About Me

My photo
My name is Gavin McClements. I am a wargamer and family man, living in Los Gatos, which is a suburb of San Jose, CA. Building terrain is one of my favorite aspects of the wargaming hobby - in fact, lately I've become more interested in making my battlefields "pop" than in actually playing.
Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Sunday, June 14, 2015

Assembling the Warmaster Wood Elves pt. 1

Most everything has arrived for my two new Warmaster armies. I've walked my hotel through a complete renovation before, and the paperwork that was required then was enormous - I felt a bit similar as I tracked all the different manufacturers and orders coming in for this project.

Again referencing Athens Fantasy's blog, I started sorting my Eureka into the different poses. Let me say this about Eureka models: SO MUCH FLASH! Seriously, though...they're nice models, but cleaning them is going to be a LOT of work, and some models are really bent out of shape or slightly broken (bows, spears, etc).

Honestly, I felt like I was sorting a CCG instead of models from a renowned manufacturer, because of the 7 packs of Eureka archers I ordered, no two were identical in quantities. After all was said and done, I ended up with:
Pose 1: 48
Pose 2: 47
Pose 3: 7
Pose 4: 7
Pose 5: 6 (!!)
Pose 6: 48
Pose 7: 48

I guess in the end, things mostly averaged out, but yea, one pack didn't even have the Standard Bearer (#5) in it!

I also had 7 packs of the Infantry to sort.
These were even more random in their quantities, assuming because there were 8 poses instead of 7 (and at least every pack had their 3 command models!). I ended up with:
Pose 1: 43
Pose 2:37
Pose 3: 7
Pose 4: 7
Pose 5: 7
Pose 6: 44
Pose 7: 38
Pose 8: 36

Here is the sorted, non-cleaned up lot:
I don't have my Pendraken models yet (ordered from The War Store on May 7th...almost a month ago), but here are some comparisons with Copplestone, Eureka, and Magister Militum.

On the left is Eureka 400FAN24, on the right is Magister Militum FEF-404. MM is bigger and nicer, but they should mix nicely I think, especially since Eureka is much more dynamic in pose.
This is a Eureka archer 400FAN07 on the left, with a Copplestone Casting TM17 Ranger on the right. CC is HUGE compared to Eureka, with the head of the model on the right coming to 13mm, and the Eureka model being almost exactly at 10mm (the base is included here). I will likely compensate by putting the smaller models in the back to try a little "forced perspective"...fortunately I don't have many CC models, and the Pendraken models coming are mostly for the Vampires.
These are some Tree Kin and Dryads options. Leftmost is the 15mm Splintered Light Dryads (note the dryad in the tree is about the same size as the farmost right model), then SL Wood Trolls, 6mm Lesser Treekin from Microworld Games, and lastly a dryad from the Eureka Woodland Creatures package.
Finally, the big guys. On the left is the Eureka Wood Troll, then Splintered Light 15mm Treeman #2, and then the Microworld Forest Giant.
More as I get more sorted and organized...

Warmaster Beastmen - planning

My Elves are only just now being sorted and put on Popsicle sticks for painting, and I'm already planning my next armies.

Typical :)

As I plan my purchases, this is just my research into what I can/should get.

http://www.pendrakenforum.co.uk/index.php/topic,10486.0.html has a fantastic set of pics, with the ever-coveted purchase list:


Pendraken SKU's:
Minotaurs
1 x Minotaur army pack
1 x FM2 Axe
1 x FM7 Sword & shield
2 x FM9 Chieftain & Shaman
 (dont forget Jim!)
 
Hounds
6 x FG6 Wolves
4 x FG10 Giant Wolves

Haedusmen [Bestigors]
2 x FHA1 Polearm
 2 x FHA2 Club
 2 x FHA3 Axe
 
2 x FHA4 Sword

Beestmen
8 x FBE1 Sword [Beastherd]

8 x FBE2 Spear

6 x FBE3 Bow [Herdkin]

This one is only 4 days old at the time that I found it:
http://wrathruinandthereddawn.blogspot.com/2015/06/the-beastmen-army-for-warmaster.html
http://wrathruinandthereddawn.blogspot.com/search/label/Beastmen

For some other models, these Eureka Deaemonaurs [400FAN033] could be Centigors:
Beastlord Command, Ogre Beasts and Beast Lord Command [400FAN015]: - but will one of these be big enough/good enough to be a Beastlord General?

For the Doombull Hero, I imagine I can find a nice 15mm Minotaur figure, but I was surprised that Splintered Light doesnt seem to have any...
http://www.magistermilitum.com/bmn2-minotaurs-7614.html  seem like a good idea, though at 22mm tall, they'd be BIG...[note http://warhammerfb.wikia.com/wiki/Beastmen lists Minotaurs at twice the size of a man, so maybe this WILL work...]
These are sexy, actually (Magister Militum BMN3 Beastmen) and at 18mm tall, might be a fantastic fit:


The Shaggoth? Oh Lord...no idea how I'm going to make that. This is a great 6mm conversion - maybe something similar will work.

This is the Eureka 10mm Dwargon - maybe I can find a 15mm or 20mm version of this?
Maybe these "Lion Centaurs" from Iron Wind?
What about a Metallic Bull?
 
Dragon Ogres? What about these Pendraken Troll Centaurs?

Here is a comparison shot between some Beastmen minis:

Chariots? Some conversions needed, I think. I'll change this entry as I find some candidates. [note: http://wrathruinandthereddawn.blogspot.com/2014/07/on-painting-table-beastlord-on-tuskgor.html has an excellent, easy conversion....]

