Friday, 6 December 2013

On His Excellency's Service - Turns 2 and 3

High Elf turn 2

More lovely manoeveuring from the elves. Starting like this -


 And finishing like this -


Wanda tried another cast at the cultists, but failed her Intelligence test again.

Chaos turn 2

The original demons (still under GM control) failed their Leadership test again, and headed in the general direction of the cultists.

The cultists, jabberwocky and Wezma did a combination of advancing and avoiding the demons, as did the newly visible chaos warriors and marauders on the right flank.

Having had his previous demonic servants betray him so badly, Wezma did the only sensible thing and summoned more demons! This time the control test was passed and the elves were starting to look rather outnumbered. Personally I was wondering just how many summonings Wezma had the nerve for...

High elf turn 3

Despite the seeming eagerness to grasp the nettle tape implied in the photo above Gaj had a good long think before his next move. But move he did, lining up nicely to attack.

The cultist ranks were thinned out slightly by the arrows of the merchant company, and Wanda finally passed her intelligence and hurled a fireball at the jabberwocky causing a single wound. She also sensibly departed from the halbardier unit, given the likelihood of close combat at any moment.

Chaos turn 3

Undeterred by the fireball (and everyone not realising he was subject to stupidity) the jabberwocky advanced.

The rebel demons passed a Leadership test and headed for the table edge, only to be charged by the newly summoned demons under Wezma's control.


The warriors and marauders merged into a single unit and continued to advance, giving the demonic combat as wide a berth as they could.
 
The rebel demons lost the combat and were pushed back, taking a single casualty and earning a penalty to their hit rolls for the remainder of the fight thanks to instability.

The jabberwocky reserve moved closer to Gaj's well dressed line, and Wezma shuffled closer to the cultists for protection.

***

Battle navigation

Tuesday, 3 December 2013

On His Excellency's Service - Turn 1

On with the show!

Despite being offered the opportunity to pick their spells both players decided to roll for them, with mixed results. My last chance to resolve the demon situation was gone...

The battlefield, before deployment -

And after -


Wezma's forces had been marked up on a map before Bhondd deployed, and then only his visible troops placed on the table. The jabberwocky is visible because of its size, but there's more lurking out of sight.

Gaj knew there was something afoot, as Paul and I were having "GM chats", but looking at the units of cultists and demons and the large monster in front of him he probably thought most of his opposition was on the table already.

High elf turn 1


Wanda's unit passed their initial stupidity test with flying colours, and the elves proceeded to set themselves up for battle as though on a parade ground! Many leadership tests were taken and passed, and it was all looking rather impressive. As a long time orc commander I could only watch in wonder (although I was probably still recovering from seeing someone deploy in a line astern). Lack of animosity, decent leadership, and musicians - they really could do no wrong.


In the magic phase Wezma attempted to cast Dispirit on the cultists, but failed her Intelligence test.

Chaos turn 1

Paul started out with one of those moments that turns a game, deciding that his demons had been summoned as the final act of deployment rather than them just being troops like the rest of his warband. This makes a lot of sense, although in hindsight they should be already bound and so on, since he'd paid the points for them, much like an undead army would be. Anyway, he rolled a double 6 on his control test, and hence suddenly had a large unit of unfriendly demons sitting in the middle of his deployment. Control of them passed to the GM.

This also meant he had to deploy the remainder of his warband, as they were now visible to unfriendly forces -
I got the impression that this caused as much consternation to Gaj as to Paul, as not only had an extra 600 points appeared on the table, but it seemed to bring home that he didn't know what else was out there.

I was now in a tricky position as to what do do with the demons. The classic reaction would of course have been to eat the summoner and then leave the table, however Wezma was saved both by his fluff and the demands of the game.

The warband's backstory is that they seek to emulate the style of the demons they worship, so it seemed to me that for them to attack would be as though Elvis had been kidnapped and taken to a really bad impersonator's convention. Yes, they're angry at being summoned, but to kill the warband would be a bit like kicking a puppy (although Warhammer demons do that - and worse!). They can't help but be slightly flattered so their natural murderous rage is tempered somewhat.

On a pragmatic note, had they attacked the demons would most likely have killed Wezma or at the very least have forced him to flee from the table. With Wezma dead the game would become a race between Issbig and Bhondd with Issbig as the likely winner. Issbig might then chose to fight it out (as the defender can still meet his objectives in this situation) but at the time this didn't seem like it would offer much in the way of a game.

In the end I copped out slightly and turned to the dice for help. Each turn the demons would take a leadership test, and if they passed would head to the table edge nearest me in search of whatever entertainment the Old World could offer 13 vagrant demons. If they failed the test they'd move in a random direction on the table, attacking any unit they encountered.

