A while back I got a personal message over at the Bolter and Chainsword. I ignored it as I have much more important things on my mind than miniature soldiers. However I’m not an asshole so while trying to get to inbox zero, I read the message. It was a request for photographs of the Hakanor’s Reaver model I did as a tutorial when the last Chaos Codex came out. We were trying to do tutorials for all the new official renegade chapters. We never made it. People promised to do tutorials and then didn’t. I took on two difficult to paint chapters and completed both my tutorials. I personally think the second tutorial model is far better painted, I allowed myself to do more elaborate highlights on the trim for instance.
Anyway I asked the dude to send a real email detailing what he wanted. Turns out they are working on some sort of fan publication. They want photos of all the official GW Chaos Renegade factions and they also wanted action or staged shots. Now I live in a modest apartment in East Vancouver. I don’t have room for a gaming table. I don’t have the vast, vast, majority of my gaming terrain with me in the city. However loyal readers will remember I started a new large terrain project, but like most things in my life the last five or six years it got derailed…
I told the fellow I only had an iPhone he assured me those were pictures of sufficient enough quality. So I stopped rioting long enough to take a couple dozen pictures, even setting up my finished terrain tiles in my living room to take a bunch of staged photos. I put them up on Flickr but I’ll cross post a couple here.
The Immortal Brush is a local painting competition in Vancouver put on by Darren at Strategies. I actually remembered to drop off some entries this year. I don’t usually paint for competitions and I didn’t paint anything special this year, I just entered two categories using models from my Chaos 40K army or armies. My chaos army has gotten so large it is probably better to think o f as three armies.
Into the fantasy squad category I entered five fairly recently painted plaguebearers. Most of those models have likely been featured on this blog.
My more impressive entry is “The Council of Chaos”. You have to enter five models on 40mm bases or smaller in the sci-fi category. It doesn’t have to be a legal squad so I cherry picked some models from my collection. I chose models that have never been entered into a painting contest, certainly not Darren’s. I also then chose one representative of each chaos power and one worshiper of chaos undivided.
The models I chose were mostly character models, models that have lead my armies in various tournaments. I wanted to use Da Kanopena, as it was my newest spiffy model, even though some people like his little buddy better.
To represent Tzeentch I went with my renegade with lascannon conversion. Which I can’t seem to find a picture of online…
To represent Nurgle I settled on Malefactor the Marred, at least I think that is the model’s name. He’s on a 40mm base, the same one as the Phantom of the Rock Opera and was painted around the same time. He was actually used in some games, unlike the Phantom.
Finally for my undivided model I chose my Chosen with Autocannon or Renegade with Autocannon conversion, the one everyone likes. I was worried it was on too big of base, but Darren has no problem with it.
These five are all visually cool looking and they fit together due to the purple and black motif. I think the Nurgle guy is well painted but the Phantom and the Khorne guy got the initial glory from people in the store.
I want to try and swing by tomorrow around 4pm to see who wins and to see the other entries. I also want to check out some of the free concerts and other stuff happening in Vancouver as part of Main Street Drift.
Today I haven’t painted a single brush stroke. I’ve been so unproductive and lazy I forced myself at around 4:30pm to bike down to Grand Prix hobbies to buy some styrene. I’ve been hanging out more on the Waaagh and I want to get my Looted Wagons armed correctly and fully painted for this edition of Warhammer 40,000. I also plan to do at least two Battlewagons which will be converted and kitbashed but first I need a new job.
I actually have a job interview Tuesday afternoon. However I have my doubts about the position and the job offer. The company is a startup and although I’m totally willing to work for a startup, I don’t know what they actually do or how they plan to make money, besides the ever trendy “social media“. Seems to me that the social media field is a lot more crowded than it was three or better still four or five years ago. I know as I’ve been blogging for a long time. Anyway we’ll see what the CEO has to say.
I ended up buying more than a few tubes of styrene. I forgot how much styrene and Woodland Scenics stuff they carry. I think they get some model train people, scale modelers, and maybe even a few architects or students at least. Imperial Hobbies has a lot of stuff too, but I always think that is farther to go. Grand Prix is a decent bike ride, but you can still bike there and back in under an hour I imagine. I usually stop somewhere else on the way back…
I couldn’t pass up the battlefield styrene. I’ll probably cut one of them up. The tubes will also serve as pipes and what not, but some may get turned into gun barrels. I wanna order some more paint and of course Forgeworld goodies, but first I have to paint some Diseased Sons, then assemble and paint some more Chaos Space Marines, then two Forgeworld models… Then maybe I won’t feel guilty buying some small Forgeworld stuff.
