So I recently started working on the first two conversions. I can't do a third yet, because I need to get a third Techmarine model. Unfortunately, if I want a different techmarine base model from the two I already have, I either have to spend over $40 for one that comes with a bunch of servitors that I don't need, or spend almost $50 to get the even nicer one (just because it looks more different from the two I already have) that comes with a Thunderfire Cannon that I don't need. So I'm not sure what I'm going to do about that.
A place for me to post about my miniature gaming hobby experiences. This will hopefully include some advice and information that will be useful to others who share this hobby. Mostly it will be a way for me to keep track of my progress on various gaming projects.
Monday, October 12, 2009
Work In Progress: Renegade Techmarines
So I recently started working on the first two conversions. I can't do a third yet, because I need to get a third Techmarine model. Unfortunately, if I want a different techmarine base model from the two I already have, I either have to spend over $40 for one that comes with a bunch of servitors that I don't need, or spend almost $50 to get the even nicer one (just because it looks more different from the two I already have) that comes with a Thunderfire Cannon that I don't need. So I'm not sure what I'm going to do about that.
Friday, October 9, 2009
Attraignnor IV Campaign: Epilogue
The game was a Planetstrike, with 1500 points of my Chaos Space Marines as the attacker, and 1500 points of Orks defending. We played on a great looking table of an Ork camp with lots of destroyed vehicles and debris all over the table, and several ramshackle Ork buildings. It was my second game of Planetstrike, and my opponent's first. He placed one Bastion on the table to represent an overrun former Imperial defensive position that the Orks captured and built their camp around. This we didn't make an objective. Instead, we selected three of the Ork buildings to act as objectives. We assigned them an armor value of 12, because they didn't look very sturdy. The buildings already had some defensive weapons built into them, and we added a few others. We played the first mission in the Planetstrike book.
Because it was my Chaos Space Marine army facing Orks, I decided I should tie the story into the Attraignnor IV campaign storyline. It takes place right after the conclusion of the campaign. The Orks that had infested Attraignnor IV had been driven from the capitol city, at great cost, by the planetary defense forces shortly before the beginning of the campaign. The remnants of the Ork force congregated outside the city walls and were mostly ignored while the civil war raged in the capitol city. During this time, the Orks mostly squabbled amongst themselves, but eventually one of them managed to gain dominance over the bickering groups and become Warboss of the remaining Orks.
The new Warboss created an Ork base camp outside the capitol city constructed of the leftover junk from the war and began preparing his forces to attack the human defenders once again. With its defense forces so completely depleted by the original war with the Orks, followed by the brutal civil war in the streets of the capitol, defending the city from a renewed Ork attack might prove difficult for the exhausted planetary defense force. So just before leaving the planet, the Crusaders chapter of Chaos Space marines decided to help the world out once more by decapitating the Ork threat. They located the base camp where the Warboss was located, and sent in an elite force to eliminate it.
The spear tip was led by Lord Agramon himself, barely recovered from his previous wounds during the campaign for the capitol city. He would drop into the middle of the camp with two units of 6 Terminators, a unit of 7 Raptors, and a unit of three obliterators. Unfortunately, during the campaign several members of the chapter succumbed to the warping, corrupting influence of chaos and became mutated possessed marines. These would drop in with the initial force as well, in hopes that they would redeem their disgrace by dying gloriously. To support the attack, two units of Khorne Berzerkers mounted in Rhinos would approach the camp at full speed along a road leading from the city, and plow headlong into the fight. It was hoped that they would arrive just as the rest of the force teleported down into the center of the camp. The timing was slightly off, however. One unit arrived slightly late, and the other was delayed by mechanical trouble and never arrived at all!
There was actually only one unit of Berzerkers in the army list, but I took the strategem that allows you to select a unit of troops, and once they are eliminated from the game, an identical unit shows up the next turn. I choose the Berzerkers, as they were my only troops, but since they never got wiped out, their replacements never arrived.
