your character is level 15 roll twice
If your character is level 20+ roll once

Avoid dragons.

This will give just a starting point for your band. Most likely, you will have about 10 or so models now and it should be pretty simple to collect and paint those models between now and the summer when Oldhammer day takes place. All you have to do is share your warband as you build it. We would all love to see them develop.


This will give just a starting point for your band. Most likely, you will have about 20 or so models now and it should be pretty simple to collect and paint those models between now and the summer when Oldhammer day takes place. All you have to do is share your warband as you build it. We would all love to see them develop.

Right, let me have a go shall we... If you want to take part (and your using dice rolls) it would be interesting to see what players rolled off. Here's mine...

Champion of Khorne

Starting Profile Race: D100 = 81 Human
Profile Roll: D100 = 51 Human Level 10
Add Chaos Armour
Attribute One: D1000 = 478 Horrible Stench (positive) keep
Attribute Two: D1000 = 449 Growth (positive) discard
Attribute Two: D1000 = 408 Featureless Face (cosmetic) keep

Retinue Roll 1/3 D100 = 57 2D6 (4+4) humans 2/3 D100 = 4 2D6 (3+5) Beastmen  3/3 = 39 1 Chaos Warrior

So I need 8 thugs, 8 beastmen, a chaos warrior and the champion model itself. I'll avoid taking a steed and take the gamble on a chaos weapon on the day. Well, I have all of these models and they number less than 20 models to boot!

On the day, simply turn up with your warband and stats (more about that later) and we will organise some games. Either one on one encounters, or something on a larger scale (which I would prefer) with all the Khorne warbands on one side of the table and all the Slaaneshi ones on the other. A simple scenario (with private objectives for each player) and a battle to wipe the other faction off the board.

Does that sound like something you'd like to take part in? Well, let us know - it would be nice to get some dialogue going between players, share the development and histories of our champions (perhaps even create a few early rivalries) and exchange details and resources.

Who's up for it then?