Plus I’m going to get back to making terrain tiles every couple of weeks. I have to assemble another paint rack. All these plans don’t leave a lot of time for Warhammer Fantasy Battle. If I want to play that game, the Daemons are ready to go, but they always lose, so I’ll have to finish off another goblin unit. I plan to paint some Slaneesh daemons gradually, possibly over a grey basecoat which I’ll continue to experiment with. Painting even a dozen Slaneesh daemons seems easier and funner than 25 Ork Boyz or even 66 goblin shields…
Waaagh Musk 40K, requires lots of touch ups, and re-armings. Last night I did further revisions to the army list, I added and removed some vehicle upgrades, and I think one of my dreads will get a weapon swap, and I might as well give the Blood Axe nob a powerfist too… It might sound like a lot but there isn’t very many Orks in Waaagh Musk at 1500 points. I do have to do up five large vehicles, which I usually hate to do, but Ork vehicles can be made a lot funner and less work through heavy drybrushing and crazy weathering techniques.
Stay tuned, I might paint something late at night. Last night while I couldn’t sleep I tried out the Vallejo paint on gloss varnish, it worked great on the Bloodletter’s horns. If not tomorrow I will begin work on the last Purple Plaguemarines/Nurgle renegades I will ever paint, I mean it this time.
I procrastinated away the morning. I just lay in bed for hours. It is too bad you can’t just visualize the model being finished then it will finish itself.
I’ve spent the last three plus hours painting purple flames. So I decided to celebrate and take a picture of the models, especially the base of the Terminator Lord. I used a different camera position so hopefully all the work I’ve done on the resin base is visible. Before anyone asks it was made by Scibor. Gotta find the link now.
The purple flames are my new dark purple recipe with slight variations for where on the model the flames are. The 3D flames are highlighted where as the free hand flames are painted with the lighter colours in the centre. You can have it both ways as far as I’m concerned. I mean they are demonic purple flames, the laws of physics don’t apply.
I still have to paint:
Silver metallic bits
Bones and Skulls
Belts and leathers bits
Terminator Lord’s Loin Cloth
The Sorcerer’s Force Weapon
Then it is final details like eyeballs and touch up work. The grey stone on the bases needs a little touch up, but I’m waiting until after I do the Brass Trim. The Sorcerer’s base actually has a lot more detail behind him, bricks, skulls, shell casings etc. It is going to be a long night, but I think I will soon leave the house and get some fresh air and a bite to eat.
My right knee is really bothering me. Too much time spent hunched over the painting table this week…
That’s right, this week in our Mighty Empires Campaign it had been decreed by the store owner that everyone who showed up would take part in the Battle Royale Mission as per page 406 of the big red rulebook. I read the rules and knew right away I wasn’t winning. Even with some changes and additions to my army there are a lot better armies in our campaign and I always seem to get ganged up on whenever games like this are played.
When we showed we were divided into two groups, those at the top of the campaign standings and those like me at the bottom. You’d think this would increase my odds, but some new players had joined including an Ogre army that was really nice and really intimidating sitting on the table top. I took a bunch of photos of the armies being unboxed to show the folks in Austin and Ron from From the Warp what painted armies look like. Apparently in places other than Vancouver, people can’t be bothered to paint their armies. In our campaign at the store I go to, if it ain’t painted you can’t use it. Not just primer either, painted, multiple colours and based or you play down points or not at all in the store. I’m sure people field partially painted models now and then, not me of course, and if you look at the armies and the photos from our game, you won’t see much that is undone.
I volunteered to lead our table and keep the five player, unusual mission game, moving. I was better at that than I was at actually played the game. Our game went way smoother than the top players who had tonnes of Level 4 wizards and the more blood thirsty lists. I also think several of them spent gold to go over points in order to try and win. This week there was to be only two winners, though I think some other folks might have got an extra campaign point or two…
We rolled to see who went in the middle after setting up the terrain and objectives. I rolled one, but Ben also rolled one, so we rolled off, and I rolled one again. I deployed first in the centre of the table where everyone could see me and potentially charge me early and often. I set up so I could quickly secure three objectives. This seemed like a sound strategy and in 40K it probably is. But none of my Nurgle Daemons have any shooting attacks so standing around isn’t usually in their best interest, especially when magic spells are getting hurled at you.