The Orks had a pretty elite force of their own, since the camp was mostly occupied by the Warboss's personal bodyguards. He had with him three units of nobs, all of them drugged up so they could shrug off all but the most severe wounds. There were also two large units of boyz defending the camp and some grot artillery as well as a weirdboy, who was probably the warboss's spiritual advisor/seer. They also had a dreadnaught and a battle tank next to one of the buildings. The Orks were not expecting an attack, and were mostly in or on top of the ramshackle buildings. The artillery was on the roof of the highest building to provide fire support in case of an attack, though they were mostly concerned with an attack from other Orks trying to usurp the new warboss.
Just before dawn, the chaos fleet fired a single barrage at the Ork camp. One of the buildings was destroyed by the barrage, which also killed several Orks and stunned the Dreadnaught. In the resulting confusion immediately following the barrage, the spear tip force teleported into the midst of the camp, taking the Orks completely by surprise. Considering the darkness, the teleportation was fairly accurate. However, one unit of Terminators which was attempting to land close enough to capture the tallest building, went a little off course. Too far away from the destroyed building to assault its inhabitants, they fired on the nearest unit of Ork boyz outside a second building. But their exposed position left them vulnerable to a charge from the Warboss and his retinue. The fighting was fierce, but the ferocity of the Orks with their power klaws who were nearly impervious to harm overwhelmed the Terminators.
A second unit of Terminators and Lord Agramon landed near another building. As he swooped down on his daemonic wings, Lord Agramon was targeted by the automated quad-interceptor autocannons. The uncannily accurate defensive fire from these batteries managed to inflict two serious wounds on the commander before the battle even began. He landed on the battlefield in a fury, looking for revenge.
The terminators fired on the same unit of boyz the other unit had fired on, since they were the most immediate threat. They killed several, mostly with their heavy flamer, but many remained. The terminators charged the survivors, killing many and losing two of their own, but the Orks were still numerous enough to stay and fight. After another round of brutal melee another Terminator had fallen, but most of the remaining Orks were killed. The few survivors fled the battle.
Upon landing, Agramon immediately charged at the middle building, wanting to get at the Orks inside. With all of his might he kicked down the large steel front door. The door went flying through the inside of the building, taking out several structural supports, before blasting out the back wall, destroying a bank of automated lasguns. The damage caused the building to collapse, pinning the unit of Nobz inside it.
The Obliterators landed on a hill in the far corner of the battlefield near the third to give them the best line of sight. They opened fire on the building in front of them, which had a large unit of Ork boyz on the roof. The building also contained the Ork ammunition stores, which the multi-melta shots hit, causing the building to explode in spectacular fashion. Many of the Orks on the room were killed in the blast, and the rest slowly pulled their way out of the rubble to fire off a few ineffective shots back at the Obliterators.
The raptors landed right on target behind the tank and the dreadnaught, who were next to the third building. The dreadnaught had been stunned by the orbital bombardment, and was therefore no immediate threat. So the raptors targeted the tank with their melta gun and a plasma pistol, and managed to blow up the main cannon. They followed up by charging at the rear of the tank, pelting it with krak grenades while the champion placed a melta bomb on the tracks. The shower of grenades took out the twin-linked big shootas, and the meltabomb blew off the tracks immobilizing the weaponless tank. The crew hunkered inside the now harmless vehicle.
The long range artillery and defensive weapons the Orks had were largely ineffective the entire battle. Due to the darkness, the Orks and their automated weapons had difficulty picking out the black armored Chaos Marines.
The disgraced Possessed Marines made their way out of the pile of rubble they had dropped into, and suicidally charged towards the Warboss and his retinue, hoping to redeem themselves in death. They only managed to kill one nob and wounding the Warboss before being slaughtered by the fury of the massive Orks, their daemonic protection completely failing them as they were smashed apart by flailing power klaws. The Warboss's unit had now massacred his way through two units without slowing down, though the casualties to his retinue were beginning to mount.
