Showing posts with label 10mm. Show all posts
Showing posts with label 10mm. Show all posts

Monday 6 August 2018

Post Velamentum 2

...Continued   You may need to read my previous blog, Post Velamentum

Things have advanced, not as fast as I might have wished, but it is an interesting learning curve.
Having absorbed a lot of the Shadow Storm ideas, I started.

Magic

I've looked at each army re-written the magic so it relates to a unit rather than a stand and made it comply with the Hail Caesar rules.
One point of interest was that the ranged magic attacks in WM counted successful hits as contributing towards the combat results. I didn't think this was necessary. Unlike WM where unless the damage removes a stand it is cleared after the shooting magic phase, in HC! the damage stays on the unit  adding to its loss of stamina.
To reinforce this decision, consider that in WM any wounds caused by closing shots are counted towards the combat (so just like ranged spells) whilst in HC! they are not.

Racial traits, Army Rules and Special Rules.

I'm always looking for the HC! special rule that could be applied and in many instances I've managed to find them, but they don't deal with the undead, Orcs and Skaven so some special rules have been created but I'm trying to keep them to the minimum and am still working to see if I can ditch some of my creations as in my view the less additional PV rules the better.
So one by one I'm going through the army lists, creating each unit, dealing with army traits, special/unique weapons and applying existing concepts where applicable. I've found the addition of each army and its units can cause a rethink of how I've dealt with a previous army so by the time I was doing the 8th army it required checking balance with the previous seven and I determined that a  complete rethink of the stats creations mechanism was required and also at this point a lot of Shadow Storm ideas/concepts were dropped.

One rule I found myself following was always go back to the Warmaster Rules. In many instances this resolved confusion and difficulties caused by my absorbing the Shadow Storm rules and I
found myself ditching almost 80-90% of them as they didn't fit what I was wanting to do which was convert Warmaster to play HC!.
Please don't take this as a criticism of the Shadow Storm rules as if I was looking for an alternative to WHF then I'm confident I'd be going down this route. .

What next?

When I've created every army I'm going to reference back to the army lists for HC!; 'Biblical & Classical' and 'Late Antiquity to Early Medieval'. Whilst I am aware of period supplements; 'Shield Wall', 'Britannia', 'Germania' and others, for the moment I'm leaving them out of the equation.

Other Progress

I've play tested a small 8 units per side game and we both liked the result, the Magic was as good/bad as it used to be in WM and the combat worked out satisfactorily.
I re-based elements of my Orc Warmaster army for this and though friends have based their existing bases on top of MDF, either directly or using recessed MDF to hold the stands as a unit. I'm very unlikely to play WM again as I am convinced PV will work so I'm going for it and have stripped the WM models off their old bases and put them on the new.

Above with their new basing (those done so far)
Above - as they were
 Their right wing
 Their left wing
Centre

I've just noticed the Orcs to the left of the Wyvern in the image above have turned their back's on the camera, I will be speaking to them later.

When I started ny Warmaster army I had access to a large number of Battle of five armies Orcs, I based these up and then realised the size difference, so bougth Baccus goblins and play GW Orcs as Black Orcs. This kept the size comparison realistic.

Post script - After this I received a rather nasty head injury, that altered me in more ways than I realised. It was some 6 months before people felt I'd returned to my old self so a lot of t hings went on hold PV being one of them. I will return.


Continued ...
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Saturday 5 August 2017

Really useful boxes and commission-figurines

How do you pack your models away?                                                                                                   
My soloution

So many options out there, none really worked for me.
I want relative low cost, study, stackable, portable & flexible  use.
I have 6 mm Hail Caesar with some bases up to 80 x 50 mm deep.
6 mm Black Powder 60 x 30 mm deep  
10 mm Warmaster 3 bases of 40 x 20mm
Height varies depending standards, cavalry (Kontos), fantastic beasts or flyers.

As a club we started using 9 &4 litre really useful boxes, sturdy
easy to stack and carry.

4 litre 2 tray insert
9  litre 4 tray insets
Extra large 9 litre 5 trays
Not that we used this often.


