Sunday, 8 April 2018

Warhammer Fantasy Brawl

To me the best bits of the gaming blogsphere are posts which make you think, and Whiskey Priest's SuperUltimateHammer post from a few weeks back is one such.

I feel that while system is important the scenario is more important, which got me thinking in a way I haven't before about the scenarios I enjoy and why. A big influence on what I feel makes a good Oldhammer scenario are the ones I had access to when new to the hobby, shaded by more recent gaming experience. Key factors seem to be size and mood.

In terms of size less than 100 models a side seem right to me. I don't want a true skirmish game of around a handful of models per side, I want the scenery to be something you can make use of rather than manoever around, and (surprising to me) I don't really want the massed ranks of troops. This isn't so much about avoiding all the painting so much as a magpie nature, I'd like to be able to do lots of different forces and setups rathern than build a monolith.

Mood is less easy to define but part of it comes back to the size question. I'm much more interested in a game about a boatload of vikings up to trouble or a raid on a caravan rather than formal battles, which especially in Warhammer seem to quickly tend to the self-important. I can't imagine an old school scenario which involves having to stat up the Emperor Karl Franz, nevermind putting him on a griffon...

Slann raid on Skeggi - a brawl not a battle!
Going back to the system question, it's noticable that older scenarios tend to be much smaller, and I think it's no coincidence that with these the rules creak a lot less, and can have some of their quirks be strengths. So I thought I'd count up the troops involved in the scenarios which I had access to in my youth (even if I didn't get around to playing Kremlo until last year).
  • The Legend of Kremlo the Slann (1st ed, 1983)
    • Young Slann braves attack a Norse village as part of a coming of age ritual. The Norse try to destroy the Slann village in revenge
    • Players: GM ("essential") and 2-6 players
    • Skeggi - Troops A: 15 warriors, approx. 30 civilians (5d6 villagers, 12 fishwives) = approx. 45
    • Skeggi - Troops B: 4d6 braves = approx. 14
    • Zapotec - Troops A: 27
    • Zapotec - Troops B: approx. 42 to approx. 64*
  • The Magnificent Sven (2nd ed, 1984)
    • 7 washed-up heroes / personalities are recruited to save a village from Slann raiders
    • Players: GM and 2 or more players (up to 14 all with victory schedules!)
    • Troops A: 7 heroes, 40 villagers = 47
    • Troops B: 77 Slann
  • The Dolgan Raiders (2nd ed, 1985)
    • A tribe of nomadic humans attack a hobgoblin caravan passing through their lands
    • Players: 2-4 players (GM not mentioned)
    • Troops A: 45 humans, a centaur, 5 war dogs = 50
    • Troops B: 6 lobotomised slave ogres (chained to caravans), 52 hobgoblins and goblins, 20 "civilian" goblins, 10 wolf riders = 88
  • The Vengeance of the Lichemaster (2nd ed, 1986)
    • A skaven raiding party and the Lichemaster both want the McGuffin hidden at the monastary. The Master of the monastary is an insane Frankinstein-esque wizard
    • Players: GM and 3 players
    • Troops A: Master, 12 warrior monks, 5 wizard monks = 18
    • Troops B: 44 skaven, 4 firethrower crew = 48
    • Troops C: Lichemaster, 52 undead (plus any summoned) = 53
  • Blood on the Snow (2nd ed, 1987)
    • A force of goblinoids have captured a dwarf outpost and occupied a nearby shrine to Sigmar. A force of dwarfs and humans aim to drive them out
    • Players: GM and 2+ players
    • Troops A: 54 dwarfs, 54 humans = 108
    • Troops B: 65 orcs, 86 goblins and 3-man stonethrower = 151
  • Forenrond's Last Stand (3rd ed, 1987)
    • Famous but inept elven commander gets his troops drawn into an ambush and himself killed. His second in command tries to extracate the survivors
    • Players: GM and 2+ players
    • Troops A: 20 elven infantry, 32 cavalry = 52
    • Troops B: 50 orcs, 73 goblins, 20 wolf riders = 143
  • The Valley of Death (3rd ed, 1988)†
    • A goblinoid raiding party looking for a fight is confronted by the armies of two dwarf holds, protecting their homeland
    • Players: GM and 2-4 players
    • Troops A: 128 dwarfs, 5-man stonethrower, organ gun
    • Troops B: 64 orcs, 2 trolls, 142 goblins, 2 chariots and 5 bases of snotlings = 215

