Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Saturday, June 25, 2016

The Warhammer: Age of Sigmar Tournament Scene in New Zealand

In July, Games Workshop will release the General's Handbook (GH) - which contains additional rules to cover competitive 'matched play'. As a result, there has been a fair bit of increased interest in Warhammer as a tournament game system.

For those interested in learning more, I have summarised the events to date and those planned for this year. I have also outlined some of the main details around the General's Handbook, for those looking to raise an army and attend one of these events.

Events So Far This Year

Path to Glory Campaign

There is a monthly campaign event called Path to Glory on the third Saturday of each month. This campaign used rules that I adapted from the official Chaos campaign, which you can view here. We had eight players participate over the six month campaign, which wrapped up with a Daemons of Tzeentch warband ascending to glory. I took some photos of the April meet up and posted them on Facebook, which you can view here.

If you are around Hamilton, or don't mind travelling here for one day a month, we will be kicking off the new campaign on July 16th. Feel free to email me for more info.


Over The Top 2016

Officially the first competitive event in New Zealand. This was run on February 6th 2016, and had a small number of keen players attend. You can check out the event report in an earlier post.

We were trying out the Clash Comp community rules pack, which was a good starting point to competitive play for AOS. The army sizes were deliberately kept small so that new players in the community could field their starter set models, with achievable hobby goals.



NICON 2016

This was the most recent event, taking place over Queen's Birthday weekend. We had eight players attend, which that number again showing initial interest. The lesson I learned with this was to offer single-day events, as many people could not make it for the weekend. With a game system lacking the support of an existing player base I think this is pretty important.

For those of us who did attend, this was a damn good event. We used the SCGT tournament pack, which is my favourite of those community packs released so far. It was tightly contested, with the triumphant return of the Tomb Kings taking first place, Daemons of Chaos taking second, and my Undead force taking third. What I enjoyed most was the variety and tactical challenges posed by the scenarios (battleplans) in the SCGT pack.

We had such a good time, and at the conclusion all eight of us couldn't wait to play more. 

Final Results for NICON 2016
Byron's Goretide Bloodbound, which won best painted army


Upcoming Events

Call to Arms 2016

Taking place in Wellington on August 6th. This will be the first event to use the new General's Handbook (see below).

The Facebook event on the Age of Sigmar New Zealand Community page indicates that it will be well-attended. I am excited to be travelling down with one or two others to help organise.

We are currently waiting on the final army requirement details, but I'm painting a few extra units just in case. 

Because of travel and time constraints, there will only be one day of gaming. Check out the links below for more information:

Taking place on September 24th and 25th in Auckland. This is not a certainty, as events have not been finalised yet, but the hope is to run two single-day tournaments; smaller games on the Saturday (1,000 points) and bigger games on the Sunday (2,500 points). Stay tuned for more details on this.

Warbanner 2016

Taking place on October 8th and 9th in Napier. Again, we will be running two single-day tournaments, same as GuardCon.

Keep an eye on the New Zealand Events section of the TGA Community forums, or join the Age of Sigmar New Zealand Community group for updates. The Warbanner page to visit for the overall organisation and other events is here.


National Rankings

The plan is to have these up and running for Call to Arms. Our aim is to score the rankings on a per-game basis, so that any game at approved events or venues using the official GH rules will count towards them. Details on how the scoring will work will be confirmed once we've got our hands on the GH. The idea is that each game counts, meaning you can attend single day events and not worry about missing out.

The General's Handbook

The exciting announcement was made by a variety of podcasts, but here is the Bad Dice summary.

The book contains extra rules and guidelines for open play (the standard 'no points' rules), campaign play and matched play. From what we've seen so far, these will really add another level of customisation to your armies. 

We have not yet seen any of the scenarios. I'm looking forward to these most of all.