The three remaining Terminators near the second building advanced on the pinned nobz in the building's wreckage. The fired on them, their heavy flamer particularly effective, but the drugged up nobz shrugged off the worst of it. The Terminators then charged in to finish them off. One more of the Terminators was cut down, but the rest killed most of the nobz, with the single survivor retreating from the battle. Just as the two final Terminators were regrouping from the combat, the Warboss charged them. Both the Warboss and the Terminators were exhausted from fighting their way through two enemy units as they readed to do battle again. Power fists and power klaw struck home, and the result was both terminators and the Warboss being taken out of the fight with grievous wounds. Several nobz and the painboy remained, demoralized at the loss of their leader.
After knocking down the building, Lord Agramon turned his attention to the recovering dreadnaught. He furiously pummeled the walking tin can with his gauntleted fists, but could manage no more than to shake and stun the vehicle, which hardly affected its ability to fight back. He Ork pilot inside held his ground, eventually smashing Lord Agramon to the ground with the dreadnaught's massive fist.
Thinking Lord Agramon would take care of the Dreadnaught, the Raptors flew over to the wreckage of the third building. They fired flamer and bolt pistols at the Ork boyz tangled up in the wreckage, and followed up by assaulting the survivors. The ferocious onslaught was too much, and the Orks were completely wiped out. At the same time, the first unit of Khorne Berzerkers arrived on the battlefield, tearing down the road that ran down the length of the battlefield at full speed, towards the middle building which now contained the remnants of the Warboss's retinue.
After more ineffective defensive fire from the Ork automated weapons, dawn finally began to show itself. They Raptors saw Lord Agramon lying unconscious before the Dreadnaught and came immediately to his aid. Their meltagunner fired at the machine at point blank range, and it exploded in a magnificent fireball, which luckily didn't injure any of the Raptors.
The Berzerkers continued at full speed towards the middle Ork building, while in the growing daylight the obliterators poured fire into the remaining Nobz inside it. Two more were killed, and without their Warboss to lead them, the rest lost their will to fight and retreated.
The three Obliterators moved up to capture the third building, and the Berzerkers disembarked from their rhino to capture the middle building. The Raptors moved at full speed towards the remains of the tallest building, which had been destroyed by the initial bombardment. It was now only guarded by a handful of grots, with the weirdboy and one nob remaining outside the building. But they saw that the battle was lost, and retreated as well.
With the Warboss dead and the camp captured, the Orks surrounding it scattered to the winds to once again fight amongst themselves until a new boss could emerge to unite them by conquest. The Crusaders marines turned the area over to the people of Attraignnor IV, who would station all of the planetary defense forces they could spare in the ruined areas outside the capitol city walls to try and fend off any future attack from the remaining Orks. But Orks can be rather hard to get rid of, and the people of Attraignnor IV had not yet seen the last of the invaders.
Monday, October 5, 2009
3rd Arkansas Infantry Regiment
In the future when I have larger forces to draw from, I can always remove this unit from the Texas Brigade as appropriate and use it as some other infantry regiment, as there is nothing about them that specifically identifies them in any way as the 3rd Arkansas. I did give the colonel a light colored beard, so I have no idea if he even looks like the commander of any particular regiment. That was just a stylistic choice to make him different than the other ones I had painted.
Monday, September 28, 2009
10mm Miniatures Transport Solution
First of all, nobody makes foam trays with cavities that would be useful for me. For my Civil War miniatures, I'd want to store a single unit together, which for infantry would be 3/4" wide by almost 4" long, and for cavalry 1" wide by 4" long. Nobody had foam trays with spots in them that would fit what I wanted. That wasn't such a big deal, because several of the companies have what is usually called a "pick and pluck" foam tray. These are trays filled with perforated squares, and you can remove the ones you want and leave the others. Since I only need rectangular shaped areas to put my units in, this would work out great for me. Most of these kinds of trays have 1/2" squares, which would result in some wasted space, but would work.
