maanantai 24. heinäkuuta 2017

Trouble at the Fur Hunters´ Hut - 3rd edition WFB Battle Report

When the alarm sounded captain Chaelamin felt perhaps a bit too much satisfaction for being right as the situation was grave serious. He had made his men to take up defensive positions and to set up guard posts around the fur trader hut. They had not protested but he had seen the looks in their eyes. They had been marching all day and would have wanted to rest.

But now it was both his own seekers and the fur hunters he had sent out to guard dute that had spotted the enemy. And Chaelamin himself could see green shapes emerging from the morning mist.

"Get those civilians inside and away from the windows!!!" Chaelamin shouted. To his disappointment some of the fur hunters had their families at the site and they would only be in way now. As if the dwarfs POWs weren´t enough.

Reports were coming in now - there were greens skins coming in from every directions. They would have to fight. Chaelamin only wished that the dwarves would come as agreed.

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Big boss Grumbud listened to the goblin chief with disgust. That git was trying to tell him how to lead the raid. The only reason he had tolerated the goblin so long is that his own mob was still too small to make the attack themselves. They need the loot and to get the loot he needs the gobbo chief and his troops. But if the chief would get itself killed Grumbud could keep all to loot his boyz.

"Oi, Rhybag! Me wantz u and ur gobboz to attacks from ze otter side of ze hut. We meetz in da middle rightz? Ze first boss over ze wall getz a speshul prize."

Chief Rhybag hurried on it´s way. Grumbud knew that all boyz and gobbos should be in position now. As the sun rose he ordered the advance. And then the alarm sounded. The elves had noticed them.

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Lord Dumbell heard the horn and knew something was not right. He made sure that they were not under attack themselves and reformed his units from marching columns to a battle line. He could see the building where the exhange of POWs was supposed to take place but he could see the goblinoids too. There were at least one unit of orcs and goblins right between him and the hut site. And he could see arrows being fired from the wall that protected the hut´s yard.

They would have to fight through the orcs and goblins to make it to the exhange. Dumbell made sure that the elf prisoners were secured and then the dwarves moved in.


This is a battle report about a 3rd edition Warhammer Fantasy Battle scenario I GM´ed a week ago. The scenario required three players each playing goblinods, high elves or dwarves. The scenario background was that the warring elves and dwarfs had agreed on armistice and an exhange of prisoners of war. Elves and dwarfs are to meet at an elven fur hunter hut for the exhange.

Not knowing about the POW exhange a small tribe of orcs with their goblin supporters are looking for easy loot. They have surrounded the fur hunter hut and are to attack.

Each side has their own objectives and some special rules. Each player received a written briefing and list of troops before the game.

BRIEFINGS, SPECIAL RULES AND LISTS

Orcs & goblins:

Oi gitz!!! You´z big boss Grumbud of ze purple ´edz tribe. Yer luck wiv ze lootz ´az been poor an´ ze boyz iz gettin´ restless. Nothin´ dad a good ol ´ead bashin´ won´t keep in line but ya really need to get ´em fightin´ ze enemies an´ not each other. Ya ´as gotz a tips from ze gobboz dat dere iz da pointy earz ´untin´ ´ut wid lots an´ lots of ´idez ´n supplies to grab nearby. Ya ´az promized to take dem gobbos wid uz to share da lootz. Dem scumbagz ´as no gutz to go an´ bash ze tree ´uggerz demselves.
Dem gobbos say dere iz lots but not lots an´ lots of dem fancy pantz at ze ´ut. Ya haz cum up wid da brilliunt planz. Yer boyz an´ ze gobbos ´as ze hut surrounded an´ you´z ´as ordered everywun to attacks at ze first light.

Ya haz dem four set up areaz - wun at each side of ze ´ut. No set upz closer dan 16” of dem ´ut - ya not want dem ´ippies to spot ya too early. Ya wanna ´ave ze ´utz surrounded - not lettin´ ze pointy earz run away iz we. Ya haz to set at least wun mob of dem boyz or gobbos on each area. Rememba dat dem gobbos iz not to be trusted - ya haz to ´ave a mob of dem boys or wun of dem shamanz ur chiefz in da same are wiv each of dem gobbo mobz.


Ya needz to get dem buildingz intactz as ze lootz iz in dere. An´ ya not mind if dem gobbos getz bashed and not haz to share da loot wiv ´em.

Commo´n ya gitz, weez gunna ´ave a proppa bashin´!!!

Success conditions:
 Complete success: Both buildings survive and are captured by your troops. Gobbo chief Rhybag is killed or routed off the board. No more than 50% of boyz are lost as casualties.


Partial success: You capture the hut site but one or more of the following happens: one building is destroyed / chief Rhybag survives and is not routed off board / more than 50% of the boyz are lost as casualties


Failure: Hut site is not captured or both buildings are destroyed. Boss Grumbud is killed.



