Friday, 24 October 2014

Kislevite Ice Witch

A bit of artwork here, which was done for myself by one of my siblings namely my daughter, in the form of a Kislevite Ice Witch.

She did the commission for me at my request as a piece to decorate the man-cave which will keep in with the coming season.


Sunday, 5 October 2014

More Perry Useful Plastics Coming


First shots of samples from the Perry's of their 'earlier than expected' frames of their 'Agincourt' Archers plastic box set. Apparently the Men at Arms frame is still being worked on but they look to be available Christmas time-ish. Suitable from 1380's through to 1440's they will be very useful indeed and excellent for conversions and additions. Should be another useful addition to theit Medieval ranges.

Friday, 19 September 2014

A Parcel of Rogues in a Nation

Farweel to a' our Scottish fame,
Farweel our ancient glory;
Farweel ev'n to the Scottish name,
Sae fam'd in martial story.
Now Sark runs over Solway sands,
An Tweed runs to the ocean,
To mark where England's province stands-
Such a parcel of rogues in a nation!

Tuesday, 9 September 2014

Abbey Project Update

Just finished off another of the 'accessory' bits for the on going Abbey Terrain Project in the shape of the central courtyard Dias.



Fairly self explanatory piece which can be used as is, or as the foundation for altars or other scenics or mission objective markers etc. Good place for a last stand.

Work on the Abbey gate house has slowed to a stop recently as I have been struggling with how to form the upper story and have it removable, but I think I may have cracked it now so building can now resume there, so hopefully I will have the WIP of the carcass posted soon.

Wednesday, 6 August 2014

Once more in Iskandria...


As a bit of a change from the usual fayre, we were looking for a game for last weeks club night and Kev had asked me if I had anything in mind and having recently come across the Urban War rules, this jumped to mind, so we decided on that. Dave K was also looking for a game for the evening so we had a three way drop down game just playing to break point, last man standing.

Kev was as his usual, plumped for Gladiators;

4 Secutors
2 Retiari
1 Decurion
2 Pit Beasts
1 Greater Pit Beast
1 Myrmillio
1 Exo Suit
and 1 Taurian Howitzer

Dave being the man he is stumped up for Viridians;

4 Marine's
1 Marine Sergeant
2 Special Forces
1 Sniper
2 Shock Marine's
1 HMG Team

I, being the underhanded tyranical/imperialist/dictorial peacekeeper that I am, went for VASA as usual;

5 Peacekeepers
1 Peacekeeper Sergeant
1 Archangel
1 Archangel Sergeant
2 Oni Class Battle Suits (Allies)


With a good amount of terrain on the board and the teams equally spaced, the word was Go! and with the first initiative going to Kev and with his first shot of his Howitzer landing right in the middle of my Peacekeepers, I was not chuffed, loosing the Peacekeeper Sergeant on the first roll of the dice.


Now, after lots of slagging and general comments to the fact that 'what do gladiator's do with a howitzer in an arena' and ' no it's not a mortar, it's a howitzer' it came to the fact that Kev had fielded his howitzer in the last couple of games but no one had noticed, such was it's un-erring in-accuracy. Not this game it seemed. And so it proved.

The game then resolved itself into Dave's Viridians bunching up and slowly sidling round to face the on-coming Gladiators while keeping each other in sight for support. Kev with slightly more numbers split his force with the shooty types taking cover and watching the advance of the VASA while lobbing the odd howitzer shell in my direction, while the bulk of his close combat (most) troops advanced quickly on the Viridians.

I meanwhile fanned out (trying to avoid incoming artillery and tried to get as many guns to bear on the Gladiators in my sector while menacing towards the Viridians with the Battlesuits.





The Viridians did pop up pretty early on in the direction of the VASA with their sniper climbing up the landing pad and emerging on the roof for a vantage point and promptly took a pot shot at the advancing Battle suits but to no effect, but the rest of their troops were occupied with the Gladiators slowly moving round to meet them.


The battle suits in reply sent a hail of depleted uranium rounds from their Autoguns and the second suit nailed the sniper.

A second Peacekeeper soon followed the Sergeant being atomised by artillery but the encroaching Peacekeepers and Archangels started to worry the Gladiators as they fanned out and started to get a good number of shots onto a small number of defenders.