Chaos Spawn? I'm not a huge fan...but this shouldnt be too hard to track down as needed. What about these? http://brigadegames.3dcartstores.com/Achtung-Cthulhu--MUH00107--Mythos-Creatures--Mi-Go_p_4106.html

I need some 10mm or 15mm skulls...something to decorate the General's banner with, or any chariots I find...and of COURSE I need this model now (the Dark Emissary):
Thanks to http://pw2gaming.blogspot.com/2012/09/warmaster-dark-emissary.html for tipping me off...but wouldnt it be awesome to have models like this in our scale?
I guess that's why they play 28mm!

Thursday, May 7, 2015

My foray into 10mm Warmaster - Wood Elves


[EDIT] This was originally a dual post about Wood Elves and Vampire Counts, but I separated the VC into their own post...

It's time. I've wanted to own some 10mm armies for some time now - mainly for Mayhem, but also for Warmaster since it is the more dominant game locally.

I decided to get Wood Elves because I'm an elfy-kind of guy, and for the bad guys, well, I love vampires, so Vampire Counts was an easy choice.

Of course, any time you enter into a new game system, the army list you write up to buy may not be what you end up playing with. This can be for a number of reasons, but I find it usually stems from lack of knowledge, unfamiliarity with what actually works, or just being attracted to the bling (or all of the above!). Since finding army lists was a challenge, I wrote up some lists of what I thought I'd need, and then sourced out the models.

Athens Fantasy was KEY to my feelings of success (I suppose "success" will only be determined once all my moving pieces arrive and are assembled into what will, ultimately, be my final product).

He also wrote a list for Wood Elves which I combined with This and this. The Wood Elves Warmaster army list is here.

One problem I found with selecting the different manufacturers was the lack of pictures on different websites. I turned to the web for help.

Ultimately I settled on these quantities. For ease of reference, I will link the model's entries on their respective website - I apologize for any broken links in advance.
WARMASTER - 10mm Wood Elves

2 units of Dryads
  • 6 bases, 18-30 models [3-5 per base, TBD]
4 units of Glade Guard
  • 12 bases, 120 models [10 per]
2 units of Wardancers
  • 6 bases, ~30 models with dogs [5-ish per, TBD]
3 units of Wild Riders
  • 9 bases, 27 models [3 per, because of model's size]
3 units of Treekin
  • 9 bases, 18-27 models [TBD, models undecided]
3 units of Warhawk Riders
  • 9 bases, 9 models [1 per]
2 units of Waywatchers
  • 2 bases, 10 models [5-ish per]
2 units of Treemen
  • 2 bases, 2 models [1 per]
2 units of Giant Eagles
  • 6 bases, 6 models [1 per]
1 Dragon
  • ?


HEROES:
2 Generals (1 mounted?), 2 Heroes, 2 Wizards (1 on a Unicorn?), 2 Branch Wizards (magical Dryads - models TBD)

My Order list [NOTE: I love variety, and have mixed and matched excessively, compulsively, and in some cases, maybe foolishly...]:

Miniature Resellers links:
Eureka Minis in Australia
[163.75 from the US store, and 124.03 from the Aussie store [qtys in US were limited] - $43AU for S/H!]
Eureka mini's USA branch
Copplestone Castings in the UK [$43.18 USD w/shipping]
  • Evil Characters [TM9] x2 - for Heroes, etc
  • Heroes on Horseback [TM16] x1 - for Wood Elf Heroes
  • Rangers [TM17] x1 - to sprinkle into Waywatchers, etc
Kallistra in the UK [$117 UK pounds w/shipping and "Buy 6-pay for 5" sale]
  • Historical Miniatures:
  • EEM The Impaled  [H-3019] x1 - for fun
  • 100YW Men-at-Arms [H-901] x3 [4 bases per] - for my Grave Guard based on this link (I'll paint skin/faces as white with black gaps and hope for the best)
  • 100YW Command [H-908] x1 - because Command :)
  • Fantasy Miniatures:
  • Skeleton Warriors [301] x5 [4 bases per] - for my main Skeleton horde
  • Zombie Horde [307] x3 [4 bases per] - my main Zombie horde
  • Undead Command [309] x1 [30+ figs] - Command/Heroes and fun
  • Tormented Spirits [308] x1 [4 bases, 16 figs] - for Ethereal Host, combined with Pendraken Wraiths
  • Skeleton Cavalry [302] x3 [4 bases per] - Black Knights
Pendraken in the UK
Pendraken's models through the War Store (US) [I placed this via email request to Neal, since some of the SKU's werent on their website] [$76.90 USD w/shipping]:
  • FE4 (Wood Elf Command) x1
    FE10 (Wood Elf Hero) x1
    AC24 (Mixed Ghouls) x6
    FU14 (Wraiths/Spirits) x2
    FU5 (Undead Command) x2
    FU26 (Undead Hero) x1
    FU13 (Undead Vampires) x1
    AC12 (Swarm of Bats) x6
    SYW12 (7 Years War Civilians) x1
    SYW10 (17/18th Century Carriage) x1
    AC2 (Helpless Maidens) x1
    AC4 (Zombies rising from the Grave) x1
    AC23 (Crucified Mummy) x1
Magister Militum in the UK [$37.38 USD w/shipping]
Khurasan Miniatures in the US [$24.65 USD w/ Shipping]
  • 15mm Fantasy items: 
  • Vampires [MYST-200] x1 [2 models] - for Heroes
  •  Zombie Wolves [MYST-202] x3 [6 models per] - for Dire Wolves
  • Jon Laney, Werewolf [MYST-203] x1 - for Hero or to lead DWs
Microworld Games - 6mm in the US [$23 total w/ shipping]
 > Because Kerynne.com offered some great ideas
Splintered Light 15mm minis in the US [$34 total w/ shipping]
DRYADS: I want the bases to look a little like this from Kerynne's site:

I also added 2 dragons from Ebay for silly prices...I got a High Elf on Dragon and a Chaos Dragon as well. I think this is looking pretty complete. Now that it's all headed in my direction, I get the tak of assembling, painting and basing, etc...I'll report back as I get more action done on the forces.