Elves:

Sir, You are in charge of the four dwarven prisoners of war whom as by the armistice agreement are to be exchanged to four elven warriors captured by the dwarves during the hostilities.

The exchange is to take place at this fur hunting hut your small troupe reached late last night. Your scouts caught a sight of some goblins along the road here two nights ago but the scoundrels hurried back to the cover of woods and have not bothered you since. Upon arrival you set up a defensive perimeter inside the l hut´s walled yard and ordered your troops to rest with guards on duty. Scouts were sent to patrol the nearby woods.

The prisoners are locked up in the storage building with their hands tied so that they cannot escape in case the dwarves try some foul play. The prisoners are unarmed but their equipment is held by your troops and is to be returned to their rightful owners upon exchange.

There are six hunters present and you have taken them under your command. To your big disappointment there are some civilians including a child at the hut. You have ordered them to stay in the main building to be out of your way until everything is clear with the exchange.

You have very strict orders from lord Darcassan not to jeopardize the armistice in any way. Your most important job is to get the four elven prisoners in your custody and to safely escort them along the road to safety. As important as that is to release the dwarven prisoners of war to their brethren and guarantee their safe exit from the area. In case there is a confrontation of any sort you are to preserve your troops as far as possible but without endangering your most important mission - the safe exchange of prisoners.

Scouts may be set up anywhere on the map within 15” of the huts. Civilians must start the game in the main hut. Everyone else sets up within the logging hut perimeter.

The dwarves should arrive in the morning from the east.

Godspeed!


Special rules:
The dwarf prisoners start the game with their hands and feet tied. They set up in the storage building that is locked. They cannot move or fight and if attacked will receive free hack hits. The prisoners have normal dwarf profile. They start unarmed (improvised weapons) and unarmored. If there is an elf model within 2” of the storage building door, the elf player may declare the release of prisoners at any time. From that moment the dwarf player gets the control of the prisoners. He may then choose if he wants to put them in normal or skirmishing formation. After release each prisoners gets a hand weapon and a shield. If the prisoners spend one turn putting on their equipment (no movement or others actions) they can add light armor. The prisoners are considered saved if they exit the battle field via the road to east.


The main building has two windows on the long side and one on each end. There is also one window next to the door. The storage building has no windows. Both buildings are wooden with very flammable roof. Two models can use missile weapons from each window and two models can engage in hand to hand combat through a window. The building is divided in three sections. Each section can have 6 models in it. Therefore there is room for a maximum of 18 models in the main building. Models in the building don´t have to be in base to base contact but are still considered to be in normal formation. Models cannot be pushed back from a window position. A model not engaged in hand to hand combat may be moved to another window during the elf player´s movement or reserve phase. Rank bonuses do not affect combat resolution when fighting through windows. A model/turn may climb in/out of a window in movement phase when there is no model on the other side in contact with the window. Moving through window uses the models movement completely. Moving through window may put a model in base to base contact with enemy. They will enter hand to hand combat, but moving through window does not count as a charge.


Success conditions:
Complete success: All dwarven prisoners escape to safety. All elven prisoners escape to safety. All civilians escape to safety. No more than 50% of your troops are lost.


Success: At least ¾ of dwarven prisoners, elven prisoners and civilians escape. No more than 50% of your troops are lost.


Minimal success: At least ½ of prisoners and civilians escape.


Failure: Less than ½ of prisoners survive. Fighting between elves and dwarves break out.


Dwarfs:

Lord Dumbell! Take care of the prisoner exchange. Do not harm elf prisoners unnecessarily. Return with our brothers. Do not kill any elves unless they attack first. Slight bruising is acceptable. No more than four kegs of ale per warrior a day before return.

You enter the area from east beginning from turn 2. You may deploy as many units as you wish. Units not deployed on turn 2 will be deployed on subsequent turns on your will. Safe exit at same location.

Axes high!


Special rules:
The elven prisoners start attached to one of the dwarf units. They must set up in 2x2 formation and be placed in base to base contact with the back side of the unit they are attached to. They cannot fight and don´t affect the combat resolution rank bonus of the unit they are with. In case they are attacked they may be moved out of harm’s way to another side of the unit. If there is no room and they end up in combat enemy can score free hacks vs. them. The prisoners will move with their parent unit including rout etc. Missile hits against the unit will be randomly divided between the dwarves and the prisoners. The dwarf player can at any time declare he has released the prisoners. At that moment the elven player issues their control and they will act on his turn. The prisoners have normal elf profile and they are unarmed (improvised weapons) and carry no armor. From release on they will act as skirmishers.


Success conditions:
Total success: All dwarf prisoners exit to safety

Partial success: At least ½ of prisoners exit to safety

Failure: Less than ½ of the prisoners survive. You have to shave your head, dye your beard orange and seek your death in the troll caves.