The combat between the Viridians and the Gladiators began to hot up with both sides feeding in more and more but the Viridians began to get the upper hand with the Gladiators slowly getting the worst of the fight.












The Gladiators began to feel the pinch and trying to fight two fronts, began to look dodgy, rapidly approaching their break point with loses mounting from the Hand to Hand Combat with the Viridian's and one going down to fire from the Peacekeepers, quickly followed by one cut down by one of the Arch Angels.


In a make or break attempt to pull out something, Kev targetted his own Greater Pit Beast which was surrounded by five or so Viridians (and was probably soon going to go down with that number of opponents against it) with his howitzer.


Once again, he was spot on target, and though his pit beast did take a wound he managed to take out four of the Viridians with the blast in one go, evening things up more than a little.


An Archangel hops over the field to take up position where the sniper was and dispite Cal2 and three shots, failed to hit the now distant Viridians. The angel was soon cut down by return fire finding neon signage insufficient cover.






The second Archangel falls to return fire from the Gladiators ensconced under the pipefarm but the accompanying Peacekeepers cut down the Gladiator responsible in return. Quickly followed by another from the advancing Battlesuits.


The lead Battlesuit then charged into the fray and the lone gladiator didn't stand for long and another of Kev's troops was down. This being followed by the demise to gun fire of the Big Beast, bringing Kev to break point and the subsequent check was failed and the Gladiators legged it.

A lone Peacekeeper on the bridge thinks he's safe miles from anyone...
This then left both the VASA and the Viridians a distance apart and both within one casualty of break point.

Dave consolidated his remaining troops at the far corner of the field and I began an advance trying to keep to cover.

Dave then spotted the lone Peacekeeper advancing across the walkway and at maximum range of three feet away and bearly visible, the HMG team opened up and cut the unsuspected Peacekeeper down. The break point was duly checked and two ones on two D10 obviously meant the galaxy's finest had had enough too, and victory went to the novice Urban War player, Dave, who in his own words muttered the proverbial "beginners luck". Not so, well played by all.

An absolute smashing game (as the spur of the moment one's often are) and the game even drew a spectating crowd for some of the more spectacular moments (or the swearing got too loud).

A good show all round and perhaps a taste of things to come in the forth coming Necromunda campaign. Here's hoping.

You can see another view of the game and some more (better) photo's over on Kev's blog at Double Six Required

Sunday, 3 August 2014

Claymore '14


Saturday and another annual trip through to the east for Claymore '14.

The day was torrential rain for the most part so a bit damp for everyone and coupled with the last day of the Games with events in both Edinburgh and Glasgow, the traffic was nasty.

But coming the back way we avoided the worst of the traffic and got stuck in to the day.

The venue was pretty busy for the early part of the day but I thought the numbers were down and only around 11:30 -12:30 seemed like it's usual busy self, though perhaps a SESWC bod can advise on the numbers being up or down on the day, but perhaps people just weren't staying as long at the venue as usual.

I thought the number of traders was up and things here did seem busier with a number of choke points due to proximity of stalls but not any problem here, just gave you pause for looking at the stock on offer though again speaking to traders, trade was constant but not very busy for most. I do think the day (weather and traffic) reduced the numbers through the door a fair bit.

I did notice that there were a number of tables for club games unoccupied, maybe half a dozen tops which I think were victims of the traffic mayhem. It was unfortunate that most of these were allocated space in the same hall which made this area look a bit forlorn. There were a couple of the clubs which didn't get to set up until well into the morning again delayed because of the extra traffic.

On the up side, there were several new traders with a variety of stock and plenty to browse and plan future purchases and the variety of games on offer was also still good.

A few of the gaming highlights;


League of Augsburg








Dave Imrie's 1400's tussle










Planetfall



Bloodbowl & Dungeonbowl

Durham's 54mm Waterloo

Kirriemuirs' Macedonians vs Thracians




Falkirk's Indian Mutiny




Gripping Beasts Saga PP



Iron Brigade (I think)





Another enjoyable day out all told (despite the crappy weather) after being fed and watered, chewing the fat with friends and catching up with bods from afar with a few modest purchases and acquisitions including some Claymore Castings highlanders, some more Ainsty casting paraphernalia and a couple of bits and bobs from Mutineer Miniatures, so happy on that front too.

