Posts Tagged ‘Warhammer 8th Edition’

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.

The infamous Ogre Army

The infamous Ogre Army

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.

Sidhu's new Skaven Army

Sidhu's new Skaven Army

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.

My Deployment

My Deployment

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.

All five armies arrayed for battle

All five armies arrayed for battle

My first turn of movement

My first turn of movement

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.

The enemy armies advance in turn one

The enemy armies advance in turn one

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.

The Big Hoe Down Round One

The Big Hoe Down Round One

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.

Nurgle VS Skinks

Nurgle VS Skinks

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.

After Slim Blows Up

After Slim Blows Up

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.

Who won this battle?

Who won this battle?

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.

The plaguebearers are dead men walking

The plaguebearers are dead men walking

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.

Another uneven fight against me

Another uneven fight against me

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 end of Round 2 of the Big Hoe Down

The end of Round 2 of the Big Hoe Down

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.

Big Hoe Down Round 3

Big Hoe Down Round 3

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.

The most contested objective

The most contested objective

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.

OOP Manticore

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.

I wish it wasn’t so hot that is for sure…

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.

New brushes and white paint

New brushes and white paint

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.

Night Goblin Archer Horde

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.

Goblin Army

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.

Horde of Plaguebearers with Banners

I give you my latest masterpiece or at least the latest model I had to paint in less than a week so I could use it in the next game of the Mighty Empires campaign at Strategies.  This model will actually represent a Herald of Tzeentch for which GW has not released a model.  I had this Chaos Sorcerer in my spare minis box.  I bought it in 1994 or 1995 to be an ally to my Orks and Goblins.  In the olden days you could take 25% allies in both Warhammer and Warhammer Fantasy Battle.  This lead to some unbalanced armies but it was a fun way to try stuff out.  I got my entire chaos miniature collection as a result of buying some models to use as allies to my orks…

Finished Fur

Finished Fur

I also have a few old Dark Elves which look considerable different than the current excellent models, but those will stay unpainted for a few more years or decades.

This model got lavished a lot of care and custom blends and colours.  It also made use of thinned washes and glazes, both official off the shelf ones and my own one of kind mixtures of water and ink.  I also made use of highlights, lowlights, edge highlighting, even dry brushing.  I was forced to paint the base out of turn as too much Vallejo Beige burped out of my tube and on to my Wet Palette.

Browns I drybrushed on to fur

Browns I drybrushed on to fur

His two companions are even a lower priority and will be finished at a more leisurely pace.  With all the time I’ve been spending on test models and Warhammer Fantasy Battle models I’m going to be really sweating the next 10 days or so to get my final five miniatures finished for my Astronomi-con Vancouver army.  I’ve pretty much given up on even attempting a new Greater Daemon.  George will just have to get dusted off.

The sorcerer got all the extra effort because I thought it would look cool and I wanted to do something different than the Nurgle and Khorne models I’d been painting or even Goblins and WW1 models, something a little flashier.  I even managed to make his grey robe look really cool by using a lot of layers, painting on extra folds, and the last trick was painting in low lights with black or a really dark grey in some parts.

Almost Finished Sorcerer

Almost Finished Sorcerer

The green armour involved going from the darkest green in my collection to a custom blended almost sea foam looking colour made from Emerald Green and Green Grey as detailed previously.

I actually drybrushed the fur.  I first wetbrushed on Beastial Brown, two coats.  Then I used Badaab Black wash in the darkest recesses and Devlan Mud over much of the fir.  This left it a bit too shiny, but several drybrushes later it was mostly gone.  I did a drybrush of Snakebite Leather, then Bubonic Brown, then I mixed up a vaguely orange colour using the Foundation Orange, Tau Sept Ocher, and Beige.  I took a photo of some of the individual colours.

Next I painted the finicky details, but first I had to fix a tiny bit of the grey robe, where my drybrushing wasn’t perfect.  The two pouches used some of the Reaper Master Series paints I bought.  I eventually mixed in some Vallejo Beige to that and slowly built up to almost pure beige.  I also used my favourite GW Wash Gryphonne Sepia.  I also used it on the scroll.  The scroll started out as the Foundation Yellow, mixed in Beige with that to highlight it.  I also used an old Yellow Glaze to age it, a technique I rarely use, but an effective one.  I think I mixed some white in with the beige to do the final highlight, plus maybe more yellow glaze.

