söndag 22 april 2018

Middlehammer Legacy Project 2018 - Chaos Warband of the Weird and Wonderful

The idea of a Legacy Project is that each person paints and contributes one miniature to a themed/colour schemed group of miniatures, and then there is a lottery to decide who wins the group as a legacy of the project - 2018 it was decided that we  have a theme of a Weird/Chaos Fantasy War Band.
You can read more about the project here: middlehammer-legacy-project-2018


I recently injured my hand which prevented me from doing any conversion work & also made it a bit more difficult to paint, so I decided on painting something simple, hopefully the paintjob would make up for the lack of conversion work.
I decided to paint the common 4:th edition plastic beastman, the major reason I went with this one over newer models was because it made the whole thing more nostalgic, the common beastman was ,along with the plastic Chaos Warriors, the very first purchase I made many years ago when I first got into warhammer.

 
The overall colourscheme was Purple with dirty White details, I thought long and hard on whether to paint the beastman with Purple skin, or maybe as an albino, but in the end I Went with more familiar colours & let the details be purple & white instead.
 


Base colours laid down.
 
 

Beastmen are humanoid creatures with a variety of animal features, usually including cloven feet, horns, excessive body hair, and bestial faces. They are mutants formed from humans or animals by the corrupting influences of Chaos such as warpstone or getting to close to the transforming realm of Chaos.
There is a lot of variation across Beastmen although the cloven hoofs and goatlike features including horns are common – this type of Beastman was originally known as a Caprigor, but in recent years the term Gor is more often used to describe the common Beastmen form.




Bukthac Blazingmane
M 4 WS 4 BS 3 ST 4 W 2 I 3 A 1 LD 7
Equipment: Halberd



 
"Bukthac was howling with fury, how dare those puny humans stand before him, he was a child of chaos, born as a Gor, Gor was strong, human was weak. The gods of chaos had chosen him, he would show them, he would kill them, eat them, their weak gods would not, nay, could not save them from the Gor."



måndag 5 mars 2018

Scandinavian Oldhammer Day @ Rogue Trader, Copenhagen

This would be my first ever oldhammer event, Rogue Trader, Copenhagen  has toiled ceaselessly to bring this about.
The Schedule was:
We open at 9:00
Morning: Mordheim
Lunch Break
Afternoon: Warhammer Fantasy Battle and Painting Competition
Dinner Break
Evening: Necromunda and "Hygge"
 
I went there with another Swedish guy I didn't really know, Björn, we had recently come into contact with eachother trying to get a game in, in the near future.
 
We arrived in time for the Mordheim game, me & Björn took control of a Skaven warband & our opponent played undead.
His fear causing felt like it would be a major problem, but we got lucky since the scenario was treasure hunt & our superior movement won the day.
Great game made even better by the gorgeous table & terrain made by Benjamin:













Next up was the Warhammer bring & battle game, each player brought one strong regiment & one weaker regiment to the tabletop, we also had a hero or level 2 sorcerer to act as our leader.

I´ve been painting like crazy to get this regiment done in time,
now it was time for their first ever battle.








A warrior gains the attention of Nurgle & is turned into a Chaos spawn!



The fantasy game was lots of fun, although while I had Flesh Hounds & Warriors suited for closecombat I never got into combat, staying behind casting spells, in hindsight I should´ve been a lot more aggressive. Oh well, at least I got 2 objectives (worth 6 VP´s) which was enough for our side to win with 12 VP´s vs 7 VP´s.
MVP was the Necromancer the opponents had, his curse of years killed 3 Knights of the Blazing sun, 13 Chaos Warriors & a Chaos hero with Toughness 9! Total Power is bonkers with Power 3 spells!

Some nice Mordheim models on display:


 

As well as a nice old/middlehammer Chaos army:



Next up was the painting competition, there were 8 entries:




I entered my Heinrich Kemmler which got me second place behind the excellent Grey Wizard painted by Björn.

We went home before the Necromunda game, pleased with the day, loaded with lots of free miniatures & hopefully a return next year!

onsdag 28 februari 2018

Scandinavian Oldhammer Day

Just wanted to share this as I will be going & hope to meet you there!
 
