Thursday, July 29, 2021

Age of Sigmar - The Tower

As much as I might have liked to play two or three games a week, I've come to realize that trying to keep up with the painting of new minis in the queue and typing up game reports, that's probably just not a realistic goal... So Finnegan and I decided one game a week would be fine. We also decided to schedule it for Tuesday afternoons (as nothing else is going on Tuesday afternoons - Finnegan runs D&D games on Mondays and Wednesdays - and I seem to be playing Necromunda pretty regularly on Wednesdays now, Thursdays I take Keiran to music lessons, Friday both kids are going over to my folks to hang out... Finnegan runs more games on the weekend... yeah... Tuesdays...).

Picking up where we left off after the Clash at Gloomy Crest, The Hedonite Host fell upon the Ruins of Aklaszazer, where Duardin of the 44th Azyrite Thunderers Regiment, has just finished rebuilding a tower around the newly re-opened Realm Gate to Azyr! 


SCENARIO

The scenario we played was The Watchtower (same as we played for our First Game - except that this game there actually WAS a watchtower!) 

The Tower of Zvoln - This is actually the oldest terrain I own! I made this 30+ years ago when I was still playing Warhammer Fantasy Battles (3rd Edition)! 


FORCES

Howlthrob’s Host

Allegiance: Slaanesh

Host: Godseekers Host

Mortal Realm: Ulgu

Current Quest: Master Magical Lore – 1 Quest Point

LEADERS

Howlthrob the Quivering Doom Snare (Aogzemmp'ptzhoe), Viceleader, Herald of Slaanesh (140) - General - Speedchaser, Enrapturing Circlet, Born of Damnation

UNITS

10 x Daemonettes (140) - the Luxurious Lavendrines – 1 Casualty

10 x Daemonettes (140) - Viridians of Vice

5 x Seekers (140) - Seekers of Sin

TOTAL: 560 points

Territories:

The Nexus of Sominus - Arcane Waypoint

The Pool of Perversion - Wellspring

Vault:

Warscroll Battalion: Epicurean Revellers

Glory: 1


Erymas’ Stormhost

Allegiance: Stormcast Eternals

Stormhost: Hammers of Sigmar

Mortal Realm: Azyr 

Current Quest: Defend Your Realm – 1 Quest Points

LEADERS

Knight-Questor Erymas (110) - General - God-Forged Blade, We Cannot Fail

Averon Stormsire (280) - Chain Lightning

UNITS

3 x Steelheart's Champions (110) - Severin Steelheart, Obryn the Bold, Angharad Brightshield

2 x Stormsire's Cursebreakers (0) - Ammis, Rastus

3 x Castigators (75) - Atymnius, Marius, Throsymelus

10x Irondrakes (160) - 

TOTAL: 735 points

Territories:

Realmgate to Azyr - Arcane Waypoint

Glory: 6


THE GAME

Rolling for Ulgu Realmscape Features we got Shrouded Lands: a veil of gloom hangs over this region, but no immediate dangers are apparent. (no effect on the battle!) 

Swarms of Slaanesh Daemons ready to attack the tower - hoping to overrun the diminutive forces holding it and secure a gateway to Azyr itself, for their Dark Prince. 

The Duardin builders also Irondrake/Thunderers were warned of the daemons approach by Averon Stormsire, who rode the winds to return to the fortress ahead of the Slaanesh Host. 


ROUND ONE

Slaanesh Turn

Teh Slaanesh forces went first in Round One and all charged the Tower. The Irondrake/Thunderers did the Uleash Hell action, in response to the first Daemonettes Charging and blasted away FIVE of the Viridians of Vice! Yikes! 

In the Combat Phase the Duardin blasted away two more of the Viridians of Vice. The Daemons, for their part, took out three of the Duardin and dealt one wound to Averon Stormsire. Stormsire spent too long giving a stirring speach to actually do anything to the invading horde (he missed all attacks).