[EDIT 6/5/2015 - Rebel Minis just announced a "line" of 10mm figs for their Mighty Armies game, which currently consists of Wood Elves and Orcs. Well, damn! I'll be picking up an army for fun's sake!]

Wednesday, November 12, 2014

D&D Attack Wing


I decided, on a whim, to pick up the new D&D Attack Wing (http://wizkidsgames.com/dnd/) when it came out last month.

I just discovered a fan site for this game: http://dndaw.com/ which is good because there isn't a lot out there for it as of now.


I wrote this initially on TMP, but this is an attempt to expand on my initial thoughts:
http://theminiaturespage.com/boards/msg.mv?id=364403

"I've collected and played the X-Wing game for almost a year now, and I think it's a fun, light game that offers a great evening of entertainment with my friends.

All things considered, however, I am a Fantasy guy at heart, and so buying the D&D Attack Wing was SUCH an impulse buy when I saw it at the FLGS yesterday. I have heard a lot of people knock the Star Trek Attack Wing, commenting on model quality and game balance – but…DRAGONS. I bought the starter set.

The model quality is ace. I like that the cards are all "normal" sized except the damage cards, which are half-sized like XWing. The spells and upgrades look fun, the addition of additional flight levels (flying, grounded, and the in-between "swooping") is neat. There are many different Area of Affect types (cones, lines, bursts), as well as Melee and Ranged attacks.

Another neat thing is the concept of Duration Tokens, which allow you to use a special ability, and then have a mechanism to track when it is available for use again. Armor is like Shields in X-Wing, but better (they stick around unless "broken" somehow); the Range Ruler has 4 range bands instead of 3, and there are movement sticks out to 6 Straight. Yes, Barrel Rolls are included :)"

My birthday has come and gone (I am now the answer to Life, the Universe, and Everything"...) and I managed to get the entire Wave 1 for this game. The model quality is decent - the larger models are impressive, while the Troops are on the slightly underwhelming end of the scale - but they're good enough to use out of the box.


My initial attempts to get this game on the table were foiled, as my friends wanted to still play X-Wing. I acquiesced, BUT the red dragon still managed to make a cameo appearance!

Finally, however, good things come to those who wait. We randomly picked a scenario and got the Hobgoblins escorting an armored wagon through brigand country. It played very well, with my only complaint being that flying units and ground units can pass through each other easily, but still the game will not allow bases to overlap. The red dragon at the end positioned himself quite cleverly behind my wagon, preventing my own troops from getting close enough to push it (and thus win the game) - my opponent was very savvy in his move, but I should have been able to still get close enough. Maybe they were cowed by his close proximity overhead?

Regardless, ground units were fun and a neat addition to an already good game system.

Armor is neat. It makes scary units (like red dragons) continue to be scary units...though, in this picture, my green dragon took a fistful of fire from the ballista and got wiped out in one hit...

After the first game, we chose another random scenario, this time pulling the invasion of the master wraith's lair. The clutter you see at the center of the board is "terrain", obstacles that were dropped from 2 feet above the playing surface, per the scenario rules, to give some rubble to the battlefield. More on this later...but wraiths ignoring terrain was very cool (for me, the wraiths!).

Initially I discovered that ground units can be at such a disadvantage versus fliers...as the red dragon raced past my wraith and I couldn't swing...until I realized that my wraiths COULD fly (gee, maybe the flight stand they come with could have been a clue) because it is listed on their turn dials. After that, the game went differently. In this case, I got his wizard down to 1 hit point, and he got my master wraith also down to 1 hp...and we ended the game because it was getting late. We both enjoyed the game, and we're planning on not using the campaign artifacts until they are "unlocked" via the campaign system. I look forward to more games.

So...ground units do appear, at first use, to be underwhelming.  http://boardgamegeek.com/thread/1265560/troops-seem-weak has a good thread on this, the key takeaways I got being:
* The Elves have the Reassemble upgrade, which would allow them to reform out of the area of effect after the dragon moved into firing range, and the Hobgoblins have Scatter, which is also very effective against these types of attacks too.
*Mage Armor on the Harper Elves

Being stuck without a way to engage a flying unit is a scary prospect, but anything with Ranged can be on the defensive, while ground units can help accomplish scenario objectives or deal with other ground units. It's a real concern, but this merely mimics real life - this is why we invented flying things, after all!

One quote from Andrew Parks, apparently one of the WizKids employees who frequents BBG: "One advantage of the Fly Spell is that it makes it harder for a dragon to blow past you and then slap you with its tail. When you're on the ground, a dragon who lands on top of you can just keep going, but not so when you're in the air. This becomes especially important when the higher level dragons are released, especially those who charge."

The REAL issue, however, seems to be terrain. As any miniature gamer knows, terrain can make or break a game, but D&DAW seems to have really glossed over it.

 http://boardgamegeek.com/thread/1264137/terrain is a fan's attempt at correcting this, and I'm going to copy it here for completion's sake, with my own unique modifications [in short, this is the rules I plan on trying]. I don't really like removing terrain from play, so I've cleaned some of this up:

Woods:
+1 Def Die if using Ranged Attacks in or through it (if attacking out, defenders get one, and if receiving a ranged attack, can benefit from cover)
If a Unit has more than 1 Range band of woods between it and another they can not see each other.

Area Effect Attacks against Units in the Wood will grant the +1 Def dice.

Small Based Ground Units can enter woods with no Issue.
Anything larger must take an Exhaustion Token if it enters via ground movement. [something about this doesn't sit well with me...]
If the Unit already has an Exhaustion Token it Stops at the edge of the Woods and can not enter.