THE GAME

 The elf player did his initial set up secretly on a piece of paper. Then the orcs ond goblins were put on the table. And after that the elves. Orcs would move first.



Orc boyz and trolls advancing from north and led by Grumbud himself. Defending the wall are elf archers. Chief Rhybag´s gobbos and the orc shaman are just barely visible in the horizon.

 Orc arrers and gobbo stickas closing in from east.

And from west more boyz and a mob of wolfboyz. In the woods the elf fur
hunters are taking aim on green skins.

The fur hunting hut and it´s defenders. On top left corner a unit on seekers. Manning the north wall are archers. In the bigger building are the ship company and civilians. Dwarf POWs are held in the smaller building. In the yard there is also captain Chaelamin mounted on his horse and the fur hunter´s hunting dog´s with their handler.

First blood was drawn by orc arrers who really didn´t want to share the loot with stinking gobbos. Failing their animosity test they wheeled a and shot at gobbo stickas killing three of them.

Suprisingly everyone else passed their anomosity tests and moved towards the hut. On elf turn there was very little movement. On shooting phase everyone who could shot at advancing orcs & goblins. Some were killed but not enough to force a panic test.

On turn two the trolls did what they do best and failed their stupidity roll. They staggered on and ended right in front of the main orc boyz unit preventing them form advancing. Grumbud decided to take matters into his own hands and left the boyz unit he was with to join with trolls and bash some sense into their thick skulls.

Elf captain and hunting dogs left the hut yard to face the gobbos and orc shaman coming in from south. A single fanatic was released from the gobbo unit by the elf presence but the loonie did not reach his target.



And then came the dwarfs. Between them and the hut site were just the orc arrers and gobbo stickas. And the stickas were just preparing to charge the elf seekers in the forest in front of them.

On turn three big boss Grumbud managed to get the trolls under his command and bashed some sense into them. They and the boyz would be ready to storm the yard next turn. Orc arrers retreated away from the advancing dwarfs and stickes charged to elf seekers who chose to stand and shoot.

On the other side of battle field wolf boyz changed the elf hunters who received the charge shooting with their hunting bows. The lone gaoblin fanatic in the middle crashed into hut wall and died. Two of the hunting dogs were roasted by a fireball from orc shaman.

In the top left corner stickas charge the seekers. The fanatic is just about to make his final move and head straight into the wall.

The elf captain decided to take out the orc spell caster and charged him. The remaining dog and his handler retreated back to safety of the walls. The ship company that had stayed in the main building started to move out to be ready to face the orcs and goblin.

The elf archers defending the north wall took aim on trolls directly in front of them and scored a huge amount of hits. And managed to down a troll. This was too much for the others who broke and took big boss Grumbud with them! Suddenly the orc leader was on the run.

Luckily for the orcs the boyz mob was not affected. They would charge soon.

Chaelamin took care of the orc shaman quickly with one thrust of his lance. Seekers killed a couple of stickas but lost one of their number too and were pushed back. Hunters could not hurt the wolfboyz and were pushed back too.

The dwarfs marched as fast as they could. They could see that the elf situation was getting worse every second.

Big boss Grumbud´s not so glorious flight from battle.

As Grumbud and his bodyguards were out of the way the boyz mob was able to charge the elf archers defending the northern wall. Chief Rhybag´s stickas turned their ranks to face the elf captain who had slaughtered the orc shaman and peppered him with javelins. And against all odds wounded him.

Orc arrers who had been running away from the advancing dwarfs were positioning themselves to be able to charge the ship company next turn. After moving they released their arrows and a single marine was pierced by a red feathered arrow.

Both the seekers and the hunters were slowly being grinded down and pushed back the stickas and the wolfboyz. They could kill a few gobbos every now and them but the sheer number of enemies meant that they could not win a round of combat. At the north wall defending archers were pushed back by the boyz who were now in the yard for the first time.

Luckily for the elves the other unit of boyz was a bit of stuck behind the gobbo unit and could not engage anyone.

Desperate to buy some time the elf captain charged to goblin horde in front of him. The lone hunting dog handler and his remaining hound joined in too. Close combat was raging all over. Again the elves were pushed back in every single combat. They were really on the edge of braking.

The last remaining seeker trying to hold on against the stickas
while captain Chaelamin and the hunting dog handler charge the gobbos.

The dwarf thunderers had finally marched in range of the orc arrers. They took aim and BANG! Three of the ten muskets misfired and two dwarfs were killed. And no hits scored on orcs. It really did not start well for stunties.

The dwarf POWs in the smaller hut had been alarmed by the noises of fighting and they managed to break themselves free. Armed with what weapons they could find they bursted out of the shag and charged right to the flank of the orc boyz pressing hard on elf archers. That was the boost that the defenders needed. Several orcs were killed and the rest were pushed back. The situation was stabilized at least for a while.