The bigger problem was the cases. I wanted to store my miniatures so they would remain upright. Many of the Civil war miniatures have their rifles sticking up, and they are extremely fragile. I didn't want these being pressed up against anything. Especially since the thinnest foam trays are for the most part 1" tall. This left plenty of room above the miniatures when stored upright. Unfortunately, every single maker of miniature transport cases I could find online has it's handle on the side of the case. By that I mean, you put the foam trays in upright, then when you carry the case around, the trays are on their sides. This wouldn't do, because as soon as I picked the tray up, the miniatures would lay on their sides and likely press up against the top, bending all of those bayonets that are sticking out.
I really needed a case with the handle on the top, so you would put the trays in upright, close the lid, then carry the case in the same orientation. This does not seem to exist in the world of miniature carrying cases. In addition, most carry cases are made of some soft material, and I really wanted something rigid. If the case ever got accidentally kicked or stepped on or had something dropped on it, a soft case wouldn't protect the models at all.
Fortunately, most of the companies that sell these carry cases also sell foam trays separately. So, I wrote down the dimentions of all the foam trays I could find for sale that were 1" high with "pick and pluck" foam. Whenever I was out shopping somewhere that might sell any kind of case, I'd bring a tape measure along and try to find one that had dimensions that would fit any of the dimensions I had listed, and that would also be carried upright, so the trays would stay with the same side up.
This took a lot longer than you might think. I ever searched online endlessly for any kind of cases or boxes to try and find one with dimensions that would work that was also carried in the proper orientation. I never imagined it would be so difficult to find such a thing, but it took months. Finally one day at an Office Max, I found a file storage box that seemed like it would work. It would just fit the foam trays made by Battle Foam, and was carried upright. It did require two hands to carry, while I would have preferred one with a single handle on top. And it was much taller than I needed. But after searching for so long with no luck, I was willing to give it a try even if it was less than ideal.
One other issue is that the file storage box I got had these railings on the inside along the top on all four sides. These were to hang file folders on, but they were definitely going to get in the way of getting foam trays full of miniatures in and out of the box. I decided to remove them, which turned out to be another thing that was much more difficult than I assumed it would be. The railings were riveted on through the outside of the box. It wasn't easy to detach the railings from the rivets, and afterward I had to pound the rivets down even further so that they wouldn't fall out or move around with the extra slack. The first railing didn't go so well, but after that I got the hang of it and the other three came off without too much trouble.
Next up was the foam. I placed an order with Battle Foam for five 1" tall pick and pluck foam trays, and five foam tray toppers. They trays are 15.5" x 12", which is just slightly less than the interior space I had in the case, so they would fit fairly snugly but with enough room to get them out. Battlefoam, at no extra charge, allows you to add customized test or logos to the trays and toppers. I had no particular need for this, but I figured I might as well have it done. I was paying quite a bit for these trays, after all, at $17 each for the 1" pick and pluck trays. I only went with Battle Foam trays because those are the ones that fit the case I found, so I didn't have any choice. And it would be kind of nice to have each topper labeled with what was in the tray below it when unpacking my miniatures.
It took a few weeks for my order to arrive, I suppose since they had to customize the trays with my text. I assumed the text they added was painted or written on or something, but it is actually etched into the foam, which looks pretty cool. And they didn't misspell anything, so I was pleased with the custom text. On the other hand, based on the dimensions listed for the trays, and the assumption of a 1/2" border around the outside, I assumed there would be an area of 14.5" x 11" for the pick and pluck section, and had planned how I would lay out my units based on this. When the trays arrived, I discovered that the bottom border is actually 1" rather than 1/2", to make room for the custom text I didn't really want. Therefore the actualy useable area of pick and pluck foam is really 14.5" x 10.5". It wasn't a big deal to rearrange some things in my planned layout and get it to work, but for anyone considering buying there foam trays, you should be away of this so you can plan accordingly.