Flyers may not Swoop in Woods.
Flyers may not Land in Woods unless their base is Small. 
*(something about rolling damage dice, and getting an exhaustion token or damage on a hit, or maybe crit only, seems more appropriate for harsh terrain like this..and big units? I'd think a giant would be much less hindered than a human. Maybe light woods vs heavy woods?)
 
Hills
Defender on a Hill gets +1 Def Die from Swoops.
+1 Def die if the ranged attack goes through a hill to get to Defender on other side.
+1 Def die if Defender is on the hill and Attacker did not start on it [higher ground].
+1 Attack die if Defender began and ended its turn below the attacking unit.
Ground only.

Walls, Trenches, and other Fortified Defenses
With Dragons and other Flyers I can see a lip for troops to duck into when the flyer came by being common in both.

+1 Def Die plus one Auto Dodge.
Only the +1 Def Die against Area attacks

Walls have 0 Agility, 2-4 Armor based on type, 4-6 Health based on type.
When destroyed 2 inches to either side will become Rubble, Ground units moving through take a Exhaustion Token.

Earth: 1 Armor 6 Health
Wooden: 2 Armor 4 Health
Stone: 3 Armor 5 Health
Magically Re-Enforced Stone Wall with Wards: 4 Armor 6 Health

Units on that Section of Wall when it falls, lose all Action Tokens, take 3 Attack Dice Damage.

If a model's base overlaps a solid structure (one that there would be no way he could go through, like a wall or building), back the unit up until it is no longer overlapping, then roll 1 attack die and suffer damage as normal.

Rough Ground (Rubble, destroyed buildings, broken rocks, other hard to move through stuff.)
If you have an Exhaustion Token when entering an area that gives one, or if the maneuver you are performing would give you one, you must stop at the edge of the area.

When a Ground Unit enters this type of Terrain it gets an Exhaustion Token.

Swamp:
Ground unit stops when it touches it and gets exhaustion token. Get exhaustion token if moving through it

Pond/Lake:Ground units can't move through

Mountains
Like Rubble they should be hard to Enter. Receive Exhaustion Token when entering.
Like Hills, Swooping and Ground attacks should be effected.
Defender on a Hill gets +1 Def Die from Swoops.
+1 Def die if Defender is on the hill and Attacker did not start on it.
(Ground only).
Mountains stop LOS, so if the Mountain is between you and your target you can not target it.
An angle may exist for you to place a Burst marker and then the Attack hit.

I may come up with more...but this is good for now.

Again, let me pitch Heroic Maps at http://rpg.drivethrustuff.com/browse.php?manufacturers_id=5371
I also found these neat terrain items: http://cigarboxbattlestore.bigcartel.com/product/supplemental-terrain-3x3-130

 Storage
 Anyone who has read any of my blog at all knows that storage is always a key concern for me. After doing some browsing, I came up with this Dewalt storage box:
http://www.homedepot.com/p/DEWALT-12-Compartment-Deep-Pro-Organizer-DWST14825/203367153?keyword=DWST14825
This is primarily because they stack:
I have filled about half of the capacity of one tray with Wave 1. I'll get more as needed.

So this is it for now. I enjoyed this game, and am looking forward to playing much more, and yes, I plan on buying the future waves. Thanks for now!

Tuesday, June 17, 2014

Gaming without terrain

Two years ago I came to the conclusion that I just didn't have enough room for 28mm, 15mm, AND 6mm gaming, and since 28mm was my least-used scale, it drew the short straw. Warhammer Fantasy armies, 40K armies, two Infinity armies, even a gorgeously painted all-female cowgirl posse got sold off. I sold my entire collection of fantastic handmade trees, forests, foamcore buildings, and all my scatter terrain. I was richer, and sadder, but I had something that had been in short supply for some time:

S P A C E.

Yea, while I felt like a part of me was walking out the door (I started gaming in 28mm, if you don't count Battletech 20 years before), I just didn't have the room for all my stuff. I blame Infinity - that game is a terrain whore! It was because of Infinity that I LIVED over at http://www.terragenesis.co.uk/, always reading, and came up with some really cool stuff. I bought playsets at ToysRUs to use as scatter terrain, but in the end, I just ran out of room.

So now, my son is 7 and he loves watching me play my games (what little I get in these days). I wanted to include him in some small-scale gaming, so I pulled out my Reaper figs that I've had for decades, and I went through the different rulesets I had. I settled on the newest one, Iron & Honor (discussed somewhat here). It was a decent, quick little "build your own" ruleset, but....

Terrain? Aww crap.

"Hey son, go get your Legos". Yea. It was sad, but he was happy :)  And honestly, it did the trick.

But there had to be something better. I was NOT going to start over again. I have a pretty addictive personality (heck, most gamers do, since we take the crap that the hobby throws our way and keep coming back for more...don't believe me? Look over at your paint table :P ) so I refuse to start building terrain for 28mm again. No way...

A ha! I found something that might work! Heroic Maps over on Wargames Vault has some pretty cool printable PDFs/jpegs that might work, so I bought the Wilderness and a few others. NOTE: many of the titles aren't gridless, so much of the $25 purchase I made isn't feasible yet, but they are supposedly fixing this soon. [EDIT - the following day, all maps that I owned with grids were updated - Heroic Maps had some heroic customer service!]

Anyway, yea, I got me some nice cardstock 11"x17" paper, and with the office printer, got some cool stuff printed out. Now I had a whole bunch of 10"x10" tiles, trimmed them with my wife's paper cutter (see, I KNEW her scrapbooking addiction would come in handy), and came up with this:



Now, Iron & Honor was decent, but it is in the infantile stages of development. I looked into Skulldred, but I reacted to quite a lot of what I read, and he has been insanely stale getting his next revision out. I actually began merging the two into what I considered a decent ruleset, but as with most of my projects that I do alone in a vacuum, it petered out, and anyway, I realized I was writing what I wanted, and not what would work for my son.