We bought these with hobby trays that have 15 sections we can get 30 of  our 60 x 30 mm bases.

The models are quite snug and tend not to move about. Each 35 mm tray allows for 32 mm height.


You can cut up magnetic sheets 60 x 60 mm to fit the squares, not glued and metallic paper to the model, the paired bases can't flip.

However BKC2 10 mm needing 40 x 20 mm, not as snug and vehicles that used one spot only and our 20 mm RF models, vehicles don't fit and individual based models were falling over they're top heavy compared to 6 & 10 mm multi based models. We looked for alternates home made tray inserts.


A solution for me was the 11 litre and 21 litre boxes into which I placed foam trays. 2 in 11 litre, 4-5 in 21 litre, 6 in Extended 21 litre box.



This 21 litre box contains 4 trays as the dragon model is so high there is no space for a full 5th tray though I could use half a tray. Without that model there is space for 5 trays = 200 of 40 x 20 mm bases, sturdy stackable.



But as you know many GW models extend beyond the foam and banners and weapons can be bent or broken off.

Not just the Wyvern!






Finally a friend mentioned the problem to Walter Anstiss of commission-figurines and at last we had a solution. [See note below]

These trays are self assembly when ordering choose to have one or two central bars as shown above, the difference suits different basing systems.

For my 6 mm Hail Caesar I have one divider and get 2 x 20 mm trays and 2 x 30 m  and 1 x 40. Total possible is 140.

This has allowed me to get a Dacian, Sarmatian with Kontos and Roman armies plus extras in.






As for my Warmaster the Undead horde that filled a 21 ltr box (5 foam trays) now all fits in one 9 ltr box, easier to store, but just as heavy!










These models are 10 mm and because of the banners I chose to use 3 x40 mm and 1 x 20 mm at the top for archer and bone throwers. I also cut the bottom out of half the top 20 mm tray so I had a full 60mm clearance for the dragon and other models that needed 40+ mm.


I use blank bases to fill the gaps to stop the units sliding.





Although wood bases on wood trays has a lot of friction for the larger or loose models I use Stopp from IKEA (for lining kitchen draws its stops the models sliding about.

It's relatively thin so wont waste height, low cost too.


Hope the above helps.
Storage boxes and trays, the next phase.
___________________________________________________________________________________
NOTE:
Commission Figuerines web site is a link to their PDF catalogue with the following instructions.
Ordering
e-mail us at commission@btinternet.com
Let us know what you want from the catalogue
We’ll let you know how much the postage will be
You let us know if you wish to proceed
We send you a Paypal invoice (which includes an option to pay by card)

Thursday 3 August 2017

2000 point High Elves v Orc Waagh! October 2015

Another lost post
This time a battle in October 2015

2000 point High Elves v Orc Waagh!

Not having played Warmaster for a while we were delighted at how much of the rules we remembered. Aside from a few errors in brackets, we did well.
As usual Stormwind set up the terrain on a 6’ x 4’ table then we diced for sides [he won] and then we set up. We usually set up blind writing down where our units will be and then transferring them to the table top. Today I was lazy and just set up whilst Stormwind   noted his on paper and then set up after me.

With 2000 points I had to use most of the table, but I put cavalry on both flanks and trolls in the centre. So left to right
[Giant]  [2 Boar riders 1 wolf boys, Orc Hero]   [2 gobos, 2 orcs, Orc Shaman] --
[3 Trolls, 1 gobo, Orc General and crown of command, never leave home without one!]



[Rock lobber, goblin shaman] [2 gobos, 2 orcs, Orc Hero and gobo shaman]
[1 Orc boys with 2 Wolf riders and Orc hero]


Stormwind set up on both flanks leaving the centre empty, a favourite tactic of his, if I have a smaller army I will often refuse a flank leaving half his army several command throws from the action.
On his left flank were

[2 Reavers  and 1 Silver Helms, Elf Hero]  [Eagles, behind a mage with Bolt throwers in front]
[2 Spearmen, 2 archers and General]


On his right flank, with apologies for the rubbish photo

[Mage with Bolt throwers]  [2 archers, 2 spearmen]  [Elf hero]  [2 reavers, 2 Silver helms]


As you will see both sides have generals sitting atop a dragon or wyvern, these aren’t paid for, but we like the models and it makes general spotting easier.
So , the field of battle Orcs left, High Elf [pointy stick throwers] on the right.