 
Scandinavian Oldhammer Day - SOD on the 3rd of March 2018


The event will be a bring-and-show/bring-and-battle, built around small narratives and awesome terrain! So dust off your old minis and join us for some oldschool all out action!

As it is an Oldhammer event, it goes without saying that your minis should be of a certain Oldhammer vibe (if you don't know what that is, feel free to ask) AND THEY SHOULD BE PAINTED! We enjoy and celebrate all aspects of the hobby and this ev...ent should reflect that, please :)

All participants will be given a free Oldhammer miniature, courtesy of our generous sponsor, Oakbound Studios. 

 Entrance and participation: Free

The painting competition is sponsored by The Old School Miniatures Company, quite generously also. See the posts below.

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Time Schedule for Saturday 3/3

We open at 9:00
Morning: Mordheim
Lunch Break
Afternoon: Warhammer Fantasy Battle and Painting Competition
Dinner Break
Evening: Necromunda and "Hygge"

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Confirmed games:

Mordheim hosted by Benjamin Balle

Bring'n'Battle with the option of participation if you dont have a war band at hand. Just comment below if you want to join!

We will be running x number of games of Mordheim using the rules in the main Mordheim rulebook (and the eratta) including the optional critical tables at the back of the book.

All warbands listed on the site (link under this text), as “Official” and “Unofficial” are acceptable (except Shadow Warriors) providing you have the rules for them (and bring them with you) - if you are not sure of a particular warbands elligibilty please just ask.

http://broheim.net/warbands.html

Please bring a written warband list, dices and a ruler.

Warband build up:
600gc. (Marienburg 700gc)
You may allocate three skills between your heroes. No stat upgrades.
You may begin with hired swords, the price is the hire price, not the upkeep price.

Warbands should be wysiwyg, otherwise “show and tell” before gamestart.

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Warhammer Fantasy Battle hosted by Nils Blishen
A Bring'n'Battle game of 4th ed. WHFB. Bring a unit, character, monster or anything you want and we'll fight a mega-battle! Nils has a special scenario for the day so expect surprises ;)




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Necromunda hosted by Thomas Riley
A Bring'n'Battle style game - so dust off your old gang and get ready for some underhive action. We play using the Necromunda Communiy Editions (labelled NCE) from Yaktribe, making it possible to take the original gangs + supplements.

Starting with 1100 creds and 50 exp. to buy skill upgrades (I imagine this would be enough to create a decent gang with some upgrades, but I could be wrong, never tried a resurrection format in Necromunda before)

We will be playing a special scenario made for the event called ”The Senator’s Bastard Child”, so be prepared for anything! I’m toying with the idea of a kind of participation gang so you can join even if you don’t have a gang, so let me know if you’re interested in controlling a band of rogue NPCs. Also, let me know what gang you will be bringing.

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Oldhammer Painting Competition
Simple and plain! We have 3 categories - 1) Single mini, 2) Mounted/Big Guy and 3) Vechicle/Monster/Unit or Team (basically an Open category)

There will be prizes for 1st, 2nd and 3rd place and overall winner! Thank you to our gracious sponsors, Old School Miniatures Company and Knightmare Games!

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Buy - Sell and Swap
We will set up a couple of tables for buying, selling and swapping Oldhammer-style minis and terrain. Benjamin (the Mordheim host) will be bringing some of his custom-made terrain, and several other people have already confirmed they will bring stuff to trade.

-------------------------------------------------------------

The venue:
We are members of a local gaming club, aptly named Rogue Trader København https://www.roguetraderkbh.dk/, centrally located in Copenhagen, which can fit 10-12 tables of different sizes, 20-30 players. We also have access to a larger venue close, should the event prove more popular :)

We hope to see you there!

Sincerely,
Thomas, Benjamin, Laze and Nils

tisdag 23 januari 2018

My favorite Herohammer magic items

We all have some magic item we prefer to use over others, be it due to some nostalgic reason, points-efficiency or because it fits your theme.

Here´s a list of my favorite items & a few words on why I like them. I won't mention race specific items as they´re too narrow.