Also bumped into some guys who have resurrected the club I was a member of thirty years ago, the Clydesdale Wargames Club so may pay them a visit to see old friends of yore which was all a bonus.

Wednesday, 23 July 2014

Mordheim Season 2 - The Necromancers Lair Part 2 - The Finale


And so, having narrowly avoided the evil branches of the Great Oak and it's saplings in the courtyard and the gate keepers swords and spells the bands, bloodied but un-bowed, descended into the catacombs beneath the Temple of Invidious Silence to root out the evil Necromancer Allek and bring his reign of evil to a timely end (and indecently get lots of treasure too).


 

 
So with this being Round 10 of our ongoing campaign and the grande finale, everybody was psyched up for a ding dong barney. Only Ian's Reiklanders, Andy's Sisters and Kev's Beastmen made it through to the end and the maze that was the catacombs (unfortunately Dave couldn't make the finale game) and I played the part of the Evil Allek and his minions.


The bands deployed randomly in one of the four starting points, with the Reiklanders starting far left corner, the Beastmen the far right corner and the Sisters, in the middle of the action to start, between the Beastmen and close up to the first of the hideouts main rooms.

The Beastmen who had made it into the catacombs first to win the game in the last round had rolled up the catacombs result on the treasure rolls (very apt) which meant that he could deploy up to three of his number anywhere on the table at the end of his first turn, wisely I think Kev decided to keep his troops together to start with and going first on the roll kicked of with a general advance straight towards the Sisters with the bulk of his band and a side step with to hoover up some of the wandering minions down the middle with his newly acquired Minotaur.

Early moves dealing with the minions roaming about

The Sister's, not wanting to face to whole of Kev's Beastmen straight up with a slightly depleted force after the tussle with the Great Oak, made a rush towards the waiting bad guys in the nearby room leaving a couple of Sister's as a speed bump to slow the Beastmens' advance.

The Reiklander's, also slightly down on numbers from the last encounter with thye Necromancer's forces, on the other side of the action cautiously advanced down the other side keeping together and a weather eye on the possibly advancing Minotaur and friends.

Sister advance towards the Necromancers Lair
The Sisters' speed bump didn't really slow down the Beastmens' rush and in short measure the two warrior's went down barely swinging their hammer's. The Beastmen heavy squad having peeled off went down the middle way of the catacombs and the Giant Slater's and Saplings encountered didn't stand long in the way of the Centigor and the Minotaur.

The elf tries to hold up the Beastman advance
Andy put the foot down and made a bee line for the inner sanctum where the Necromancer was holed up trying to get the prize before the inevitable weight of numbers bore him down from behind. The Sister's made short work of one of the chaos wizards and a Sapling as they advanced. In another attempt to slow the charge from behind the hired Elf Bowman stood at the end of one of the chambers and as the horde burst in felled temporarily one of the Beastmen's dogs before being dragged down by the bellowing horde buying a round for the advancing Sisters for his sacrifice. But the Beastmen were soon on the advance following their route.

The Beastmen line up for their frat photo's
The remaining Sister's then keeping together advanced into the goal of the Necromancers lair and the front rank charged in to engage the Necromancer's skeleton bodyguard while weathering the spells hurled at them due to the Amulet they had (sorry Andy I did forget, just as well you remembered) and one of their number in a mad rush manged to reach the Necromancer's familiar and crush the life out of the evil creature and cutting the spell bonus from the mage in the process.

The Sisters make it to the inner sanctum to battle
With the Necromancer
Unfortunately, the Sister's reached their break point (extended to 50% for the grande finale) and true to fashion with Andy's depleted band failed it's first test and abandoned the fray.

The Reiklanders deal with a minion while others advance towards them
On the other side of the catacombs, the Reiklander's were making slow and steady progress and having little trouble with the occasional minion that they encountered though one the the spell casters did give the Reiklander's Dwarf Fanatic a scare on the way.

Beastmen tactical squad regroup after dealing with another Sapling

Reiklanders advance temporarily slowed by one of the Saplings
With the Sister's out the way, the Beastmen advanced toward's the Necromancer in a two pronged attack, but with a couple of the Giant Slater's randomly charging in a breaking up the attack. The heavy squad in particular, having taken a slightly longer route down the middle with a bit more resistance from the Minions were slightly behind heading for the other entrance to the central lair.