From the leaks that have started to come out, we can determine the following about matched play:
  • There will be points associated with each warscroll. You can view them here.
  • Each warscroll will also be given a 'battlefield role';
    • Leader Units
    • Batteline Units
    • Artillery Units
    • Behemouth Units
  • Battlefield roles help determine army composition:
    • 1000pts 1-4 Leaders 2+ Battleline 0-2 Artillery 0-2 Behemoths any other units 
    • 2000pts 1-6 Leaders 3+ Battleline 0-4 Artillery 0-4 Behemoths any other units 
    • 2500pts 1-8 Leaders 4+ Battleline 0-5 Artillery 0-5 Behemoths any other units
  • Some of these restrictions are loosened if your whole army is from the same faction (though how the factions are grouped is not yet known).
  • The Three Rules of One:
    • Each spell can only be attempted once per turn, not once per wizard.
    • A roll of 1 to Hit, Wound or Save is always a fail.
    • Extra attacks to not generate extra attacks.
  • Traits. Each army has its own set of traits:
    • 1 Battle Trait
    • 6 Command Traits
    • 6 Artifacts (each non-unique Hero can be given one)
  • Battle Traits:
    • Death: For each wound or mortal wound suffered by DEATH unit within your army that is within 10" of your General or another Hero from your army, roll a die. On a 6 or more the wound is negated.
    • Destruction: Roll a dice in your hero phase for each unit from your army that is within 6" of General or another Hero from your army. The unit can move a number of inches equal to the dice roll, as if it were movement phase, but cannot run. This does not affect their ability to move again later in the turn.
    • Chaos: Roll a dice when you pick a Chaos unit to attack in combat that is within 8" of general or other your hero. On a roll of 6 you can add 1 to all hit rolls for the unit in that phase.
    • Order: You can re-roll battleshock tests (in battleshock phase) for friendly Order units that are within 12" of general or other hero in your army.
  • Artifacts (these are the Order ones by way of example):
    • Attack in combat before anyone else (one use potion)
    • Improve Rend by 1, not for mounts
    • +1 Damage for one weapon
    • -1 to To Hit for enemies you wounded (for rest of battle)
    • Once per battle -1 to Hit for all enemies against model with this artefact
    • Heal 1 wound in each of your hero phases. 

I will be releasing more of the player's packs once the GH is in my hands. In the meantime, if you are interested in any of the events above, or want to chat about anything or everything AOS, you can get in touch via email, via Twitter or via Facebook.

Monday, April 20, 2015

Campaign Rules for The Gathering Storm

Below are the rules we used for our campaign games to date. I have added some suggestions and lessons learned under each. Gray made use of the Border Wars interactive book for iPad, and I encourage the use of this material to help get your campaigns started!

After playing through these out-of-the-ordinary games, I really believe they offer the tactical wargamer a new level of strategy to challenge them, away from the standard ETC battle-line.

For full battle reports, follow the links below:




Game 1 - Ghosts at the Walls

Map

The battle takes place outside the walls of Stromdorf. A river will run through the centre. A castle will be set up running the length of one side to represent Stromdorf.

The game is to be based on the Guerilla War scenario with these additions:

  • The empire defending force/ search party (25-50 models up to 500 pts) will be set up searching the river. To represent this they must be set up touching the river banks. Randomise for each model to see if they are on the north or the south bank.
  • Every Man For Himself. Each model acts as unit! (panic can be issue that needs to be managed)
  • Night Fight is in effect. 4D6 visibility (roll each turn)
  • After the forces are deployed randomise the location of the arcane map fragment in the river

Extra rules we used to tie it into the campaign:

  • Victory is achieved by moving the artifact off your board edge or by causing 50% casualties.
  • To represent the town watch, the defender can roll for reinforcements. These can appear anywhere on the castle walls or through the gates. This force will be comprised of 250 points and each model will be rolled for individually 
  • The artifact can be picked up during normal move (not a march or charge). The side that carries it can channel an extra dice (and use it next battle too!)
Lessons Learned: At the start of our game we decided that fleeing Empire troops would head for the city wall and then make for the gate. However this meant that they had much more time to rally than the Elf forces. If we were to run this again we would set the walls up as the table edge, rather than 6" in from the edge, and any Empire troop reaching the walls is removed.

This scenario also demonstrates some very simple skirmish rules that require absolutely no re-learning. Panic tests are everywhere, so you will need to plan accordingly!