With those details out of the way I planned to paint the sword and go to bed.  Alas I splurted out way to much Beige on my Wet Palette.  The bottle was gummed up some and squeezing it more is less effective then poking a hole in it.  With all the beige I had to do all the skulls on the three models I was working on.  The Bloodletter didn’t need much beige, but the Bezerker and this guy used a lot.  I put several coats on, right over the black.  This is not the most effective technique, I prefer to paint the skulls brown first, generally Snakebite Leather.

Models at the end of the day's painting

Models at the end of the day's painting

After getting them pretty beige, it was time for a custom wash made from water, Rust Brown Ink, and Plasma Red Ink.  After that more beige and eventually I dry brushed on some white.  This wasn’t terribly effective and I painted white highlights on the Bezerker’s skulls.  The skulls on the old OOP plastic bezerker lack a little detail so I painted extra on them, using lowlights of wash, black paint, even Badaab Black wash in some parts.  I also used the Yellow Glaze technique on the skulls on the bezerker.  I actually was able to get them looking pretty sharpe.

The skull base was also giving me problems, the paint kept rubbing off on the edges, plus I had to paint under the model, and darken in between the skulls, while simultaneously trying to lighten them.  I eventually painted the eyeballs red.  I used Badaab Black wash at the end to darken between the skulls, which necessitated more beige highlights and another go at drybrushing white.  I realized I needed a new pot of Skull White, so the skulls are mostly beige.

Blade layered with blue paints

Blade layered with blue paints

With that complete it was so bedtime.  I painted fairly late into the night.  The next morning I didn’t get up that early, but I did get up, photograph the sorcerer, and even cleaned his blade up a bit and gave it a fresh coat of black.  I also got out a fresh sheet of parchment for my P3 Wet Palette.  The first colour I painted the blade was an old Deadly Nightshade.  I have all these old blues that I’ve acquired but rarely use.  So whenever I do paint blue I usually end up with a custom unique shade.  I also bought that extreme blue the day before which I planned to try out.

I slowly blended various blues together and painted on edge highlights until I got almost to pure Vallejo Sky Blue.  It might be Deep Sky Blue, I’m away from my paints right now so I can’t check.  At this stage I mixed up some old GW Blue Wash with a bunch of water to make kinda a DIY glaze.  After that dried I took a better picture.  I then painted on more highlights, but I also painted in some low lights or a reverse gradient back towards the Deadly Nightshade, the wet palette allowed me to do this pretty easily and I had a brand new 8/0 brush I got at Deserres at some point which was the bees knees.

After first thin blue wash/glaze

After first thin blue wash/glaze

Then it was only a matter of trying to get the best effect I could, using my blues, my glaze, and eventually mixing in a little white to the sky blue.  I also added more highlights to the back of the blade and again painted on details that weren’t necessarily there.  It wasn’t my best magical sword, but it had to do I’ve spent too much time on these models.  I got the next three models in my queue and I’ll slowly finish the fine details on the Bloodletter and Bezerker.

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More high and low lights on blade

Today is a nice day, I biked and got two more ‘0’ brushes from Deserres.  I also got some Skull White paint from Strategies.  I even had a phone conversation with someone who could be my future boss.  Tonight I will paint some more and Saturday too, but I also will keep applying to jobs, I seem to have found a number I’m a good fit for, so perhaps I soon will no longer be unemployed and updates to this blog will be a little less frequent and lot less lengthy.
Chaos Sorcerer

Painting Queue

Painting Queue

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…

Deployment for game 1

Deployment for game 1

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.

False Fanatic Release

False Fanatic Release

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.

Night Goblins run from fire

Night Goblins run from fire

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.

Nurglings bite off too much lizard

Nurglings bite off too much lizard

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…

Dual charges into Plaguebearers

Dual charges into Plaguebearers

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.

Game 2 Deployment

Game 2 Deployment

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.

