Saturday, 22 February 2014
Brand new hobgoblins (sort of)
While I still covet a fair number of Citadel miniatures that were successfully marketed to me in the late 80s I think it's important to emphasise the gaming as much as the collecting, and to support current manufacturers making some great miniatures at sensible prices. I also like the mindset of finding a miniature you like then working out what rules should represent it on the table, which seems diametrically opposed to the GW marketing message of the last 20-some years of selling the model by making the unit it represents desireable or required.
So, inspired by Aiteal's hobgoblins and zoggin-eck's 'back to the source' approach I took a second look at a number of figures that I'd previously rejected as suitable orcs but which I realised would make fantastic hobgoblins, at least in my view of them (heavily influenced by the 2nd edition Bestiary): scrawnier than orcs, with a distinct eastern / Mongol horde vibe and head hair.
So, over the last couple of weeks I've taken delivery of a number of packages of brand new models - a mixture of Armalion Red Moon orcs (via Ral Partha Europe) and old Grenadier Nihon orcs, eastern hobgoblins and goblins:
And here they are ranked up, with Harboth and a C36 Hobgoblin for size reference:
The Red Moon orcs are a great fit for the older Citadel hobgoblins. I'm not so keen on their hairy arms and legs, so I'm trying to work out how to represent that as furs instead (easy on the arms, might need a bit more work around the feet).
The Nihon orcs are slightly taller and bulkier than I'd have liked, but I'm sure their mates will be glad of some big lads to push to the front rows! The great thing about goblinoids in general is that a bit of size variation is to be expected, so the overall impression is fine. I wouldn't want too many of these in the unit though.
The eastern hobgoblins and goblins are just perfect. Unfortunately, although there are other variations in the range, those are a bit hunched for my taste (a bit of a Nick Lund trademark) so I've limited myself to just three of them.
I'm really looking forward to starting painting these. I need to get the orcs that are front of my queue finished first, then we'll see if my painting can do justice to the models.
Thank you Whiskey Priest for helping me broaden my horizons a little!
Saturday, 1 February 2014
Reikland versus reality
On the plus side it did make me think rather more about how Reikland should look than I otherwise would have (and perhaps more than is healthy!). It also made me more conscious of an insightful post I read on G+ recently about how geek fans (that'll be me) sometimes loose sight of theme because of over-emphasis on facts. You'll see what I mean in a minute...
Back to the maps - there are lots of useful Reikland maps on the internet, and Gitzman's Gallery collects some of the best ones together. There's a wide variation in what they portray, which is fair enough for a pseudo-16th century setting, but the detail which is bothering me is how densely populated they should be.
Exactly where point A is in relation to point B is fairly irrelevant to the characters on the ground, but what is relevant is if you leave (for example) Bögenhafen on the road to Altdorf and travel for most of the day, how many settlements do you pass? As it gets later do you press on in reasonable expectation of getting to the next town or village?
Going by the map in Shadows Over Bögenhafen (Hogshead version) there are 3 coaching inns and a village between Bögenhafen and Heiligen on the outskirts of Altdorf. The detailed map in Gitzman's Gallery (which I believe is by Andy Law, who knows his WFRP) has 4 coaching inns, two villages and a town on the same route.
This may seem like I'm being pedantic, but hopefully that's not it. The Warhammer Old World, and especially the Empire, is fun because its a bit more modern than the usual fantasy setting, and can give rise to themes that wouldn't work in a more traditional medieval setting. To support the scheming nobles and growing merchant class that we all all know and love you need a certain scale and level of advancement to the place. But that same scale and modernity act against the lonely wildness of parts of the Empire, with beastmen (and worse) lurking in every stretch of forest.
Even the more densely populated maps have plenty of wildness for such things to roam, but I think I rather prefer the "points of light" approach of the older maps, where every settlement of any size in Reikland (Harke, population: 25) can be listed on two sides of A4.