Three units suffered wounds (+3 Depravity Points) and my General and at least one other unit charged (+D3+1 Depravity Points - for a total of SIX - enough to summon a unit already!) 


Stormcast Turn

Averon Stormcast cast Stormcast (who names a spell after themselves...? or Names themself after a spell...?) The spell finished off the Viridians of Vice, dealt one to the the Luxurious Lavendrines, three mortal wounds to the Seekers of Sin (taking one out and wounding another) and a Mortal Wound to Howlthrob the Quivering Doom Snare!

And then the reinforcements arrived! 

The Castigors shot at the Seekers, finishing off the wounded one. 

Others just had to wait for their chance... 

The vicious battle at the tower saw the Irondrakes take out another Seeker and Stormsire brutally wound the Viceleader Howlthrob. The Daemons took out five more Duardin. One Mortal Wound and five normal wounds were dealt to Stormsire... he saved all five of the regular wounds! Yikes! 

All that Damage-Dealing mean I gained ANOTHER five Depravity Points! The last of the Duardin failed a battleshock test and fled (we figured they retired to the basement of the tower to deal with their injured - and hoped Stormsire could hold off the Daemons until the reinforcements arrived) 


ROUND TWO

Slaanesh Turn

Slaanesh went first again in Round Two. The Viceleader recovered two wounds with Heroic REcovery and then tried to cast Born of Damnation (to recover a few more), but, despite the casting number of FOUR... the viceleader failed (rolling a three - at least it wasn't a miscast - two - which would have cased another D3 Mortal Wounds!?)  

then retreated from the combat at the tower to summon a Bladebringer on a Hellflayer! (Because I COULD!) 

The Viceleader charged back into combat with the inhabitants of the tower... 

And the Bladebringer charged the Stormcast reinforcements - hoping to buy the daemons attacking the tower some time! 

The the Luxurious Lavendrines finished off Averon Stormsire in the tower - unfortunately, in Age of Sigmar, there is no "Consolidation Move" after a combat, so the Daemons would not be able to occupy the tower until they could move in their next turn. 

The Bladebringer dealt some damage to Steelheart's Champions (KOed one and wounded another...?) 

Four more Depravity Points for me (2 for units suffering wounds, 2 for General charging again) 


Stormcast Turn

The Stormcast moved in! 

The Castigators shot at and then charged the Bladebringer. All of the Stormcast were utterly wiped out in this fight...

Knight-Questor Erymas and the Cursebreakers charged the Seekers of Sin at the very door to the Tower. 

The Evocators of the Cursebreakers took out two of them and the Knight-Questor finished off the last of them. At the end of this, however, they were fully within 6" of the tower... 


ROUND THREE

Stormcast Turn

The Stormcast won the priority roll and went first. being wholly within 6" of the tower, that was unoccupied, they were able to rush in before the Daemons could! 

DAMMIT!

The Stormcast focused all of their attacks on the Viceleader and took it out! The DAemonettes of the  Luxurious Lavendrines took down one of the Evocators of the Cursebreakers. 


Slaanesh Turn 

The Bladebringer turned it's attention to the Stormcast in the tower - and summoned another unit of Daemonettes... 

All charged the tower! The remaining Evocator and the Knight-Questor focused all their attacks on the Bladebringer and took them down! 

The Daemonettes managed to finish off the Cursebreakers... but it was going to be a ferocious fight to try and bring down the Knight-Questor.... 


ROUND FOUR

With the Knight Questor able to do Heroic Recovery (regaining any lost wounds every round) and having a 3+ save to begin with... and +1 to save rolls from being in defensible terrain, and a further +1 for All Out Defence - negating any rend the Daemonettes might have... effectively giving him a 2+ save... with a Sigmarite Shield that allows him to re-roll any that he fails... yeah... that wasn't going to happen... 

