Though darkness concealed much of the horrors of Mount Dextrous from sight, the stink of the Questing Reek still assailed the senses. Ulli Zangrom - grimwrath of the Hrukvorn lodge - grimaced as he peered into the darkness and could only make out but a handful of the scouting party he had been given command of.
'We're spread too thin...' whispered one of the hearthguard at the Zangrom's side. 'If we were to be ambushed here...'
'Words are wind, flameling,' said Ulli in response. 'Keep those sorts of helpful observation to yourself.'
The Zangrom cursed as he peered into the distance and could vaguely make out the glowing brazier from the vulkite karl's warpick disappear amongst a copse of dead trees. Just as he turned to speak to the fyreslayers following at his heels, a baleful, rasping howl filled the dead, pre-dawn air and was quickly followed by a chorus of hoarse barking. From within the ruins up ahead, a dim and unnatural light began to glow.
'The dead are waking,' said the grimwrath, tightening his grip around the haft of his fyrestorm axe. 'Make for the woods. Those idiots are as good as dead if we don't get there in time.'
Having recently procured a copy of the new Skirmish book for Age of Sigmar, my friend Josh agreed to play a couple of games both to help me out as part of the campaign, and also out of personal interest as a long time fan of Mordheim and other similar systems. As the objective states that two linked games of Skirmish are required, it seemed fairly sensible to give the Shadespire campaign a whirl. With Josh playing Death and myself playing the Fyreslayers, we set about playing Clash of Dawn.
Note - At the time of writing I realised that I had miscalculated my points and had a few more models on the field than I should have. This is something I will address for future games, of course! In the mean time, I hope you all still find these reports beneficial in some capacity - even if it is just as a demonstration of how Skirmish works!
For those who have not yet played, this scenario requires that the table (a 4' x 4' is recommended) be split into four quarters, numbered 1-4. During deployment, a dice is rolled for each individual model. The result determines which quarter they must be deployed in, with results of a 5 or 6 allowing the player to choose placement. The usual restriction of remaining 9" away from the enemy applies.
Fortunately, I was lucky enough to keep my Vulkites together, and the ended up in the forest deployed thusly:
I was not so fortunate with the majority of my hearthguard and my general, who ended up scattered throughout the various corners of the board.
Josh's grave guard and wight king ended up staring them down on the other side like this (you can just about make out the woods in the bottom left of the picture):
Josh's warband included a number of dire wolves which ended up scattered throughout the board, in addition to a few more grave guard he deployed inside buildings. It became immediately apparent where the bulk of the action would take place, however!
Josh finished deploying first, and so took priority for the first turn.
Death: Turn 1
The wight king activated his Merciless Killer trait, adding +1 to wound to himself and friendly units within 6". Elsewhere on the board, the dire wolves and remaining grave guard began converging upon the berzerkers within the forest.
As expected, the Wight King and his band of undead miscreants immediately began slaying the defiant duardin:
As I recall, 2 fyreslayers were downed in this confrontation, meaning Josh only needed to kill 8 more to win. The vulkites performed rather underwhelmingly here, but did manage to remove a dire wolf and a grave guard or two:
Nevertheless, the held their ground in the battleshock phase.
Order: Turn 1
Having pinned the wight king and his bodyguard in combat, I sought to bring Josh's army down the my auric hearthguard's respectable shooting. The other nearby pike-wielding fyreslayers advanced as far as they could to ensure they were well within the required 12" as shooting was curtailed in this turn by the pre-dawn darkness. Elsewhere, my stranded hearthguard and general began the slow trudge to the fray:
The auric hearthguard loosed their molten rockbolts into the undead, only slaying the grave guard standard bearer after he soaked up 4 of the 6 shots hurled at him.
Another vicious round of combat sees the forest once again grow emptier:
The wight king - who already has a phenomenal 3+ save - was utterly immovable in the forest which granted him a 2+ save. Though most of his warriors - excluding one surprisingly agile zombie! - were vanquished, he fought defiantly on, cleaving into the fyreslayers with ease.