Saturday, 11 January 2014
Old world / real world empires
My official excuse for buying dwarves on eBay is to put together the entire forces of the Blood on the Snow scenario from White Dwarf 91. It occured to me that, given reasonably priced old school dwarves are hard to come by (but plenty of manufacturers make compatible humans), my non-orc force could be the human elements from that scenario plus (initially) a few of the dwarves.
I thought I'd look a bit into which period of European history most closely relates to the Warhammer 3rd edition Empire, so as to be able to interpret historical figure manufacturers' catalogues. It's commonly known that Brettonian armies are early medieval and Empire armies are late medieval / renaissance, but what does this mean in terms of dates (or, more importantly, historical wars and hence figure ranges)?
There is clearly some hand-waving involved, however taking Warhammer Armies* as a reference point my guidelines were -
- The dominant infantry weapons are the halberd and crossbow
- Pikes and spears are also in use
- Arquebuses are used but unreliable
According to Wikipedia -
Arquebuses were first used in any significant numbers by the Black Army of Hungary (1458–1494) but this was unusual for the time. They started to come to the fore when pike and shot formations were developed by the Spanish following their defeat at the Battle of Seminara (1495), with the first notable success of this tactic being the Battle of Cerignola (1503). By the Italian War of 1521 these formations were starting to dominate the battlefield. Battles such as the Battle of Ceresole (1544) still have a Warhammer 3rd ed level of technology, but it seems to be that the Empire is earlier than this.
Halberds were a primary infantry weapon during the Burgundian Wars (1474–1477) and Wars of the Roses (1455–1485) - though the English used bills. Pike regiments at the time also incorporated halberds or zweihanders when fighting other infantry but when the role of pikes became primarily protection for gunners the role of halberds declined. The English retained the bill (in conjunction with the longbow) for some time after the pike and arquebus were adopted on the continent, with the Battle of Flodden (1513) being notable amongst other things for being a contest between the two systems.
So where does this leave me? It seems somewhere between about 1470-ish and 1521; perhaps if I had to go for a specific date then 1493, the start of the reign of Maximilian I as Holy Roman Emperor.
I could have reached a very similar conclusion by noting that Wargames Foundry sell their ex-Citadel Empire figures as Wars of the Roses, and that the Perrys have similar ranges both for WotR and European Armies, 1450-1500. However I wouldn't have learned so much in the process, for example why historical Burgandian armies are also a good reference, or why Foundry's gendarmes seem as appropriate as their Renaissance knights as Empire substitutes.
As an interesting aside I came across a useful Brief History of WFRP Time in my search which states that Sigmar's real world equivalent (except without the godhood, obviously) is from around 714-814, which might be an interesting campaign one day.
* For extra old school appeal I could have used Ravening Hordes and the results would have basically been the same. WA is handy though because of the additional illustrations
Thursday, 9 January 2014
Looking forward and back
- Collecting
- Painting
- Gaming
- Blogging
Collecting
Collecting isn't really my problem at the moment so much as painting...Having discovered eBay and trades on the Oldhammer forum I've pretty quickly managed to get all the orcs I need for now to make a decent force. There's a few specific miniatures I'd like one day, but I'm trying hard to resist just orcs I like, and it's hard to justify that it's orcs I need.
I'd like to be building up a dwarf force as well but unfortunately I'm mainly after Citadel Perry dwarves and eBay prices seem steeper than I'm prepared to pay. The Skaven were a "too good to resist" buy - I'm planning one day to put together Gnawdoom Greyseer's warband from Vengence of the Lichemaster. In fact, about the only standard Warhammer armies I can't see myself collecting a few of one day are Brettonians and Slann (phew). But I'm luckily not an obsessive collector, and the most expensive sculpts I'm after are a few Jess Goodwin ogres so while it'll I wouldn't really like to think about the total cost involved it all ought to be managable one day...