Ben should have had to deploy second, but he had the Scouts campaign event which complicated things a bit. The ogres set up next and it turned out my entire army had their backs to the entire ogre army. I knew eventually the Plaguebearers would be charged in the rear, the question was when? Taking a huge unit of ogres up the ass was going to hurt…
Pavol, the Undead player, got to deploy last which has its own disadvantages but he rarely got charged as a result of always going last. The lizardman player wasn’t the best Warhammer Fantasy Battle Player and he was too conservative and indecisive he never wanted to cross the potentially mystical river and that hurt him. He hurled spells and did other annoying stuff but in general most of the game took place on the other flanks and it was the big battle surrounding the Plaguebearers that would determine the winner.
Warhammer Fantasy Battle is funny, I can tell you exactly where the pivotal battle will take place as soon as people start deploying their armies. I’m not even good at the game, so either I have some innate tactical ability or it is fairly obvious that the empty spot between certain units is where they will meet and the game will be decided. In this case it was between the Plaguebearers and the Beastmen. And due to the fact the ogre guy played it very conservative early on, the Plaguebearers and Beastmen beat each other up and the Ogres ran in and just pounded on the Plaguebearers from behind. The ogres would have won the game until the Undead player got involved and even the Lizardmen player started casting minor annoying spells his way.
It wasn’t everyone versus the ogres, it was everyone versus me as I was in the middle. After five turns there was only two combats I didn’t take part in and they were both in the far corner of the table between units that never really did anything in terms of capturing objectives or killing generals, ie what the mission was all about.
I kept the game moving and light hearted. I’m the one that was destined to get the shit kicked out of me and my legendary bad luck reared it’s head but I learned a valuable lesson. Don’t make your general a spell caster, especially if your general is a 300 plus point daemon prince. The one spell you get isn’t worth the potential miscast result. Making your BSB a spell caster is also unwise, but I believe Lizardmen players frequently do both, but they have 40 Saurus bodyguards for their Slann and Slann are not helpless they are tough old buggers.
So yeah I move, take some objectives. Magic and shooting are minor, but the undead player has some spell that does damage to every enemy unit on the board which is bad for us all, and it usually fell to me to stop him from casting it, using my Spellbreaker ability or all my dispel dice. I was a good team player even though people kept attacking me.
I decided to get more aggressive and with the ogres looming marched away from them to fight the Beastmen. I didn’t think I’d dispatch the beastmen, in fact I thought he’d charge me, but he waited to get flank charges, but Slime Trail negates that to some degree. The ogre guy continued to wait until he thought it was prudent to charge. The lizardman player had cast a bunch of spells at Slim. He took Lore of Heavens, which obviously he must like, but looking it over I don’t think it is that great, it does do extra damage against models that can fly though.
I didn’t like this so Slim and the Beasts charged the closest Lizardmen. One unit fled so both Slim and the Beasts of Nurgle hit into some Skinks. The Skinks stood and shot and managed through poison to kill a Beast of Nurgle they’d already wounded in the previous shooting phase. This only upset me more so Slim cast his one spell on the Cold One Knights with the fancy banner. It wouldn’t even do anything to them really, just weaken them for a turn that they weren’t even in H2H but some how I got it in my head to use my last three power dice having already tried to cast my Tzeentch spells or the Tzeentch spells that were in range. I promptly rolled two sixes.
No big deal I thought. BibbltyBobbltyBoo had already miscast the turn before and I made my ward saves and nothing happened. This time I rolled 3. This meant a Strength 10 hit, Slim is a big boy, he has four wounds, then the next part said I had a 50% chance of just plain disappearing. Oh it wasn’t a Strength 10 hit on all my spell casters. It was a Strength 10 hit on all models under the large template centered on Slim. This killed 5 skinks and wounded the Beast of Nurgle, but Slim was fine.
So I had to make one 4+ or Slim would die, I of course rolled a one.
All was not lost, the Beasts rolled up 14 attacks and crushed the skinks, then they fled into a unit of Sauruses who panicked and I wiped both the units out through the magic of Warhammer Fantasy Battle. Both the Ogre and Beast player saw this coming and after losing my Daemon Prince I wasn’t crying any tears for the Lizardman player.
I ended up having to fight another unit of Saurus Warriors this time armed with spears. And if you have spears and someone foolishly charges you, well they get what they deserve. I didn’t foolishly charge, I pursued into them perhaps…
I just realized we might have forgot the new 8th Edition rule where you get +1 Combat Result bonus in the turn you charge. I charged many times and I know I never took that bonus. I gotta write down about a half dozen rules on queue card…
So with Slim dead and the big hoedown underway on the other flank a lot of dice were rolled. Even more dice were rolled when the ogres charged one turn later into the rear of the Plaguebearers.
In the first turn of the hoe down, the Plaguebearers actually won. The Centigures failed their fear test and then their break test and basically ran off the board. The giant jumped up and down on Plaguebearers for three turns killing about a dozen all told. The Beast Lord was always toughness 8 or something despite much talking up of him, the Beastmen lost combat every single round.