* It's very hard to count the Slann troops in the Zapotec scenario - the player gets to pick 3 units out of 5, and 3 of those units are a random size, as are the number of defending villagers at points throughout the gauntlet
† When first seeing The Valley of Death my thought was "that's a lot of figures", I've never played it and have no real desire to

Graphing those troop numbers the picture is rather clearer - 

Troops for the listed scenarios, significant growth over 5 years but essentially the same ruleset
Other than the numbers there are a few things of note with the scenarios -
  • In the first three there are significant numbers of "civilians" who are pressed into combat, the last three are much more traditional Warhammer forces
  • The Magnificent Sven has the most "heroic" setup, but the characters' backstories are jaundiced rather than pompous
  • Vengeance of the Lichemaster has three conflicting sides, for the first three scenarios and Blood on the Snow there's conflict (or at least competition) within one of the sides 
So coming back to Whiskey Priest's question of what I want in my game -
  • Large skirmish - figures move as units, but individually (like SAGA or Age of Sigmar)
  • Capacity for fine distinctions between troops, especially characters
  • Variety between characters: not all leaders are strong fighters and vice versa; a skilled swordsman may be physically weak
  • Guidelines for unbalanced sides and complex victory conditions (e.g. an outnumbered force needs to hold out for a certain period, or escape an ambush - how much smaller should they be?)
  • Psychology reflecting the fantasy setting and stereotypes (especially fear, animosity and hatred) and other limits on the player's control of their troops
Unfortunately I don't think the exact ruleset exists, but it's there somewhere within the various versions of Warhammer.

Sunday, 25 February 2018

A chaotic milestone

No one would ever call a chaos force balanced, but one of their distinct weaknesses is a vulnerability to missiles and especially war machines. Hence I thought it wise to invest in these guys -

 And yes I'm calling that 3 figures on my tally for the year, via the Predator Rule

They did me proud in a game last Thursday, when one of their two hits for the evening, helped by some failed rout and panic tests, reduced the Brettonian left flank to this -

The sight of an uncrewed cannon - warms my twisted and corrupted heart
I'm also rather pleased (after a little less than 5 years!) to have hit the milestone of 1000 points of painted chaos -

Still lots more to do - I'd like to be able to field a reasonable number of points without my beloved chaos warriors, and I've some rather nice figures in my queue which I'd like to get painted, but before that I'm probably going on a little diversion...

Saturday, 10 February 2018

Reading list - 2017

Wolf Hall - Hilary Mantel

Award-winning and set in a historical period that fascinates me - surely a winner? Humm, not sure.

It's certainly well-researched and really brings the period to life (as well as providing lots of ideas for RPG scenarios) but it's slow going in several places and the central character (and narrator) of Thomas Cromwell doesn't really ring true. Here's a man who rose from no where - the run-away son of a blacksmith / brewer - to the highest offices in the land, talented, persuasive, depended upon by Cardinal Wolsey, surviving his fall to find favour with the king. But as a narrator he's distant and slightly peevish, so you never quite find yourself drawn into the story.

Well worth a read but to me it didn't really live up to its reputation.

I Let You Go - Clare Mackintosh

A recommendation from my wife - "a page-turning read ... like Gone Girl" she said. Like Gone Girl but far grimmer might be a better tag line. While Gone Girl has a slight otherworldly element to it this is very much set in the real world, with characters you want to sympathise with while not quite being sure how much sympathy they merit. It makes good use of the narrator's viewpoint and slight misdirection and is brilliantly written - very hard to put down while at some points you don't really want to turn the next page. The only criticism I'd level is that the final reveal is a bit too tidy, of the sort that challenges your suspension of disbelief. Otherwise a great book - just make sure your diary is clear before you pick it up.