We rolled to start and the High elves got to go first, Stormwind has now won two out of two roll offs, this is most unusual.  So at this point I get out my proper dice, time to get serious?

Turn One High Elf

Stormwind has a history of failed commands so I was taken aback as his army seemed to romp across the table.  [A lot of units in his Chaos army like to wait around for a turn or two before moving, I guess they want to see how things are developing.]
The only unit to fail was a blunder on the Giant Eagles, penalty minus one command for rest of game, as the mage rolling this also had command of bolt throwers, rather than waste the General’s command on them Stormwind chose to ignore their movement and moved on to the General’s brigade.
Characters moved, no magic no shooting.
After his move, sorry again a fuzzy shot. I guess I was still in shock at not going first.


Turn one Orc

It is often said that my dice will roll to my command; this game proved it was my opponnets' selective memories.

Starting from the right, or the top in the following image;
The cavalry brigade refused, as did the Orc and gobo brigade.
The rock lobber moved forwards under the command of a gobo shaman.
In his Turn the General moved the Trolls forward with the Crown of Command and then managed a second command needing a 6.
Before that the Orc Shaman moved his brigade forwards twice, 36cm
The Orc hero advanced the Giant twice and the cavalry twice too.
I realised too late that I should have moved the giant after the cavalry and pushed for a fail, with a "what does he do next?" with elves in sight it could have been fun!

My Charcters moved fowards and my Gobo Shman got a geroff result but only pushed the bolt throwers back into the wood's edge 2cm, Should have used gotcha might have got some wounds, however the best result was the Orc Shaman's magic Geroff, pushing back one unit of Silver helms a full 60cm. This removed them from the brigade and possibly from the game, it is always difficult to pull back a unit, unless you dedicate a hero and forfeit movement elsewhere. Such unit recovery is one of the uses I put my Crown of Command too.

Sadly I forgot to take the photo at this point but did remember after Stormwind's move but before his magic as shown.



Turn two High Elf

Seeing how poorly the Orcs moved Stormwind was keen to take advantage, as you can see from the bottom of the picture upwards he rushed his Reavers and High Helms forwards on his left flank racing them around the dead marsh [impassable not blocking LOS].
The mage then pulled his archers and spear-men forwards 31cm from my cavalry brigade that was behind the crest of the hill.
The Hero in the centre brought forwards his Spear and archers to the table centre.
The Eagles refused to move for the mage.
But the General rushed the High Helms and Reavers forwards [top of photo] putting them to the flank of my cavalry brigade judging it so he was level and I couldn't see him. (Elvish cunning.)
To add insult to injury he then moved the bolt thrower forwards 40cm before falling a command roll. Characters were then moved see photo above.

Having moved his characters, Stormwind fires arrows from his reavers into the Giant and from his archers into the giant and then cast 'Heaven's Fire' so his archers could fire a second time, I note they only hit on a 4+ the second time, can't recall if we got that right.
However he achieved 4 unsaved wounds on the Giant, and pushed him back 11cm. This reduced him to half strength attacks but allowed him to see and to use initiative to attack the reavers in his turn.
At the top the reavers shot at the wolf boys who had to move 4cm away. I moved the boar boys back to make way which now meant when the wolf boys moved away they would see the reavers, the brigade remains intact and the boar boys move back into the General Stormwind chose for them to join the High Helms. (With hind sight we realised this wasn't possible, as he wasn't mounted he should have joined an infantry unit).
The really horrible image that follows gives a flavour for his moves and show my moves before attack and firing.