As for the quality of the Battle Foam trays, I wasn't impressed. They aren't terrible I guess, but nowhere near as nice as the Games Workshop foam trays I have that came with the GW carry cases. And considering how expensive the Battle Foam trays are, I assumed I was going to get a pretty high quality product. But I suppose when you buy their stuff, you aren't really paying for quality, you are paying for the customizability. So if you need a custom layout for your foam trays, or you really want the etched writing for some reason, they might be worth it. But if you just want good quality foam trays, there are probably plenty of better ones out there.
First of all, the Battle Foam trays had some wet, still very sticky glue coming out from between the pick and pluck tray and the base it was glued to. I noticed it right away and left them sit out to dry for a while before putting any miniatures near the trays, but others might not be so lucky. Also, some of the bottoms were glued on a bit crooked or off-center, so that was kind of sloppy. The bigger issue was with the pick and pluck foam sections. The ones around the outside of the trays, which had gotten excess glue on them sticking them to the bottom, were almost impossible to pluck out. In fact, they all left little mounts of glued down foam behind them. On top of that, many of the other squares, not around the edges, were extremely difficult to pluck out due to the perforations not going all the way through the tray, or not being there at all. I used an x-acto knife to cut through where I wanted to separate the blocks. Even then some were still very difficult to pull out, and several times while trying to pull out a tenacious block, I accidentally disconnected an adjacent one that I wanted to leave. So the quality control at Battle Foam is obviously not very good, and their pick and pluck foam is very difficult to use without accidentally removing blocks you wanted to leave in place. Again, I wouldn't really recommend them. The Games Workshop pick and pluck foam was much better.
Another issue I ran into was that so such a large number of pretty small spaces, I found I was removing a large percentage of the foam. Since the foam blocks aren't attached to the bottom at all (except the ones around the edges that got accidentally glued to the bottom), what remained was not very stable. The walls in between sections weren't sturdy and moved around a lot, and that caused two problems. First of all, I didn't think it would support the units and keep them still as well as I'd like. Also, that instability makes it much more likely for one of the perforations I left in place to be inadvertently torn, which would make the whole thing really useless.
This, combined with the few perforations I mentioned that I had accidentally torn while trying to pull out others, made me try out gluing the foam together. I first tried some good old Elmer's glue. That didn't work at all. It just soaked into the foam, and took forever to start to dry. I then tried out some super glue and some plastic model glue on some test pieces. The plastic model glue worked the best by far. It was able to hold two foam pieces together really tightly. So I glued back together the mistakes I had made and, once I had the foam pieces I wanted plucked out, glued the remaining foam down to the base. It seems to be holding pretty sturdy now.
So, after that epic saga, I now have a pretty good way to store and safely transport my 10mm American Civil War miniature collection. Below are some pictures of the results of all this effors. Hopefully this article will be helpful to other people tyring to come up with customized storage solutions for different kinds of miniatures. If you have any tips for others, please leave a comment.
Monday, September 21, 2009
Monday, September 14, 2009
Warhammer Fantasy Map Campaign Rules
Set up a randomly generated hex map to represent the region being fought over. Each allied force gets one side of the map opposite the other force. Each player selects a single hex that is one hex away from his edge. This is where his Fortress is. There will have to be markers made for each player that can be placed on hexes to show that he controls them. To start with, these markers are placed on the fortress hex that the player starts on. As players capture or lose castles, cities, and towns, markers will be placed on or removed from the map hexes containing them.
Each player starts with the same number of Armies, usually three. They will all represent a Warhammer army of an agreed upon points value, usually 2000. Armies are represented by a flag of a different color for each player. Each player places his armies on his Fortress hex or within one hex of it. Two armies of the same side can never occupy the same hex.