Game 2 - Death in the Oberslecht

Map 
A Herdstone on a hill is in the centre of the board. The map piece is attached. The rest of the board should reflect a civilisation-free wilderness (lots of rocks, trees, shrubs).

The game is to be based on Surprise Encounter with these additions:
  • Units may not deploy within 12” of the Herdstone.
  • The artifact can be picked up during normal move (not a march or charge). The side that carries it can channel an extra dice (and use it next battle too!)
  • Get off our land! A unit of Gors come in as reinforcements, each turn the players roll to control them, but they will continue their combat with whomever they are in contact with. They must charge the closest unit.

Lessons Learned: Unfortunately we couldn't get our hands on a unit of Gors, but the game was chaotic enough! The same scenario (or very similar) can be found in the back of the 8th edition rulebook. You start at very close proximity to enemy units, often without support so troops that can hold their own do very well. There will be fighting right from Turn 1, and so 'mop up' capability will make the difference in later rounds.





Weather Table

Roll 1D6 at the start of each player turn. 

On the roll of a 1, roll a further 2D6 and consult the following Weather Chart. 

In Game 2, these weather effects are triggered on a 1 or a 2. 

In Game 3, they are triggered in a 1, 2 or a 3. 

Any side in possession of an artifact rolls the dice to trigger weather effects with a -1 modifier for each.


Weather Chart

Roll 2D6 to see what is affected: 


2-5 = Shooting Affected

D6 1-3 Heavy Rain - All non-war machine  Ballistic Skill shooting is at -1 for this turn.

D6  4-6 Soaked– All war machines need 4+ to fire this turn.


6-8 = Movement Affected

Sodden Ground - All Movement is at -D3 for this turn (includes Charges, Fleeing, Random Movement).


9-12  = Special Effects

D6 1-2 God-like Thunder - All units are -1 LD for the remainder of the turn.

D6 3-4 Flooding - Player whose turn it is may add one swamp piece to the table (Place token, scatter 4D6, place swamp touching token)

D6 5-6 Lightning Strike - Roll a D6 for each unit in the battlefield (friend and foe). If a '6' is rolled, that unit takes D6 S4 hits as lightning damage. War Machines, units that Fly, or units that have an armour save of 5+ or better are affected on a 5 or a 6. Units carrying the artifact are hit on a 4, 5 or a 6.

Lessons Learned: There are several weather-effect tables out there, from the General's Compendium to the Albion Campaign book. We opted for one with minimal impact to our games.

Tuesday, April 14, 2015

WFB Campaign - The Gathering Storm: Part 2

Death in the Oberslecht


The shattered map fragments blaze like signal fires in the minds of the wizards. After the initial clash before the walls of Stromdorf, the Empire force races to claim the remaining artifact with the Elves nipping at their heels.

As time is of the essence, both forces rush blindly into the wild marshes of the Oberslecht. Deep within the mists of the marshes Galharain's mage sight fails him. A corrupting influence is afoot…


The second artifact is discovered lashed to a herdstone in the middle of the swampy region known as the Oberslecht. The braying of wild beasts is heard is the distance, as the two armies become aware of each other through the storm. Scattered due to low visibility, a bloody fight ensues.




The Nuln Steam Tank Deliverance spots the artifact first. Modifications to the wheels allow the machine to churn through the swamp with greater efficiency. The rain and mud splash onto the piping hot engine and the tank emerges from a cloud of steam to slam into the herdstone. The engineer swiftly secures the artifact.


The Magnus Gate Halberdiers cheer on the nearby field guns as they wreck havoc amongst the oncoming Tiranoc Chariots. As they emerge through the sheets of rain they see the Demigrpyh Knights in hard battle with some Silver Helms led by an Elf on a giant eagle. They charge through the foliage and assist in the melee, breaking the elves and running them down.


Luthor Huss and the Knights Gruffon are faced with a more challenging foe - a monstrous Phoenix navigates the lightning strikes overhead. Another unit of Silverhelms, seeking vengeance on the Witch Hunter van Korden, ride him down along with the huntsmen and the great cannon.