So now I need to make a quick apology. Back in 2008 when Ganesha Games came out with Song of Blades and Heroes, I bought it and a few expansions, but was quickly bored with how overly simplistic it was. For the past, what, six years, I have not exactly badmouthed it on forums or public gatherings, but really just expressed my derision that people (adults?!) would take it seriously and actually play it.

Well, it dawned on the other day that this might be exactly what my son could get into, so I started lurking on the TMP SoBaH forums to see what the current status was. One comment I read in the thread "Measuring sticks....why" stuck with me. A posted named Inner Sanctum said,

"Two things about Ganesha Games:
We have never had a "bad" or boring game
No plan survives contact with the dice."

Isn't having a good game what gaming is all about? Another friend once said to me that he didn't care what game he was playing as long as he was with friends and having fun. Now, I have very little patience as it is, so I cannot completely buy into such a patient attitude, but I get it. I don't game at my FLGS because I'd rather be with friends in the comfort of a non-loud, non-smelly home, drinking wine, playing with the dog, etc...so that comment about having good games stuck...

I'm sorry, Ganesha Games. I gave you too little credit. I take back what I said all those years!

So, that being said, the game is still DAMN SIMPLISTIC and I cannot see me taking it too seriously and suddenly having it become my favorite game, but I put together some forces for my son and I, and yea, we had fun!

Remember back when I mentioned getting into minis again? I realized my Reaper collection was decent, but was somewhat lacking, so I spent DAYS on Reaper's website looking for two new warbands. I came up with barbarians for me, and my son (who gravitates towards the bad guys, believe it or not) got what will eventually be a Blood Elf band (aka World of Warcraft) using the drow/dark elf line at Reaper. I found what I needed at Miniature Giant, which is AWESOME at locating old Out of Print models, and so some of these hit the table today. Unpainted. Unassembled. Ugh. Really? I'm out of patience, too ADD to do this...but that's a battle for another day :P

We used Frog Tape, which is like a painter's tape, to connect the boards. I would have preferred a draftman's tape, but this worked fine and was pretty easy to remove afterwards.


Jadon ended up wanting to play the good guys once he saw the giant and werewolf I had...so I played the elves. He smooshed me, but I didn't care. I was actually impressed with the board, and yea, the ruleset was quick. I will definitely play it again...


So how can I wrap this travesty of personal apology up? Be careful what you buy, as they aren't all gridless yes, but the Heroic Maps make a cool table, SANS TERRAIN! Song of Blades and Heroes is indeed simplistic, and probably overly so, but it's going to work fine for my son and I. Now to wrangle someone to pin, assemble, and paint my minis for me... :P HAH!

Friday, March 29, 2013

Mayhem 10mm Fantasy Battle Report

For anyone who knows me or has read my Blog, they know I love two things:
1. Build-Your-Own units and army lists, and
2. Fantasy

...errr..."But this is a Sci-Fi Blog!", you say, and yes, you'd be correct. However, my first foray into the world of miniature wargaming was Warhammer Fantasy Battles, 6th Ed, back in 2002-2003, and I had some epic, memorable battles. I was enthralled...but as WFB has gotten stranger and stranger and more, well, GW-ized, I left it for other games and other scales (I'm selling my Orcs and Goblins, if you're interested!).

6mm Sci-Fi has captured my heart of late, mostly because I wasn't a huge fan of the Warmaster Fantasy ruleset and the Sci-Fi versions of it (Future War Commander). Lately I've been willing to give FWC a shot, but for this report, let's say that I got sidetracked by Brent Spivey's fantastic new offering called Mayhem.

If you haven't read the Harrison's Ford AAR yet, I recommend you doing so. It is well told, explains the ideas and mechanics behind Mayhem, and has some better pictures than I am about to show you. I managed to borrow some Warmaster units from my friend Thomas Foss (please visit his blog at http://skullandcrown.blogspot.com/ for amazing pictures of the models I used today, as well as a LOT of Warmaster pics!), put together some armies for the Humans and Orcs, and had a go of it. Sadly, my Opponent-to-Be bailed on me, but as this has happened in the past, I was ready for the solo effort.

To do some explaining of my own, the Movement and Combat Quality stats are done by dice types. The mechanic knows as the Versus mechanic allows you to always choose whether to take the Default value (which is one-half the dice size, so a 3 on a d6) OR take a Danger roll, rolling the dice and taking the results. I love it.  As for CQ, the smaller the die type, the better, because in combat, you want to roll lower than your opponent in an opposed check, with a Natural 1 being an auto-kill most of the time.

At first I feared that, even with this neat Versus mechanic, it was going to be little more than a gimmick for what could turn out to be yet another overly-simplistic game engine. I've seen 2-stat units before, and they don't tend to impress me. Well, Mayhem gets it right. Most Troop Types get traits unique to themselves, and Weapons which can be added to these units act as Counters versus different types (called Designations). A Soft Counter improves your Die Type by one (so a unit with CQ d12 would be a d10 in that particular combat), and a Hard Counter improves the Die by two. You also get extra dice to roll in the combat based on different circumstances, which I will point out during the Battle Report. In short, this leads to an awful lot of variety in combat, and I feel it works really, really well.

The other cool mechanic is the Overdrive, which allows a unit to keep going and going as needed, but each time you activate the same unit in a turn, the cost in Command Points to do so increases. This allows you to spread your points around to the whole army, or really zoom in and focus on one or two units as needed. You can even bounce around between units, ie move one unit back to open LOS for some archers, shoot with those archers, then move the original unit back in place...

Mayhem uses Crowns as the currency for Points, and 150 Crowns is a good starting value to learn with.