At the end of the Fourth Round it was clear the Daemons were NOT going to overpower the Knight Questor and we called it a day. MAYBE if both units of Daemonettes were the ones originally fielded (which are part of a Warscroll Battalion that gave Daemonettes an ability where sixes on wound rolls dealt Mortal Wounds! But the full unit of Daemons was a summoned unit and, we assumed, NOT part of said Warscroll Battalion) 

And so the Warriors of Sigmar wrested victory from a nearly devastating defeat! 

 

POST GAME

Finnegan's Stormcast gained NINE Glory Points for the game and then another TEN from finishing his quest - brining his total to twenty-five! I gained five glory points and another quest point.

Two of the Duardin did not recover from their wounds and died. 

Howlthrob the Quivering Doom Snare, Viceleader, Herald of Slaanesh suffered only minor injuries and would return to fight next game. The injured Luxurious Lavendrines all recovered (but they remain one down from the previous game), but the Viridians of Vice permanently lost three of their number - likely due to the incantations of the Stormcast Knight-Incantor! The Seekers of Sin didn't have to roll for casualties due to my Wellspring territory (need to upgrade that ASAP!) 

The Luxurious Lavendrines gained one Renown for surviving the battle, and the Seekers of Sin gained FIVE (for being the Favoured unit) - both are now Veterans! The Seekers gained the Devastating Charge ability and the DAemonettes gained the Disciplined Battle Drill ability! 

Finnegan rolled Special Territory on his Exploration Roll, but, lacking a Faction Territories Table (I guess these will be in the NEW Battletomes...?), he was able to just select Ancient Roads - which would allow him a second allied unit in his contingent - so he spent 10 of his glory on that. He immediately spent another 10 Glory Points to upgrade the Ancient Roads to a "Trade Route" which increased the limit by THREE - for a total of FOUR allied units he can add to his contingent (enough to cover all the Cities of Sigmar units I've gotten ready!) He spent the last of his remaining Glory Points to add barracks to his Stronghold - increasing his unit limit by one - so maybe next time he can add another of those Cities of Sigmar units! 

Lacking enough Glory Points to add a new territory, I didn't even bother with an Exploration Roll. I did add another unit of Daemonettes to the Roster (which, I guess, I'll need to finish painting up before next week!!). I desperately need another HERO to add to the roster - I can't rely one being able to SUMMON a Bladebringer on a Hellflayer all the time! If I lose the ONE hero I currently have, I'm done with summoning units and that's the one things these Hedonites kind of have going for them! 

Another super fun game. Really looking forward to MORE! I hope we can continue the campaign into the fall - and maybe add in a few NEW factions. 

Wednesday I played another game of Necromunda - hopefully I'll get a Game Report of that action posted later today or tomorrow. Later in the week I should be posting some new painting - likely Daemonettes, as I'll need them for next Tuesday - but there are a LOT of things on the workbench all slowly sloshing towards completion - a few Warhammer Underworlds warbands are very nearly done... I did also just pick up some Chaos Knights, and I'm pretty excited about getting a few of those put together! (Although, I think when I had costed it out, it made more sense for my starting Slaves to Darkness host to be made up of the Chaos Lord and a couple of units of Marauder Horse....? We shall see...) I do need to see about painting another Hedonite Hero, though... Maybe it's time I finished up the Infernal Enrapturess... or just save up enough Glory to add the Baldebringer on the Hellflayer...? We shall see... 

Monday, July 26, 2021

Cities of Sigmar!

Well, I don't have any more Stormcast Eternals to add to Finnegan's force in our little narrative campaign, so I thought we could ignore the army limits for allies and just let him take Cities of Sigmar forces whenever he wants to add to the force. It makes narrative sense to do so - The Stormcast are the shock troops of Sigmar to clear the way for all the Free Peoples that had been hiding out in Azyr during the whole Age of Chaos thing. Stormcast clear the war, Free Peoples build the Cities of Sigmar in their wake. 

The Island we've set our campaign on is small, so Sigmar figured it didn't need THAT many Stormcast to clear away the Chaos inhabitants and sent in settlers as soon as the Realmgate was secured... These are some of the Free Peoples that will be joining Finnegan's forces in the weeks to come. 

