Showing posts with label 2021. Show all posts
Showing posts with label 2021. Show all posts

Sunday, January 2, 2022

Dwarfs vs Empire

In September 2021, we played another game of Warhammer Fantasy 4th ed. 

Shortly after Dwarf King Azegor defeated Grom the Paunch during the orc attack on his mountain fortress, word got out to the new, young, and brash Baron of Leitzburg, Edwin the III.   Newly named after the early death of his father Edwin the II, the young baron believed he needed to prove his worth to his new men, and mustered a small force to attack the Dwarfs believing they were in possession of the rumored warpstone that was in the area, causing all the recent conflict.  At this point, Edwin hadn't earned the right to wield the family heirloom, the Dragon Blade, and so he went into battle with his current blade the Blessed Sword.   If he could defeat the Dwarfs, he would prove his mettle and take up the family blade, and the true symbol of his real power as the Baron of Leitzburg.

So that's the background. 

Here's the pictures!




The young baron rashly decides to charge unto combat against the slayers, lead by Bakzharr the Unlucky. 


Not good for the young baron, fleeing the field!
..a defeat for the Empire.  It appears the young baron will not be wielding the Dragon Blade yet.



Chaos Army - The Crimsonblades

Another new entry into the Warpstone Conflict - a chaos warband. 

Chaos Lord: Marus Crimsonblade on his griffon Chiron

Marus Crimsonblade riding Chiron

Beastmaster - Sigveld the Low and his hounds Balefur and Zuch

The beastmaster and his hounds

Sigveld the Low

Bloodthirster - Bluntergore Skullpile
Bluntergore Skullpile

Chaos Warrior Regiment - The Ragebringers
The Ragebringers

Dragon Ogre - Zargir Tarthaek
Zargir Tarthaek


Dwarfs vs Orcs and Goblins - Assault on the Mountain Fortress

Back in May 2021, I played another solo game with Orcs and Goblins, led by Grom, assaulting a nearby Dwarf fortress.    The setup was a nod to the battle report in the WHFB 4th edition Dwarf Army Book (Battle of the East Gate in Karak Eight Peaks).   This was an early introduction of the Dwarfs into the long running campaign.  Enough interesting things happened that I'll be granting some names to Dwarf characters, specifically minor Dwarf King that had a nice last-man-standing moment  (King Azwgor) as well as a Dragon Slayer (Bakzharr the Unlucky) that tried his best to meet his doom, but failed. 

Too much time has past since the battle and I didn't take good notes, but there's lots of pictures. 

The end result was that on the last turn, improbably, the Dwarfs managed to repel the Greenskins by killing the Black Orc Unit, and causing the remaining goblins units to panic and run away.  Basically the entire army ran away!



The orcs advance...
And here begins a few rounds of very accurate artillery...Doom Diver and Orc Rock Lobber right on the money...
...from both sides!  Dwarf cannon direct hit!

...and again!
The pump wagon "The Def Wagun" slams into the Ironbreakers


Double Chariot Charge!


Orc Rock Lobba with two accurate shots in a single game.  Might have been a first in history.

...but made up for it by two failed rolls to Wound.
Grom slams into King Azegor and his body guard..
But improbably, the King's body does enough damage to win combat, force a break check, and Grom failed, and then, even more improbably, the dwarfs ran them down!
Of course, their pursuit draws out the fanatics from both units of night goblins, resulting in 6 fanatics hitting the unit...
But the King survive (earning his name and his continued place in the Warpstone Conflict.


Another Dwarf character has earned his name and place in the conflict as well.  Things were not looking good for the Dwarfs so the Slayers decided to meet their doom with a charge into the giant Orc unit, The Reds.  Lead by the Dragon Slayer Bakzharr the Unlucky, the slayers defeat the Reds, routing them from combat, and causing panic checks along the entire goblin line. 
...and they all ran away.  That was the final turn, and the Dwarfs got the victory. 

 

Sunday, December 5, 2021

The Dead Also Rises

There have been a few games here and there over the last few months that we'll need to catch up on, but we have a new entrant to the story - The Undead!  It's been a long time since I've played Undead and these are some of the earliest miniatures I ever painted.  A bunch of them were painted by myself and a buddy in a frantic one-night drybrushing and chestnut ink session before I took them up to the old Philadelphia Games Workshop store for a game the next day. 

Anyway, in our continuing sagaNight Goblin Boss Skragg has found himself second-in-command of first Waaagh Gorfang to now Waaagh Grom the Paunch.  But Grom is a little bit hands off, and leaves Skragg to his own devices from time to time.  Always the opportunist, Skragg led his growing tribe of goblins, the Mad Moons, on a raid of a small hamlet outside Leitzburg.   Little did he know that this sleepy hamlet was the domain of a vampire, Count Dimitri Ptyccin.  Dimitri is a minor vampire count in a sparsely populated area leaving him without much dead to bring forth.  Nevertheless, Dmitri mobilized a small skeleton horde to repel the invading greenskins. 