Turn two Orc

My response to his turn was to initiative the giant into the reavers, I could see his front and flank, we chose to attack the front even though it wasn't a good fit because of the marsh, but it seemed fairer than hitting the flank and gave him the chance to fire at the giant as it came in.
(Infact the move was impossible under initiative, I should have commanded a move to get line of charge and then charged.)
Next I galloped the Cavalry brigade just above the giant over the hill within 30 cm, then commanded move, the boar boys went in first charging the archers and unsighting the wolf boys who I moved into position to fire at the rear rank of spear men that was supporting the archers. Chancing my arm I rolled a third time for the wolf boys, -2 moves -1 distance - 1 proximity got a four and charged into the flank.
The unit of Orcs and Gobos next to them moved twice allowing me to move and I reformed to face off an expected charger from the Reavers when they polished off my Giant.
At the top I commanded the brigade to move on a -1, the wolf boys moved forwards and around to fire at the two ranks of Reavers leaving the Boar boys to move and exposing the front of the Reavers, which they now attacked.
The Unit of Orcs and Goblins adjacent to them moved the other side of the woods to attack the Archers and spear-men in the table centre, getting close enough to fire 15cm, but leaving LOS for the rock chucker.
That left the Trolls and gobos with them, using Crown of command I ordered them forwards into the woods, the Trolls stayed in column and the gobos managed to go in line in the woods where they could fire at the Elves. [Nothing quite like a tree to hide behind :) ]
Chancing my arm I decided to see if I could move the trolls against the elves. -1 moves - 1 proximity, -1 trolls, -1 difficult terrain, 4 required. 4 rolled 'maybe they have a point about my dice rolling to command', the trolls lined up against the elves.

All this can be seen in the fuzzy pic above.

The wolf boys fired into the Reavers behind the ones the boar boys had attacked destroying a stand and pushing the unit off table, but no shooting in the centre as I'd blocked LOS, magic allowed me to cast Waagh! on the Boar boys attacking the Reavers and on the right hand unit attacking the elven infantry.

The giant charges into the reavers received one hit as they fired at him but in the melee the was 1 point in his favour so a draw and both sides retreated, I knew he'd be shot to pieces in their turn.

The boar Boys and wolf boys destroyed one unit of elven archers the other lost a stand. Behind them the spear men hit in the flank dropped back, the other unit of spears behind the archers with two stands left had not been in combat and no stands were able to support. The archers in front forced them back and both they and the archers rolled 6 and became confused.
The wolf boys swung around to take the retreating spear men in the front rather than shuffling along their flank, if not then they would have collided with the bolt throwers.
(In fact the elves should have moved directly away from the wolfboys who would have then pursued them hitting the flank again.)
The boar boys now down to two stands each, all rushed forwards to the Spear men too, although one unit should have continued the melee against the spear men on the right, our error.
This lined the 7 Cavalry stands up against the three stands of Spear men.
The spear men were destroyed and the Wolf boys advanced into the flank of bolt throwers, destroying them on the next melee.
The boar boys now advanced to the archers and their supporting Spear men and bounced.

The Trolls chewed into the mixed elven infantry but the incoming arrows and poor dice rolls and loads of support resulted in a draw and both side now moved back, but with trolls in front and near the flank they were in trouble.

The Boar boys now attacked the Reavers at the top of the table. The Silver helms were also in contact and as the general had joined them he and one stand added their weight to the attack. The boar boys even with Waagh only managed to achieve two wounds and lost two stands, they retreated but only the Reavers pursued, wiping them out with no further loss to the reavers who then chose to advance into the wolf boys.
Their advance makes contact with two units of wolf boys and their shooting took an amazing 4 wounds reducing the reavers to one stand. In the ensuing melee both sides only achieved one wound, including shooting this was a victory and the reavers should have retreated 5cm with the boar boys pursing, but in a brain dead moment we considered it a draw.
Had the Reavers retreated the wolf boys should have won the next combat and been able to take the silver helms in the flank, and died, but hey :) .

As we had run out of time we called it quits. At this time it was a minor Orc victory but a draw would have been a better description.

Final disposition






Jungle ruins and buildings for the Lizardmen army.

 Having produced the Lizard army I felt I needed some jungle terrain for them, so I bought some buildings from  Rok Minis  who kindly reduce...