Priority
I won the priority roll and so took the first turn in the next round.
Order: Turn 2
Here I attempted to charge my general and accompanying hearthguard at the dire wolves making their way into the vulkite flank. The grimwrath failed his charge, but his two hearthguard rushed headlong at the undead hounds:
I managed to kill the last of Josh's grave guard in this turn, and I did shave off a wound here and there on his dire wolves, but they were proving a menace to deal with in this game being 2 wounds a piece and surprisingly numerous for something so tough and agile. My vulkites failed to wound the wight king once again.
Death: Turn 2
The remainder of Josh's dire wolves charged into the fight to set about my vulkites. My hearthguard karl killed the wounded dire wolf in the centre of the field meaning that I had vanquished a sufficient number of Josh's warband to claim victory!
But another dire wolf killed him back!
Result: Draw
'Fall back, you idiots!' barked Ulli at his warriors as the dragged their wounded brethren from the field.
The wight king - protected by his rotting pack of dogs - also appeared to be quitting the field. The creature glared across the ruins at the Zangrom and pointed his dark blade directly at him before defiantly drawing it across where his throat would once have been. He even seemed to throw back his head and cackle silently at the gesture.
Ulli glowered back at the undead warrior, cracking his knuckles one by one as he did so.
Summary
Having played The Lord of the Rings: Strategy Battle Game a few times, I felt that this was very similar - especially as Age of Sigmar also uses the similar Priority system. Skirmish also has me excited at the prospect of using some units and characters that ordinarily I perhaps would not have an application or use for in larger games and I will most certainly be looking into perhaps adding some faster units like Skywardens or Wild Riders for grabbing objectives and such.
This particular battleplan makes for a very short game. I also felt at quite a disadvantage as a Fyreslayer player here - I am quite reliant on synergies to make my army work, and the mediocre movement stats of my pure infantry warband meant that recovering from the random deployment was quite difficult.
On the other hand, Josh's very mobile army was able to recover very easily in this scenario and has me considering adding some sort of equivalent unit to my own warband. He very easily circumvented the random deployment issue and was able to quickly converge on the area where the bulk of the combat took place. At 2 renown per model, dire wolves are an absolute steal for what they can do in Skirmish games.
Clash at Dawn definitely underpins the need for versatility in a Skirmish warband, and it is definitely something I will have to consider going forward - particularly as I am in the habit of wanting to field as many fyreslayers as possible!
Showing posts with label build. Show all posts
Showing posts with label build. Show all posts
Monday, 29 May 2017
The Order of the Fiery Gate - Battle Report: Clash at Dawn
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Update for Judicator Squad Keystone
I realize that it's not a new model, but it's what I've been working on in May. I figured out how I was going to base my Stormcast and have been in the tedious process of removing them from the bases and then building the bases. Since these three squads were already finished paint-wise, I figured I'd start with their bases.
It's a pretty simple basing scheme. I bought a little roller from GreenStuffWorld and some air dry clay. Rolled out the clay onto each base and trimmed the excess, then left it to dry for a few days. After priming I just dry brushed celestra grey onto the brick parts and put gold on all the parts I wanted to be gold. Quick varnish to protect and blam, you have a finished base that looks like they're walking down the streets of Azyr.
Squad Keystone
It's a pretty simple basing scheme. I bought a little roller from GreenStuffWorld and some air dry clay. Rolled out the clay onto each base and trimmed the excess, then left it to dry for a few days. After priming I just dry brushed celestra grey onto the brick parts and put gold on all the parts I wanted to be gold. Quick varnish to protect and blam, you have a finished base that looks like they're walking down the streets of Azyr.
Sunday, 30 April 2017
The Order of the Fiery Gate - The Grongundi
Ruadhar slammed his staff impatiently into the ground as the gate of the newly captured fortress was reduced to so much kindling. A trio of gargants shambled into the keep, swinging improvised weapons consisting of pillars of stone and tree trunks about them with wild abandon. The fyreslayers' seraphon allies plunged in to meet this new threat head-on, whilst the lodge's fighters fought the assailing greenskins at the breach on the western wall.