Most of these are miniatures I've had for AGES. I've repainted some since I bought and originally painted them (in the late 1980s and into the 1990s). They have all be recently rebased. Some are newly painted (or newly repainted!) 

I struggled with how to paint the sides of the plastic bases. I'd painted the sides of the Duardin bases grey originally and the Aelves and Vikings were brown... but they didn't look right next to each other and neither looked good next to a lot of the other Age of Sigmar miniatures I've based - especially those from Warhammer Underworlds with sculpted bases - that I've painted black on the sides. So, for consistency, I ended up painting them all black on the sides. Still not totally happy with it... but at least they're all the same now and that's not triggering 

First the Duardin that Finnegan has already added to his roster. These are old Dwarven Thunderers that I've had since I was playing Mordheim... uh... was that the late '90s? early '00s? Regardless, no new painting here, just rebasing and some touch-ups. We'll be using them as Duardin Irondrakes - which are basically a slightly newer version of Dwarves With Guns... 

I've also rebased a swarm of old Wood Elf Wardancers.... 

I figure we'll field them as Wildwood Rangers. There are stats for Wardancers in the "Legends" but they haven't been updated in ages and I figured it'd just be easier to use these as "counts as" a current unit. The Wildwood Rangers are a bit faster moving than human foot, have more attacks with a bit more reach, are hard hitting (wound on 3+)... so... bad ass enough I think the stats work well enough. 

Unfortunately I don't have QUITE enough for a second full unit of ten... there are only seven in the second unit. I need to track down three more (or seven more - to make two units of twelve for Dragon Rampant!) 

 Leading these guys will be this Freeguild General. The miniature is actually out of a boxed set Games Workshop once sold called Eternal Champions - characters of Michael Moorcock. This model is Erekosë -  I've had the model since the late 80s, but never painted it. The only Moorcock I read was Elric and Jerry Cornelius - so those were the only ones I painted at the time. I've still not read any of the books in which Erekosë appears, but it is a cool model - from Citadel Miniatures - that looks the part of a Freeguild General, so... 

I have a bunch of other minis from the box I may paint up to use as characters or add them into units of other Freeguild forces. 

Also newly painted/re-painted are these two - so freshly painted/re-painted are then that the glue isn't dry and there is flock stuck to the chieftan's face!? Both are OLD Citadel miniatures I've owned since the 80s. The Chieftan is actually a Pre-slotta miniature Fantasy Tribe Fighters line (FTF-76 - Norse Chieftain in Horned Helm) the Horn Blower is from the later F4 series Men-at-Arms, Vikings - designed by Alan and Michael Perry (I think this one was called "Redwald" in the 1988 Citadel miniatures catalogue). Teh latter line, I think was sold to Wargames Foundry at some point (as were many early Citadel ranges - though, sadly, not ALL of the old ranges!) 

 

The two above were knocked off to finish up a unit of ten "Freeguild Guard". One of the options for Freeguild Guard is to be armed with sword and shield - we could say "HAND WEAPON and shield and then these are all, pretty much, close enough!). The front row are all pre-slotta miniature from the aforementioned FTF line, and the second rank are all from the later F4-Men-at-Arms, Vikings line. 

I do have a few more Vikings from the Citadel Miniatures Dark Ages (DA) line... but I'm not sure if there are enough to make another unit of ten... also, some of them are currently on DBA Viking bases! 

Most of the Freeguild look like old WFB Empire soldiers, but, narratively-speaking, there are a LOT of different peoples that fled to Azyr during the Age of Chaos - I thought these vikings looked like they could be rough warriors originally from some remote fjord in Ghur...  

I also have an old Amber Wizard (probably from the 90s) that I'm just finishing up. It's wearing a bearskin, so I thought it would fit right in with Erekosë and the others. Of course, Finnegan's force ALREADY had two units of wizards, so I won't be rushing to complete that one. I also thought these might make a fun  Frostgrave Warband - the Amber wizard with the Norse as warriors and Erekosë as either a Captain or Knight or whatever. Just need to find a suitable apprentice... 