On the next orc turn the arrers charged to elf ship company now defending the south wall. The marines did not fare well and got pushed back into the main building. On the north wall elves and dwarfs killed a number of boyz. A single dwarf was lost too. Rest of the orcs broke. The archers did not choose to follow but the dwarf POWs wanted to avenge their brother and went into pursuit. That put them into a dangerous position as wolfboyz had taken care of the last of hunters and would be able to charge the dwarfs next turn.

Hunting dog handler and his hound were slain. Now it was just the elf captain fighting the gobbos. He got pushed back. The stickas finished the last seeker.


At this point the elf civilians saw their chance and using windows as exits bolted towards the dwarf lines for safety. Seeing the wolfboyz that threatened to dwarf POWs the elf archers formed a shooting line to protect them. They would not jeopardize the chance for peace with the dwarfs.

Once again the elves were pushed back all around. Their captain was hit several times but his armor protected him against the weak goblin weapons. Ship company was being reduced to less than five elves but the survivors held on swearing to protect the fleeing civilians.

Dwarfs advanced and would be in charge range next turn. Their flamethrower had come to range of the gobbos in combat with the elf captain. Not caring too much for the elf´s safety they launched their fiery ball but it missed both the gobbos and the luckily the elf too. The forest they were partially in caught fire. The former dwarf POW headed for safety of their own lines.

During the last couple of turns it became clear that the orcs had secured to hut site. The ship company was killed to last elf inside the main building. Dwarf quarrelers got to charge chief Rhybag´s gobbos and rescued the elf captain who was down to his last wound at that time.

As all the civilians and POWs were behind the now combined dwarf/elf line and orcs firmly holding the hut site I called it a day. Dwarfs and elves would be happy to retreat and orcs had no interest in following them.

Forest fire rages after careless use of a flame thrower.

So how did each side fare? 

The orcs secured the hut site with both building intact. But roughly 50% of the boyz were lost and big boss Grumbud was routed himself with chief Rhybag surviving. A partial success was awarded to orcs.

The dwarfs lost one POW and got a partial success too.

The elves managed to get all civilians and POWs to safety and only one dwarf POW was lost. On the other hand almost all elf troops were killed. I awarded the elf player with a partial success too. Even if there was no such category in the briefing.


LESSONS LEARNED

 It took us roughly three hours to play this scenario. I had not had time to play test it so I was pretty anxious to see how it worked. On general level I am happy with the result. I felt that the players were having a good time and I didn´t have to interfere too much with GM´ing. Thank you guys for playing!!!

If I were to GM this again I would perhaps change the roles of elves and dwarfs around. Now the dwarf player spent most of his time just marching. Quicker troops would mean more action.

The trolls could have been too powerfull for this scenario. Now they actually worked against the orc player. I might reduce their number to one in any case.

The elf player´s success conditions are a bit too harsh. I would remove the No-more-than-50%-of-rour-troops-are-lost requirement for the side that starts in the hut site.

The orc player needs to play actively as TL did in this game. I was expecting to see a break out try by the elves but LM chose to defend the yard and wait for dwarfs. And as we saw it worked well enough.

Elf civilians running for safety.

Hope you enjoyed reading. Sorry for crappy pics. Forgot my camera home and had to use mobile.


tiistai 18. heinäkuuta 2017

The greeny vs. The skweeky

Yesterday I had a chance to play for the very first time with the new O&G army I've been painting. Just a normal pitched battle vs. LM's skaven with 2000 point limit. I didn't have much choise of troops as I have just a tad over 1000 points of rank & file ready.

We used full deployment rules and as I had my wolfboys as an advance force I was able to make the skaven set up first. It also allowed me to designate a flanking force. 

All pictures by me and LM.
The situation after scouting moves and skaven turn 1. The skaven line from bottom to top: beastmasters with giant rats, ally chaos dwarf mortar, clanrats, a jezzail, slaves, clanrats, slaves, ally chaos dwarfs, behind trees a jezzail, stormvermins and scouts.

On the top right behind the trees is the main orc unit of 28 boyz. On the other side of that forest is the orc general and his three troll bodyguards. The light green area marks the orc baggage train. Next the the yellow field is unit of goblin stickas. Then in thin line orc arrer boyz and in deep formation gobbos. Another unit of orc arrers and a goblin chariot are just outside of this picture.

Here´s the end on the long goblinoid line with chariot and arrers facing the giant rats. My mecrenary giant and a orc shaman were sent to flanking action. They would enter on turn 3 from skaven right flank. My plan was to try to hold the center with a weak force and try to crush the flanks with my main units.