There are also a fair few old (and not so old) RPG books and modules I'd like to get my hands on at some point.
Goals for 2014:
- Put together a 1000+ point non-orc force
- Acquire some non-wargaming stuff
Painting
I have an odd relationship with miniature painting - I like finishing a set of miniatures, and when given the chance I find it relaxing, but as so often it's the case of "I need to paint these figures for [reason]" I often also find it a chore. On the other hand, at least with a deadline I get stuff done!As well as getting to the point where I have a painted force to play with, I'd also like to get to the point where the need to paint such-and-such is gone, and I can paint what I fancy at the time.
Goals for 2014:
- Improve my colour mixing
- Improve my colour scheme planning
- Finish a 1500+ point orc force with a few variations
- Finish painting my forum avatar
Gaming
I played 4 games of Warhammer this year, which is about 4 more than I expected. The insidious thing about this hobby is it's easy to feel involved (collecting, painting, and reading) while not actually playing. But hopefully, having found other people who enjoy this little niche, I can get a few more games in this year.Goals for 2014:
- Properly re-learn the 2nd and 3rd edition Warhammer rules, without mixing them
- At least one game of 2nd ed
- At least one day of this year's Oldhammer meet in Nottingham
Blogging
I wonder if there's anyone who resolves to blog less next year?My output for this year has been pretty low, even with the artificial boost of a battle report. I also need to broaden out from wargaming / miniatures stuff, as it was an RPG article that got me hooked back into the hobby in the first place.
Goals for 2014:
- Fairly regular posting (more than weekly, excluding battle reports)
- Some stuff about other worlds and other games
Sunday, 5 January 2014
Reading list - 2013 (part two)
The Three Evangelists - Fred Vargas
Another from my wife's recommendation list, and well worth a read. Detective stories aren't really my thing, I think I'm far too trusting and take characters as presented rather than trying to work out whodunit. I had no idea who the baddy was, but did enjoy the characterisation of the main protagonists - academic historians each with a different speciality who think their fellow historians are misguided at best if not actually dangerous. Sounds like some geeks I know!
The Legend of Deathwalker - David Gemmell
I spent a good part of the book wondering whether I'd read it before, eventually deciding that I hadn't. Suffice to say that it follows Gemmell's tried and trusted formula however it's written as well as ever and still manages to get you emotionally involved with the characters despite being a bit heavy-handed in places.
I especially continue to enjoy his portrayal of the Nadir - I've no idea to what extent they're intended to reflect the culture of Ghengis Khan's raiders or were invented from whole cloth, but I imagine that to your average fantasy literature fan they're more real than the real thing. I also find them useful in considering how orcish culture might actually function in the Warhammer world.
Things to do one day - re-read all the Drenai books in chrological order.
Lord of Emperors - Guy Gavriel Kay
This had everything I was looking for from the books on my reading list - a good story and it had me reaching for the history books afterwards.
The characters and the city of Sarantium are brilliantly brought to life, and while I have my frequent quibble that the ending doesn't really reward the characters for the journey they've taken us on they do fare about as well as they could hope for after becoming involved with the political elite of the city.
On the RPG setting side of things it's surprising (at least to this ignorant reader) how sophisticated the ancients were on all sorts of levels - medical, engineering and social to pick just three. We're vaguely aware of this, if only from "what have the Romans ever done for us?" but somehow experiencing it in a novel paints a deeper (if narrower) picture than a text book can.
The default pseudo-Medieval setting of your typical RPG does give a convenient shorthand for any group of gamers to congregate around, but books like this show how we're often limiting ourselves as well.
Noble House - James Clavell
An abrupt change of era to this novel set in 1960s Hong Kong. A good read, although you always suspect that the lead character's plot armour is too thick for the ending to be particularly surprising. Also quite interesting in illustrating just how much the world has changed in the last 50 years - sexual equality for example might not be quite there yet, but it's come a long way.
