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perjantai 28. huhtikuuta 2017

Animal handlers in 3rd ed. WFB: Slann Animal Handlers

This part of ´Animal handlers in 3rd ed. WFB´ -series of articles is about Slann Animal Handlers. It discusses rules, models, tacktics, pictures, links, pro´s and con´s and everything related to Slann animal handlers. Please click here to find the other arcticles.

Goblin Lee has disected the Slann army list in this posting. Animal handlers are discussed there on a generel level whereas I have tried to dig in a bit deeper. Lee has a huge collection on Slann and if you are looking for something Slann related go to his blog first.

TheOttoVonBismark blog has article about slann animal handler concentrating on sabre-tooth tigers.

+Copper Oracle+ has written about slann and their beast too.


The Slann get the smallest number of animal handlers with just 0-4 and can divide them into 1-4 units. Each handler can control 2-6 beasts. We see some pretty interesting beasts that are unique to slann: cold one warhounds, giant scorpions, giant spiders and sabre tooth tigers. One would expect to see giant frogs as a neast of choise for such froggy creatures the Slann are but for some reason those have not been included.

Slann profile suits being a animal handler pretty well. T4 gives you some protection versus S3 missiles and good LD and CL should keep you from running. But it´s still a bit risky if you field a large pack of 40 something points creatures. A level 10 hero is 82 points as an animal handler and has T5 and W2. And could be given some magic armor that wouldn´t slow him down but would add protection. It´s of course a question of what kind of risk you are willing to take and how many points you can afford.


C22 Slann Cold One Warhounds and Handler set appeared in the WD96 alongside with other slann models. There are two slightly different warhounds and just one type of handlers.

Another add of cold one warhounds and slann handler.

Two sets were sold on ebay on Q1/2017 for 17€ and 24€.

For giant scorpion and spider models were made available as part of C29 monsters series.

Giant scorpion and giant spider on 1996 catalogue.

Both giant scorpion and giant spider are really nice large models. You can pretty easily reposition their feet, claws and stinger if you want a different pose.

Another add of the giant spider model.

Top view on the giant scorpion from a 1987 flyer.

There is also a Fiend Factory FF50 giant scorpion that looks a lot smaller than the C29 one. The same applies for a FF49 giant spider.

FF50 Giant scorpion.

FF49 Giant spider is really small compared to C29.

As  both giant spider and giant scorpion are big valuable monsters I would go for C29s. In my opinion they present the idea of such creatures better than the smaller ones
C29 Giant scorpions seem to sell for 15-20€per model and giant spiders go for about 10€ in ebay.

If you want you could go for midhammerian forest goblin giant spiders or products from other manufacturers. I still think that the C29s are the best models available for both giant spiders and giant scorpions.

Sabre tooth tigers were produced as a part of Eternal Champion line of models. The set was called Pan-Tangian Tyger handlers.


A couple of sets with two tigers and both handlers were sold for 28€ and 39€ lately. If you are looking for just the tigers be prepared to pay 10-15€ each.


Cold One Warhounds


Rules

The warhound model resembles the description very well. They are indeed ugly, alligator-like creatures with scaly skin and big teeth. Having two attacks is nice but WS3 and S3 reduces their close combat ability a bit. T3 and W1 mean that cold one warhounds are a little fragile agains missiles but basic saving throw of 5 or 6 compensates that a bit. In close combat they benefit from the terrible smell they emit as their opponent gets a -1 to their hand to hand to hit roll.

Cold one warhounds are subject to stupidity before they make their first charge. That means that they have to make a stupidity test in the beginning of controlling players turn vs.the unit leaders Cl. Fortunately the slann have basic Cl of 9 which means that you won´t fail that test very often. Only when it matters the most. And as mentioned the stupidity wears off after making that first charge.

Whipping into a fury -rule reduces cold one warhounds´ usability somewhat as you really have to concider when to declare charge. You propably should try to make that first charge agains an enemy that is already engaged or othervise in such state that it can´t move away from harms way before you get to charge.

Being so furious cold one warhounds must allways pursuit their victims. This is another slight tactical disadvantage that using them has.

Two slann cold one warhounds from Jon´s wargame minis blog.