 First combat occurred between the goblin wolfboys and stormvermin. I charged with the wolves as I didn´t want them to be shot to pieces by that jezzail and skaven scouts. I also wanted to give time for my orc boyz and general and his trolls to ove in. Gobbos lasted for several rounds though being pushed back multiple times and not winning a round of combat.


To my suprise the skaven center didn´t push hard in the beginning. Only the chaos dwarfs moved forward to counter my boyz and trolls.

The chaos dwarf mortar managed to score a direct hit on gobbos killing 5 and forcing a panic test but the brave gobbos held on.

Gobbos before being mortared.

Gobbos after being mortared.

On the orc far left goblin chariot charged the giant rats and their handlers and managed to push them back.

On my turn 3 the flanking force entered the battle. Mercenary giant stayed loyal to the orcs and was now threatening the skaven right flank. Orc shaman cast a mystic mist on the mortar and the closest skaven clan rat unit.


Around turn 4 our centers started closing on each other. A total of two plague cencer bearers and two fanatics were released clogging the battle field effectively. The cencer bearers decimated 12 goblin stickas and the rest did the only reasonable thing and fled the field. My fanatics fell short of their target but were blocking the slaves pretty effectively.

Goblin stickas after being hit thrice by cencer bearers.

On turn five everything went terribly for the orcs. First both my fanatics died by rolling snake eyes. Then the wolfriders who had fought the stormvermin for so long finally broke. And because of that the boyz mob panicked. Just when everything would have been ready for them to charge the skaven. Then skaven scouts managed to sling shot down a troll and the orc general broke. My right flank vanished in seconds.

At that point more than half of my troops in points value were either killed or running and that was the break point we had agreed on. Orcs and goblin fled the field. The skaven were victorious.

Thank you LM for a good game once again. I´ll be back!

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This was my first time playing 3rd edition WFB with green skins and I learned a lot.

- Goblins are not as bad as you would think
- Orc arrers are pretty useless as missile troops, I´ll use
them as bow wielding boyz in the future
-  I sould have contested the center with my best troops,
it takes a way too much time to march from the flanks
to get to where the action is
- Don´t expect your orcs to manouver like elves



lauantai 8. heinäkuuta 2017

Troll trio and lottery draw

I´ve reached my goal. I have 1043 points of rank file orcs & goblins done which means I can now field 2000 points of green skins. Some of the boyz will need some highlighting in the future but they are in a playable state now and I´m fine with that. As I´m leaving for my son´s finnish baseball summer camp tomorrow I won´t be able to paint anything before the games I´ve agreed to have with a couple of my friends.

Here are the three trolls that eventually took me over that 1000 point treshold. I went with green skins and brown leathery clothes for everyone as I dared not to experiment as my deadline was pressing on.

The one on the left is a Marauder MM40/1. His weapon hand has been slightly repositioned be his previous owner. I liked the more dynamic pose and left it as it was. In the middle is a classic C20 trolls Shakined Bone Bender. Big ears, lots of nice details. Really like that one.

The troll furthest to the right is an unreleased Marauder troll again with a repositioned arm. As with the MM40/1 I felt that the change was for better a left it be. He has a lot of warts, perhaps a bit too many for my taste. And I´m not sure what to think about the snot coming from his nose.

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A couple of weeks ago I promised a lottery draw between my readers when I hit 20 000 views. I finally got that lottery done and the lucky winner is: Tim Edwards. Tim - please sound. You will receive a suprise Oldhammer package in near future.

maanantai 3. heinäkuuta 2017

Hell on two wheels

Well - not exactly. Just a goblin wolf chariot I finished a few days ago. I´ve been very busy painting my O&G army as we are playing in two weeks and want to get everything needed ready. I´ll be GM:ing a three palyer scenario with orcs, dwarfs and goblins and we´ll have at least one pitched battle with 2000 point armies. That will be skaven vs. O&G so we are expecting to see a lot of running away and all sorts of cowardise. And if we have time I´m hoping to face the dwarfs too.





The chariot completed is a MD9 Goblin war chariot. The original paint job is pretty flamboyant and in my opinion too neat for goblins so I took another approach to subject. I tried to get it look like old dry wood that has been out for long and discolored. For some reason I had a viking ship in my mind. Perhaps it was the idol on the joke what caused that image.

The model I have was missing one of the wheel scythes so I replaced both wheels with plastic ones from a 90´s high elf chariot and made new blades from plastic goblin spear points. I didn´t like the shaman crew gobbo and used an arrer instead. The standard pole was left out mainly because I suck at painting banners.

The wheel on this side is listing a bit as it was fixed with some green stuff and I wasn´t careful enough with securing it´s position when drying. After all I´m not too sad about it. It´s gobbos - their equipment should look like it´s been put together by a five-year-old.