The Raven in the Foregate - Ellis Peters
Ellis Peters delivers what I was hoping for from The Seventh Trumpet, but then this was a nice safe pick from the bookshelf to occupy a train journey or two. Cadfael's a bit too comfortable and the era of King Stephen and Empress Maud a bit too familiar to offer much new from an RPG setting perspective, however as always there's the odd insight to be found.
On the one hand law and civil society is surprisingly strong (although this presumably varies from location to location, with the sheriff of Shrewbury being more upright than his more famous Nottingham counterpart), on the other a time of civil war is clearly the richest in terms of gaming opportunities and the odd bit of murder hobo activity. Also in an era when relatively few have horses to ride, and may not have one conveniently parked, simply running (or walking) away is often a good bet.
Criminal - Karin Slaughter
A thriller rather than a detective novel, so more my sort of thing. Brilliantly weaves between 1970s Atlanta and the present day, with a significant focus on the sexual politics of the earlier time. Things had moved on slightly from '60s Hong Kong, but not actually very far...
The Hundred-year-old Man Who Climbed Out of the Window and Disappeared - Jonas Jonasson
This book came out as one of my wife's book club's favourite reads of the year, unfortunately I was right in suspecting it wouldn't really be my thing. The novel's tone is just too whimsical for me, especially seeing that Allan really does get away with (sort of) murder. Allan himself is also a bit of a contradiction - on the one hand the world would be a better place if more were as even-handed has him, however it's hard to accept that anyone could be that uninterested in how the world around him works.
A real strength of the story though is how it brings home how poorly we value older people in the western world. No one is going to be quite as remarkable as Allan, but anyone of that age is going to have a lot to offer and isn't merely an inconvenient independent person out to frustrate the old persons' home director.
House of Silk - Anthony Horowitz
Another strong recommendation from my wife's book club. A detective novel though, so had me mostly lost, although I did manage to pick up on the most obviously flagged of the villains... Although I've not read any Sherlock Holmes in a long time I think it's fair to say that the prose (if not the plot) could have been written by Conan Doyle himself.
The main plot is very modern which is good in its way, but distinctly not of a piece with the original novels. I was left hoping Horowitz will revisit the characters in future (which has to be taken as an endorsement of what he's achieved with this novel), but that when he does he mixes some Victorian plots in with the more modern ones.
Tuesday, 31 December 2013
On His Excellency's Service - Conclusion
I was aiming for a scenario in the style of The Magnificent Sven or those from old Citadel Journals, where players can win without necessarily dominating the battlefield, and I think this was mostly achieved. As with many things in life, the things I agonised over before the game generally worked out OK, while the things I didn't agonise about came back to bite me. Although human nature being what it is there are almost certainly things not agonised about which didn't bite anyone, and I'm totally unaware of as a result...
The good
Not to be forgotten - a game of Oldhammer was played in good spirits. Figures were deployed, dice were thrown, and both players set out to achieve their objectives in an even-handed fashion.There was good "fog of war" due to the involvement of a GM. Neither player was an omniscient general overseeing the battlefield - the high elves didn't know quite what they were up against, whereas Wezma didn't quite know what his own forces were up to (and the players seemed reasonably happy with this). There are a couple of caveats to this though, which I'll mention below.
The scenario seemed reasonably balanced (again, with a major caveat). The high elves' limited objectives seemed to counterbalance their inferior numbers, although in fact in hindsight Wezma's objectives are quite hard to achieve before his reinforcements arrive.
I'm also quite happy with the way the scenario development went. I set out to let the players field whatever forces they wanted, and in fact was expecting the defenders to be orcs/goblins led by either Paul or Gaj. The main issue with the game would have been avoided if I'd picked all of the forces, but at the cost of less ownership for the players I feel.