Tactics

Because of the whipping-rule I would use cold one warhounds to threaten enemy flanks and warmachines. Warmachines can´t manouver to safety and you can pretty safely declare a charge when targeting them. Against normal units I would try to tie the enemy down with another unit and charge them next turn with warhonds. If enemy breaks the warhounds would pursue and the other unit could hold and be used for other tasks.

Because of the disgusting smell rule warhounds could be used to tie down bigger enemy units with same or lower WS.

Goblin Lee´s warhound horde.

Pro´s
Nice models
Only Slann get them
Disgusting smell
Good speed
Two attacks
Con´s
Charge rule
Stupidity
(WS3 and S3)
(Must pursuit)


Giant Spiders

Rules

When acting without a handler giant spiders are immune to all psychology. This is unfortunately negated by the animal handler rules: All psychology tests are taken using the leader´s profile. Some GM discretion could be used here. In my opinion handlers shouldn´t fear same type of animals they are leading. And if the handlers don´t come in contact with the enemy the panic test for being charged to the flank should not be taken.

The handlers also negate in my opinion the move-through-wooded-areas-without-penalty rule and climb-trees rule. Even if the slann are jungle dwellers. And the packs don´t benefit from the slann ability to cross bodies of water without movement penalty.

Cause fear is a potent ability. You may neutralize your enemy before entering close combat if he fails the psychology check. Keep in mind that if you win a round of combat versus an enemy that fear you he is automatically routed.

Poisoned attacks and -1 armour saving throw bonus are both nice additions to giant spiders´ combat abilities. Chitinous armour combined with T4 and W4 make spiders pretty endurable.

LM´s FF49 Giant Spiders with their Slann handler

Tactics
Giant spiders are strong and tough and can take on almost anything that comes on their way. Still, having only WS3 means that you probably don´t want to engage anything that has WS4 or higher as you would have difficulties hitting them. So pick a WS3 enemy, make sure you get to charge him which you should be able to do with spiders´ M5, win a round of combat and see your enemy flee as you cause fear.

In a pack of giant spiders the handler is the weak point. T4, W4 and basic saving throw of 4,5 or 6 means that the spiders won´t suffer much from normal S3 missile fire. Crossbows and war machines are a far greater threat. A big risk is that some lucky shots could take out the handlers even with their T4. Consider taking a slann hero as a pack leader if using giant spiders.

C29 giant spider models are pretty large and require a board base which means that fielding many spiders will result in a big lump to pushed around. So some consideration in set up is required.

Goblin Lee´s beautiful C29 Giant spider. Be sure to check
this posting as there is also a giant scorpion and a big bug there.

Pro´s
Nice models
 Only Slann get them
Strong and resilient
Cause fear
Con´s
Average WS
 (Dislike of fire)

Another C29 Giant spider. This time from Somewhere the Tea´s getting cold.


Giant Scorpions

Rules

Giant scorpions are very similar to giant spiders in what comes to rules and profile. Same exceptions for psychology and movement rules that were discussed under giant spiders apply to giant scorpions too.

Something that has to be remenbered with scorpions is that tail attacks can only be made to sides and back. And claws can strike to front and sides. As the rules don´t say how many claw and how many stinger attacks a scorpion has I would let the player decide. You could attack two times with claws or stinger or once with each. Claw attacks gice -1 armor piercing bonus and tail attacks are poisonous.

A gourgeous C29 Giant scorpion by Martin

Tactics

Just look above. All that was said about giant spiders applies to giant scorpions too.

Yet another one from The Somewhere the Tea´s getting cold.

Pro´s
Nice models
 Only Slann get them
Strong and resilient
Cause fear
Con´s
Average WS
 (Dislike of fire)

Black and very chitinous looking spider from Goblin Lee´s collection.