Wolf Riders - David Pringle (ed)

Seeing as I'm working through the Orfeo trilogy at the moment I thought I'd try one of the Warhammer anthologies while I was between books. I'd read Wolf Riders when it was published in 1989 and had no particular memory of it, now I can see why. There are some good stories in here - Brian Craig's The Way of the Witchfinder is the stand-out, and as the final story it leaves you feeling the collection's a better read than it really is.

Four of the eight tales are average at best, and (perhaps not coincidentally) all end up being of the "character backstory" type. One of these - Ralph T. Castle's Cry of the Beast - might have been quite decent if it'd been left to show the Old World being a big and complex place but the ending, with the protagonist making his way out into the world, leaves it feeling cliched.

Jack Yeovil's No Gold in the Grey Mountains I enjoyed, as I did Craig's other contribution of The Phantom of Yremy, and the title story by William King is decent enough and introduces Felix and Gotrek nicely. But overall I'll be glad to get onto my next book.

Crowbone - Robert Low

Best avoided.

The good Oathsworn novels are unpleasant in places - high on brutality and hardship (Low's depictions of slogging through the cold are particularly chilling), but worth the read for the story and because you want the characters to win through. The lead character in this novel is, unsurprisingly, Crowbone, who's pretty irredeemable, so that essential ingredient is lost.

One thing that's worth a mention is the arc through the Oathsworn novels of Orm's crew from hungry wolves to satiated wolves (if still a long way from being sheep) and there's still an interesting aspect of that story to be had here, but unfortunately not worthwhile enough to salvage things.

The Reluctant Swordsman - Dave Duncan

I remember picking this up in the library many years ago but I'm honestly not sure if I read it - if not I was missing out. On the one hand it's a fairly typical portal fantasy but I found it impossible to put down. Duncan does a brilliant job of creating dilemmas for his protagonist to solve or fall foul of, at turns due to his ignorance of the world, his modern prejudices or fresh perspective, and while you can see the puppetmaster at work it's never offputting. The twist at the end is particularly well done, probably the most surprised I've been by a book in a while.

The world is also quite compelling, perhaps most easily described as Tékumel-lite, with its stratified and tradition-bound society and casual approach to capital punishment. There are a few pieces of what we know so far that I'm finding slightly challenge my suspension of disbelief, but I'm willing to give this the benefit of the doubt for now and see where Duncan goes with it. That said, while I will probably work my way through the series I'm not that keen to move on to book two just yet, and not just because of the compulsive nature of book one and its impact on real life. Despite being hard to put down it was a strangely unsatisfying, slightly insubstantial read, more comfort food than nourishing meal.

Citizen Soldiers - Stephen E. Ambrose

Less grim than Stalingrad.

I enjoyed reading Band of Brothers and picked up this book hoping for a broader version of the same, I was wrong but not disappointed. Citizen Soldiers is a strange mix of the big picture of the post-D-Day battle for western Europe and recounting of specific events from individual soldiers' memoirs. The style jars slightly at first but after a while starts to gel, and so gives a picture of both the generals' objectives and the experience of the fighting men. The latter brings home both the hardships of day-to-day existence, especially in the depths of winter, and the chaotic, random nature of battle.

The overwhelming impression is one of waste and loss - both for individual senseless attacks ordered by out-of-touch senior officers, such as the offensive through the Hürtgen forest, and the colossal cost of the whole thing in lives and material.

My wargamer side gained some good insights, although modern wargames generally aren't my cup of tea being a bit too close to home. If I do break that aversion, or more likely if I venture into sci-fi stuff, then there are some lessons especially on streetfighting that I'll want to apply: the last place you want to be is on the street; tanks are a good way of making doors in walls where there are none currently (and never enter a house via the original doors); and there's no such thing as "too close to use artillery". In fact the casual and inventive use of high explosives (how do you make a foxhole in frozen ground?) gives a certain dark humour to quite a few of the recollections.

Equal of the Sun - Anita Amirrezvani

Great story, very average novel.