This turn they failed the leadership test, but the random move was to stay still.

The remainder of the warband moved away from the demons as best they could. In the magic phase Wezma attempted a Bind Demons on his rebel unit. They passed their magic save, and I made a mental note that their patience with these sycophants was now exhausted.

***

Battle navigation

Monday, 2 December 2013

On His Excellency's Service - Forces

Chaos - Wezma Blan-kit's warband


Wezma Blan-kit (General, Chaos sorceror 20). Hand weapon
Wezma's guard (5 chaos warriors). Heavy armour, shield, hand weapon

Issbig (Chaos champion). Heavy armour, shield, hand weapon
Issbig's retinue (4 chaos marauders). Heavy armour, shield, hand weapon

Cult leader (Chaos warrior). Heavy armour, hand weapon, additional hand weapon
Cult champion (Chaos marauder). Heavy armour, 2 handed weapon
Cultists (24 chaos thugs). Light armour, shield, flail. Includes standard bearer and musician

Demons (13 lesser demons).
Jabberwocky

Dark Elf Allies


Dalofir (Contingent leader, Dark elf hero 15). Light armour, shield, hand weapon repeating crossbow
Champion (Dark elf hero 5). Light armour, shield, hand weapon repeating crossbow
Troopers (26 dark elves). Light armour, shield, hand weapon repeating crossbow. Includes standard bearer and musician

High Elves - Commander Bhondd's Joint Task Force


Commander Bhonnd (General, High elf hero 20). Light armour (Arcane Armour), hand weapon, long bow.
Merchant company (9 high elves). 4 with light armour, spear, hand weapon; 5 with light armour, hand weapon, long bow. Includes standard and musician

Commadore Sixtifore (High elf hero 10). Heavy armour, shield, hand weapon
Guards (19 high elf +1 shock elite). Heavy armour, shield, hand weapon, spear. Includes standard and musician

Major Eschew (High elf hero 10). Heavy armour, shield, barding, lance, hand weapon, warhorse
Silver Helms (5 high elf +3 shock elite). Heavy armour, shield, barding, lance, hand weapon, warhorse. Includes standard and musician

Empire allies

Drumman Bace (Contingent commander, Human hero 20). Heavy armour, shield, hand weapon
Imperial infantry (24 humans). Light armour, halberd, hand weapon. Includes standard and musician

Wanda Raboute (Adviser to the general, Human wizard 10). Hand weapon

Notes (and apologies)


Astute readers will have noticed a couple of things -
  • Wezma's force costs considerably more points than Bhondd's
  • Other than Wanda, the high elves have no counter to Wezma's demons (who are vulnerable only to magic spells or weapons).
The first point was deliberate for three reasons. Bhondd's objectives (kill Wezma, grab the amulet) are much more limited than Wezma (who must kill all of the elf and human leaders) so a smaller force seemed fair. Also Wezma can't rely on Issbig, so some allowance must be made for that. Third, and most importantly, I wanted an asymmetrical battle, not one where both sides fight to the death and at the end you work out who's achieved their objectives almost incidentally. From a scenario point of view it also makes more sense that Wezma's engaging as he feels he has the advantage. However to stop this advantage being overwhelming the dark elves arrive as a reserve force, acting more as a time limit than as the game-changer they would otherwise be.

The second issue, of the demon's invulnerability, was my major mistake as a GM (sorry Gaj!). I should either have ensured that Bhondd's force possessed at least one magic weapon, have selected Wanda's spell list to provide some counter, or both.

As an aside, Issbig's unreliability was the main reason that units associated with Wanda are subject to stupidity - I felt that if the GM was going to mess with one side, he should also mess with the other. She was a mandatory unit choice, but at half points cost.

***

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Forces

Sunday, 1 December 2013

On His Excellency's Service - Prologue

I GM'd my first ever game of Warhammer on Friday. A first as back in the day we'd only ever manage to get two players together, so a GM was a luxury!

There was a few important lessons learned, which I'll cover in the conclusion when I get to that point. Overall though it roughly worked out, although no scenario survives first contact with the audience... And the players (Gaj of Warhammer for Adults, and Golgfag1 of Oldhammer Day orc horde fame) seemed to mostly enjoy it.

So, on to the briefings.

Defender (Wezma Blan-kit's warband)

Too many tasks...!

Somewhere in this forest lies the remains of Jurgen Thrice-Cursed. His remains and likely with them his sword - one of his curses. A sword your research suggests would offer more power in the hands of a wizard... a wizard such as yourself, perhaps.