Sabre-Tooth Tiger


Rules

Wild cats on steroids! Not as fast as the smaller elven kitties but WS4, S5 and A3 is a formidable close combat profile combined with -2 armor piercing modifier. T4 and W2 provide some endurance but still you want to close in fast and not let enemy shoot them or their handlers to pieces. No really weak points here.
TheOttoVonBismark´s colorful sabre-toothed tigers.
Check his blog for another look on slann animal handlers.
Tactics

Move in. Don´t get shot. Charge. Rip your opposition apart. Pack of sabre-tooth tigers is a good alternative for cold one cavalry as they are not restricted by whipping-to-fury rule. You will attract missile fire so again taking a hero as a unit leader could be a good idea.

A Celtos sabre-tooth tiger from "Amanthas the Huntress with Sabretooth" -set.
This image comes from Warmasterdk blog.

Pro´s
Nice models
 Only Slann get them
Deadly
Con´s
Can´t think of any

lauantai 25. helmikuuta 2017

Animal handlers in 3rd edition WFB

In the comments part of my previous posting LM suggested that I should write about Animal handlers in 3rd edition of Warhammer Fantasy Battle. After doing some research I´ve decided to write not just one but several articles about them. Putting everything in one place would make that single article a very long one. And very time consuming to write. Tackling this beast is better done in smaller steps.

This first posting will discuss the animal handlers in general. The rules, who gets them, pro´s and con´s in general etc. Later on I will look more closely to each army list in WFB: Armies and show you some examples for all the armies that can use animal handlers. And of course look at their strenghts and weaknesses.

The article for Wood Elf Beastmasters is here.
The article for Dark Elf Whelp masters is here.
The article for Chaos Beastmasters is here.
The article for Skaven Beastmasters is here .
The article for Slann animal handlers is here.
The article for Hobgoblin houndmasters is here.
Oddities can be found here.

 Wood Elf animal handler with war hounds. One of the first sets
I painted after discovering Oldhammer and getting back to painting miniatures.

Animal handlers are introduced in the WFB rulebook under the advanced rules part at page 95.  The rules copied here from the rule book are in italic. My thoughts on rules are written below each section.
Some smaller animals may be used in units led and controlled by a single human, or any other intelligent animal handler. Armies permitted to employ beast packs are indicated in Warhammer Armies together with the number of handlers available. Typical examples include wolves used by Goblins and reptilian warhounds used by Slann.
There are five armies in the WFB: Armies book that can take animal handlers: dark elf, wood elf, chaos, skaven and slann. In addition to that Hobgoblin mercenary contingent can have hobhound handlers.


In this opening paragraph we see yet another minor change from the original  rule book to the Armies. Rule book uses goblins with wolves as a typical example, but there are no animal handlers in Orcs & Goblins army list.
1. A pack of beasts must have one or more handler models, one of which is nominated as the unit´s leader.
Well, this is pretty obvious.
2. Beast models must be placed in front of the handlers during movement. A typical beast pack has one or more ranks of beasts in front of one or more handlers. The unit´s leader is placed in the center of the first handler rank.
Again, nothing special here. Just like in the picture above and below- beasts in the front, handler(s) behind them.

A big pack of rat ogres and their handlers by LM.
3. All psychology test are taken using the leader´s profile. If the leader model is slain another handler may take over, and a new leader´s profile is used. The beasts´ profile is not used for psychology unless pack reverts to a wild disposition (see 7 below).
This makes sense to me. It´s the handlers who keep the pack together. If they break and run the pack will do the same. On the other hand it´s the handlers´ will (and whip) that can drive a hesitating pack forward.
4. A pack of beasts may make a single free maneuver during the movement or reserve phase. No additional maneuvers may be attempted.
This rule can be concidered as one of the weaknesses of a beast pack. They are not that maneuverable. You can´t send them on a tricky route that would require multiple wheeling etc.
5. If the unit sustains missile hits the GM must determine whether beasts or handlers are hit. This can only be done fairly by randomizing each hit. For example, if there are 4 handlers and 8 beasts the chance of hitting a beast would be twice that of hitting a handler (eg roll a D6 - 1 or 2 = a handler, 3, 4, 5 or 6 = a beast). If the proportions are not convenient (eg 2 handlers and 7 beasts) always round up the number of beasts to a fraction dividable by a dice roll. This represent the fact that beasts are a more immediate targer and are marginally more likely to be hit.
Another weakness of a beast pack. You can lose the whole unit with some lucky missile shots. For example a unit of three wood elf handlers with total of nine bears is 39 + 180 points when no additional equipment is chosen. Just three (un)lucky shots can take out the whole unit putting the bears to a wild pack mode (see rule 7 below).