*Really quick, let me apologize for the pictures. I even went as far as getting the tripod out to get ready for this report, but using the Macro setting and being back a few feet didn't work as magically as I had hoped :(

Humans: 150 crowns

Profiles:
Spearmen: Mov d6, CQ d10, Infantry, Spear, Ranked Fighting [8 crowns]
Heavy Foot: Mov d6, CQ d10, Infantry, Heavy Armor, Swords, Shields [9c]
Crossbows: Mov d6, CQ d12, Infantry, Crossbows [11c]
Heavy Cavalry: Mov d10, CQ d10, Cavalry, Heavy Armor, Lance, Steadfast [16c]
Griffon Rider: Mov d10, CQ d8, Cavalry, Flyer, Blunt weapon, Shield, Heavy Armor, Terror [25c]* (originally I had built the Griffon with Beat Back, but learned later that this wasn't legal...)
Fanatics: Mov d6, CQ d10, Infantry, Great Weapons, Berserker, Fearless, Heavy Armor

I figured the Humans were orderly, and reasonably well trained, but had their CQ lower than the Orcs because I like to envision that Orcs are just nastier and stronger...

List:
4) Army Leadership: d10 [Leadership Rolls: 4d10]
24) 3x Spearmen
32) 3x Heavy Foot, 1 Standard, 2x Musician, 1 Elite unit (upgraded to CQ d8 for free)
11) 1x Crossbows
20) 1x Heavy Cavalry, 1 Standard, 1 Musician
16) General, using Heavy Cavalry profile
27) 1x Griffon Rider (with its illegal 2-point Push Back ability factored in)
16) 1x Fanatic



Orcs: 150 crowns

Profiles:
Orc General: Mov d10, CQ d8, Cavalry, Great Weapon, Heavy Armor [16c]
Orc Swords: Mov d6, CQ d10, Infantry, Sword, Shield [6c]
Orc Spears: Mov d6, CQ d8, Infantry, Spear, Shield [8c]
Wolf Skirmisher: Mov d10, CQ d12, Cavalry, Short Bow (downgraded to d10/d20 because of their Cavalry designation) [16c]
Wolf-Riding Hero: Mov d10, CQ d10, Cavalry, Sword, Shield, Hero [18c]
Giant: stats in book [35c]

List:
4) Army Leadership: d10 [Leadership Rolls: 5d10]
16) 1x Orc General
31) 4x Orc Swords, 1 Elite, 1 Banner, 4 Musicians
11) 1x Orc Spears, 1 Standard
35) 2x Wolf Skirmishers, 1 Standard (who originally had a musician.../sigh....if only...)
18) 1x Wolf Hero
35) 1x Giant



I went for more mobile ranged attack, hoping to get some good flank harassment from the bows on the Wolf Riders. Cheap troops seem to do just fine in this game. We'll see.

The battle would take place on a 3'x3' Swamp board. I set up a church that the Humans were to defend, but really, it was just to be a slugfest. Had I a human opponent, it would have been a slaughter to the man, but with just myself to blame, I used the Default game-ending scenario of the first General to die loses (Duh...that makes sense, right?).

Deployment Zones: 9" (the game calls for 1/4 of the board's width to be Deployments on either side). The Orcs deployed first:


 The left has a unit of 2 Swords next to the Spears (the unit that has the General behind them). The other 2 units of Swords are to their right [quickly: each turn you roll for Command Points to order your troops with. The game has a formation called the Advance that allows 1CP to move up to 3 "squared-up" units at once, but with no maneuvering or turning allowed...thus these formations]

The Giant towers by his lonesome in the center, with the two units of Skirmishers and the Wolf Hero on the far right. Units must be in "range" of a Hero when receiving orders, or their actions cost more. This command range is dependent on the Designation of the closest Hero (orders do not come from any specific hero like they do in Warmaster, but rather, you just have to be "in range" of a Hero). I knew those Wolfies would be out and about, spreading their mischief far and wide, which is why I paid extra for the Hero to accompany them.

Next, the Humans:



The Human Left Flank has the Crossbows on a small rise (hoping to gain the extra die for their to-hit rolls). The 3 Spears are ready for an Advance, and the Fanatics are causing ferocious noises just behind them. The Heavy Horse with the General occupy the center, with the 3 Heavy Foot clustered to the Right Flank. Just off behind the massive tree is the Griffon Rider, being as sneaky as he could be.

Turn 1: Orcs
The Orcs roll 5d10 for Command Points and get 10 (roll +1 die per Elite unit, Standard, and extra Hero after the General, taking the highest value).

The Block of Spears and Swords advanced their Default twice [3CP for 2 Actions].
The 2 units of Wolf Skirmishers Advance twice also, moving 10" [3CP]
The Giant in the center decides to Move twice, rolling his Danger rolls each time, and nets 13" of movement for his 3CP. He rushes the church and hollers threats and insults at the units he knows to be lurking behind the woods.
The Block of 2 Swords Advance once, and the General and Wolf Hero each get their free Move because neither had Activated during the turn.



Turn 1: Humans
The Humans get 8 CP from their 4d10.

The Spears Advance twice for 6" [3CP], and the Heavy Foot Advance once for 3" [1CP].
The Knights, General in tow (he has actually "joined" the unit here), sense action as the Wolf Skirmishers move down the Human's left flank. A burst of speed (7") leaves the Knights clammoring for more...



...but the next Danger roll failed to deliver, and the Knights skitter forward a mere 2". The Wolves are safe, for now.

The Fanatics also roll poorly, moving just 2" in support of their General.



Turn 2: Orcs [9CP]
The Wolf Skirmishers race to gain the flank of the Heavy Horse, but only get a 5" on their Danger roll. They decide to push on [3CP], this time rolling 8", which allows them to hit the Crossbow unit.