The Beastmen, the Giant, the Centigaurs, even the Ogres when they showed up all strike before Plaguebearers. It really is a huge disadvantage being initiative one.
None the less I knew all about it and after losing a bunch I got to return fire. I forgot my poison attacks against the Beastmen, but I remembered it against the Giant and Centigaurs. I won combat and the Centigaurs ran away.
After another turn of magic and shooting, BibbltyBobbltyBoo had to get into H2H too. I charged the Dire Wolves but I didn’t expect the Varghul to be able to run around the end of them and flank charge me. I still don’t have the subtleties of movement down. This was to be the end of my Herald of Tzeentch.
The Plaguebearers had always been dead men walking. The Impact Hits, Thunder Stomps, regular Stomps, and the Tyrant, the Butcher and god knows what else killed about 14 Plaguebearers in one round. Despite that I survived, killed enough Beastmen so they had to take a break test and even with the general and battle standard reroll they ran. The Ogre player tried to claim he routed them as he won combat overall, but he never killed a single beastmen all game.
Anyway turn four or was it five, anyway the third turn of the big fight and the Undead joined in with a flank charge on the Rhinox unit. They didn’t do much but die in droves, but it was enough to hold up the ogres and allow the Undead player to do some other stuff and he ultimately won the game. The Plaguebearers were truly doomed this turn the Giant jumped up and down on them and then Ogres finished them off. The Ogre player challenged Harold and he couldn’t hide. I’d already sacrificed my unit champion fighting the Tyrant the turn before. The Beastmen player tried to kill Harold the turn before but at Toughness 5 he’s harder to kill then the rest of the unit…
He was no match for the Tyrant though. I think I did a wound though, he struck last as the Tyrant had a Great Weapon.
So I was out of the game now with one turn to go. Magic was causing less and less of an impact. The Beastman Bray Shaman had miscast earlier and lost a level and a spell. He also broke and ran for a while. The Undead Player either kept failing to cast stuff or had it dispelled. The Ogre player added and removed wounds and caused a panic test or two, but they weren’t game winners. The Lizardmen guy cast the most spells but all he killed with them were Gnoblars (the red coats) and Dire Wolves in the second half of the game.
I determined it was a tie so in GW style we diced off and the Ogre player lost after the Undead player rolled a five. Darren was willing to have a tie but in the end it was decided Pavol was the big winner and the Ogre player got an extra campaign point too, as Darren felt generous I guess.
After the game I walked to the Five Point, had a beer and something to eat and revised my army list. I had gold to spend so I promptly started spending it. I went a little overboard with Daemonic upgrades for Harold and BibbltyBobbltyBoo. The first thing I bought Harold, even though I was very satisfied with the Banner of Unholy Victory, was an even more expensive magic standard. There is no limit on points for this so I opted for the Banner of Hellfire, reasoning that every game the enemy surround the Plaguebearers and beats them down eventually. They are just CORE troops after all, 12 point models.
I buff them up as best I can with a Herald of Nurgle, but they need to do more damage so the Banner of Hellfire can potentially kill a few models every magic phase. I also learned recently that you can use Breath Weapons in H2H. Previously I thought Stream of Bile was useless for Harold as no one was going to stand still in front of 35 or 40 Plaguebearers. But 2D6 extra hits in one round of H2H that could be a game winner.
Although having something to do in the shooting phase, was a novelty and technically I might have killed 25 points worth of Dire Wolves, there are other options for BibbltyBobbltyBoo’s daemonic reward points. Spellbreaker (dispell scroll) is handy but generally when someone really wants a spell cast they just giver and miscast. So after doing math I opted for no Slime Trail and Master of Sorcery for my Herald of Tzeentch.
Some people are convinced that every Lore in the big red book is better than every other magic spell list currently in print. I’m not so sure of this, but knowing six, neigh seven spells, sounds useful. I actually rolled a six and got the big Tzeentch spell but I don’t own any Horrors let alone have any painted up and with me at the store, so I traded it in for the default. When I got home I looked through all the spells of all the lores, looking for stuff that was easy to cast, as I still only had a Level 2 magic user.
Having spent 405 points on heroes I needed to spend 120 extra points and baring being Fool’s Gold’ed I would have that much or more next time I show up for the campaign having saved 110 gold up already. So Slim could cost up to 405 points too, I considered all his options and gave him Wings (as he has them), Mark of Nurgle (which does nothing) and Trappings of Nurgle which I always wanted so he’d have an armour save, he also now had regeneration which isn’t as good as it used to be.