Game 2 Scout Moves

Game 2 Scout Moves

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.

Doom Wheels VS Nurglings

Doom Wheels VS Nurglings

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 fail to kill doom wheels

Night Goblins fail to kill doom wheels

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.

Plaguebearers get stuck fighting in a river

Plaguebearers get stuck fighting in a river

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.

Charged on all four sides

Charged on all four sides

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.

Night Goblins in their movement tray

Night Goblins in their movement tray

That’s right, it only took about 15 years but I sacrificed my shoulder and back, to finish off this unit of 54 Night Goblin Archers led by a Shaman.  The last little bit of brown is drying, then I’ll take the celebratory picture.  I don’t think I’ve ever done anything that compares to these guys.  At 55 models, all of which have custom bases and decent highlights on the flesh, with the front two rows being quite spiffy, the magnetic movement tray, the four different types of basing, no five…

First I got guilted into getting help with the base coating of these guys.  I’m not sure how much time that really saved me as the quality was well below what I would have done.  Even the cleaning of the models often leaves a lot to desire.  I highlighted the best dozen or so and did up command and a hero, then they sat for a couple more years.  Now with the arrival of Warhammer 8th Edition and being presently unemployed I had no excuse other than just not having the commitment to getting them done.

Bases painted brown

Bases painted brown

All week it seems I’ve been working towards this blog post.  I built the custom 11 by 5 movement tray.  I magnetized all the bases.  I created an Autumnal basing scheme.  I discovered I was five Night Goblins short of 55, so in one day I painted the missing members of the squad.  Then I didn’t think the back 3/5ths were highlighted enough so that was added to the ‘ta do’ list.

Those needing more highlights

Those needing more highlights

Finally I did an epic basing scheme, which I may not completely duplicate on the other squads in this army.  First I found the perfect brown, or at least a decent brown.  Then after painting the bases,I used UHU glue to put ballast and a little bit of this weird red flock on all the bases.

When that was dry I then did lichen, three different Autumnal colours spread out amongst the unit.  When this was completed and dried it was time for the static grass.  I had little experience with this material but I had a good set of tweezers which helped.  I also learned that static grass absorbs super glue quite a lot and that you need to keep the tweezers about a centimetre from where the glue is, and even then sometimes the glue will flow up the grass cramping your style.

Improved highlights on rear ranks

Improved highlights on rear ranks

I experimented with different sized clumps, different heights, pushing down to make it messy, applying it on an angle.  Not all my experiments were a success but taking the unit as a whole, it looks pretty damn impressive, even with all the one pose 4th Edition Warhammer box set archers.

When the static grass was dry it was time for the little brown leaves I got off of Antenociti’s Workshop.  These were applied with white glue (Weldbond brand) as was the lichen.  These were given ample time to dry as I was summoned out to celebrate Jeff’s birthday.  Then at the end of the evening I had to touch up the Delta Ceramcoat Golden Brown.

Ready for the first set of basing materials

Ready for the first set of basing materials

If I had to do it all over, it probably wouldn’t get done.  I put a lot of effort into these goblins even spread over 55 models.  The basing is over the top and the magnetized movement tray is a total luxury too, especially considering how often I play Warhammer Fantasy Battle.  One thing that could be done is to mix up the basing material and apply the mix to save steps.  The other thing that should be done is multiple coats of Golden Brown before any other basing material is applied.

Now on to the pictures, I took a lot, one or two after every stage, plus the obligatory final money shot.

Finished with ballast and flock

Finished with ballast and flock

Ready to apply lichen

Ready to apply lichen

Unit with lichen added to the bases

Unit with lichen added to the bases

Special lockable tweezers

Special lockable tweezers

Static grass application techniques

Static grass application techniques

Unit with static grass applied to bases

Unit with static grass applied to bases

Unit with little brown leaves added to bases

Unit with little brown leaves added to bases

Night Goblin Archer Horde

Waaagh!!!