Each player will be allowed only one lord level character in the campaign, representing the commander of his army. This Lord choice is essentially a special character, and he will not change from game to game. If he is used in a battle, he must be taken with exactly the same magic items, mount, etc. Each player will need a token to represent which of his armies the Lord is currently with. It can start with any of his armies, and during a player’s movement phase, he can move his Lord to any of his armies. Otherwise, the character moves along with the army he is with. If the army the Lord is in gets into a battle, the player may choose to use the Lord character in the game if he wishes. If the character is used, points are paid for him as normal, and he uses up a character slot. If the character is with an army that gets completely Massacred, the character is captured or killed and can no longer be used in the campaign. If the character is killed in a battle in a challenge, then the character is killed and can no longer be used.
Features such as towns and villages are placed randomly on the map.
Turn Phases
If there are multiple players on each side of the war, all players on the same side take their turn at the same time. Each turn is broken into the following phases:
- Move Armies
- Fight Battles
- Battle Results
Move Armies
Armies are allowed to move a maximum of D3 hexes during their turn. They subtract one from the roll if they start their move adjacent to a hex with an unbroken enemy army, to a minimum of 1. Each army is rolled for and moved one at a time, so you will not know how far the rest of your armies will be able to move. You can not move through a hex with an enemy army in it or an enemy controlled settlement. You may pass through a hex with a friendly army in it, but may not end your move in the same hex as a friendly army. You may end your move in a settlement (Town, Village, City, or Fortress) controlled by an allied player, provided there is not another army already there.
An enemy controlled settlement without an enemy army in the hex can be captured by an army ending its move on the hex. Mark that the capturing player now controls the settlement. Enemy controlled locations that have an enemy army on them can be captured, but in order to do so the attacker must first win the battle with the enemy army. An army can move into a hex that an enemy army is occupying, in which case it must halt there even if it has more movement. The two armies will do battle.
Fight Battles
After movement is complete, a Warhammer battle will be fought anywhere there are armies from both sides occupying the same hex on the map. Each player selects an army up to the points value agreed upon for the armies.
The two players proceed to fight the Warhammer battle with their selected armies. The attacker is the player whose turn it is. The defending player deploys a unit first in the game and the attacking player gets the first turn. Roll off for choice of deployment zones as normal. At the end of the game calculate victory points to determine the results.
Instead of always fighting a pitched battle, you can determine the scenario you fight by rolling on the following chart:
1-3: Pitched Battle
4: Supremacy
5: Flank Attack
6: Last Stand
If a Pitched Battle is being played, both players randomly select a special objective and reveal it to the other player. (Note it is possible to get a blank special objective, which means you have no special objective for the battle). For either side, completing the objective gives that player bonus victory points equal to 10% of the size of the game. So for 2000 point games, it would grant 200 bonus victory points.
As an alternative, instead of fighting a Warhammer battle, the result of the battle can be determined by dice rolling as follows. Each player rolls a die. A player subtracts one if his army suffered a minor defeat in the last turn, or two if the player’s army is broken as a result of a major defeat. Subtract one if attacking an enemy on a special location. The results are compared, and if one player gets a higher result than the other, the difference determines the level of his victory according to the following chart:
Difference: Result
0-1: Draw
2: Minor Victory
3: Major Victory
4-5: Massacre
Battle Results
Draw
If the result of the battle is a draw, the attacking army is moved back one hex to the hex it came from.
Minor Victory
If the result of the battle is a minor victory, the loser moves back 1 hex. If the attacker lost, he must move back in the direction he came from or one of the two adjacent directions from the hex where the battle was fought. If the defender lost, he must move in the direction opposite the one the attacker came from, or one of the two directions adjacent to that one. A losing army is not allowed to retreat into an enemy controlled settlement. In addition, the losing army is shaken. This means that for one full turn, the army suffers the following effects in any battles it fights: his opponent is allowed to choose a deployment zone, he must begin deploying first, and his opponent may choose whether to go first or second.