I then bought the three Beasts of Nurgle, they aren’t great, but they are better than Nurglings and I only had the three painted. If I buy another Nurgle Daemon ever, it’ll be another Beast of Nurgle. I then figured out how many Plaguebearers I could buy and still have full command and the Icon of Eternal Virulence. It turned out to be 37.
When I got home I went through the spell deck. I like hexes as you cast them without line of sight on models in H2H. But mainly I was looking for easy spells to cast so BibbltyBobbltyBoo could get off a couple spells a turn. I had already gone over the evil half of the Lores thoroughly and although I like the Lore of Metal, it was not the winner. Lore of Light was an early favourite as there is a perverseness in taking it. Then I read Lore of Life, more specifically the Thrown of Vines spell. That seems awesome to me, you cast that and then you are safer from miscasts and almost all your spells are better.
Casting Speed of Light on the big unit of Plaguebearers and having them strike at Initiative 10 instead of Initiative 1 would be pretty awesome but when I got to the last set of spells in the deck I remembered Transformation of Kadon. This always seemed pretty cool but at 16+ to cast it wasn’t easy and BibbltyBobbltyBoo would obviously have to risk a miscast to pull it off. However it just so happens I have a fully painted Manticore sitting in my miniature case. The rest of the spells aren’t bad. Nurgle is supposed to be all about toughness so boosting that makes some sense.
The Beastmen player used this Lore and it didn’t accomplish much but he didn’t have ALL the spells. I could just cast “The Flock of Doom” every turn on a 4+ until I was ready to go for broke. BibbltyBobbltyBoo is not a H2H Juggernaut but turn him into a Monstrous Creature complete with Thunder Stomps… I thought the Manticore would have Poisoned Attacks, it doesn’t, but Killing Blow is possibly better.
So yeah next time I play in the campaign I will have 1600+ points on the table and I will be casting from the Lore of Beasts. I also decided that I need to keep my army tightly deployed like a fist. This mission was strange so spreading out to capture multiple objectives made sense, but since every game I’ve ever played with this army, the opposition tries to gang up and multi charge the big unit of Plaguebearers, I’m sticking Slim on one side, the Beasts on the other side, terrain willing of course, and I’ll hide BibbltyBobbltyBoo behind them or in some trees again and just annoy the enemy until I’m ready try to become a Monster. Maybe if this actually works I’ll have to get an even bigger monster to turn into. Or maybe like a lot of my plans, it looks good on paper but I’ll just get stomped.
Once again I’m sweating profusely while typing this up. It is 9pm and the sun has gone down. I haven’t painted a thing all day. With Astronomi-con Vancouver looming I have to finish a model a day for the next five days, despite the heat, and all the other things I need to accomplish.
Last night or this morning I was lying in bed thinking of changes I could make to my Warhammer armies to try to actually win a game of Warhammer Fantasy Battle in 8th Edition. There isn’t much I can do with an all Nurgle Daemon army at 1500 points. I can add or subtract Plaguebearers, Nurglings, and Beasts of Nurgle and none of them have done much on the table top. The Herald of Tzeentch might keep a few more of my models from dying in the magic phase but in general I have to play with the models I have painted.
After finishing the sorcerer I picked up yet more hobby supplies and looked for work. A lot of jobs seem to be good fits for me this week and I talked to a CEO of a startup so maybe my third lengthy period of unemployment post-MBA will finally come to an end. I really don’t care what I do, all experience will obviously help me, and I need money as I have too much debt. But that’s not what my few readers care about.
I just finished writing a new army list at 1500 points, as that is the magic number at Strategies. Bigger games obviously are possible as I have a lot of models painted and quite a few unpainted unlike the Daemon army which is mostly painted except for a few odds and sods OOP models. My army list is goblin heavy and I’ve been trying to embrace that. I even tried to go all goblins, but in the end I couldn’t say no to a 5 point bully and the Big Waaagh spell list. So my 1500 point army list actually has 2 orks in it. My 2000 point army list will have more orks and to save on painting but also so I can have a magic banner (Mork’s Spirit Totem) I’m breaking my vow of no Big ‘Uns. I’m still unlikely to have Black Orks, though some Savage Orks might be fun, especially if new plastic models are in the pipe line as rumored.
Picking my daemon list is easy, my Ork and Goblin list takes a lot more time. I have a lot more options, even with only a few units actually painted. I painted so many goblins (with a tiny bit of help) that I can add or remove dozens of models from units, which doesn’t do that much, but it means I pick my CORE last. I pick my warmachines first as I want them to be central to my army. They shoot over the goblins, which in turn shoot and cast spells at the enemy until they get annoyed and charge or I get to cast one of the movement spells and opt for a surprise charge. The Fanatics of course get in the way of the enemy.
