Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Monday, 2 June 2014

Mordheim and Gnoblars

I did not manage to play Mordheim this weekend as I was forced into a beginners game against a dark elf player and didn't have a proper opponent.

Anyway, Here are some photos of my gnew gnoblars.


I also converted a tyrant for my ogres army.




In other news I have redone the bases of many of my Mordheim models to give a more Skaven-y feel to them. Wyrdstone shards will be added to the bases once painting is done.

My assassin with two weeping blades and warplock pistols acts as my main hitting power. He makes charges against high value targets and groups of shooty henchmen far away to deal killing blows to them.


My wizard is currently useless. He only summons D3 giant rats at the start of each game, otherwise he walks around doing nothing.


The Black Skaven have kept the same miniatures as before. I use them to protect bands of men and perform diving charges with their high initiative and climbing claws.

My two night runners also do diving charges and are most useful to do that as they have low WS and Strength making them much better when diving and they have good initiative.



My two Spearmen as as interceptors and block charges to my clubmen as they have always strike first with their spears


Club/sling men sling and club people to death and get protected by the others. They also stun enemies to allow my heroes to finish them


Finally my giant rats protect by taking shots from in front as you need to shoot at the closest target to you and they also perform diving charges. They are useful as they are expendable. They do not count as anything as they are summoned from a spell.


Finally my rat ogre which I have not bought yet will be used as muscle to take and deal heavy amounts of damage as it can do that with ease.



Thoughts?

Monday, 26 May 2014

Mordheim and Treachery



Sorry about the dry spell but I was busy binge watching House. Just kidding I have GCSE's.

Anyway, I played my first active game of Mordheim on the weekend.

We played skirmish and he was using an all girls mercenary war-band that looked pretty awesome. We deployed across from each other on a very goblin town-esque board. My Skaven moved slowly forwards staying hidden and keeping to the high ground.

My two giant rats that I had summoned with the children of the horned rat spell moved into the lower courtyard as my other models with better initiative stayed above. Once the rats had been charged I used diving charges with all of my models above to jump down and finish off the sisters. I decided to run away as
two of my heroes had been taken out of action.

In the exploration phase I rolled very badly as I rolled a 1,2,3,4,5 and a 6 on my dice meaning that I got no extra benefits. I then sold 3 of my shards and bought 2 more henchmen with spears. I also bought one sling for each of my club men.

My wizard was blinded in one eye and so I was forced to give his pistols to my Assassin.

I redid many of the models with green stuff and made a new assassin model with two blades and a pistol

Here are some pictures:

Battle group 1


Battle group 2


Battle group 3


Battle group 4


Spearman


Club/Sling man


Assassin: pistol fashioned from Skaven arm pieces


Sorcerer

I am playing Triumph and Treachery on Wednesday. My list is my usual 1000 pts with some Ironguts Butcher Leadbelchers and Mournfang cavalry + a Stonehorn.

I have no clue how to play it but will read the rules and figure out some tactics.

Until next time.

Tuesday, 20 May 2014

Eshin Assassin and Black Skaven

Have finished the Assassin and both of my Black Skaven which I will be using as his bodyguards or just bruisers due to their strength of 4.

I will be working on my two knife throwers soon and I have built a little rickety structure out of spare movement tray parts. I discovered recently that it is difficult to buy items that are rare after the starting war-band so I swapped out some guys for a brace of warplock pistols on my sorcerer.

I will be acquiring more Verminkin as soon as I play one game to earn some wyrdstone. The system for earning gold is pretty cool. All of the exploration is interesting and if you do get lucky you get very lucky. What happens in the exploration phase is that you roll one die for each hero left alive at the end of every game and add one die if you win. You then add up the dice and consult the wyrdstone table.

Here is where it gets interesting, there are small bonuses if you get doubles, triples, quadruples and so on. An example would be, if you get a triple 2 you find a smithy which allows you to roll a die and consult a table to find equipment. Overall the system is heavily luck based and random but enjoyable at the same time and sort'o fair.

Anyway, here are some pics of the minis:


The Assassin and his bodyguards


Mr stabby


Mr Claws


Structure thingy

Sunday, 18 May 2014

Skaven Mordheim War-band

I played my first game of Mordheim today....It went ok.

It was only a practice game 'cause we only had 30 minutes but we managed to get 5 turns of epic combat in. I killed 4 guys and lost none but I picked my combats badly but rolled well.

I completely forgot to take pictures in the heat of the moment and need to remember next time. It is getting kinda silly.

Anyway, I have revised my war-band and rewritten my list. I exchanged quality for quantity as I can always purchase equipment later on when I get more gold. Also the sparse amount of attacks and the many steps to actually killing a model means that it is not as useful to buy armour as one would think. It is also better to have more characters as they gather loot at the ends of each battle so more heroes=more loot.