Rat ogres lost their handlers to ship company´s arrows and went home.

You can take optional armor for handlers but choosing both shield and light armor will slow you down.
edit.  As brought up by LM in the comments you can add some staying power to a handler team by using animal handler champions as per WFB: Armies page 6.
6. It is likely that a pack´s beasts and handlers have different movement rates. However, we do not wish to seperate handlers from their beasts as this would lead to confusion. Therefore, a pack normally moves at the rate of it´s handlers or beasts whichever is slower. However, a pack charges and pursues at the movement rate of the beasts regardless of whether handlers are faster or slower. This is an exception to the normal movement rules.
edit. I had missed some part of the rules in part 6. This way written they are clear.
7. If all the handlers are slain, beast automatically revert to a wild disposition. Beast models are subsequently moved by the GM towards the nearest table edge. Models leaving the table do not return. A wild pack will fight if attacked, but will not charge of it´s own volition. A pack involved in a combat engagement will not revert to a wild state until the engagement and subsequent pursuit is completed.
This is of course connected to rule n:o 3. If the handlers are no longer there to tell the pack what to do it goes away. In a GM´d game you could concider giving GM some more control over the pack - wild beasts could attack their former masters or the nearest unit - friend of foe.
8. Handlers may not fight in hand-to-hand combat during the first round of an engagement. Handlers may be moved into the front rank during any subsequent round of combat and may fight as normal. An enemy model may choose to strike at beast or handler if in base-to-base contact.
Again a very logical rule. Keep in mind that putting the handlers in the front row will make them vulnerable.
An Animal Handler costs as additional +5 points. This is added after points have been calculated for equipment.
For skavens and hobgoblins the points cost for a model in doubled which seems a bit high. For elves, chaos and slann the raise is about 50%. But as with war altars the beast packs look good on the battlefield and because of that can always be concidered worth taking.

In my opinion the pro´s and con´s for animal handlers and beast packs are:

Pro´s
They look good on the battle field
Not everyone gets them
They add character to an army
Some of the animals are pretty powerful

Con´s
A bit pricey
Not very maneuverable
Somewhat vulnerable
 
In the following posting I will take a look into each army list including animal handlers. The order will be (the list is subject to changes if I so decide):
  1. Wood elves
  2. Dark elves
  3. Chaos
  4. Skaven
  5. Slann
  6. Hobgoblin
  7. The Oddities
Please let me know if you want you pictures to be shown in one or more of those. Or if you have a blog link to share. Or any other material you would like me to include.

tiistai 14. helmikuuta 2017

War altars in 3rd edition WFB

This article is something I have wanted to do since I wrote about baggage trains a few months ago. I´ve been working on it slowly and now I was able to found myself time to finish this.

War altars are another great element that add character to a 3rd edition WFB army. As the WFB: Armies book tells us they are small portable altars carried onto the battlefield and guarded by religious fanatics. Their presence encourages friendly troops meaning that you get special benefits for troop spychology.

As per rules the war altars are carried around by 2-5 religious fanatics called altar guards. They defend the altar with their lives and are immune to all psychology and rout test while within 6" of the altar. Carrying the altar reduced the altar guards movement by half.

There are two nice bonuses that come with a war altar. First, all friendly troop within 12" of the war altar receive +1 bonus to their hand-to-hand combat resolution score. The other benefit is that all friendly troops within 12" of the altar receive +2 bonus to their leadership, up to the maximum of LD10.

But losing a war altar can be a disaster. If a war altar is captured or desecrated all friendly troop within 12" must make an immediate rout test.

Some armeies may mount their war altar on a wagon. A wagon mounted war altar is treated as a wagon but retains it´s psychological effects.

In the WFB: Armies book there are four armies that can field a war altar. They are dark elves, chaos, bretonnia and slann.  In this posting I want to present material regarding war altars for all those four armies. I´ve included only such projects that are clearly for 3rd edition WFB so newer concepts like cauldron of blood and war altar of Sigmar are out.