Magic Weapons:
1. Executioner's Axe: This magic weapon might be the very best weapon in the game. Not only is it reasonably cheap (50 pts), it gives you a great weapon (+2 Strength, strike last) & what might be the best ability in the game. If you roll a 6 to hit (yes to hit, not to wound), then your target is automatically slain, no matter their toughness, save or amount of wounds. Not even specialsaves can be used as no wound is ever inflicted, it just outright kills your opponent.
Imagine the odds on a 4 attack model (most lords have 4 attacks), 66,67% chance of killing your opponent, now imagine it on something frenzied, you're almost guaranteed a kill. You just have to make sure you survive long enough to use it since you strike last.
Even if you do fail to roll a 6, you still have +2 Strength & it doesn't allow any armoursaves. This weapon is insane!

2. Flail of Skulls: Imo the most reliable weapon in the game, it counts as a flail (+2 Strength first round of combat), the skulls then bite into their enemy, doubling each wound caused. At a mere 30 points, without any drawbacks of striking last, this is imo the most efficient weapon in the game, it gets the job done & it does it well. I also like the idea of a flail topped with skulls.





3. Parrying Blade: This is a rather odd choice compared to the other weapons, but this is actually one of my favorite weapons. Sometimes you need to make sure you have a few magical attacks in your army, this might be due to etheral enemies or something else. That´s when I bring this weapon, imo this is perfect on a wizard or army standard bearer, it gives the character a small amount of protection & it gives you a few more magic attacks.
I used this on my Liche back in the day, together with Cursed book as the only protection & he still survived most games. An extra plus is that it is one of few items that offer some protection against Executioner's Axe (by reducing the amount of dice the opponent roll, you reduce the chance of a 6 showing up).

Magic Armour:
1. Armour of Meteoric Iron: It´s rather hard to get a good save on a character on foot, but Armour of Meteoric iron does just that, a 2+ save while on foot is good protection vs anything except the strongest of characters & monsters. I like putting this on my Army standard bearer, which is usually rather weak (especially if on foot), it's cheap, it allows the bearer to stay alive vs troops (make sure you don´t accept challenges unless it really helps you), Another item that gets the job done.

2. Armour of Fortune: My favorite armour in the game, for a mere 15 points you get heavy armour & a 5+ specialsave, on a mounted character this usually means a good armoursave followed by a decent specialsave, very point-efficent.

3. Charmed Shield: Ok this is an item that might do nothing, but it might also save your characters ass, I´ve used this on everything from my general, my armystandard, fighty heroes down to lowbie champions that I include just to be able to challenge. The reason I like this isn't because it is great or even good, but rather because it might be great.
It might negate a hit that would do nothing, but it might also negate a hit from a Cannonball, deadly spell, an exploding Heart of Woe or a 6 from Executioner's Axe.
It´s the potential I like in this item. Just imagine the face of your opponent when he rolls a hit with his artillery, you fail the look-out-sir roll & then just shrug it off with your 5 Point shield, I´ve done it a few times, it's fantastic ;)

Enchanted Items:
1. Ruby Chalice: 2 of my old regular opponents played very shooty lists (High Elves & Lizardmen), this item stopped them from killing my main unit, -2 to be hit by shooting attacks is nothing short of amazing, even something reliable like an elven Bolt Thrower will hit the unit on a 5 or 6, add to it that it also punishes the opponent in close combat (-1 to hit) & well this is imo a well rounded item that helps you out no matter what.

2. Amulet of Fire: Magic is one of those things that can dominate a game of Warhammer 5th edition, this item is rather risky, but the reward is usually worth it, most opponents doesn't want to cast their deadliest spell on a unit containing this item, at the risk of it being dispelled on a flat 4+, that´s the charm of this item, it means most opponents target something else, something less valuable, just because of the 50/50 chance of their spell not working.

3. Heart of Woe: This is an item I often include in my armies more because of the fun factor, rather than the potential of damage. This item forces your character to die before it works, but it also means your character goes out with a Boom, I like putting this on a cheap hero or champion & direct his ass towards something nasty that relies on toughness or armour rather than specialsaves to survive, the character usually dies, but takes his target with him.

Wards:
1. Black Amulet: Very powerful wardsave, but the thing that makes this one stand out is the fact that it rebounds any wounds it saves back onto the attacker.



2. Dawnstone: This item really isn't as great as it first looks, while re-rolling a 1+ or 2+ armoursave is good, it doesn't really save vs the problematic characters, the ones with high enough strength to bypass your armour, but I still like this item because of nostalgia, it was my go to item when it comes to protection for a very long time until I realized how much better most other protective gear was.