Major Victory
If the result of the battle is a major victory, the loser moves back 1 hex as described in the Minor Victory section above. In addition, the losing army is now considered broken until it can rally. A broken army cannot attack another army, and if it is attacked it suffers the following effects in the battle: the army gets 10% fewer points, the opponent is allowed to choose deployment zone, the entire army must be deployed first before the opponent’s army being deployed, and the opponent can choose to go first or second. Broken armies can rally by ending their regular move (not retreat move) on a hex with a friendly settlement. Once they do this, the army returns to normal.
Massacre
If the result of the battle is a massacre, the losing army is removed from the game permanently. The winning army stays where it is. If this happens to an army containing the player’s Lord character, the character is captured and takes no further part in the campaign.
Surrounded
In the case of a Minor or Major victory when the losing army is compelled to make a retreat move, cases may occur where it is impossible for the army to make the required move, due to enemy armies or the edge of the map or mountains blocking all the possible destinations. If this happens, the army is trapped, and is wiped out as if the result of the battle was a Massacre. If the army is blocked by a friendly army, they may move one extra hex through them if possible and if there is no other possible place to move.
Ending the Game
The game is played until one side has no armies remaining, or one side has lost all their fortresses. The other side is the victor.
Special Locations
Towns, villages, hills, bridges, and other features of the landscape can be used by a clever general to gain tactical advantages over his opponent. The following are some special locations that may be placed on the hex map. Special locations grant certain benefits to armies on or near them. Unless otherwise specified, benefits of special locations apply to an army occupying the hex the terrain feature is on. If a battle takes place on a hex with a special location, unless otherwise specified the benefit applies to the defender. In cases where the player is allowed to place terrain, it is placed after all normal terrain has been set up for the game, and deployment zones have been chosen.
Village: Defender can place up to 12” of linear obstacle in his deployment zone. He gains +50 bonus victory points for each of his starting table quarters that he controls at the end of the game. An army that starts its turn on a Village, it gets +1 movement.
Town: Defender can place up to 18” of linear obstacle and one building (up to 2 stories) OR one special terrain feature in his deployment zone. He gains +100 bonus victory points for each of his starting table quarters that he controls at the end of the game. An army that starts its turn on a Town, it gets +1 movement.
City: Defender can place up to 24” of linear obstacle and up to two buildings (up to 3 stories) OR one such building and one special terrain feature in his deployment zone. He gains +150 bonus victory points for each of his starting table quarters that he controls at the end of the game. An army that starts its turn within 1 hex of a friendly controlled City gets +1 movement.
Fortress: Play a siege game. The defender gets 75% of the point value of the attacker. Both armies get 25% of the point value of the attacker to spend on siege equipment. If the attacker wins, it counts as a massacre. If the defender wins, it counts as a minor victory. An army that starts its turn within 1 hex of a friendly controlled Fortress gets +1 movement.
Hill: Defender can place a hill of any size in his deployment zone. The attacker is not allowed to place any hills in his own deployment zone. The Defender adds +1 to his roll to determine deployment zones, and +1 to his roll to determine who goes first.
Bridge: It is difficult to attack and retreat across a narrow bridge. If the attacker loses a battle on a hex with a bridge, the loss is counted as one level more severe. So a minor victory for the defender becomes a major victory, a major victory becomes a massacre.
River: Fighting in the area of a river with no bridge makes it hard to escape if an army gets surrounded. Both armies fighting a battle in a river hex gain double victory points for controlling table quarters. If there is a bridge in the hex, use the rules for a Bridge location instead.
Monday, September 7, 2009
Warmaster Chaos Marauders
Considering I hadn't done anything for Warmaster in years, I think they turned out pretty well. They actually fit in decently with the units I had already painted way back. Here's a picture of an entire brigade, with three old units and the newly painted one.