Finally a top view as I wanted to show you the river sections used in these pictures. Those are from Oakbound studios and are designed by Fimm McCool. Very good quality pieces of scenery.

Now I just need to finish one troll and that will take my O&G rank & file point value well above 1000 points. Four days to do that - I think I can make it.






maanantai 19. kesäkuuta 2017

Where is he now - Dwarf Mountaineer

Was it the climate change that melted the glaciers connecting the dwarf keeps and therefore making the ski troops obsolete? Or did the yodlers just blow themselves up with those blunderbusses of theirs? Perhaps we´ll never know...

The dwarf mountaineers appeared in WD116 where there was both rules and a new mini for them. Here´s the rule page:


Being scouts the mountaineer act in every sense as skirmishers except that they can charge normal troops and they don´t have to run away if charged by such (WFB rules page 101). Their points value is pretty low as normally scouts cost you additinal 5 points. "Correct" value for a blunderbuss armed dwarf should be 15 (dwarf 8 + scout 5 + blunderbuss 2).

A blunderbuss is a pretty rarely seen weapon in WFB. It has a range of 16" and it hits with S3 and -2 armor modifier on 0-8" range. For 8-16" range the strengh is reduced to S1 and no armor modifier. One of the mountaineer´s special rules is that the blunderbusses can be fired when doing a downhill charge or ski charge as it is called. With the blunderbuss´ tendency to misfire on to-hit-roll of 1 this can lead to pretty hilarious situations. Imagine exploding dwarves speeding down a hill side - yodeling as they come!

The rule about using a blunderbuss in ski charge lacks the explanation on how the casualties caused by shooting are handled. I would use the throwing spear rule as a basis so that the wounds caused would count directly towards close combat result. The other option could be to count them seperately which could lead into the unit that is shot at breaking before melee. Use a GM or agree before playing how to deal with this.
The ski charge is a nice special rule that lets your mountaineer charge triple their movement rate when going downhill. To help one to able to do that charge a player employing mountaineer can place one hill on his side of the table. That can give one a tactical advantage as you could place your heavy artillery and missile troops on that hill too. Perhaps the best way to use mountaineers is as artillery guards. Make use of the hill you get to place and blast away with everything you got. And if the enemy gets close engage him with your mountaineer.

On normal movement mountaineers can do double their movement rate if doing down a slope. Good skiing skills mean that they do not suffer penalties on going down a steep hill. They can also negate movement penalties for moving in a forest on a downhill slope.

Muontaineers can have a special magic instrument in the form of Yodel of Doom. The yodel puts the mointaineers in the state of battle lust that gives them a +1 to hit rolls on first round of close combat and on all following turns if they are not pushed back. Yodel is a must for mountaineers!

Dwarf mountaineer diorama from WD.

The original model is pretty sought after and you propably won´t get one for cheap. The only examply on ebay when this was written had a price tag of 84€ on him. And with minimum size of unit is five you´ll be paying A LOT to complete one.

Luckily Ral Partha produces a good alternative model in the form of DW020 Ullr the Intrepid. His weapon is not exatly a blunderbuss by the looks of it rather than a short musket or something like that. But as this mini costs only a friction of what the original mountaineer model does I think most of us can live with the not-trumpet-like barrel. Or can make one with some green stuff.

And this kickstarter should be a must for all mountaineer fans. A full unit of skiing dwarfs with real blundersbusses, a banner and all. Looks very promising!

A wonderful dwarf mointaineer from Billy Bunter´s Collection.

What I would like to see is a painted unit of mountaineers. I wonder if any of my readers has one? Or even better - a battle report including these alpine dwarfs.

If you want another view on the mountaineers Orlygg has written about them in his Realm of Chaos 80´s blog.

tiistai 6. kesäkuuta 2017

Where is he now - the Forstjaeger

Among the lost troop types of 3rd edition WFB is the forester. The forester made it´s only appearence in the form of Empire Forstjaeger in the WFB: Armies.



Throwing spear as a weapon option is an interesting one. I have never used them myself so I can´t speak out of experince. A throwing spear has the range of only 4" and it strikes with the same strenght as the thrower. What is interesting is that if may be thrown when entering close combat both when charging or receiving a charge. This supersedes the normal stand and shoot rule. What is nice is that casualties inflicted this way are counted into close combat resolution. What is not that nice is the fact that to-hit-rolls for thrown spear used in this manner are done with -2 modifier. So you are rolling for 6´s to hit. Or worse. Being pretty heavy the throwing spear give a -1 armor save modifier. All that means is that for 1 point you get an extra S3 attack that hits on 6 or worse for the first round of combat. Not very effective in my opinion.

Any Forstjaeger unit may skirmish and for mobility that could be a good idea.

With maximum amount of 30 models and with minimum unit size of 5 you can field quite a many forstjaeger units if you wanted to. On a very forested battle field you could make pretty good use of them fielding small groups that set up traps and that way disencourage the enemy from using woods.