The Arch-Lector enters the battle, his war altar being towed through the unforgiving landscape by a contingent of frenzied flagellants, eager for final penance. The light emanating in a halo around the Golden Griffon is like a beacon in the storm.



The Knights Griffon are decimated by bowfire from the trees. The Sisters of Avelorn Pathfinders methodically hunt down straggling Empire troops in their hunt for the artifact.



Deliverance moves in to assist the Celestial Wizard Niklaus Schulmann and the Ironsides, but not before the gunners are forced to flee under the onslaught of the Knights of the Crimson Heart.


The Elven Archmage Galharain is brought to bay in the corner of the swampland. The remaining Empire forces converge to try to end his magical influence. However, the prowess of the Elven bow-fire wreck a heavy toll on the encroaching troops.


Desperate to close the distance to the archers and avoid more casualties, the halberdiers enter the swamp, but many more are drowned during the advance. The steam tank Deliverance powers up the engine for a final devastating collision to wipe out the Elves. Disaster strikes as the floatation device rigged to the underside of the tank fails, and the entire contraption sinks beneath the swamps. Upon witnessing this, the nearby bolt thrower crew gracefully dart forward to secure the second artifact.


Arch-Lector Kaslain and Archmage Galharain face off for the first time. Elven magic is negated by a shield of faith, while righteous fury is held at bay by arcane barriers. The duel ends in a stalemate, as the Elves melt back into the wilderness, their objective achieved.


The two forces now hold one artifact each, and the final battle to control the fulcrum is looming.



[Graeme and I have yet to play the last (few) battles, but I hope you enjoy what we have played so far via Gray's awesome camera work. I will next post up the scenario rules we have been using. Stay tuned!]

Monday, April 13, 2015

WFB Campaign - The Gathering Storm: Part 1

Ghosts at the Walls


(read the Prologue here)

Albericht van Korden strode angrily through the rain and gloom. The Celestial Wizard was hiding something, and he intended to find out what. Documents in the young mage's possession indicated a particular interest in an artifact stored in the Temple of Sigmar. A far cry from 'weather research'. 

The Temple was a solitary building on the banks of the Teufal, just outside the city walls. It seems the Arch-Lector was already here, attempting to talk Lector Gottshcalk into supporting him on his bid for head of the faith.

"Additionally", intoned Kaslain, "all the outlying temples would receive a generous..."

"DOOM!", roared Gottshalk, his eyes rolling to the back of his head as lightning unnervingly cracked overhead. "The Storm rises and the Empire will drown 'neath the waters of the Dark Realm!"

Kaslain moved to calm Gottschalk, but the Lector was crazed, and instead lunged and swung his hammer as he screamed; "Sigmar will come again, and..."

Lead shot sprayed the Lector's brains over the Temple door. Van Korden slid the smoking pistol back into his holster. Before Kaslain could say another word, another deafening peal of thunder shook the ground, and a blinding flash of lightning struck the temple. 

Van Korden regained his senses with enough time to see the peculiar weather-vane attached to the roof of the Temple, loosened by the storm, blow off into the river. In the few seconds he had to observe, he noticed that it looked suspiciously like the wizard's drawings. As the Arch Lector made his way back to the city gates, the Witch Hunter gathered a posse and began to search the banks of the river.



Across the river, another group of searchers emerged from the treeline. The Handmaiden Ysvena and 'The Ghosts of Avelorn' padded towards the river with deadly purpose. Their arrows fell like the very rain that covered the land before the city, and several of the Empire soldiers died before before they even knew they were under attack.



Several of the Halberdiers lost their nerve in that moment and fled for the gates of Stromdorf. The Nuln Ironsides tried in vain to find a target in the rain and dark. The Knights Griffon used the fords in the river to advance on the shadows in the trees, their heavy armour allowing them a certain amount of protection from the barrage of arrows that found their mark.


It was the elves who managed to track down the artifact first - the Reaver covering the Shadow Warrior as he waded into the river.