To start with the plus points, this is an absorbing story of how those in priviliged but powerless positions - princesses, concubines, eunuchs - endeavour to exercise power and of how the capable but resented daughter of a great sultan attempts to defend his legacy. You have regicide, palace intrigue and mechanations, the use of structures and tradition to try to bind those in power.

The downside is in the telling, which is  mostly good enough but sometimes distractingly clunky. There are passages where you feel the editor said "here are some adjectives, go back and make it more sumptuous", and times where the narrator - in life-threatening situations - is having to tell you how scared he is since it's not seeming that way.

The ending, surprising and somewhat haunting, goes quite a long way to redeeming the novel but I still wouldn't put it into the "would recommend" pile.

Bring up the Bodies - Hilary Mantel

More Henry VIII and Thomas Cromwell. Still a slow read and a narrator that doesn't quite have the right voice, but worth a read. The brilliance of the book is that, although you know how it will turn out, the characters and the mechanations remain convincing - they don't know what's coming, or why behaving as they are may not be so clever. And full of period detail that's great if you're fond of WFRP.

The other interesting thing is the tempo - normal, normal, normal, Bam! Real life doesn't pace itself as a novelist would and it's refreshing when novels don't either.

Storm Warriors - Brian Craig

A book of two halves. This is the third in the Orfeo trilogy and if I hadn't mostly enjoyed the first two I might well have given up on it. The first half spends a lot of time setting up the main characters and its Albion just isn't my Albion, in fact apart from the odd bit of name dropping it hardly feels like it's set in the Old World at all. In the second half the plot gets going nicely and draws you along, still not quite Warhammer but a good read none the less.

One plus point, which it shares with the whole trilogy, is it gives some additional texture to various of the dark powers (Slaanesh in this case), showing something beyond the rather one-dimensional view portrayed in a lot of the source material, and giving them a more convincingly corrupting aspect in the process.

Harry Potter and the Cursed Child - J.K Rowling, Jack Thorne and John Tiffany

I enjoyed the Harry Potter novels when I read them so time ago, and now my children are working their way through them it was good to see the Cursed Child come out in paperback. I found it slightly disappointing - above average but not good, it sort of reads like high-quality fan fiction rather than being on a par with the originals.

On the plus side it introduces some interesting characters as the next generation at Hogwarts, avoiding the obvious and with a decent underlying plot. It's nice that it sort of peers at one of the more interesting and less used aspects of the wizarding universe - only rarely touched on in the originals - that the parents of pretty much everyone anyone knows, and their parents, etc. all went to the same school. The downside is in the characterisation of the adults who were children in the originals is rather unconvincing, with the children themselves being rather more believable.

Guards! Guards! - Terry Pratchett

Autumn was a difficult this year and I needed a nice warm soup of a book - Guards! Guards! is exactly that. I've read it before at least a couple of times so the overall plot was no great surprise although the twist at the end still got me. Pratchett's warmth for his characters combines nicely with his jaundiced view of our world via the lens of Ankh Morpork to deliver gentle satire and the characters of Carrot and Vimes remain favourites.

Thank you Terry!

The Dervish House - Ian McDonald

I'm trying to have a bit more variety in my reading so something modern / sci-fi and in a less familiar setting (albeit by a British author) ticked the boxes. It's cleverly told, woven together from the points of view of some very different people all with their own connections to the central event / narrative. The blurb and quite a lot of the plot are a bit of a red herring which is sad in a way as there are some good stories to be had in those directions, but the story itself doesn't disappoint - the plausible near-future technology is worthwhile in its own right but the lens of an unfamiliar culture somehow makes the whole more thought-provoking.

Those thoughts were for me quite negative though - I'm not sure whether it's a sub-text or just my reading but the feeling I came away with was of the clash between technological advance and humanity's wellbeing.