A C07 Ranger - John the trapper as seen on Oldenhammer in Toronto.
A perfect example of a forstjaeger.



So this is what makes foresters special. Foresters are the only troop type that is able to set up traps. If a unit of foresters stay still for a turn in woods they can set up traps that cause S4 hits to any model that moves within that wood on a D6 roll of 6. As there is no armor saving throw vs. wounds caused by traps they have the ability to do some damage. But are they worth staying put for a turn? Perhaps if you want to deny the enemy of the use of a forested area.

Once again the rules are somewhat unclear about setting traps. They do not tell you how big a forest can be trapped in one turn. There could be a very large wooded area in which the foresters are. Can they set up traps to whole of that area? Or should there be some kind of area template of something? Certainly some GMing is required for fair use.

Being skilled survivalists and expert woodsmen they can move through forests without penalty to movement. Reserve move however can´t be made within a wood.

All in all the foresters are an interesting troop type full of character. And Forstjaegers fit the empire army list nicely knowing the wast forests of that realm.

Sadly the foresters were discarded in the sleeklining known as 4th edition WFB and never returned. And to my knowledge traps too have not been seen since it the WFB world. Can someone confirm this? The Empire did have huntsmen unit in the 6th edition army book with new scouting rules and that unit stayed with WFB to 8th edition. Perhaps a slight nod into forstjaeger direction?

So in a nutshell for 4th edition the foresters were sucked into normal archer units but from 6th edition onwards they were renamed huntsmen, became scouts and lost the trap setting skill.

Perhaps the best line of classic Citadel models for forstjaegers would be C07 Rangers. Many many models there that represent survivalists, woodsmen, hunters etc. perfectly. In my opinion there are some models you could use from F2 and F4 series of fighters and men at arms as forstjaegers. Or you could pick some individuals from Marauder MM62 citizens.

An another from Oldenhammer in Toronto. Be sure to
visit that site if planning on getting a unit of forstjaegers -
so much inspirational stuff there.

A sort of edition 3.5 solution is to use Perry sculpted Empire archers that were presented in WD147 and in the green catalogue of 1992. These models are listed as archers but actually bear a marking of forstjaeger or bergjaeger in their slotta tab. This goes in line with the forstjaegers getting demoted to archers with the coming of 4th edition.



 Forstjaegers and bergjaegers by LM

There are a few examples around the internet of people building units of forstjaeger (here, here and here) but very few painted models actually. Please let me know if you have or find some.

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This blog actually hit the 20 000 views mark a couple of weeks ago but the lottery I promised has not been done yet. I´ll try to get something painted and do the winner draw when posting about whatever gets painted next.


torstai 1. kesäkuuta 2017

Animal handlers in 3rd ed. WFB: The Oddities and random loose ends

This is the final part of ´Animal handlers in 3rd ed. WFB´ -series of articles. Please click here to find the other arcticles.

In this one I´ve tried to bring forward the more esoteric stuff that really don´t fit under the other part of this series. 

CHAOS DWARF BEAST MASTER

We met this guy earlier in the dark elf part of this series. He is a really odd one as the chaos dwarves of 3rd edition WFB exist only as part of chaos ally contingent or as part of a Khornate army. And there is no chaos dwarf beast master unit to take in either of those.

A chaos dwarf handler with four chaos hounds by LM.

If you have the model and wanted to use it in your chaos army I would just change the profile line on the chaos animal hadler to match that of a chaos dwarf and adjust the points value accordingly.

I´ve been trying to find a full 3rd edition chaos dwarf army list - fan made or something but with no luck.Sound out if you know of one.




Me and LM discussed the chaos dwarf handler model a bit just the other day whem LM had sent me these pictures. He pointed out that there is a certain resemblance in him to the 90´s big hat CD´s. And I have to agree - the face is just the same. Only the hat and beard have grown. Conclusion was that as the big hats are Perry sculpts this guy has to be too.


SEA ELF ANIMAL HANDLERS

Sea elf handlers and their... um... creatures. From
this facebook posting by Richard Irvine.

I usually link my postings to Oldhammer community group on facebook to give them added visibility. One article from this series raised some discussion and the picture above was posted to that discussion thread by Richard Irvine.

Sea elves are mentioned both in the 3rd edition rulebook and WFB: Armies. There is no official army list for sea elves but they are well present (or actually included) in the high elf list in WFB: Armies. High elves don´t have animal handlers in their army list but in true Oldhammer spirit I would see no harm done if someone used them.

But what pack animals for sea elves? As per rules the sea elves can swim. Therefore I would be tempted to look for such creatures that can both swim and move on dry land. A giant crab perhaps? Let´s see what the bestiary can offer us.