Beach Sand ready for paint

Beach Sand ready for paint

So although I got a very late start to the day, it appears at least one Golden Daemon winning or aspiring painter is following my blog.  I don’t really run in that circle, I’m not a bad painter, I can do better, but I paint my army or my toy soldiers to use in games.  People are often surprised I don’t enter more painting competitions, I just don’t need more stress in my life.  Painting 28mm miniatures can be stressful enough without flying to a contest and having them subjected to incredible scrutiny.  I just try to do the best I can, on the models I need to paint to play, in the time I have available.

What did I paint today upon learning that expert level miniature painters are paying attention to my little tips, techniques, and travails? I drybrushed sand! That’s right boring old beach sand, drybrushed a series of browns, that is what I needed to do to get the second movement tray finished for the Neatherworldly Mathematicians.  Since I knew I had to do this anyway I got out two entrenchments that have been off on the side of my painting desk for a month or more.  They needed some sand and drybrushing too.

Before Drybrushing

Before Drybrushing

After drybrushing sand, I painted wood and drybrushed that too.  Then I painted sandbags and drybrushed them as well.  I was running out of dry brushes. That is the thing about drybrushing, you really do need a dry brush.  I painted the other details on my hand built entrenchment and the green growth on the Snap Dragon one and called them done.  Not before I mixed up a custom rust wash and applied it to the metal plate and the pick axe.

More Basing Materials

More Basing Materials

Remember my other big goal for the week, basing 54 Night Goblins?  Well here is the material I bought years ago when I was considering strongly doing a Warhammer Ancients army.  Amazingly I’m tired of drybrushing mud, so I decided my next army, my first new army in decades, would be based with something other than drybrushed sand.  I opted for a fall scheme, now all I needed was to choose a brown.

The Chosen Brown

The Chosen Brown

When I started the Trench Table project I went to Deserres and stocked up on browns.  I picked four I liked best and upon inspecting the alsorans, I opted to use the one I labeled W2.  It is an in-stock Delta Ceramcoat Golden Brown.

Base looks like peanut butter

Base looks like peanut butter

Last night while not sleeping, I remember I had two spare Night Goblin archers painted in my miniature case in colour schemes I discarded years ago when I did up some greenskins to play Mordheim.  My greenskins were deemed such a success and so old school pressure was put on to paint the other 150 and have an army of them.  Now about 8 years later I’m very close to having a playable Warhammer 8th Edition army of goblins.  Loyal readers will know I opted to use Nurgle Daemons in the Mighty Empires campaign at Strategies as it was even less work getting them legal for 8th Edition, however in an unexpected campaign twist it is mandatory mercenaries week, so some of the Night Goblins must get based in time for Sunday’s game.

Base looks like crunchy peanut butter

Base looks like crunchy peanut butter

I tried the Golden Brown on the base of one of these unneeded but still painted Night Goblin archers, it looked like peanut butter.  I put the ballast on, it looked like crunchy peanut butter. I’m not sure I need any more jokes about this, impatiently I put some of this weird red flock, or what I thought was flock on.  It seems to be really fine foam-like material, you kinda have to squish it down with the end of a brush say to get it behave a bit more.  I wasn’t crazy over how it looked or the colour, but it certainly was different.

The final material I bought at Imperial Hobbies years ago, was lichen in Autumnal colours.  I reached for a tiny sprig of a non-red one and I thought it looked much better on the base than the weird red foamy stuff…  My plan is still to go ahead with basing the 54 Night Goblins and their movement tray I have to now make, peanut butter brown, add the crunchy bits and the some twigs of lichen.  Then after all that is dry add very little red stuff.  I also thought of mixing the red stuff and ballast together so I can apply it in one go…

One down, many to go...

One down, many to go...

That might just make a big headache, mess.  The finished model looks OK, hopefully it looks fine with my purple and blue flamed Night Goblins, the Nefarious Fire Tribe.  I’ve even named all the units now.  The one getting based is of course Ickybob’s Boyz still to come are the Prickly Posse and the Blue Bootie Brigade.  My ork unit which isn’t assembled or painted will be called Snaggletooth’s Snappers and will be lead by Ol’ Snaggletooth himself.  The Battle Standard Bearer and the Warboss who lead the other two goblin units might have had names last night while I couldn’t sleep, or perhaps they did not.