Having dealt with Leadership 4 Night Goblin mercenaries I’ve been thinking of ways to increase my leadership. I still don’t want an Ork general, but I can switch to a Goblin Warboss for one more leadership over the Night Goblin Warboss I added last time I revised the army list. I also decided to put him in with the unit of spearmen and to move my Goblin Battle Standard Bearer to the big unit of archers as that will keep them from running away better than the sorcerer who I had leading the unit. My yet to arrive new Night Goblin Boss figure will still go with the blue archers, but he’ll be demoted to Big Boss and I doubt I’ll bulk that unit up anymore. This all means that I need to paint two hero goblins, which will be a pleasure, something like seven warmachine crew and then base up everything that doesn’t have it’s base finished, which is every model not in this picture.
So without further ado here is the army list:
SPECIAL: Rock Lobber with Bully 75pts
RARE: 2 Doom Divers 160pts
LORD: Goblin Warboss with light armor, shield, Talisman of Preservation, and Martog’s Best Basha 131pts
LORD: Night Goblin Great Shaman with Staff of Sneaky Stealing, Amulet of Protectyness, and Magic Mushrooms 235pts
HERO: Goblin Big Boss Battle Standard Bearer with light armor and the Spider Banner 112pts
HERO: Night Goblin Big Boss with light armor, shield, Mad Cap Mushrooms, and Ulag’s Akrit Axe 79pts
HERO: Ork Shaman, Level 2 Wizard with the Horn of Urgok 140pts
CORE: Blue Archers, 24 Night Goblins with Bows, Full Command, 3 Fanatics, and Nets 202pts
CORE: Purple Archers, 28 Night Goblins with Bows, Full Command, and 2 Fanatics 154pts
CORE: Spearmen, 44 Goblins with Spears, Shields, and Light Armour plus Full Command 240pts
After working out all my heroes which I really need to keep the goblins from running away and to try not to get raped in the magic phase, I priced out all the blue archers, this is my smallest unit, but with max Fanatics and Nets and a Big Boss geared offensively they are both my most expendable unit and the one I’d like to send out first from my lines. I’d just as soon not get into H2H with the other units as their main goal is to keep their heroes alive.
I also moved the Mad Cap Mushrooms to the Big Boss, this unit is almost completely painted and should be easier to base and make the movement tray for as it is half the size of the other archer unit.
For the purple archers I wanted to make them a Horde so that meant three rows of at least ten. They also have two heroes the Battle Standard Bearer for his Leadership 7 and the Night Goblin Shaman who is the most expensive model in my army. Hopefully even at Level 3 he can do a good job at dispelling and combined with his Sneaky Staff he should. The Magic Mushrooms are just for fun and so that I can avoid an unlucky failed casting. The Ork Shaman is my offensive magical force. He should have better spells and at 2000 points he’ll be a lot more powerful due to the unit of Big ‘Uns, Waaagh Paint, and Mork’s Spirit Totem. I really think both my armies will start to come into their own at 2000 points…
The last unit I priced out was the biggest. Previously I’d stubbornly insisted on fielding 65 Goblins with spears as that is how they are ranked up in my miniature case, but honestly once you get past four rows of ten, the rest are mainly human shields and based on how my games have gone lots of my models get killed before they get to fight anything. I think this army will do most of it’s damage in the shooting and magic phase with my heroes occasionally having a good round of H2H. The rank and file mainly will die in droves. In order to maximize my Fanatics as much as possible the final unit ended up being 44 strong with full command. This will necessitate me making three more movement trays to play this army at 1500 points but that’s alright, they aren’t as much work as painting and basing the actual models. Eventually maybe I’ll have a whole collection of custom movement trays.
I haven’t priced it out, but I know what I want to add at 2000 points. Waaagh Paint and Mork’s Spirit Totem and a unit of Big ‘Uns on foot with Choppas and Shields will eat up most of the points, but I’m tempted to buy another small Night Goblin Shaman just to get certain other magic items, like say a Dispell Scroll but honestly with all the anti-magic I will have thanks to other magic items I don’t really need it. Usually when someone really wants to cast a spell they risk the miscast to get Irresistible Force. I’ll also probably bulk up the purple goblin units a bit as I have the models painted, unlike the Orks on foot which I only have a handful painted.