The Shadow Warrior attempted to escape with the artifact, but Van Korden was well used to evasive quarry, and his time in Sylvania had left him prepared for any eventuality. He closed in on the fleeing elf, preparing his many weapons for the kill.


The elves did not have things all their own way. While clearly superior by stealth, by bow and skill-at-arms, when out numbered those advantages mattered little. A lone Reaver was hooked from the saddle and butchered in the damp soil. 


The banks were littered with dozens of arrow-filled corpses of Empire troops. However, once the knights reached the elven positions, carnage ensued. With the screams of men and elves, and the roars of demigryphon drifting up to him through the storm, Van Korden finally caught a bead on the Shadow Warrior fleeing with the artifact. Hit with pistol shots and vials of Alchemic Fire, the elf was incinerated, and the artifact claimed. The Empire forces withdrew to the city walls, and the elves melted into the night.


The bloody skirmish at the walls of Stromdorf would not be the last time the two forces would meet. After some mild interrogation, the Celestial Wizard Niklaus von Schulmann revealed more information about the artifact - the fact that it was paired with another, said to lie somewhere in the Obserslecht. The Arch-Lector was convinced of some greater importance of these artifacts, and so within the week the army was on the march.



Tuesday, April 07, 2015

WFB Campaign - The Gathering Storm: Prologue


Stromdorf. The rainiest place in the Empire.

The locals take great pride in this fact, although that won’t stop them complaining about it.

The small southern Reikland hamlet is unremarkable in all other respects, situated alongside the River Teufel, and on the edge of a large area of wetlands known as the Oberslecht. In times past, the human tribes in the area would travel to visit a standing stone that stood just outside what are now the town walls, said to grant visions of the future. On the site now stands a Sigmarite Temple.

Rumours of the secession of Sylvania and of the war in the north are troubling, but ultimately have no real impact on the lives of the people here. Not much happens, not much changes. Except for one thing.

The weather is getting worse.





All is not well in Stromdorf.

It started thousands of years ago, before the War of the Beard forced the Elves to abandon their towers and cities in the Old World.

An arcane fulcrum of pure Azyr magic erupted near a river in what would become known as the Teufel. A promising young mage was able to contain it, sealing it beneath the river depths. A Tower of Hoeth was erected nearby, along with a device capable of locating the fulcrum, and assisting with the sealing ritual.

Time passed, and the tower fell into ruins, now known as Tempest Knap. The latent Azyr magic continued to permeate the region, causing near constant weather anomalies. At some point the tower was struck by a lightning explosion so huge, it sent chunks of the building and parts of the device flying across the landscape. These device parts still crackled with Azyr magic, radiating the powers of foresight and weather manipulation.

One part was discovered by the human tribes, and turned into a standing stone (over which a Temple of Sigmar now sits), while the other sank somewhere in the Oberslecht.

Thousands of years later, a young human wizard attempting to divine the location of the fulcrum set off a chain reaction that would weaken the seal, causing it to leak pure Azyr magic. The effects of this are starting to be felt not just in Stromdorf, but also as far away as Ulthuan. The Elven curator of the fulcrum must now covertly journey into the heart of the Empire and repair the damage before it is too late.

Time is of the essence, as the human wizard is also returning, and hopes to harness the power for himself…



Dramatis Personae (and Order of Battle)

The Sigmarites

Arch-Lector Kaslain of Nuln
The Sigmarite crusade into Sylvania has ended in disaster.  Grand Theogonist Volkmar has been taken captive, presumed dead, and only a handful of the invading force made it out. Arch-Lector Kaslain led the remnants back to Nuln, where he wasted no time in preparing to outmanoeuvre his rival, Arch-Lector Aglim, for the office of Grand Theogonist. Having secured the support of the Knights Griffon, he prepares for the trip to Altdorf to lobby for support.