Wolfsangel - M.D Lachlan

Good in parts. For mundane / historical vikings I'd recommend Robert Low's work far above Wolfsangel, but this book does have its strengths. On a minor note the depiction of the Whale People - the Sami people I assume - as suitably unknown and different is a refreshing contrast to the outlook of Low's cosmopolitan Orm, but the stand-out aspect is the portrayal of the witches. Inhuman and chilling, they take tribute from the local poplace as well as acting as oracles to the powerful, and would remain convincing even in a magic-free setting. The villager folk-magic and knowledge-seeking via ordeal are also persuasive - is the key that the characters expect this to work, or is there actual magic at play here?

The downsides are in the plotting and narration which are sometimes jarring. Sometimes you're not convinced that the characters are acting within their nature so much as advancing the plot, sudden changes of point of view can be disorientating and at times one narrator seems to know the thoughts and motivations of another, making for some difficult reading.

Old Man's War - John Scalzi

Pretty good, with a definite hint of Heinlein (which is no bad thing), but I'm not sure how many of the other eight books set in the same universe I want to bother with which is not the strongest recommendation ever.

On the plus side it's fast-moving military space opera which is hard to put down, with the protagonist's backstory and ongoing story adding a human element which draws you in. The main downsides are the universe-building and some of the tone, although probably a large part of my trouble with the former is in my head.

The problem here is the standard challenge of inter-species sci-fi warfare: the cosmic unlikeliness of the two sides being close enough in technology level for it to actually be a contest. If anything this is emphasised rather than explained in the text by two of the opposing species - the Rraey and the Consu. The Rraey are advanced but conservative, and having been on a par with humanity technology-wise when the two species first met are now falling behind. Conversely the Consu are very advanced but enjoy warfare as a ritual, hence when they meet any other species in battle it just so happens that the weapons and technology they use provide a more or less even match. To me this undermines rather than supports the rest of the book.

On the tone front, according to one review I've seen this series is actually a comedy - this may be the case but other than one battle this comes across as a slightly jarring tone than actual humour which dampened my enjoyment a little.

I probably will read the follow-up - The Ghost Brigades - at some point, but not urgently.

Wednesday, 31 January 2018

Still painting slowly

The less said about last year the better (12 figures painted in the year) and so far it seems I'm still on the one-a-month level... I'm a bit scared to start a new countdown to this year's BOYL, or set any kind of target for that matter, but I'm hoping the output improves somewhat.

I got this chap as part of a lot and he had gone straight into my spares box, but given the time pressure (he had to be ready for last week's game) I couldn't turn down the saving of having a standard ready-built rather than my previous conversion plan.

On the plus side I think I'm getting towards a basing scheme for my chaos types, inspired by Whiskey Priest's orks and the cover of the first Citadel Compendium. It still needs some work but given that I've been all over the place on bases up to now it's nice to have a firm plan in mind.

I'm not so pleased with how the banner turned out - the design is taken from the detail of an Ian Miller drawing, but whereas his looks like some mad alien thing mine's more like an angry bloke with big hair. Ah well, a problem for another day - I'm calling him done!

Friday, 26 January 2018

Balance? Ha, ha ha ha (etc.)

You have Warhammer and 40K and Realm of Chaos and Warhammer Siege and some rules from a White Dwarf for a new model that someone just created. You have dwarves and squats and orcs and chaos and 40K chaos and marines and an inquisitor and a gyrocopter and a speeding rhino and level 3 battle magic and a renegade who's practically a deamon.

Balance? Ha! Ha ha ha ha, ha ha ha...

I have no idea what that is but it's big and blue and fast and loud

You'd better have a GM because, however many rulebooks there are, a good chunk of what happens won't be covered, and without a GM you'd not have a scenario and objectives and hidden deployments but just a big mosh in the middle.

Except there is a strange sort of balance because of all the different bits of un-balance, and besides the dice make sure that things never quite work out as you'd expect at first glance.

But I'd not march out in front of it unless I was pretty sure I could do something like that to it

But mostly there's fun and a wierd sense of rightness. And not remembering to take all the photos that you should have.

Tuesday, 28 November 2017

Orctober 59th

Blimey he's late.

