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Author Topic: Bakkenwald: AARS and 4 New Warbands  (Read 17761 times)

Offline Mason

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Re: Bakkenwald: 4 more New AAR
« Reply #60 on: September 10, 2012, 02:32:56 PM »
Great stuff, Adam!
 :-*

I really like your Cultist warband.
I have the fella with the mask in hand and I think he will be joining my Strange Aeons Cult pretty soon....

Glad to see you are trying out the Miner rules.
How are you finding them?


Offline thebinmann

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Re: Bakkenwald: 4 more New AAR
« Reply #61 on: September 10, 2012, 09:47:19 PM »
They were good, I guess some of the surprise was lost as I play solo. They turned the tide this game, but I suppose I got lucky with the rollin for appearance.

I used them in a second game too report to follow...

However, I can say they add a bit of excitment to the otherwise slow dwarves.

Offline thebinmann

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Re: Bakkenwald: 4 more New AAR
« Reply #62 on: October 05, 2012, 01:11:14 PM »
In a master stroke I recycled my aars and warband roosters, so now I have to start for scratch again!

All those pictures I took....  :(

Offline DeafNala

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Re: Bakkenwald: 4 more New AAR
« Reply #63 on: October 05, 2012, 04:01:09 PM »
FANTASTIC! WONDERFUL Terrain, BEAUTIFULLY painted Oh-So-Cool Minis, even some TERRIFIC Mushrooms...I'll get to the words when I'm more awake; this is a WONDROUS thread. I'm sorry it took so long to comment, but VERY WELL DONE belatedly!
I'd NEVER join a club that would have me as a member.  G.Marx

Offline area23

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Re: Bakkenwald: 4 more New AAR
« Reply #64 on: October 05, 2012, 08:24:16 PM »
Great stuff, very inspiring. Chaos Thugs as Pitfighters is a great idea.
I'm tempted now to open my boxes with unpainted mordheim gangs. But I should stay on track with ancients. no distractions, oh no. Some of my warbands are in a similar vein though, also with Grenadier figs...   :)
If you don't believe in lead, you're already dead.
+++AREA23 BLOG+++

Offline thebinmann

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Re: Bakkenwald: 4 more New AAR
« Reply #65 on: October 05, 2012, 09:37:18 PM »
Thanks, but as I said before all the hard work was done by others, and more to come

Some of my warbands are in a similar vein though, also with Grenadier figs...   :)

Oh, now we have to see them!!!

Offline Thantsants

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Re: Bakkenwald: 4 more New AAR
« Reply #66 on: October 07, 2012, 07:25:00 PM »
If I haven't said it already - I love your setup and these reports make for a good read  8)

Offline thebinmann

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Re: Bakkenwald: 4 more New AAR
« Reply #67 on: October 07, 2012, 08:22:56 PM »
Thanks guys

I can't find the papers, so it looks like back to the drawing board fpr the warbands.

Though I suppose the first games were a test, I think I will stick to the same basic groups. Starting over will also allow me to take out the errors, such as experience rolls for Hired Swords etc.

To be continued, but perhaps not too quickly

And more minis to come.....

I have posted on the Old West board but perhaps you don't stray over there.....

Offline aggro84

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Re: Bakkenwald: 4 more New AAR
« Reply #68 on: October 07, 2012, 10:16:49 PM »
Yet another awesome thread I seem to have missed.  :-*

You have amassed an amazing collection of miniatures and terrain.

Nice write ups too.

Bravo Sir, bravo.

Offline demi_morgana

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Re: Bakkenwald: 4 more New AAR
« Reply #69 on: December 05, 2012, 06:44:48 AM »
Such a cool stuff!!! :-*
I definitely have to go back to playing fantasy

Offline thebinmann

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Bakkenwald four new warbands for a new start
« Reply #70 on: August 11, 2013, 02:35:37 PM »
After losing all my stats I have had to restart the machine, here goes with new groups:

As a quick aside I decided that a shield or armour always offer a save of 6, otherwise they just aren't worth the money!

1. Micklestein's Marauders

This is a group of Gargoyles from Brada, f course. Warband wise they are based on the Lizardmen Band from Mordheimer, with a few differences:

1. They suffer no negative movement for difficult terrain
2. They can fly up one level of a building with no climb roll (as far as flying goes that's it, but the reat is reflected in the M of 6 and  for the large ones)
3. -1 and -1 WS inside buildings/ruins
4. Normal Gargoyles have a base save of 6+ (Skink), Solid Granite Gargoyles have a base save of 5+
5. Rocks in the head: Gargoyles roll 3d6 for pys tests and choose the lowest roll
6. Solid Granite Gargoyles have atail/wing attack that goes at the end of the round after everything else
7. All Gargoyles have to spend 10 to have a Helm (which can never be sold)

Here they are:



The Priest (licking his claw) is Zhted (spell: Brada's Fury)) and is armed with throwing knives, Knife and and axe (wings): 90 gp
Gotalot is the spear wielding Gargoyle: Spear and Javelin: 60
Ahken is the Brada Garg with sword and buckler: 55
Brada III is the Half Human armed with two swords (swird thing and wings): 90
The Three flyers are Brada Braves with spear, volas and buckler: 50 = 150
The tailed gargoyle is Bld'ngor: Armed with club and knife: 53

2. Grinlob's Grinders

This is a Half Orc Band based on the Hobgoblins from an online ruleset



Grinlob: Studded Club (as axe) and Buckler: 60
Gashnar, Shaman (Spell: Heart Seeker): 2 studded clubs: 45
Gnash: Barbed spear and buckler: 60
Smashface: studded club and buckler: 50
Slicer: Scimitar (as dwarf axe, Half orc special weapon), buckler and sling: 62
Snipeshot: Longbow and Knife: 50
Stinger: as Tilean Merc: 30
Stinker - Halforc-elf: as Elf ranger but warband is hated by all elves (due to the nature of the forced interbreeding that led to Stinker's existance)
Fatburp: Ogre Bodygaurd (Grinlob's Half Brother): 80

3. The Guttersnipes

This is a Clan Skryre Warband



Flench: Chief Engineer (spell: Poisoned Wind)) with warplock Pistol: 105
Spyne Blightmaster, Warplock Engineer (Spell: Eye of the Warp))with Knife and staff: 48
Goar Headwrecker: Axe and buckler: 50
Skurge, Pistol and Sword: 70
Gnawdoom and Poisonbreath, Mechinists with windglodes: 110
Carver; Sword and Dagger: 30
Rott, sling: 30
4 Giants Rats

4. The Chosen

This is a straight Beastman Warband



Dreddgor with Axe and Sword (spear): 80
Glimbone Centaur: 93
Swifthoof, Bow well perhaps not quite straight from the book) and Axe: 65
Bllodzot, Mace and Sword: 58
Smashbone (Glimbone's "Brother"): 203

They will head off as follows:

Micklestien's Marauders vs The Chosen in Breakthrough
Guttersnipes vs Grinlob's Grinders in Wyrdstone Hunt

Offline Mason

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Re: Bakkenwald: 4 New Warbands
« Reply #71 on: August 11, 2013, 02:54:13 PM »
I like the new warbands, mate, especially the Gargoyles.
That is a wonderful idea!
 :-* 8) :-*


Offline DeafNala

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Re: Bakkenwald: 4 New Warbands
« Reply #72 on: August 11, 2013, 02:56:51 PM »
The new War Bands are all SPLENDID; I would be hard pressed to pick out a favorite . VERY WELL DONE!

Offline thebinmann

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  • Can't paint but dreams...
Wyrdstone Hunt and Breakthrough
« Reply #73 on: August 26, 2013, 09:02:41 PM »
So here goes, first AAR for a while

4 shards of wyrdstone were lying on the board doing nothing









When along came the rats and the Half Orcs....













The mad dash starts!



Snipeshot sees the rats, but they are inches out of range..





The rat gun boyz move up



Attack of the giant rats! And they eve, manage to down one of the big guys!



Sniepshot and stinger pick their targets!



Fartburp readies to chare!



But those damn rats are like lighning!



Meanwhile Grinlob is buy collecting Wyrdstone!



The rats are amazingly effective, but it's too little too late as the orcs mop up rodent blood and wyrdstone.

A few new skills are added for the orcs, and the skaven add a few instainties and lose an arm....

In term s of new recurits the ratboys add a Sniper Hired Sword and a giant rat, the Half Orcs pay the massive wage bill but skill add two Gits with Scimitars and Bucklers

Offline thebinmann

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  • Can't paint but dreams...
Re: Bakkenwald: 4 New Warbands
« Reply #74 on: August 26, 2013, 09:31:36 PM »
Shorty later The Chosen try to smash through Micklestein's Marauders' thin grey line





While deciding what to do, Gimbone went nuts and charged the Gargs! I bet they regret setting up within his massive 16" zone!



Although they try to hold, the brutal force of the Chosen is simply too much







It's short and messy and right from the first charge there was likley to be only one winner!





Te swarm tactics of the Gargyoles DID NOT WORK! Though they did dwon the might Smashbone!

In this crazy game of British Bulldog the Garygoles got smashed!

The Gargs are damaged, but all pull through though Ahken misses out on the next game but Gotalot is harderned, even more!

The Garg's pick up 70 gold and a free hire sword: they add a second Solid Granite Garg, Brignash, kitted with a clube and sword and add a sword for Bld'Ngor.

Hired Swords are tricky but I chose a Warlock, an old "friend" Micklestein, Harim Sprye

The Chosen amass 80 gold and decide to add a Shaman, Big Bellow, armed with a Double handed Weapon.

Dreddgor takes a skill: Mighty Blow
Glimbone takes Horned One, +1 Attack when charging

 

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