And then there's the amulet. Several weeks back, prior to your meeting with Issbig and his retinue, your followers happened across a band of fools (they probably considered themselves adventurers, or even heroes) and slaughtered them. After the fight it transpired that one of them was carrying a warpstone amulet in a casket, presumably in a doomed attempt to protect the carrier from its influence. On examination you ascertained that the amulet had no apparent additional powers (other than being made of the very stuff of Chaos...!) but it would merit further study, once you have finished your present search. Of course, as a powerful chaos wizard you have no need for protection from the amulet, and are proud to wear it openly.

And Issbig. Your meeting with him seemed fortunate at the time, offering as it did seemingly reliable muscle to supplement your arts and your distinctly erratic allies. He was suitably impressed by your obvious favour with the dark powers, and with the amulet. Although he's perhaps more impressed with it recently than when he first joined you... maybe he's not so reliable after all...

And now another distraction. You've been aware for some time that a largish warband was heading your way. It seems unlikely that it's related to your presence here, but even if they're just passing through you can't afford to have them unchecked in the area. As you outnumber them significantly you've set an ambush but your dark elf allies have failed to show, which cuts down your advantage of numbers somewhat. Your so-called ally Dalofir will be another problem to deal with, once you've destroyed these intruders.


Victory conditions -
  • All opposing characters killed
  • Wezma or Issbig survive (and Wezma not killed by Issbig)
Deployment -

The warband is approaching up a shallow valley, along a path marked by the red arrow. You can deploy your main force anywhere in the grey shaded zone. If deployed in the blue areas they'll be hidden and can be moved as hidden troops until they come out of hiding or the enemy get close enough to spot them. The marsh along the top of the table counts as difficult ground, as do the woods or marching uphill.

Special rules (not included in player briefing) -
  • If Wezma is injured to half wounds or less, and not associated with a unit, Issbig will attempt to kill him, take the amulet, and leave the table via the nearest edge

Attacker (Commander Bhondd's Joint Task Force)

Humans! There was a time when the idea of an Elven ambassador to one of their so-called realms would have been laughable. There was a time when the current situation could have been swiftly dealt with by a flight of dragonkin. But sadly no longer. And so you find yourself trudging through the forests of their pathetic "Empire" listening to one who calls themself a mage but who has no more understanding of the arcane than you'd expect from a child!

When his Excellency warned their council of the emergence of a powerful warpstone artefact you didn't expect a great deal. But you expected him at least to be listened to. On reflection (which you've had time to do these last few weeks) there were probably listeners who knew too much acting in concert with those who knew too little. And so again your people were forced to take matters into their own hands, this time burdened by an "advisor" who knows nothing. At least her presence prevents you having to force your way through human-held lands.

Her smattering of Elvish, which she's so proud of, really is ghastly. So you have been forced to converse in Reikspiel these last weeks. And her title of advisor seems to have given her opinions on everything from the deployment of your force to ...

Wait! The artefact is close! Very close!


Victory conditions -
  • Artefact recovered and carried from the battlefield by an elven hero
  • Wanda survives
Deployment -

Anywhere in the grey shaded zone. Though belatedly registering the enemy's presence you move first.

Special rules -
  • Any unit with Wanda as an associated character is subject to stupidity
  • Wanda is initially associated with the elven general's unit
  • If an elven hero spends an entire turn stationary they can identify which enemy character is carrying the amulet, or its approximate location if the enemy character is still hidden


***

Battle navigation
Prologue

Thursday, 21 November 2013

Some orcs painted after a looong hiatus

20+ years since I last painted an orc I've now painted a whole unit of them. Meet Ratrak's Arrers:



OK, they're not quite finished, I still have the bases to do.

With some lessons learned from the Oldhammer forum I've tried to give them a bit of a coherent look, while keeping them individual, so there's a fair smattering of dark reds in the clothing and buckskin for the leathers. The concept with the shields is that they take them from their fallen enemies, daub them with the crossed arrows sign, and off they go. With just the underlying colours on it was all looking like the shields would go horribly wrong, but actually the arrows ties them together quite well and gives a good impression of an irregular unit.

I'm aiming to get together a reasonable sized orcs plus chaos warband fairly quickly (well, quickly by my standards, alongside a full time job and a full time family) before I allow myself to get side-tracked into dwarves and other distractions...

Tuesday, 22 October 2013

The shaman did it...

... and other orcish motivations.

This post has been sitting in my draft pile for a while, fortunately Erny's Orctober has finally got me to knock it into a finished state, and so improve my pathetically slow posting rate.

Warhammer orcs aren't complex / confused like World of Warcraft orcs - they're evil, violent and none to bright. They're also a popular army choice, which means coming up with scenarios for them. And to me that means giving them a range of motivations that fit with their character, which I like to feel is a bit more three dimensional than that portrayed in the rulebook.