After a long hiatus from painting I nearly managed to get my brushes unpacked when Orctober rolled around, and then I at least started him with a view to getting him ready for a rather fun Realm of Chaos warbands game last week.

It's OK - the giant's been graviton gunned. Got to love RoC

But that didn't happen, so one of my old armoured orcs stepped up to lead my warband instead.

I'm quite pleased with how he turned out - I've emphasised his orc-iness as his day job will be as part of my elite unit in my orc army, which meant among other things the green shield. He's maybe a bit too muted as a result, although I think the belly plate stands out nicely because of that.

Hopefully I'm now back into painting, there seems to be a bit of an Oldhammer community here in the Exeter area so that should be a bit of a motivator. If the rest of the year stops being quite so hectic.

Edit: I should have mentioned that the figure is Gorkus the Exhile from the Pantheon of Chaos Kickstarter (Knightmare Games).

Sunday, 3 September 2017

Un-heroes for wargames

In my write-up of our play through The Legend of Kremlo I focussed on what I saw as the scenario's weaknesses from a tactical perspective but didn't have space to comment enough on its positives from a narrative perspective - which I've also found to be a strength of other older scenerios. There seems to have been an expectation of many more players (up to five, plus the essential GM, in Kremlo's case) and either a more "ground up" approach to characters or perhaps just a reflection that the rules at the time were more in flux.

Prompted by my recent reading of Citizen Soldiers I've also been thinking about what to me is another of those "where did it all go wrong" moments for Warhammer, which is the introduction from Ravening Hordes onwards of the commander category (for "large scale actions" - there's a topic for another day) and the stipulation that this is the character model with the highest leadership, and also the increasing equivalence of character level / hero status and seniority.

On the fantasy battle front history and literature are littered with examples of force commanders who were anything but shining examples of leaders of men - Earl de Warenne at Stirling Bridge, Edward II at Bannockburn and Constable d'Albret at Agincourt, not forgetting the storied wood elf Forenrond.

Victorian depiction of the Battle of Stirling Bridge
Closer to the present Citizen Soldiers highlights a number of stories where the exceptional warriors were mere troopers, the exceptional leaders NCOs or junior officers, and the more senior officers either inept or studiously avoiding the battlefield. Given the dystopian nature of WH40K (especially in its early editions) it seems a mis-step to have the captains and lieutnants be major or minor heroes.

Going back to Kremlo, the profiles of two of the character models - Ben and Sven (Kremlo's younger "brothers" and rivals) - look like this (adjusted to 2nd / 3rd edition values):

Ben 3 5 2 3 3 1 3 1
Sven 4 3 4 2 3 1 3 1

In later-edition terms these are in no way hero profiles, not even that of a champion, which I find refreshing. And given that they're merely sons of the former cheif that makes perfect sense. In most cultures from which Warhammer armies are formed the same holds true - the commander of a force is probably there because of who they are, not because of their prowess in battle or any skill as a general.

Human warbands from Norsca, the Empire or Brettonia (especially Brettonia!), any of the varieties of elves, dwarves, even Skaven and presumably Slann, probably have had a leader placed over them based on that individual's place in society, not on their ability. Goblinoid society is different - the leader is probably fearsome in a fight (or was once) - but that doesn't necessarily mean they're able to lead on the battlefield. And chaotics, well anything goes - maybe they're blessed by one of the powers (but not yet reduced to chaos spawn...).

Unit champions (not necessarily the unit leader), and any genuine heroes who have joined the army, should be the ones who are skilled at combat. But more often than not their influence will be local to their unit.

In 40K I'd like to see champion or hero profiles for scattered within a squad, and the officers (especially in the Imperial Guard, who I see as exhibiting the worst aspects of the gunpowder-era officer class) having in many cases standard profiles and no real leadership abilities.

The downsides of this approach are pretty clear - from an identity point of view the player will clearly prefer their avatar on the battlefield not to be a complete embarrassment, and in a "line them up and fight" situation these weaker generals will to some degree hamstring their side.

But in games with a GM (you do have a GM, don't you?) this sort of approach would I'd suggest give a much grittier and more interesting tone to the battle.