The Beastmen move in for the kill after the Sisters attack
while dogs deal with a Slater in the background.
The Beastmen then ended up getting split in three as the leader's of the band and crew advanced into the defending Skeletal Bodyguard, some of the main group got sidelined in the central chamber as the Reiklander's appeared at the far end.

The Beastmen are interrupted in their advance by the appearance of the Reiklanders
and the heavy hitters move into the new threat.
Luckily for the Beastmen the heavy squad arrived at the right time and headlong rushed into the fray. while several of the Reiklander's circled round behind these new arrivals. With not enough targets for all the heavy hitter's and some of the dogs and Gors heading in behind them, Kev saw a chance and the Centigor and a bestial dog charged straight through and engaged the unprotected Necromancer from the right side.

The big stramash continues

causing loses on both sides
Unfortunately for the Centigor the Necromancer did not prove to be a push over and was promptly felled with a couple of critical's from the evil mage. While the melee's errupted around them the dog proved more of a problem, engaging the Necromancer and keeping him busy for a couple of rounds before succumbing to it's wounds.

The Beast Hound last longer than the mighty Centigor
 taking two rounds for the Necromancer to finally take it out
The Remains of the Necromancer's Skeleton Bodyguards advanced into the advancing Heard Leader, Shaman and a couple of accompanying Gor. There was a brief but bloody exchange here with the so far good dice of the Beastmen deserting them and struggled to deal with the bodyguards loosing another of their number to the guards glaive's and only temporarily dropping one in return while being incapacitated from spell casting.

 The minions advance inexorably
Things looked a bit bleak for a bit here as the melee raged and a couple of the dogs and gors were dragged towards the battle with the Reiklander's the Herd Leader found himself on the ground and onlty the Shaman to protect him. In un-Beastman like style the Shaman defended his chief but was eviscerated for his troubles but gave his leader time to recover.

The Shaman defends his fallen Herd Leader
While this went on the main event was unfolding not far. The Reiklander's though out numbered had positioned themselves well and partially negated this disadvantage and the battle here raged back and forth. Both sides loosing some of their number and both crews edged towards their break point (6 down for the Reiklander's and 8 for the Beastmen). Ian amazing everyone by the number of successful Step-asides he managed to roll (but it was his birthday so fair enough), this being enough to keep the battle and the tension going.

Beastmen numbers advantage begins to creep up 
A lone dog left the fight in the central chamber in time to the help of the Herd Leader and though getting knocked to the ground, kept the the Leader on his feet who promptly left the scene towards the fight with the Reiklander's who were stubbornly refusing to fall. The dog was croaked for it's trouble.

The Herd Leader about to leg-it while a skeleton
finishes off one of the dogs
With the departure of the Herd Leader to join the fray, the Necromancer found himself unchallanged and moved cautiously forward with his lone surving bodyguard to the fore though slowly allowing the bands to kill each other in true evil dude fashion.


"Where's everybody gone?"

Birds eye view of the closing stages
With the attrition beginning to tell on both sides, eyes were on the mounting casualties and the nearing break points. 

With the lower starting number, the Reiklander's reached theirs first but Ian managed to pass the first test. This however was quickly joined by the Beastmen but who were in possesion of an unholy relic, automatically passed this first check.

Numbers begin to drop on both sides
so the Herd Leader moves to the bigger threat
The battle raged on and Ian again passed his check just scraping through on the lower leadership as his Captain by now had fallen. The Beastmen then checked again after a round of more clubbing and failed but with a re-roll checked again, but failed. Leaving only the Reiklander's who were now below half strength.

Number pretty low the Beastmen and Reiklanders
run out of steam
On the next round Ian's luck and the campaign ran out and his band failed it's test and abandoned the fray having had enough and all bleeding from wounds and bites.

Allek & Friends
And so with a Slater and a Skelton to keep him company the winner of the second Mordheim Season was Allek the Evil (Is there any other kind?) Necromancer, who in true story book fashion lives to fight another day (and campaign).

An absolute stonker of a game and lots of fun which went right to the wire.

Thanks to all who took part and shared the fun, and we're already planning the next campaign, though for a change of pace the next one is going to be with guns.
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