I´ve looked for both complete sets and WIP projects. And as with the baggage train compendium almost all are not my projects. I´ve added a link to owners blog or site when I´ve managed to find one. Please let me know if you want you pic or blog or whatever added. Or if you don´t like you picture used here.

Dark Elves


Goblin Lee disected the pro´s and con´s for a dark elf war altar in his blog.
This is my list that differs a bit from his:

Pro´s:
Psychological bonuses
Chance to take magical standard and/or instrument

Con´s:
Vulnerability
Slow movement

I don´t think that altar guards having both hatred and frenzy is a problem as the war altar rules state that altar guards are immune all psychology and rout test while within 6" of the altar. Please let me know if you think that my intepretation of the rules is wrong.

Even though it is in WIP stage I wanted to have Willmark´s war altar here as the first one to be presented because of the resemlance between to picture in WFB: Armies and the scratch build altar. Progress of this project and rest of Willmark´s dark elf force can be followed on Oldhammer forum.

This is a war altar/cauldron of blood by Pahvivalmiste. The cauldron itself is scratch build and altar guards are midhammer witch elves. Check out Pahvivalmiste´s gorgeous dark elf army here.



My own humble dark elf war altar project is in a really early WIP stage. The idol itself is painted and I´ve started working on the altar guards but there is still a long way to go.

Chaos

Pro´s:
Psychological bonuses
Heavy armor gives some endurance
Increased mobility and combat ability if mounted on carriage
Chance to take a 100 points magic standard

Con´s:
Normal humans as altar guards are pretty weak in combat
Slow without carriage

Perhaps the grand mother of all chaos war altars. War altar of Nurgle by Ivan Bartleet from WD125.

Wheel of Pain - War altar of Chaos by Bluey Zarzov. For more pictures chech out his blog.

This one is by Asslesman. Presented in this thread at Oldhammer forum.


Bretonnia

Pro´s:
Psychological bonuses
Heavy armor and optional shield gives good protection
Optional halberds boost combat ability
Chance to take a magic standard
Increased mobility and combat ability if mounted on carriage

Con´s:
Normal humans as altar guards are pretty weak in combat
Slow without carriage, superslow if using shield too.

The Round Table of Bretonnia site has this war altar. Another picture on the site.

A very nice carriage mounted war altar by Warhamster. His Bretonnian collection is presented on Oldhammer forum.

Slann

Pro´s:
Psychological bonuses
Warrior priests as altar guards (WS4, S4, T4, A2)
Chance to take a 100 points magic standard
Chance to be placed on litter

Con´s:
Only shields for protection
Just four altar guards
Slow

Again I shall refer to Goblin Lee´s blog. And as with dark elves I don´t fully agree with the frenzy rule here. But again - let me know what you think.


Goblin Lee´s Slann war altar on a litter. Carried by lobotomized humans and guarded by warrior priests. Very nice!


 Hope that you enjoyed reading and perhaps got some inspiration to your army building.

tiistai 9. elokuuta 2016

Baggage train compendium

As mentioned in an earlier posting baggage trains bring a lot of realism to a WFB army. Using the WFB: Armies lists as a guideline there are nine armies that can include a baggage train to their composition. For this posting I´ve done some googling and tried to find sites about the baggage trains people have used for each of those armies. I hope that wargamers who concider getting a group of camp followers and carts can get inspirations out of these.



I´ve only included sites with pictures and therefore these is more stuff for some armies than others. Some are just single pictures among other material so please scroll down if you don´t see what you were looking for right away.

Updates:
26.10.2016 - Added a pic and couple of links to Dark elf part
6.12.2016 - Added a pic and a link to Dwarf part



High elf


For high elves I´m going to have use my own army as an example as I was unable to find any other pictures of a high elf baggage train. The reason might be that high elves are one of the rarest if not the rarest 3rd edition WFB armies around.

A cart and five camp follower. Enough for a 1000 point army.
I´m  going to expand this with another cart and more civilians
to make it suitable for 2000 points.


Elf lady and some supplies. 


A minstrel and a reading elf woman.






