Saturday, 21 January 2017

Death Round 1

Vitali Vondrak paced impatiently around the throne room of Frosthelm Keep, feeling his anger rising. For countless centuries his family had ruled the Vondrak realm under his fathers rule. It had been more than a hundred years since anyone had even dared to rise against his family and it had been Vitali himself who had done what was needed to be done to restore rule. But what thanks had he received? Seen by his father and brothers as the renegade of the family, always seeking to push the boundaries of the realm by conquering neighboring
lands he had long since been sent to the frozen wastes of distant Frosthelm to rule the frozen wasteland. The long years had only served to increase his frustration at the lack of ambition his father showed. For too long had he sat idle and he was growing more and more desperate to feel the thrill of war again.

News had reached him of the strange occurrences surrounding the ancient gate in the mountains of Frosthelm and had thought of little else. The gateway had been dormant since even before his birth but the ancient stories had told of the passageway to a distant land known as the 'Lost Isles'. Untold power and unimaginable wealth was said to be located in this mysterious land and he was determined to claim them for himself!  Stirred into action he called out to his faithful Necromancer Dregan.

"Prepare the troops. We once again go to war!

Thursday, 19 January 2017

Aelves


The red dragons of Azyr were a sight to behold. Ethoric Windhelm watched, fascinated as they swooped on the warm winds to snatch at shoals of fish, their armoured scales glistening in the rays of the sun like rubies, their wings beating with grace and force. 'Set Sail Captain' he called with a smile. He turned to his men. Rows of Aelves stood tall and proud in armour of shining silver and gold on the deck of the ship. They brandished deep blue shields adorned with the red dragon sigil of the Dawnspire.  'Long have the Aelves of the Dawn Spire patrolled these waters and  always have the Red Dragons watched over us . Now we sail into lands unknown to face our enemies and to purge those lands of Chaos, Death and Destruction. By the Grace of Sigmar the Dragon Lords will follow us into glory!" In unison the Spire guard slammed their spears into the deck.  'For Azyr!' They chorused 'For Sigmar!'. Above them, a dragon roared.

 I love the idea of the Aelves having some mastery over mythical creatures such as dragons, giant eagles and Phoenixes. The aim with this army is to build from a basic 500 points of battleline units with decent ranged attacks. My hero, the Lothern Sea Helm Ethoric Windhelm will hopefully give  a significant ranged buff these units need in the early turns to avoid messy close quarters combat. Eventually I hope to introduce dragons and dragon blades. This gives me the potential to build towards 3 Warscroll battalions.

Lothern Sea Helm. 100 Points
5 Reavers. 160 Points
10 Spireguard 120 Points
Sky Cutter 120 Points



Wednesday, 18 January 2017

Chaos Turn 1

The Chronicles of Skara, Skull Lasher.


Kneeling before his creator, the lowly herald of Khorne listened as the words filled his daemonic being. His Master demanded more skulls for his enormous bone coloured throne and tasked Skara to travel to the mortal realm and to the Lost Island. Many eager travellers ventured there after its discovery, but all would face the might of Khornes Daemons.

To prove his worth to his Master, Skara was only sent with the bare minimum of warriors. It was only when he had claimed glory in battle that Khorne would allow more of his soldiers to join in the glorious murder that awaited.


To start I looked at my long term game plan with my daemons, reading into their style and what I had available. To begin with I was hard pressed to decide between 40 Bloodletters to accompany the herald or try for a mix and go with small units who would hopefully smash the enemy with a might strike. However after weighing up all my options, in the end, I chose to take 30 Bloodletters and 5 Flesh Hounds, to unbind any magic that enemy wizards may attempt to cast. Hopefully I will be able to bolster my horde with more daemons and followers of Khorne who are willing to die in the name of the Blood God

Tuesday, 17 January 2017

Goblins Round 1

Finally Nob Gobbla had disposed of his most fierce rival Gonk the flatulent and the Squigs would eat well tonight. Now all the diminutive goblin needed was some muscle to help him keep his men in line. Something so stupid it would never question its new master... a light flickered in Nobs head .

As soon as the sun set the camp was packed and the goblin rabble began its march. A crescent Moon was rising over the camp a good sign for the things to come.

I wanted to Start with a bit of a balanced force of goblins so that no matter how the campaign went I would have a solid core to build from.