Since this was the angle of impact:

...I decided to let them wrap to the flank. Impact hits allow units that have them (notably Cavalry and Chariots) to Initiate combat without spending the CP required by all other units. Initiating the Melee (which Impacts count as) also give 1 extra die in the attack, and Impacts are Soft Counters vs Infantry, Cavalry and Beasts, so the normal CQd12 is improved to d10's. 2d10 vs 1d12 saw the Crossbowmen steel themselves and fend off the Wolf attacks. The Skirmishers suffer a Disordered token, and if they get beat once more with that token on, will be eliminated.

The other unit of Skirmishers roll an 8" for their move, running past the Heavy Cavalry and turning to their left (effectively cutting off the cavalry from the Crossbows). They then loose with Short Bows at the Cavalry, using the Volley ability of their bows to send the Knights packing. However, 3d20 vs 1d10 resulted in a tie (remember, lower is better), and the Horse stayed put and the Wolves looked worried.

The last 3CP allow each of the 3 foot units near the center to reposition themselves, with the General close behind.



Turn 2: Humans [7CP]
2 of the 3 clustered Heavy Foot advance on the Human Right for 1CP, leaving the third behind as reinforcements and counter-charges (in this game, any of your units that are forced to flee will be destroyed if they touch another unit or terrain, so keeping space seems to be vital).

3CP allow the 3 central Spears units to reposition (1 balked a bit, rolling 1" on his Danger roll).



Needing 4.25" to reach the Wolf Skirmishers who were harrasing the Knights with Volley Fire, the Fanatics gamble and take their Danger Roll. They get a 6" on their d6, and hit the Wolves in the flank. Using Overdrive to engage, they didnt have the last CP needed to make use of their Great Weapons, but rolling 3d10 (+1 for Initiating, +1 for Flank) vs 1d12, the Fanatics got a Natural 1, slaughtering the Orcs to a man!

This is the End of Turn 2:


INTERMISSION!

My wife caught me in the act of, errr, playing with myself?!



Turn 3: Orcs [10CP]
The Wolf Skirmishers still engaged with the Crossbows are surprised to be still alive, especially given their vantage point and the carnage their brothers nearby just suffered. Instead of Rallying, they decide to Fight On (costing them extra CP to Initiate the battle, and risking losing and death). 3d12 vs 1d12 gives a victory to the Orcs, and now both units have a Disordered token. Being isolated and so deep behind the lines, they prepare to say their last.

The central Orc Spears tries charging a Human Spear unit, but a 2" leaves it a bit short. The Elite Swords next to them show them how it is done, however, and hit the front of the other Spear:



Rolling 2d8 vs 1d10/1d12 (the Ranked Fighting ability of the Human Spears let them roll an extra die in the combat, albeit at one step worse than normal) and the Orcs scored a Natural 1, wiping the Human Spears unit out.

Giants have a Ranged attack to represent their massive reach with their club. It is a d8 for range (meaning up to 8" reach, which is WAY to long in my opinion) and d6 for damage, which is pretty beefy. The Giant had a Heavy Foot within Default range (4") so no roll to hit was needed, and the damage roll netted a Disordered token for the Humans.

An Orc Sword moved up alongside the Giant, and another advances from the back line. The Wolf Hero flees for free, moving 4" (and was really hoping for more; he is just outside the frame to the right in this following Turn End pic).



Turn 3: Humans [4CP on 4d10!]
The Griffon Rider decides that now would be a good time to launch an attack. With his Blunt weapon, which negates Heavy Armor, he was hoping to hit an already-Disordered unit in the flank and kill it, but a) no Orcs had Heavy Armor, and b) no Orcs were getting beaten in the center! He Overdrives to hit the left flank of the previously-victorious Elite Orc Sword unit. With a CQd8, initiating melee and hitting the flank, plus Soft Counter from the Impact, the Griffon rolls 3d6 vs 1d8 and wins by 3. With the Drive Back ability from his Cavalry designator, this means the beaten Orc unit must move backwards 3"...but because this made them touch their Orc Spears unit nearby, they were eliminated instead.



The last CP is spent on the Heavy Cavalry, as they gallop after the fleeing Wolf-Rider Hero. They move 9". [note: We've all heard the derogatory term "HeroHammer", which refers to Warhammer and its ilk, where a Hero can rule the battlefield with his martial prowess. Mayhem gets around this a bit by only letting Heroes be attacked by other Heroes, unless they have joined a unit, in which case the attacker can choose which profile (the unit or the hero) fights back. This is why my Cavalry is chasing the Orc Hero, because with the General attached, they want to catch and kill the Orc]

Run, Orc Hero, Run!



Turn 4: Orcs [rolling 4d10, having lost the Elite unit, manage 10CP]
The Orc Swords unit next to the Giant, who was merrily swinging his club at puny humans, make an unmodified Danger roll in their attempt to close with the Terror-inspiring Griffon (they needed a Danger roll regardless, as the Griffon was more than 3" away...so it was a win/win). Getting 5", they closed with the right flank of the beast and held their shields up for protection....

The Orc Spears to the front of the Griffon are only 2" away from it. They had a choice: spend 2 extra CP to move their default movement of 3", or gamble with the Danger roll...and since they needed a 2+, why not? They rolled a 1. Of course they did. Using Overdrive, they reach the Griffon, and then spend 5 more (for a total of 8) to initiate melee (3 for third action, +2 because of Terror). With a CQd8, Spears being a Hard Counter vs Cavalry, and 1 additional unit in the flank of the Griffon, the Orcs roll 3d4 vs 1d8. All 4 dice come up 2's...which gets the Griffon excited for a moment. This tie is called a Deadlock, and some Traits only trigger on Deadlocks...and Push Back is one of those...until I read it in the book and saw that it was an Infantry- and Behemoth-only trait. Drats!

The last CP is spent on the Giant, who swings at the Heavy Foot again. The damage dice yields a 1, auto-killing the Humans (which is a bummer: Heavy Armor allows units to suffer 2 Disordered tokens before being killed, instead of just 1...but a crit is a crit is a dead Heavy Foot unit!).