A giant leech can swim and move on land but can only survive in tropical conditions and is in every way very unelfy thing. For being unelfy I would not use a giant leech.

A giant frog is an amphibian and a lot more suitable to elven style than a leech. But for some reason it can´t swim as per rulebook. A funny things is that a swarm of frogs can move through water, bogs, swamps etc. with no difficulty. Frogs generally don´t live in salt water but require fresh water instead. For reason mentioned before - no giant frogs for sea elves.

Giant snails live in the forests of Bretonnia. In the real world there are sea snails that live in saltwater and can grow pretty big. A giant snail presented in the bestiary is a pretty worthless piece on a battle field with it´s M2. But they are cheapish and a have a slime attack that will put any enemy not killed by it out of action for D3 turns. Perhaps giant sea snails could be used to tie down a valuable enemy unit in some situation. A giant sea snail could be seen as somewhat seaelfy.

There is no giant crab in WFB 3rd ed. bestiary. If you wanted to create one for your sea elf animal handler I would suggest using a giant scorpion profile as a starting point. Poisoned attack would have to removed and no-negative-bonus for terrain changed to water movement. In my opinion crabs are even better armoured than scorpions so I would perhaps give them a basic saving throw of 3+ to compensate for losing the poisoned attack. Points value would stay the same.

Snakes exist in WFB 3rd edition only in the form of a serpent swarm. A serpent swarm can cross narrow bodies of water and in real world snakes are usually pretty good swimmers. And there are sea snakes too. As we are talking about a fantasy setting I could imagine a giant sea snake that can act on dry land too. One could use a 1st ed WFRP stat line for a giant snake as a starting point to creating one for WFB.

Another creature that could be used and even has a model produced is the dragon turtle. Appearing in the Tragedy of McDeath campaing for 2nd edition WFB a dragon turtle is a powerfull creature. Perhaps a bit too powerfull to be a beast pack animal. Realm of Chaos 80´s blog has nice pictures of a painted one.

You could of course create what ever you wanted with guidelines given in the rulebook. Sea mammals could be interesting to make. Imagine a group of walruses or sea lions!


PAN-TANGIAN TYGER HANDLERS

From the Collecting  Citadel miniatures -site:
"In the mid-1980s, Citadel Miniatures held the license to produce figures based on fantasy author Michael Moorcock's Eternal Champion series of novels. These figures were nominally produced for use with the STORMBRINGER! fantasy roleplaying game. When Citadel lost the Eternal Champion license, many of the Melnibonean figures were recycled into the Citadel High Elf range and some of the Pan Tangians briefly appeared as part of the Citadel Chaos line. A few of the Melnibonean Personalities figures were recycled into the Empire line."

Part of that Eternal Champion series was this Pan-Tangian Tyger Handlers set we´ve already seen with the Slann. 




In Chaosiums 1991 adventure pack "Sorcerers of Pang Tang" the Pan Tangians are described as being: "...a foul people, of unbridled cruelty and misogynism".

In the city of Hwamgaarl there is a "University of lucid perversity". A name that suggest strong Slaaneshi influence on teaching. Or how about "The Gallery of the Quivering Flesh". How Slaanesh does that sound?

Later on under the headline of people and culture it is clearly told that: "The Pan Tangians have embraced Chaos as the means of their success".

Interesting thing is that there are demonic powers listed in the adventure pack and those power resemble a lot certain chaos attributes.

What is really suprising is that a tiger is described in the encounter tables to be the holy animal on Pan Tang that goes where ever it wants and does what ever it wants. We are told that if a tiger enters a city and eats someone there will be no one to prevent that. So having a handler with a whip and leash to lead a Pan Tangian tiger sounds like something that´s pretty much against that goes-and-does-what-ever-he-want tiger, doesn´t it.

But then the tiger handlers are found in the Pan Tang Digest part of the book. There we learn that the handlers are usually encountered alone. If they are in a band they should have a number of tigers with them. And they should be eager for a fight. As by the book the handlers wear light clothes and move bare footed. The models produced don´t match with this that well.

Under the creatures part the tigers are described as huge orange felines with black stripes. They are never encountered in packs but that propably counts only for wild tigers. Being sacred animals has taught them not to fear humans.

TheOttoVonBismark´s colorful sabre-toothed tigers.
 
So how to use Pan Tangians in WFB 3rd edition? Perhaps just the way Goblin Lee is doing. He is building a chaos army using Citadel´s Pan Tang line of models. Lee seems to planning a seaborne paint theme for his army. Don´t know how Slaaneshi colors would sit on those models but University of Lucid Perversity and The Gallery of the Quivering Flesh would just sort of push me that way.

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But is there a better way to end this article and at the same time this series of articles than with some heavy metal. At least the name of both the band and the song go with the theme. Here is Tygers of Pan Tang: Hellbound