The shaman did it - as illustrated by Warlord Paul and Thantsants, the shaman, as the intellectual of the tribe, can help out when a scenario is more quest-like than war-like. And given their tendency to the spiritual or downright possessed, it can be as deranged a quest as you'd like! I see the relationship between an orc warlord and their shaman (or a shaman and their pupil for that matter) as something like that portrayed by David Gemmell with the Nadir, except an orc shaman is far more tribal and has no interest in uniting the fractured orc tribes.

The goblin / half-orc did it - half orcs are noticably brighter, and goblins are considered more cunning, than your average orc, so these provide extra possibilities when a scenario requires brains as well as brawn. However unlike with the shaman your thinkers here are down-trodden and despised, which gives the scenario a bit of a twist.

Uneasy lies the head that wears a crown, or, the warlord did it - your orcish warlord probably got to his position by killing and eating the previous incumbent, and will probably pass on the crown in the same way. He also won't be the first despot to realise that uniting against a common foe is a good way to keep the tribe in line (as long as the battles go well, that is), and might also have the advantage of cutting short the careers of potential contenders. I like to see these sort of campaigns as petty raids and feuds rather than the grand battles that seem to be depicted in modern Warhammer, but each to their own.

The freebooter did it - personally I think Orks are a bad fit to the 40K background, but the freebooter mindset does seem a good fit to orcs of any era. Orcs love to fight and loot, and there's clearly some sort of commerce between orcs and other races by some means or other. So I like to feel that Hector Barbossa wouldn't change a great deal if given green skin and tusks.

I'd rather be in the Dark Lands - orcish society is in a state of continual fighting and flux, so it's entirely likely that your orc invasion isn't really an invasion at all, it's just that the invading tribe is being driven out of their stamping grounds by an even bigger, tougher tribe. They just want to be left to live in peace, honest!

The dwarves / humans did it - for some reason the orc side of the table is generally portrayed as the aggressor in your typical scenario, which is clearly indicative of some sort of bias... Perhaps those nasty, aggressive dwarves / humans are mounting a punitive expedition against a peaceable orc tribe, for reasons no right-thinking orc can understand, or perhaps they're after something that's in orcish territory. Time to work out what orc buildings look like, to go along with your Warhammer Townscape.

Saturday, 7 September 2013

Why I Oldhammer

Setting aside for now the question my wife occasionally raises of why I wargame at all, I thought I should note down what the Oldhammer movement means to me.

Zhu's Oldhammer Contract is a great starting point which I'm pretty sure everyone signs up to, but as with all groups of 2 or more people everyone has their own particular emphasis or preferences. There's a definite strand of archeogaming, which (while I love the old figures) seems to me to be a bit too much of the public face of Oldhammer. There are also hints of preferred rule versions, which while it's good for me as I've no idea what happens in versions later than 3rd, is kind of missing the point - there's no reason you can't play Oldhammer with the current edition (8th, apparently, thank you Google).

As seems quite common amongst Oldhammer gamers I was introduced to and played the game in my early teens, played for a while (in my case until my early 20s), became disenfranchised with Games Workshop in general and WFB in particular, and eventually left the hobby. At the time I put my loss of interest down as a reaction to GW's increasingly obvious business plan behind the game, with built-in obsolecence of the armies as new models and rules were released seeming like a bit of a kick in the teeth given the cost of collecting the army in the first place.

In hindsight though a bigger issue was losing contact with my old group of gaming friends on leaving home to go to university, and hence pretty much only playing "line them up, knock them down" battles against other players who (like me at the time) were only focussed on winning.

Prior to that, while I'm sure my friends Ed, Greg and I were just as guilty of the sort of gamesmanship and bad behaviour that the Oldhammer movement is the antithesis of (we were teenagers, after all), we did play a good mix of scenarios in amongst our more standard battles, which definitely help place the emphasis more on playing a game than playing to win. We were also strangely reasonable in our selection of armies, with none of the abuses of fine-tuning and over-powerful combinations that seem to mark how the other half lives even today. It's good that Thantsants researches this stuff so that the rest of us don't have to!

So, to summarise, while it's a bit of a bonus that I can be sure my rule set or army won't become obsolete, Oldhammer to me is a fortunate collection of like-minded gamers that I'm sure did exist 20 years ago, but were just too hard to find before the internet happened! In a way the really odd thing about last week's Bring Out Your Lead! is that there was (it seemed to me) an undercurrent of surprise about how much fun it was. Which shouldn't have been a surprise given that it was a weekend of playing games, drinking and chatting, but it's kind of damning of the wider hobby that this was the case.