The bad
The elephants in the room for the scenario were the demons. When Paul first shared his draft army list with me the thing that concerned me most was their ability to fly, especially as it was unclear at this stage whether we would be playing 2nd or 3rd edition - and flyers are very tough in 2nd ed. Their profiles aren't especially powerful, and they seemed to me to be slightly inferior, fear-causing and flavourful chaos marauder replacements. I think I had in the back of my mind to ensure Gaj had counters to their immunity to normal weapons, but failed to follow through on this. There were various options - to rule that these were somehow mundane (and hence vulnerable to normal weapons), to provide the elves with one or more magical weapons, or to select Wanda's spells for her. Any one of these would have worked, and while it would have slightly changed the nature of the scenario to say that here is a unit that is a counter to that unit (a whiff of newhammer, perhaps?) it would have been better than the outcome that we did end up with which was to have one side have a unit with no counter. I think that part of my procrastination was the thought that, even in this situation, the high elves' objective was still achievable, but this fails to take into account just how much the demon's presence colours the scenario.In character / out of character briefing - I wanted to have the player briefings be in character, however in hindsight I should have been more open with Gaj about what the scenario was aiming to achieve, i.e. to state explicitly that his forces were outnumbered, but the intention was that his objectives balance this out. It's OK for the general to not know what he's up against, but in only our second Warhammer game together and my third meeting with Gaj the mutual understanding is not yet there to spring quite the surprises on him that this scenario entailed. Also, when playing Oldhammer it's fair to trust the players to keep in and out of character knowledge and motivations separate.
Rules knowledge and application - I'm far less familiar with the rules than I was 20 years ago, and even then (I now know) I was applying some rules wrongly. I didn't worry about this too much ahead of the game, as I knew that any different interpretations or misunderstandings could be resolved in a grown up manner. This proved to be the case, so while there were probably half a dozen instances of rules being wrongly applied or missed altogether I don't feel these significantly impacted the outcome of the game. However I want to be running games as per the rules, mainly so that we can then fairly judge how the rules stand up.
Time - it would have been good if the game had come to a decisive conclusion in the 3 or so hours the club is open on a Friday. It would have helped if I'd arrived on time, but even so with an extra 20 minutes I feel the battle would have been even more pregnant rather than concluded. I'm not sure if this is simply a matter of fighting across rather than along the table, however that layout seemed to suit the scenario the best.
Afterword
By a strange coincidence both players had the spell Cause Animosity available to them and both considered its use on the demons (in Paul's case to influence the uncontrolled demons in going after his foe - which would again have shown the benefit of having a GM in order to adjudicate this sort of creative generalship). If the demons had been made to attack Wezma's forces in this manner it would have highlighted the situation that neither side had a counter to them, other than their wizards.I'm not sure what to conclude from this, except I'm wondering if we might develop a local meta to always have a wizard or magical weapon on each side, except where the game has no mages, scrolls, etc. It also brings into question the balance of demonologists (although many would argue that balance and 3rd ed are mutually exclusive) - albeit at the (generally low) risk of failure to control, the ability to summon uncounterable allies seems rather powerful! My main thought though is that scenario design requires much more "what if" than I put into my first attempt, with a greater review of (and perhaps control over) which tools are available to each side.
I also one day want to run a scenario where one side has an unkillable unit (inspired by the discussion on the Oldhammer forum about magically armoured characters [registration required], and ideally avoiding demons altogether!), but it would need to be clear from the outset that this was the point of the scenario, rather than being an unintended consequence of the army selections.
On His Excellency's Service - Turn 8
High elf turn 8
The silver helms moved out from behind the covering cultist rout, into a position to charge Wezma in a future turn - but with equally exposing themselves to whatever he could do to them. Wanda moved forward, curiously close to the chaos warriors, but at the same time giving her line of sight on Wezma. Bhonnd also left his unit, again giving him line of sight on Wezma.Bhonnd fired on Wezma, but failed to wound, and Wanda's cast fireball proved to be slightly out of range and so fizzed.