This should keep Finnegan's forces growing as the campaign progresses... so, now I need to crank out some more Daemons for myself.... Or finish up another force... or start painting all the Daughters of Khaine - to entice Amanda to join... or Cursed City... or Warhammer Underworlds... or... or... 

Yeah, I don't know what will be painted next. There are a LOT of things on the Workbench - could be any of them!? 

The PLAN is to play more Age of Sigmar tomorrow - so hopefully there will be a game report in the next day or two. 

Friday, July 23, 2021

Necromunda - The Fiery Wrath of the Redemption!

 On Wednesday, Orion was back with his Enforcers to deal with some Redemptionists that were setting fire to a few too many things in the Underhive. It is hard for Enforcers to extort protection from those they can't actually PROTECT from the wrath of the Redmptionist Crusade! 

We played the "Meat Harvest" scenario out of the Book of Ruin, except instead of Corpse Grinder Cultists harvesting meat, it was the Redemptionists burning heretics and mutants and other abominations... which is pretty much anyone who isn't them... There were twelve underhive citizens on the table. the Redemptionist got one Victory Point for each that they "purified" and the Enforcers got TWO Victory Points for each that they successfully shepherd off the table. 

We each brought a force of just under 1000Cr. 

Redemptionist Crusade

  • Redemptress Jezebel - Leader 
  • Abimelech the Zealous - Champion 
  • Sister Lilith
  • Sister Sapphira
  • Brother Tobias 
  • Brother Saul


Omega Precinct Enforcers

  • Niner - Leader
  • Vector
  • Cat
  • Lucky Nines
  • Rose
  • Six

To start with we had Randon D3+2 on the table and the rest showed up one per turn starting in the End Phase at the end of Round Two.


ROUND ONE

Orion's Enforcers make the first moves. 

Omega precinct started with Niner (the Captain), Vector, Cat and Lucky Nines on the table. They all deployed close enough to the Captain that they could all activate together. 

Brother Saul blasted away at a Heretic wandering the underhive ("they're all heretics down here!"). Brother Saul, being a Corpse Starch® wholesaler at his "day job", is less interested in BURNING heretics as he sees it as a waste of perfectly good meat products...

Redemptress Jezebel and Brother Tobias carefully take stock of their targets, hoping to avoid a run in with the local Enfrocers (little did they know...). 

Sister Lilith, tired from a long day of taking care of Orlock brats, was excited to take out some of her rage on the lowlifes dwelling int the underhive. 

Enforcers fan out to form a protective line. 

"CITIZENS! YOU ARE IN DANGER! PLEASE CALMY MOVE BEHIND THE ENFORCER LINE AND PREPARE FOR EVACUATION!"

Redemptress Jezebel and Brother Tobias move up... "Crap! it's the FUZZ!" 

Sister Lilith waiting for the Enforcers to look the other way... 


ROUND TWO 

REdeptress Jezebel started things off charging a pair of Heretic maintenance servitors that were busy "repairing" a door. She slashed one down with her sword, before setting the corpse on fire! 

The Captain successfully used the Shepard (Basic) action to draw citizans closer in. 

"THIS WAY CITIZENS! REMAIN CALM! YOUR CREDITS...er... LIVES ARE VALUABLE TO US!"

Sister Lilith moves in and shot one point blank with her stub gun. 

Brother Tobias moved out and blasted a biblioservitor that was clearly distributing Heretical books. 

Vector blasted Brother tobias with his Bolt Gun, seriously injuring the Redemptionist! 

In the End Phase, Rose arrived, having flanked around behind the Redemptionists... they would not escape this time! 

Abimelech the Zealous figured he might do the same - catch the heretics as they fleed his brothers and sisters fiery wrath! 