On the eve of his departure, Kaslain receives a letter from the Temple in Stromdorf. The local priest claims to have been gifted visions and dire portents from Sigmar himself, and requires his aid. While the tale is not likely genuine, Lector Gottschalk does have a vote in the leadership. Given how tight the race will be, Kaslain decides to detour west at Grissenwald, and pay the Lector a visit…

Witch Hunter Alberich van Korden
Alberich van Korden was the last surviving agent in Sylvania before its secession. Having survived Mannfred von Carstein’s trap, Alberich must now travel to Altdorf to report to the Grand Temple. Arch-Lector Kaslain is eager to keep him in his entourage, as he was the only other witness to the dire events around Volkmar’s abduction.

Niklaus Schulmann, Acolyte of the Celestial College
A charismatic young wizard with absolutely no talent at his craft, Schulmann has nonetheless been able to convince those who matter that he is, in fact, a prodigy. Rumour has it that he won the favour of Countess Emmanuelle herself by ‘reading the heavens’ and providing favourable portents (long-lasting beauty, decades of prosperity for Nuln, and an end to the ‘rat problem’ in the sewers). In return, he has been granted state troops to escort him to Stromdorf to study the local weather effects for his thesis. What no-one knows, however, is that Schulmann has already been to Stromdorf quite recently…

Castellan-Engineer Jubal Falk
Not at all happy with the Ironsides being assigned escort duty for some mage, Falk uses the expedition as opportunity to field test wet-weather modifications on some of the new big guns and the Nuln steam tank. They should work well. In theory.

Captain Timothias Lindmann of the Magnus Gate Halberdiers
Forgot to pack an overcoat.

Franz Bieber and the Stromdorf Huntsmen
One of the best hunters in the Reikland, Bieber has been sent to guide the Arch-Lector through the Beastmen-infested Oberslecht.

Luthor Huss
A long-time opponent of Arch-Lector Kaslain, Huss hopes to thwart his superior’s ambitions to become head of the Cult of Sigmar. Lector Gottschalk will hear what he has to say about Kaslain, as well as the matter of the ‘Blacksmith of Lachenbad’…

Magnus Gate Troops - Halberdiers

Franz Bieber's Huntsmen - Archer detachment

Nuln Ironsides - Armoured Handgunners

Knights Griffon - Inner Circle Knights on Warhorses

Knights Griffon - Inner Circle Knights on Demigryphon

Long Tom - Great Cannon

Gravin's Wrath - Helblaster Volley Gun

Ol' Cranky - Mortar

Deliverance - Steam Tank




The Ghosts and the Stormbinder

Archmage Gallharian Stormbinder
Gallharian Stormbinder looked back. Mortal eyes would have seen little but mist rolling up the valley. Gallharian’s mage sight saw beneath the layers of the low rolling cloud. His war host advanced silently.

His army had become known as ‘The Ghosts’ and rightly so. Their ships had made landfall, not far from Marienburg, in a fierce storm of Gallharian’s creation. In an audacious move they had advanced into the heart of Reikland. They had utterly wiped out two small settlements to remained undetected. The quest could not be compromised.


Gallharian could not contain the smirk that spread across his face. Long had his line fallen out favour in the Everqueen’s Court, after he had sustained massive losses leading his force on a prior campaign. How things had changed though, in the Gaen Vale - a magical focal point of the world the Everqueen had sensed a change in the winds of Azyr. Something was causing the imbalance deep in the heart of The Empire. An ancient fulcrum long buried in the ruined elven colony of Tor Arven had fallen, leaving a network of waystones vulnerable to daemonic attack. The Everqueen had hoped that the sons of Sigmar who now inhabited the land would unwittingly become its guardians by building their town of Stromdorf nearby.


The court was left with little choice than to send small force to ascertain what was causing the disturbance. Much to the disdain of many in the Evercourt, Galharian was chosen to investigate - his talents in controlling the winds of Azyr were second to none.

Now was Galharian’s time for redemption. Nothing would stand in his way.

Noble - Galimar on Night Talon
Galimar has served the will of the Queen for hundreds of years. Courtiers have come and gone and Galimar’s court standing has ebbed and flowed. His unswerving loyalty has not changed though. Many a battle has been saved by one his deft charges. Those who do not know him see him as reckless or lucky. Those who know him well see his genius in reading a battle. Galamar has doubted Galharian’s conviction in slaying humans so wantonly, but is powerless.