Chaos


Mouse, the author of the Tales From the Big Board blog has created a very atmospheric baggae train for his chaos army. You can see it here and here. I really like the way Mouse has connected some of the minis with the art of Albrecht Durer and Pieter Bruegel. It´s a very oldhammer chaos entirety.


And be sure to check out this thread for inspirational material. So many cool ideas.



Both Carnival of Chaos Plague Cart and Cabaret of Chaos Pleasure (and Pain) Wagon would fit any Nurgle or Slaanesh army.


The lost and the very damned blog has this chaos warband with some civilian followers.
edit. After publishing found this chaos baggage train from Hammer & Banner blog.





Bretonnia
There is very little to be found directly connected to bretonnian baggage trains. Google brough up just this one page that has a nice scratch build wagon for a bretonnian army.


This baggage train is for Saga but it uses old bretonnian trebuchet crew minis and has a very bretonnian spirit in it as a whole. They really look like scruffy peasant following on the trails of the army itself.


And another one for Saga that would go well with bretonnia or empire.


Marauder miniatures´ MM62 Citizens range has a lot of nice models for bretonnian (or empire) camp followers.


Chris´ miniature woes presents a wide range of painted Dark age/Fantasy villagers that could be used both for bretonnia and empire.


Xin´s lair has these painted Gripping Beast civilians that would fit any human baggage train.


Paul´s Pods has this huge Medieval army with a large baggage train.




Dark elf

So far I have not been able to find a single picture of a dark elf baggage train - painted or unpainted. Any link would be appreciated.

Update 26.10.2016
Dieselmonkey sent a couple of pictures of his WIP dark elf baggage train to Oldhammer forum and gave me permission to publish them here. Here´s the group photo. 


Check out rest of the pictures here. And Dieselmonkeys wonderful dark elf force here.


Dwarf

I don´t think there´s model that says dwarf baggage train better than Bugman´s cart. There are many dwarf baggage trains to be found around the internet. Perhaps it´s because there are quite a lot of suitable models for camp followers for a dwarf army.


Here´s one project with a bear drawn beer wagon.


Another fine example at the stuff of legends site.

Cookie's Chuck Wagon from the Tales From the Big Board blog. And the same baggage train with 2nd cart and more camp followers.

A dwarf baggage train can been seen in this battle report.

Jon´s wargames minis has a Battle for skull pass wagon as a center piece for a baggage train.

This tired dwarf on a pony would go nicely with Bugman´s cart.

 This baggage train is by Thomas Foss. Be sure to visit his blog.


Empire



Citadel has produced a set for empire baggage train. Here´s a painted example of one.


The hoodling hole blog has a supply wagon acting as a unit filled in a halberdier unit. It has a very empire feel in it.



This forum thread is mostly about dwarves but scrolling down you can find a nice example of a painted empire wagon and camp followers.



My opinion is that most of the models presented in the bretonnia part would work perfectly for empire with a different paint job. Little less shabbyness and little more uniformity and there you have your empire civilians.



Orcs & goblins




Captives, slaver, drunks - Oldenhammer in Toronto blog has it all. This orc baggage train really captures the spirit of orc baggage train.

Another fine example - bear wagon, drunks, severed head. Sword & Dorkery blog brings you very orky set.

And once again we go to Tales From the Big Board blog for Flo's Field Kitchen and JackJaw's Junkwagon. Just wonderful stuff!

edit. A super cool additions from Hammer & Banner blog here, here and here.





Slann


Goblin Lee´s huge slann army has a baggage train that was in WIP state. Nice conversions of both slann and lobotomized human slaves. As Lee states they really bring character and completeness to his army.

Note that slann baggage trains do not include wagons but have twice the number of camp followers than other armies.



Wood elf

Last but not least we have wood elves and the Oldenhammer in Toronto blog that got me into this baggaga train thing. Using pack horses instead of wagons is a good idea and fits the theme of a wood elf army better than heavy carts. Nice conversion of a javelin throwing elf warrior there.




Well, that concludes this rather long posting. I hope that you did find the links listed here useful.

Until next time!


p.s. Please let me know if there´s a dead link. Or if I´m linking to your site and you want the link removed. Or if you want me to get your site included.