3. Jade Amulet: This might be my favorite magic item in the game, it costs a mere 5 Points, gives its wearer a 2+ wardsave against 1 wound suffered. Killed an enemy with Heart of Woe? No problem. Failed that look out sir roll against that Cannonball. Don't worry. This item is basically never useless, for just 5 Points you get was is basically 5 out of 6 times better than an extra wound. I really can't tell how many times this 5 point item has saved an important characters ass.

Bound Spells:
1. Pipes of Doom: Expensive as hell, the damage output is rather low & it can only be cast on cavalry units, but the important thing here is that said cavalry unit can't charge, by using this item vs a Bretonnian player, I forced him to change his list to include scrolls just because he got fed up by this item.

2: Ring of Corin: Removing enemy magic items before they can be used is always good, especially in open list games.

3: Ring of Volans: This one is more because of the fun factor than raw power, you have no control over which spell it contains, but casting a teleport or protective spell with an army that normally don't have access to such spells can be very useful, timing it when the opponent has run out of winds of magic cards might be game changing.

Wizard Arcana:
1. Staff of Osiris: Bound spells are generally a good thing to have in warhammer, this is one of my favorites, I like putting it on a mounted character, that way I have a portable Bolt Thrower, which means you get an easier time hitting the flank of a nice juicy knight unit.

2. Chalice of Sorcery: Winds of Magic cards are needed to draw Power & dispel cards, the Chalice of Sorcery lets you draw extra cards, which means a higher chance of casting your own spells & dispelling the opponents.

3. Dispel Scroll: Yes I know, it's boring, but it's reliable, it's what keeps magic from dominating, I used to run a level 4 wizard with Chalice of Sorcery, 2 Scrolls & Jade Amulet backed up by a level 1 with scroll as well as a champion with Amulet of Fire just to make sure my opponent wouldn't get too many spells through. In general I go with 1-2 scrolls, this makes sure I can dispel that critical spell when I'm all out of winds of magic cards.

Magic Standards:
1. Banner of Defiance: While static combat resolution wasn't as great as actually killing your opponent, having a static combat resolution of 7 (3 ranks, doubled + banner) meant that the opponent had to kill a whole lot of enemies to win a combat. I really like this banner on defensive units with many ranks, you can just take the charge & drive the enemy away, while you may not pursue, the odds are quite big that you can catch the fleeing unit in your turn.

 
 
2. Banner of Might: No need for an explanation imo.

3. Standard of Shielding: This banner is a personal favorite, I've used it on medium cavalry such as Winged Lancers & Marauder Horsemen to give them a decent 3+ save, I've put it on Knights of the White Wolf to get them to a 2+ save, not to mention all the 2+ save cavalry which gets them to a 1+,  making them immune to S3 attacks. This banner is also good for turning basic 5+ save infantry into decent tankers, not to mention all elven spearmen, which get a 3+ save. Chaos warriors with Chaos armour can have the same save as heavy cavalry!
The only times I don't think this banner is useful is when the unit has no save to begin with or you want a unit to retain its status as fast cavalry.

Some fun combos I used to play with:

Heart of Woe + Potion of Strength: Gulp down that potion, charge the toughest opponent there is, cause a wound or 2, die on the retalion & go out with a boom!
Even better for Undead with Carstein Ring, the Vampire can nuke the enemy & return to Life at full health!

Skull Staff + Ring of Corin: As the opponent has to reveal any items that come within 12" you don't have to guess, I used this combo for a long time on a flying wizard to remove the enemies Black gems of Gnar & Crowns of Command.

Cloak of Mist and Shadows + Talisman of Obsidian: Expensive, but now you have a character that can only be hurt by Magic Weapons, so he can fly around causing mischief in the enemy backlines, very useful if they have some form of ranged attack or can cast spells. I believe you can imagine how annoyed an Orc & goblin player with lots of fanatics is by this build.



I haven't mentioned some staple items such as Crown of Command, Black Gem of Gnar, Forbidden Rod etc etc, it's not because they're not good, quite the opposite, they're so good that they've become boring imo & I try to stay away from them unless it's very competetive gaming.