My first decision was between a Grot shaman and Grot warboss, the war-boss with a moon prodder and squig seemed the best choice it’s unlikely he can hold a fight against some of the other heroes out there but he is versatile and can pack a punch.

I required 2 battle line units so I went for the only real choice I had and went for 2 units of moonclan grots 20 with bows 20 with spears.

One of the main reasons I started collecting goblins was I loved the squig models so I took a 10 man unit with 2 herders. Hopefully this will pack enough punch to deal with any troublesome units my opponent may take.

With only a few points left I filled with with a wolf chariot they're a bit rubbish but hopefully it will be quick enough to help with objectives and turn combats(yeah right)
Round 1 list:

Grot warboss 80pts
20 Grots(bows) 120pts
20 Grots(spears) 120pts
10 Squigs 120pts
2 Squig herders 20 Pts
1 wolf chariot 40pts

Hopefully next round I will be able to add some punch to the army or get a few more units towards the great moon clan battalion.
Painting goals
Luckily I have painted most of my goblins already so I will be using this campaign as a good way of getting everything finished off.


  • The bases need finishing on all 41 goblins and most squigs
  • 4 squigs need repainting due to chipping
  • The crew for my chariot need completely painting. 

The Lost Isle Campaign


The Lost Isle Campaign


I have always liked the idea of map based campaigns. A group of us wanted to start a campaign this year so We got to work making a rule pack. The first draft was a huge complicated beast so we decided to tone it down to make it some thing far more open and easy going.

So over the next few months the players will hopefully be updating the blog with their army progress and the events on the lost island!

Oh feel free to re-use any parts you enjoy!


The lost isle rule pack
The lost isle has been drifting through the realms as long as people remember. Many have tried to settle but the wild nature of the place has caused all but a few to fail. It is a land of riches however and a few will stop at nothing to seize its power.



This campaign is focused on an island floating through the realms where players will take a small army and grow it over a number of campaign turns to finally claim victory!

Winning the campaign


The first player to reach 30 glory will win the campaign. Glory can be gained in a number of ways:
  • 1 glory for fighting a battle
  • 1 glory for having a fully painted army (scored each event round) 
  • 1 glory for having written a blog post (scored each event round) 
  • 2 glory for each area owned 
Start of the campaign.
Each player begins the campaign with a minimum of:
  • One non-monstrous hero on foot with no additional magic items or command abilities. 
  • 2 battleline units 
  • Any number of non monstrous units 
This army may not exceed 500pts.

Campaign turn

Each campaign turn each player selects area on the map they wish to investigate. If two or more players pick the same area they will battle. Any remaining players with choose opponents starting with the player with the lowest glory.

Battles

The game played is decided by mutual consent between players. Failing this the person who was challenged may pick the battle type.

Post battle

The winner of the battle claims the tile they selected.in addition glory is awarded and both players can:

  • Roll on the following chart to see what followers their warlord has attracted (you may do this first before choosing what option you wish) 
  • Gain the benefit from the area they have just claimed this turn(if they won the battle) 
  • The player may select gain a battle line unit of there choice instead. 
If the unit would cost less the 150pts they may take multiples of the complete scroll so long as the total cost of all scrolls remains equal to or less than 150pts

The Crag

+200 reinforcement points

Workshops of Namdar
A war machine of your choice

The Misty Isle
A extra spell for a single wizard or roll a command trait

The Lair of Norouzi
A monster or monstrous mount

Bewildering wood
A mercenary wizard/priest of your choice

Arjan badlands

A unit of large foot troops

Addled marshes
A single unit may poison their weapons so they inflict double damage on a to wound roll of 6 or more

Ruins of Zalfari
A Magic weapon at random for a hero

Pirate shore

A unit of elite infantry

The great steppes
A unit of cavalry

Stone bridge
A mercenary fighter hero of your choice

Table for random troops
2   A Magic weapon at random for a hero
3   A wizard/preist of your choice
4 A warmachine of your choice
5 A unit of cavalry
6 A unit of large foot troops
7 A unit of elite infantry or +100 reinforcement points
8 A unit of cavalry
9 A unit of large foot troops
10  A fighter hero of your choice
11 A monster or monstrous mount
12 A extra spell for a single wizard or roll a command trait

Tuesday, 3 January 2017

Skavenblight Scramblers

Just a quick update of the Blood Bowl team I've been working on over Xmas. 6 done 6 to go!