Handmaiden - Ysvena the Everqueen’s Hunter
Ysvena is taciturn even for a Handmaiden of the Everqueen. Having reached the revered position of Handmaiden early in her life, she spends little time involved in the politics of court life. Her position is maintained purely by her exceptional skill in enacting the often hidden and violent will of the Court.

Noble - Cerlian the Unbowed
Cerlian is a duelist at heart, his high status as a Queen’s Banner Bearer has been earned by his endless duels and reckless bravery. Some say he cares not who he fights, he only cares for his own glory and image. Certainly he had no qualms about about wiping out human villages on the way to Stromdorf.

Ellyrian Reavers - The Dusk Riders

Ellyrian Reavers - The Dawn riders

Archers - Moonglade Guardians

Silver Helms - Knights of the Crimson Heart (3rd)

Silver Helms - Knights of the Crimson Heart (5th)

Tiranoc Chariot - Malhin Brothers 

Tiranoc Chariot - The Tempest

Shadow Warriors - Eldremar’s Rangers

Lothern Skycutter - Mathlann’s Bride

Lothern Skycutter - Mathlann’s Fury

Sisters of Avelorn - The Path Finders

Eagle Claw Bolt Thrower - The Whisperer

Eagle Claw Bolt Thrower - The Sycthe

Frostheart Phoenix - Storm Talon




Wednesday, December 03, 2014

End Times: ARENA OF DEATH

Following on from our painting competition last weekend we decided it would be fun to have our newly-painted special characters scrap each other. This also served as painting motivation for some of us... because when you get together with your Warhammer buddies, when do you NOT debate who's the most powerful?



We drew inspiration from a classic article from White Dwarf #221. The rules we decided on are here. For better or worse, End Times: Khaine was released on the day of the event, so we had access to the new End Times magic and the new Eternity King. Brian was delighted.

The vast ability gap between the characters reflected our choices for painting entries, rather than power level, so we all knew this was not a fair fight and were just keen to roll some dice.

Seeding was random. We generated the first bracket and kicked off!

Round 1

Valkia vs Tetto'Eko
I believe this was a short fight. The Sword-Maiden of Khorne laid down the expected level of carnage on the poor lizard-dude. However, Tetto'eko has a very small skull, and not a lot of blood really, so just how pleased her patron god was by this remains a matter for theologians.

Winner: Valkia


Bragg vs The Glottkin
Only Ghurk Glott had his model represented, but we agreed to let him use the full Glottkin rules. With the impact hits and breath weapon, Bragg was buried in a mountain of diseased flesh and puke. Luckily he was able to eat his way out in time for the second round.

Winner: The Glottkin


Nagash vs Gorbad
The Lord of the Undead took a few early wounds from the ferocious Gorbad in the first turn, and then completely fluffed his own attacks. Annoyed (and slightly nervous, truth be told), he cast Malediction of Nagash on the legendary warboss, halving his Strength, and making sure the choppy-thing wasn't nearly so painful. Gorbad was unable to harm Nagash in the next turn, and was summarily chopped to pieces (Nagash is a bit of a dick when it comes to revenge; just ask Settra).

Winner: Nagash



Archaon vs Malekith
Big matchup early on. Archaon has so many rules that a few important ones were overlooked in this round. Things might have gone down to the wire had Archaon remembered his Mark of Nurgle, or that he is only wounded on 3+, or his horse attacks (never forget horse attacks). But this fight was all about Malekith. The Lord of the End Times was finished off, having inflicted 6 wounds on the Eternity King.

Winner: Malekith



Losers Round 1

Bragg vs Tetto'Eko
So this was much closer than you would think. The dinky-skinky from the south unleashed the only two spells he could use in this situation - Harmonic Convergence, and Comet of Cassandora. To the amazement of all, Tetto'eko managed to survive several turns, chipping wounds off Bragg and waiting for that comet to fall. Bragg had a hard time getting through the skink's minor defences, probably put off by how little meat the creature had on it, but eventually managed the killing blow before the Comet hit.