I wanted to do a Horde of Orks but honestly I haven’t benefited much from the new Horde rule. I think I’ve fielded the two largest units in the Mighty Empires Campaign and I’ve yet to win. I think higher initiative is still more important than just masses of expendable bodies. Leadership is even more important than Initiative which is why I fitted in the Horn of Urgok into this army list. That will increase my Leadership army wide with a one in six chance of the Shaman carrying it taking a wound. That’ll probably be the first thing I try to cast every Magic Phase, at least while the Shaman has two wounds.
And two more losses. I’m beginning to think I’m the worst army list selector in the world. Night Goblin mercenaries have leadership 4! Of course they were in range of both my general and the battle standard bearer when they panicked and ran in the first game, from Salamander fire. Didn’t know they shot that far and force mandatory panic checks. I don’t know much about the army lists I don’t own, playing something like 5 games since 4th Edition.
Anyway this was week two of the Strategies Mighty Empires campaign and I was tied with two other people for last. It was also mandatory mercenaries week and in my defense I didn’t have any options. I did Nurgle daemons as I own them from my 40K army the Diseased Sons, I just painted more, a movement tray, and ranked them up to give 8th Edition a go. The only other fantasy models I own besides one or two more chaos champions, mostly all on round bases, was my 4th Edition Night Goblin army.
Being unemployed and them being close to being table ready, I grabbed one unit, which turned out to be 50 models, threw in a Night Goblin Shaman to help me in the magic phase, as in every game of 8th Edition I’ve played I’ve faced a Level 4 Sorcerer, that’s how I chose the army for this week. It is impossible for Chaos Daemons to have a level 4 magic user in a 1500 point game. If I make and save some gold in the campaign I can add up to another 250 points to my army. But that is going to have to wait two weeks, because I’m going to a cousin’s wedding reception next Sunday. Even the three fanatics I felt a little guilty about taking didn’t really do much, they killed a few Night Goblins and a Plaguebearer or two…
I just realized I forgot my animosity rolls. Oh well I forget lots of rules…
This week I got to choose early, first even of the campaign events and took Building Boom and wanted to challenge Sidhu but he wasn’t there, so I ended up fighting Corey and his Lizardmen. He had a Slann, Temple Guard, regular Sauruses who were the mercenaries, some skinks with blow guns, the big triceratops lizard and three salamanders. Once again we rolled up lots of terrain and lots of it magical. I played the second game on the same terrain approximately we rolled what type of rivers and stuff were on the board. No one ever went in the mysterious forest. I’m beginning to think I should hide behind the scenery, but the Nurgle Daemons don’t even have any ranged attacks and I generally lose during the magic phase, though this week was a bit better.
Anyway I’ve been thinking a lot on what I could do to try to make this army competitive. It is tough at this points level, but I think the long term solution is another unit of line infantry and I’m thinking Daemonettes. Short term the Herald of Tzeentch will be added if for no other reason than defensive magic ability. I also hope to slowly build up some Fiends of Slaneesh, but until then the Beasts of Nurgle will get to come out and play. Nurglings just seems so much worse than other options, even Beasts are no prize. Nurgle appears to have the worst daemons in fantasy, but Plaguebearers are super popular in 40K, getting Feel No Pain and all.
Here is the quick version of the two games, as neither went terribly long. In the first game, my small army in terms of units, finished deploying first and then my scouts didn’t really have any place to go in no man’s land. The mission was a modified version of “Hired Guns” which uses I think mission 4 deployment.
In the first game the Nurglings went on my far left flank as I figured they might have a chance at killing Skinks. The Plaguebearers went in front of the end of the river where the fighting would obviously take place. Fantasy is so predictable in terms of where H2H will take place, I even tried to cast a movement spell but it was mainly a failure, I didn’t get to move far enough to get into H2H and it was ruled I had to go through my own fanatics. I thought the Hand of Gork should pick up the unit, then put it down in a new place…
Anyway there is a good picture of deployment. The dreaded Stegadon, that’s what the big dino is called, rampaged towards the Plaguebeares and despite me trying the tricky magic spell charge, got the charge on me. The Plaguebearers of course held, but that thing is tough to wound. So eventually the Temple Guard got to flank charge the Plaguebearers. The reason the Plaguebearers got flanked charged was the mercenary Night Goblin archers got hit by Salamander flames, which can go surprisingly far. These cause auto panic checks and despite getting two tries to roll 8 or less the Night Goblins panicked and ran, never rallied and disappeared off the board leaving Slim and a lone fanatic at the end.
Before all that happened the Skinks advanced to within 8 inches of the Night Goblins so I remember to send out the fanatics, but one of the many rules is they can’t go through terrain. So I had to redo it as at first I sent two towards the Skinks and one towards the Temple Guard. I also peppered the Temple Guard with 35 arrows and some magic. Despite all the crap I threw at them, they still got the flank charge.