After dinner and a fresh round of applying for jobs, I’ll start work on making my custom magnetic movement tray for the 54 (55 with Hero) strong unit of Night Goblin archers, ranked up in five rows of 11.

Autumn Test Goblin

Test Models Inspect Entrenchments

Welcome back boring text fans, where once again I make another movement tray for the square base game I play ever 5 or 6 years.  This is the first of two movement trays I will be making this week.  This one was to be the simplest, but even simple projects can go wrong if you’re not careful or it is late at night…

Close to correct size

Close to correct size

For this week’s Mighty Empires campaign I have to use mercenaries, this means after slaving to get a 1500 point Nurgle Daemon army on the table I must change it.  This wasn’t the end of the world, but it did mean I’d be devoting a lot more time to painting Warhammer Fantasy Battle stuff than I had planned this week.  I decided to make the new movement tray for the Plaguebearers out of sheet styrene as it is nice to work with, but I liked the sides of the balsa tray I made, so it was to have a balsa wood rim.  That’s right a hybrid.

Use a metal square for cutting

Use a metal square for cutting

This time I got out five 25mm square bases and even wrote the measurements down on my painting table.  Due to army list changes and a slight under performance of my army last week, this week’s army features a unit of 30 Plaguebearers, still with the two magic banners, but no longer in Horde formation.  I decided I wanted more depth and less frontage.  This meant the interior size of the movement tray was to be 12.5  cm by 15 cm.  I allowed for a tiny bit of extra space and 4mm for the three edges.  I even wrote the dimension right on the tray after I was done scoring the edges.

Just like last time I put balsa wood along the front.  I measured twice and cut once.  Then I put balsa wood along the width, cut two matching lengths and started gluing and clamping the sides to the sheet styrene.  When it was all clamped I got out my five bases and quickly realized that after trimming the side to the correct width I’d left the movement tray facing the wrong way, what I had made was a 15 cm by 12.5 cm movement tray or 6 models wide and 5 rows deep.  This was a bit embarrassing but a good lesson.  I removed the clamps from one side, rotated the tray, measured another piece of balsa wood, glued and clamped it.

Right Size movement tray

Right Size movement tray

I got out the five plastic bases and it was a good fit.  Six models wide was a tight fit, and wasn’t what I wanted, I think for the Plaguebearers to win combats they need to grind down the opposition.  With only one attack base and not particularly great WS or Str what won combats for them last week were the two standardbearers, the magic banner(s), and early on the +3 rank bonus was nice.  Later on they still won, but it was lucky, keeping a rank bonus or two later into the game would have helped them I think.  In this formation they have 10 wounds to give before they lose a rank bonus, same as when there was 40 of them and the extra points saved will hopefully allow the rest of the army to be more effective.

Measure balsa wood sides

Measure balsa wood sides

My mercenaries for the week consist of a Level 2 Night Goblin Shaman who I’ve dubbed Ickybob and in the great tradition of naming Ork regiments, his unit is Ickybob’s Boyz.  This week that will be 50 Night Goblin Archers, but in the display case there are 55, 54 including Ickybob.  There is a strict 25% max/min, or at least that is my understanding of mandatory mercenaries week, so I have exactly 375 points of Night Goblins in my 1500 point army.  50 Archers, 5 ranks of ten right? Well since I plan to magnetize the goblins and their movement trays, I don’t want to make two trays per unit.  Ickybob’s Boyz will rank up 11 wide and still five rows deep.  I’m really looking forward to seeing if the Level 2 sorcerer makes a difference, the best I can do magic wise at 1500 points and still have Harold of Nurgle leading the Neatherworldly Mathematicians is a Level 2 and a Level 1 which is what I’ll try this week.  I may go with a single Level 2 the week after it depends on if I win my game and if I make any gold in the campaign, plus of course my ability to complete miniature paint jobs.

Wrong Way

Wrong Way

The correct movement tray

The correct movement tray

Well that is more than enough for tonight and today.  Hopefully tomorrow starts better as I really do need to find a job.

Slaneesh Demons wait to be primed

Slaneesh Demons wait to be primed