The Wolf Hero flees his free 6". Those Humans just won't give up! Here are two angles of the end of Turn 4: Orcs:





Turn 4: Humans:
The Skirmishers realize that the Orcs still have a blasted Skirmisher unit tied up with the Crossbows (note: "Stuck in", a term from WFB, doesn't apply to Mayhem; you can actively remove a unit from melee. It costs a pretty Command Point, but it can be done!). 1 CP to turn and move into them, 2 to initiate combat, +1 to use the Great Weapons has the Fanatics rolling 4d6 vs 1d12 (flank, 2nd unit, initiating melee, plus Great Weapon's Heavy Counter when Initiating). The Humans win by 7 (irrelevant, but a fun stat nonetheless) and because of the existing Disordered token on the Orcs (and no Heavy Armor), this finishes them off.

"Look, ma, no Wolves!"


The General and his Heavy Horse use two Default moves to catch up to the fleeing Orc Hero. The 10" is plenty of distance to engage, and the General rides to the front of his unit, using their free Impact hits to avoid having to pay more to begin the melee. The Hero has no facing, so the General don't gain an extra die or more for hitting in the flank/rear, and roll 2d6 vs 1d10 (the Lance is a Heavy Counter on Impacts vs everyone!). Despite the good odds, the Orc puts on a brave show and wins the battle by 1! The General and his unit would then liked to have Rallied, removing the marker, but alas, they were 1CP short of being able to do so...which was actually a frequent occurrence during the game ("...if only I had just one more CP!).



The last two CP were spent over by the embattled Griffon. The nearest Human Spears unit moves up in support, pinning the Orc Spears in the right flank. This will lend an extra die to the Griffon in the upcoming grand melee.

The Griffon uses the last CP to melee the Orc Spears. As I started counting up dice, I gave both units +1 die for having a supporting unit beside them. The Griffon's 3d8 vs 2d4 (Spears HURT!) looked daunting, but throwing common sense and good tactics out the window, the Griffon swung anyway. The Orcs rolled 2 1's on their d4's, and the Griffon and his noble rider were deader than dead. Very dead. I think this poof was a Griffon feather:



Turn 5: Orcs [rolling 3d10, losing the banner from the Skirmishers = 2CP!]
With all tactical options limited, and the Wolf-riding Orc Hero all but trapped, he calls out the General and leaped to the attack. 3d10 (initiating, enemy is Disordered) vs 1d10, the mighty Orc Hero dodges a thrust from the ironclad General and sinks his blade deep into the chest of the Human warrior! A Natural 1 killed the General...I fully expected a 2nd Disordered token on the Heavy Armor-wearing unit, but the gamble paid off.

With that, the game was over, and the Orcs kept the field. The fallen General is a bit blurry...



Thoughts and Wrap-up:
So, what did I think? I really, really enjoyed this game. I felt satisfaction as I was counting and changing the different die types, and maneuvering wasn't too bad.

I had a few minor gripes:

Maneuvering multiple units isnt smooth. I suppose this is natural, but both the Orcs and Humans tried bringing their blocks of 3 troops to bear and things broke apart.

I really, REALLY wish there was a way to add dice to a Danger roll, whether it be a CP cost, a Trait, or something...gambling on just 1 die, when the game rewards multiple dice in so many other situations, just felt a little off. In fact, in Difficult Terrain, the game already has the "Roll a bunch of dice and keep the lowest", so it shouldn't be a stretch to make the opposite true as well.

As mentioned, the Giant's d8 "Ranged attack" is just too long. I can see a d6, but d4 might even be better. A minor thing, though.

The Command Points system worked pretty well. It isn't my favorite concept because, like Warmaster or FWC, it left certain parts of my battlefield untouched while other parts raged out of control (those Wolf Skirmishers lasted forever, untouched, while that one epic brawl with the Griffon took 8 CP!). Still, I like it better than Warmaster because you KNOW what you're going to get at the beginning of the turn, as opposed to just suddenly having your turn be done or whatever, and this way is is partially Resource Management. All in all, it is something I can live with.

My biggest issue, however, is similar to what I have with other points-build systems, and that is this: in a game where Die Type is so important, making a 1-point difference between Combat Quality dice is just too little. Consider this:

Unit #1: Mov d8, CQd12 unit is 5 points
Unit #2: Mov d6, CQd10 is also 5 points.

Add a Spear to Unit #1 and he costs 6 points. Now he has a Hard Counter vs Cavalry...rolling d8's.
Increase Unit #2's CQ down to d8, also for 1 point, and now he is also 6 points and effectively has a Hard Counter vs EVERYTHING, all the time.

I think CQ dice should increase cost at LEAST by 2 per die type...making the more combat effective units cost that much more. Anyway, I really wrestled with this while I was building the two lists (I built twice as many units as I used, just to be complete, and it was fun too!), but it could be just me.

Everything else felt really fun, though!


I really liked the way Elite units are assigned (each army gets 1 for free), because it requires taking 3 of one unit type in order to upgrade one, and since it only increases the CQ by 1 step, its not a huge deal (well, and it adds 1 die to the CP pool).

I will play this. I will play this with as many people as I can grab to play it with, and for as long as I refuse to give Thomas his models back! I am now hunting for money that will allow me to buy my own Orcs/Goblin army, as well as a Wood Elf army (which I figure will give me a massive range of "good monsters" I can build and use)...and I am really happy about it. I recommend this game highly. I have found the author to be responsive on both Tactical Command and The Miniatures Page. And keep in mind, Brent Spivey kept a lot of things out of this inexpensive ruleset for a reason - he wants players to build upon the basics. I, for one, cannot wait to see what else he is coming out with!

Wanna buy a 28mm WFB Orc Army? :)