Winner: Bragg


Gorbad vs Archaon
Archaon has a 'history' with fighting orcs (*cough*GRIMGOR*cough*) and so was determined to put a swift end to the Greenskin. His daemon sword, Slayer of Kings, was happy to oblige.

Winner: Archaon



Round 2

Valkia vs The Glottkin
With the world in ruin as a result of the Four Brothers working in concert, it was nice to see some Chaos infighting. The legends do not tell whether it was the vomit, the tentacle, or the thunderous stomp that finished off the Sword-Maiden, but the result was much the same - a bloody-smear on the landscape.

Winner: The Glottkin



Nagash vs Malektih
Another clash of the titans. Nagash had to dig deep into his repertoire of 40 spells for any kind of advantage. But being unable to deal Heroic Killing Blow or multiple wounds put him on the back foot, losing six wounds himself in the first round from Asuryath Reforged.  A relatively low weapon skill stopped many of Nagash's attacks getting through, and so Speed of Light was used. With a few millennia-worth of cobwebs to blow out, the undead fiend cast the End Times spell Malediction of Nagash... however he realised his mistake shortly after. Halving Malekith's Strength did nothing with Okkam's Mindrazor in effect. A few more spells were tried but the onslaught of the Eternity King was too much.

Winner: Malekith



Losers Round 2

Nagash vs Bragg
So this battle had some awkward undertones. Nagash was being played by myself, and Bragg by my partner. I didn't want to crush her soul, but losing to Bragg would have meant Nagash would not be able to show his face among the serious villains of the End Times any more.

As it was, Nagash again missed most of his attacks in the first round, leaving Bragg on one wound and allowing him to attack back. One hit even got through. And so it was that Bragg had a one in six chance of taking out the Supreme Lord of the Undead.

Alas, it was not to be, and Bragg's soul will now suffer for eternity as a result. On the plus side, our fold-out couch also got some use.

Winner: Nagash



Valkia vs Archaon
Sometimes taking on the boss just isn't worth it. Valkia discovered this to her eternal damnation.

Winner: Archaon



Losers Round 3

Nagash vs Archaon
Archaon had hit is stride by this point. Ably utilizing Lore of Shadow hex's and augment's enhanced his power greatly. Archaon took three wounds off Nagash (from his horse - never forget horse attacks), but the magical storm that followed allowed the Arch-Liche to get off Vanhel's Danse Macarbe and Hellish Vigour for a few turns in a row. The Lore Attribute of these spells also allowed Nagash to heal himself, and so after a few turns of trading blows, Nagash was able to finish off Archaon.

Winner: Nagash



Semifinal Round 1

Nagash vs The Glottkin
Nagash stored four power dice into his staff as soon as he could, and then bolstered himself with Speed of Light with irressistable force. He saved the incoming magical backlash, but lost the rest of his power dice. Drawing on the power of the staff he attacked, and made the Heroic Killing Blow to strike the Glottkin where it mattered before he could return the favour.

Winner: Nagash


Final Round 

Nagash vs Malekith
The rematch! Nagash actually needed to beat Malekith twice to emerge victorious from the Arena of Death, and it really was not to be. Malekith got through four wounds right away, and though he rolled one's and two's, his sword did D3+1 wounds, and so dealt 8 wounds total - enough to topple Nagash in one round. Standing atop a pile of corpses, the ancient Eternity King grasped the air in triumph.

Winner: Malekith



Here is the final bracket:

Champion: Malekith
Runner up: Nagash
Second Runner up: The Glottkin


We all agreed that we will be doing this again once all the End Times books are out. Our next painting competition will involve completing an entire regiment, and having a free-for-all battle at the end. Can't wait!

Thursday, August 14, 2014

Nagash Awakens!

From beyond the grave riseth this blog... and so too Nagash, Lord of Undeath!



I have been captivated by recent rumours by reputable sources for a new campaign book, along with new miniatures, for this iconic Warhammer figure. In fact, it was Nagash from the Undead 4th Edition Army Book that hooked me on the hobby. I must have re-read the army background in that book 50 times at least.