Slim and the Nurglings charged the Skinks. I beat them up and pursued and wiped them out, but this left Slim kinda out of it positionally. The Nurglings went on to charge the Sauruses in the side which obviously didn’t go well. Slim turned himself around and flew back to try and rally the Night Goblins and to charge the Temple Guard in the rear.
I can’t remember all the details, but basically Slim needed to make his leadership test on 8 or less as I lost combat by one after the Plaguebearers were weakened further. He failed, twice! This cost him his last wound. This kinda left my battle standard bearer and a few other Plaguebearers and of course one lone fanatic. I was not lucky with them, I think they killed more of my stuff than his.
After Slim died and the Night Goblins fled I conceded. I then had to wait around to try to get a second chance to win my first game. Eventually I did get to play Sidhu.
His army had a big unit of the elite Skaven with Halberds. That unit also had the Grey Seer, a chieftain and the battle standard bearer. I through a tonne of shots and spells at it, but couldn’t halt it in the end. He also had two Doom Wheels which again I hit with piles of arrows, fanatics, Plague Swords, well maybe none of those, but goblin fists, I think Slim had a go at them too. Both survived with one wound and two respectively. Those things are pretty sick, they get shooting attacks, move randomly but fast, so you can’t stand and shoot them, the rats get 2D6 hits, they get Impact hits which as they go before everything are making me think some chariots will get painted for the goblins eventually. I own one or two unpainted ones.
Anyway you can see deployment. He had mercenary Blood Knights as that was his other evil army. They did nothing effectively, though everything charged the Plaguebearers in the end and after they got hit by the Dreaded 13th spell I conceded. Before all that happened I deployed the Nurglings on the right flank and moved the Night Goblins away from the river so the Fanatics would have more room to go crazy. They didn’t do that great, Sidhu kept making saves with the damn Doom Wheels but I’d have to say they did better than game one.
The Night Goblins got off one volley of 35 arrows and managed to hit the Doom Wheel a pile, but did zero wounds. Before that happened and despite setting up fairly far back, both Doom Wheels rolled very high, survived driving over the flaming barricade (the barbed wire) and smashed into the Nurglings wiping them out.
They over ran and drew out the fanatics and ultimately made it into H2H with the Night Goblins.
Night Goblins with Short Bows have no armour save at all. So even 50 die pretty quickly when anything hardier than a sneeze kills them. In my real Night Goblin army I’d have more of them, more fanatics too, and would have a Great Shaman leading that unit and my Warboss leading the other unit. Plus I’d have my huge block of spearmen to occupy the centre and take the charge. My goblin army is designed to stand around and shoot, the warmachines and magic do the damage and when the enemy gets frustrated he has to risk fanatics and lots of arrows and spears plus lots of goblin heroes.
So yeah two loses and no game next week for me. Eventually I will earn some gold and can add up to 250 more points more to the army which will allow Slim and my Heralds to buy fancier toys, but more Plaguebearers and Nurglings is not the answer. Maybe the Beasts can be useful, but I think I’d rather have 2 Fiends than one Beast of Nurgle. Also the long term solution is another unit of line infantry. 10 Daemonettes with Full Command is 150 points which is 1.5 Beasts of Nurgle or basically 4.2 Nurgling stands. The Daemonettes will have more attacks at 21, the rank and standard bonus, and likely fight before the enemy helping to soften them up for the Plaguebearers. Nurglings have lots of wounds, but they are only toughness 3 and basically always lose combat and just disappear with their Leadership of 5, even 8 isn’t a big improvement.
Nope next month maybe after I get a job if I seriously try to turn this army into something that maybe wins a game, I’ll have to do up at least 10 Daemonettes maybe even 15. Here is my army list, the best one I can make with the models I have painted:
Daemon Prince with wings and level 1 magic ability 370pts
Harold of Nurgle, Battle Standard Bearer, Slime Trail and the Banner of Unholy Victory 200pts
Herold of Tzeentch, Flames of Tzeentch, and Spell Breaker 165pts
29 Plaguebearers, Full Command and a magic banner for 403pts
3 Beasts of Nurgle 300pts
With my last 62 points I can buy five more Plaguebearers or if I get it painted, the Fiend of Slaneesh
About the only magic item I can take that might make a difference is switching from Icon of Eternal Virulence to the one that allows me to re-roll failed to wound rolls. I’ll have to think on that some more. The Harold of Tzeentch will get painted, but after that I need to paint my 2010 Astronomi-con Vancouver army, or at least the remaining 5 or 6 models.