'What are you doing back here?' growled Ruadhar to the battered and bloodied Ironwarden staggering up the ramp towards the Runemaster.
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Monday, 24 April 2017
Judicator Squad Keystone
When the Stormcast are in battle you need not look farther than at the center of the line to find Judicator squad Keystone. Since even before the Aelves went their separate way, Keystone has always been the strong anchor for the rest of the line, silently putting Skybolt arrows where the enemy are pushing the hardest. Lead by Judicator Prime Mazeon Keystone, they have been the constant that has saved more of their brothers from reforging than any other factor.
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For April's bonus objective I decided to paint up my Judicator squad. I followed Duncan's how to paint stormcast video because I really like that paint scheme. Also Duncan does many steps in there that I haven't done before, lost of shading and highlighting. I wanted to up my painting game so I tried to follow his example very closely.
These are all done save for the bases. I am planning on rebasing my whole army, and the bases need to be made separately. It's gonna be my next job, but it will take me a while.
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For April's bonus objective I decided to paint up my Judicator squad. I followed Duncan's how to paint stormcast video because I really like that paint scheme. Also Duncan does many steps in there that I haven't done before, lost of shading and highlighting. I wanted to up my painting game so I tried to follow his example very closely.
These are all done save for the bases. I am planning on rebasing my whole army, and the bases need to be made separately. It's gonna be my next job, but it will take me a while.
Tuesday, 7 March 2017
The Order of the Fiery Gate - The Battlesmith
Skjor drained the last of the contents of his tankard and peered down into the container with a grimace. He shook his head in disgust and set the drinking vessel down at his feet. He wiped the beads of bitter ale from his flame-hued beard with a sweep of his meaty, tattooed arm, smoothing his impressive braids when he was done. For several moments he gazed blankly at the fire before he noticed that several of the flamelings had gathered around about him.
'Another telling, is it?' rumbled Skjor as he
rubbed the ur-gold runes that ran the length of his other arm.
'Karl Brynn says you were there the day that
Folkvar-Griminir first came to us!' blurted a particularly
enthusiastic young Vulkite.
'Does he now?' replied the older duardin
with feigned surprise. 'Fancies himself the Battlesmith of the
Hrukvorn, does he?'
The loose-tongued Vulkite's eyes widened as his
elder fixed him with a gaze that could melt stone.
'Calm yourself, flameling!' roared the burly
duardin, his beard bristling as a great smile
spread across his face. 'You look like Nurgle himself had appeared
before you and asked you to help him wipe his arse!'
The duardin all around broke into raucous laughter,
and the junior Vulkite joined in - nervous, but relieved.
'Now there is a tale worth the telling,' said Skjor
quietly as he stood to his feet. 'A tale for the ages...'
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Wednesday, 25 January 2017
Welcome to The Border Wars! - The Rules
Rise of Empires: Border Wars
The Rules of the Campaign
Welcome to Border Wars, the third chapter in the Rise of Empires Age of Sigmar supplements. What a year it has been for the narrative side of Age of Sigmar. Since the last map campaign, we have had a few sell out narrative events in UK and US. Also the Wednesday Warhammer TV narrative game has shown people how awesome it is is play in this more open way.
So What is Border Wars?
I have developed the campaign maps (examples below) to show each armies current territory. Each time your army progresses by posting battle reports or introducing a new unit to the army, this territory will expand. There is 4 maps to fight your battles over, The Nomad Chasm, The Great Green Torc, The Castle of Scorned Hope and Mount Dextros, these maps track your individual progress. If your Alliance controls the majority of the map, the main overview map will show your alliance in control of that region.
There is a flip side to this, if someone doesn't post anything for a month, then their territory will decrease. Similarly, your territory could decrease if you go up against someone else in the Rise of Empires campaign and lose, if this happens it will depend on the outcome as to how much territory is lost and won.
Overview Map
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