Here is my revised army list:

Assassin adept: 60 gc
Weeping blades: 50 gc
Helmet: 10 gc

Eshin sorcerer: 45 gc

Black skaven: 40 gc
Combat claws: 35 gc

Black skaven: 40 gc
Combat claws: 35 gc

Night runner: 20 gc
Throwing stars: 15 gc

Night runner: 20 gc
Throwing stars: 15 gc

Verminkin x5: 100 gc
Mace x5: 15 gc


The Assassin


Night Runners


Black Skaven


The Whole War-band

Monday, 12 May 2014

General update and Stuff

This week will be sparse on updates due to work.

My Bretonian opponent cancelled on Saturday and my second choice of wood elves cancelled 3 hours before the game so I ended up playing one of the areas more experienced players and let's just say that I got my a** handed to me on a platter.

We deployed fairly normally except for the stupid deployment of my Mournfang cavalry. Suffice to say that they get led around by a unit of Darkriders for the whole game.

My Ironguts were taken from all sides by his Shades and Cold Ones as well as a Chariot and the Charybdis. They did get the lifesaving Trollguts cast that kept them from dying outright on turn 3. The Ironblaster was reduced to T 3 at the beginning of the game and gunned down.

His Shadow magic was a massive pain in the a** until my Hellheart reduced his sorceress to LVL 2 and she lost Pit of shades and Okkham's Mindrazor. He still had his annoying stat reducing spells and so unfortunately I still died but I still put up a fight.

I got some deployment tips at the end of the game and hope to be ready for my next one.


My Ironguts having "FUN"

Maneaters

Onto the second topic of this post. my Maneaters are a work in progress currently with no green stuff work and only 3 built but they will soon be ready to go into the field of battle.


 Front rank


Rear view

Thursday, 8 May 2014

Tactica vs Bretonians

Tactica

The Brettonian army I am playing is going to be easy to beat IMO! (just in case he is reading this). From what I know, he has knights, knights and questing knights. This means that all of my strength 5, 6, 10 and armour piercing weapons will pretty heavily dent his toughness 3 2+ armoured bodies. From all of my play testing I have found that Any of my Units will kill any of his units safely without a suffering many casualties.

My Mournfang will go for his Questing knights as they go first and have a high chance of killing them. I will charge block with my Sabertusk. My Ironguts will try to charge his normal knights to remove their charge bonus of 2 strength. To successfully do this, I will use my Sabertusk as a blocker to stop him charging.

My Cannon will be the least useful but will hopefully still kill stuff. I do not know his list completely but will try to find out 

Tuesday, 6 May 2014

Small Hobby Update and Ironblaster advantages

Welcome back everyone.

Today's discussion will be on the Ironblaster and its' immense power and superiority to other cannons.
Before that though, a quick hobby update

My BSB has almost been completed as of now and He is looking interesting. I used the body from the Ironblaster and the majority of the rest from the hunter on the Stonehorn. The arm without a hand is from the Mournfang cavalry and the hand is from a 1 handed weapon in the ogres kit.



I have also completed the construction of my Stonehorn and am looking forward to painting it. I gave the rider the harpoon launcher as I see no benefit for the chaintrap over the launcher.






Finally the construction of my Ironblaster is complete and I have used one of my riders on the Thundertusk to give the impression that he is leaning backwards.

Ironblaster, Best cannon ever?

The Ironblaster for the Ogre Kingdoms may well be the best cannon in all of fantasy. It brings all of the strengths of a cannon and a chariot in 1 and brings extra goodies along the way.



Advantages

Manoeuvrability- The Ironblaster is a chariot and has the ability to move and shoot. Think about that for a second. This thing is a beast with movement 6 allowing it to move into the best position to fire every turn.

Reliability- The volley of cannonballs is one of the most useful rules for cannons I have seen allowing for 2 rolls of the second scatter die.

Durability- With 5 wounds at toughness 6 and a 4+ save this chariot will not die. The normal tactic against war machines of killing the weakling crew does not work as you cannot attack the crew and they definitely aren't weaklings.

Grapeshot- Although not game breaking this is a nice addition to the already amazing rules of the Ironblaster.
There is some debate about the ability to stand and shoot and although it is true that it does not have slow to fire and this is true athough frowned upon

All in all 50 points more than an empire cannon for all of that




Friday, 2 May 2014

Sunday battle report ramblings

Welcome one and all back to my brain. I have been putting some thought (not really) into my list and have decided on the one I posted in my first post.

Butcher - 188 pts
Level 2
Iron fist, Enchanted shield
Dragonhelm, Armour of fortune

Ironguts - 346 pts
Full command, Standard of discipline
7 Ironguts

Mournfang cavalry - 270 pts
Standard bearer, Dragonhide banner
Heavy armour, Ironfists
3 Mournfang cavalry

Leadbelchers - 172 pts
4 Leadbelchers

Sabretusk - 21 pts

Total=997

Tactics

Kill things. Eat them.

More in depth tactica tomorrow
Good night