In this game I played WHFB 4th ed rules, and the Warhammer Magic supplement. Night Goblin general was a Big Boss (hero level) and the Undead general was a Vampire Count (hero level).   NG's had a level 2 shaman (Zom the Third). 

Deployment





Turn 1

Skragg sends the pump wagon contraption along with his new squig hoppers off to the right flank around the trees to try and slow down the skeleton horsemen. The two archer units moved up on the left flank, trying to spread out, while the night goblin spear blocks moved up.  Night Goblin Shaman Zom the 3rd attempted to cast a spell but it fizzled out under the gaze of the vampire Dimitri. 

Skragg ordered his doom diver, The Slinga' to hit the unit of horsemen on their left flank.  The crazy diver got very close but hit the ground just short of the musty skeleton horses. 


Meanwhile, the undead horde shambled forth slowly.  Dimitri attempted to cast a spell and raise additional skeletons, but much to his surprise (and Skragg's, for that matter), the Zom the 3rd's dispel spell worked, and his Waaagh magic power was so great that it destroyed Dimitri's knowledge of the spell!



Turn 2

As usual, the Mad Moons couldn't go very long before having some animosity break out.  The lead archer unit. The Death Stiks, decided the "common gobbos" behind them were just too common for their liking and turn around to shoot at them, killing 3 of them.  The Mooners (spearmen next to the archers) got very distracted by this outbreak and decided to stop moving and start yelling at the Death Stiks.    The Slinga' missed the horsemen again, and Zom's spell was easily dispelled. 

Dmitri powered his horde forward, continuing with his plan to have the horsemen hit the goblin line as soon as possible and see if they fearfully run away. 


Turn 3

Zom the Third sucks up all the winds of magic and casts Total Power Waagh! which was so powerful that Count Dimitri takes a wound.  The Death Stiks unleashed fanatic but he doesn't hit anything.  The squig hoppers hopped just short of the horses (I improbably rolled a 7 for each hopper)



Foot of Gork came down, but the heel managed to just knock the skeletons down but not break them apart.

(double ones on the roll to wound!)



The Horsemen on the Undead right flank reformed to go 8 wide, preparing for the fanatic to run through them.  The rest of the Undead army continued its slow, inevitable advance. Flagger's unleash fanatic to stop the chariot.



Turn 4

Mooners fail animosity again. Squig hoppers hopped over the steeds.  Fanatic went wrong direction and hit the archers killing three, while the other fanatic spun towards the vampire.

Pump wagon slammed into steeds, killed 7!

Archer units unload into the steeds, killing 2, but then the doom diver scores a direct hit, killing two more!



Steeds charge the Death Stikkas and somehow they steel their resolve and hold for the charge.  Horsemen win combat, run them over and slam into the common gobbos.


The chariot charges the Flaggers who pass because Skragg is wearing the Crown of Command, but then the Mooners unleash their fanatic, feeding it the mad cap mushrooms that they were saving.  

Horsemen kill all the pump wagon crew.



Turn 5

Undead: Horsemen win combat, run down the common gobbos off the board. the Mooners roll a 3 and pass panic check no problem but fail animosity.  Flaggers fail animosity as well but charge the chariot defeat in combat. 



Doom diver scores direct hit on skeleton warriors, but only kill one and cause wound on the wight champ.   Zom again gets Total Power, casting Waaagh! again and wounding Count Dimitri - he was one left, but has stored the "Escape" magic card just in case...

On the Undead turn, Dimitri and his unit charge the Flaggers who pass their fear check and they issue double challenges.


Night Goblin champ and the wight duel but fail to cause wounds.  In true Herohammer form, it comes down to the final combat between the generals - Dimitri vs Skragg.  The Vampire Count Dimitri goes first, causes 3 wounds, and defeats Skragg.  



The Night Goblin Flaggers fail the break check automatically, flee and the skeletons run them down causing and the Mooners fail their panic check.  The game is over.  Count Dimitri's skeleton horde has fended off the night goblin attack on his sleepy hamlet, and Skragg needs to sulk back to Grom's leadership hut and hope he doesn't notice...


Sunday, November 21, 2021

Frostgrave at Historicon 2021

We (myself and Le Coq Fou) played some Frostgrave at Historicon 2021 this year.  It's been a while since we've played Frostgrave (or anything, for that matter).  Almost forgot how much I love this game.  We are still playing first edition. 

Until now, we've only been playing stand alone games and haven't used the treasure, items, or experience points system.  This is the first game in our new campaign where we will try all of that out.

Needless to say, I highly recommend NOT having both your Wizard and Apprentice die in the first game of a campaign...

Le Coq Fou has the Necromancer warband in that creepy yellow with creepy hooded masks, and I have the Thaumaturge warband, painted in the standard "box art" colors as is my habit. At some point we will start building in the narrative background for the warbands and the campaign setting (Wizard names, etc.).