ROUND THREE

Unfortunately, there were heavily armed Enforcers protecting said heretics - and Lucky Nines stepped around the corner and blasted Abimelech with a bolt gun. 

Tobias, having applied a trauma patch, jumped up and ran for cover. Niner, the Enforcer Captain, redeployed (his armour is SO HEAVY, movement is a double action!?), Jezebel left the remaining Heretic at the door, as it seemed the Enforcers weren't going to stand by and let them do the Emperor's Good Work and purge the underhive of this scum. Being a more immediate threat, the Enforcers would have to be dealt with first! See blasted at Vector with her metlagun. Missing, she melted part of the shipping container he was taking cover behind, splattering the enforcer with rivulets of molten metal. 

CAt charged Sister Lilith, engaging her in a furious melee. 

Where reinforcements arrived, we rolled and on 3+ you get to decided where your reinforcements arrived... but on a 1-2 your opponent sets up your reinforcements... somewhere, Six made a wrong turn in his attempt to flank the Redemptionists and find a spot with a good field of fire... and ended up in a corridor with two large blast door blocking hi s way!? 

Sister Saphira had been following Abimelech and arrived to find him bleeding from bolter wounds and shouting at her to watch out! 


ROUND FOUR

Lucky Nines blasted Sister Saphirra as she attempted to move to Abimelech's aid and took her out of action

Brother Tobais rushed to Sister Lilith's aid - and took Cat out of action. 

Rose Pumped a concussion grenade into the corner knocking down everyone. 

The Redemptresses second shot at Vector found it's mark, seriously injuring the Enforcer. 

Borther Saul rushed out of cover and blasted Rose with Inferno rounds, taking her out of action! 

In the end Phase Abimelech recovered, and the Enforcers failed a Bottle Check. 


ROUND FIVE

Abimelech got up and moved to cover, hoping to catch a bunch of the Heretics with the purifying flames of his eviscerator... but Niner charged in and took the fanatic down. 

Jexebel tried to charge the downed Vector, to finish him off... but didn't quite make it. 

Six managed to get the second door open and squeezed off a quick shot at the Redemptress, pinning her. 

Bother Saul turned and blasted at Six missing both the sniper AND the citizen standing nest to him!? 

In the End Phase, Vector fell unconscious from the pain of his burns (out of action). 


ROUND SIX

Niner failed a cool check and fled... or, as I like to imagine, he escorted the escaped civilians from the scene and dragged off his prisoner, Abimelech, thinking he'd finally captured a high-ranking member of the Redemptionists... Unfortunately, when they got back to the precinct house, Abimelech was able to call in some favours from a couple of his more influential patrons and he was released before the captain even finished the booking paperwork... 

Six shot down Saul, seriously injuring him. 

Jezezbel got up and dove for cover. 

Tobias, who had been downed by Roses Concussive blast, finally drifted into unconciousness. 


ROUND SEVEN

Six successfully did a Shepard action and drew a number of the remaining citizens into the corridor where he was, and then closed the door. 

Sister Lilith and Brother Saul both recovered in the end phase, but the Redemptionists finally Bottled Out.


ROUND EIGHT

Redemptress Jezebel chased down another Heretic and cut him down with sword and shot him in the head with her stub gun. 

Others Maneuvered. 


ROUND NINE 

Six finally broke and fled, calling "You're on your own from here" to the citizens he left behind...

And that was the game... 

Now according to the scenario, it ends when either all of the Hive Dwellers have been removed from the table or only members of one gang remained on the table. Once the game ended, whoever had the most victory points won... Which was the Enforcers - they had gotten three citizens off (six points) and I'd taken out four (four points). Seems a little odd as one side COULD just voluntarily leave after failing a bottle check, if they happened to be in the lead with the points - which seems a little lame. Other scenarios assume that if the other team bottles and leaves, that the remaining team will finish up what they came to do, and thus automatically win - but that's not the case here. I kind of like it, you REALLY have to FOCUS on the OBJECTIVE - killing or saving the Underhive Dwellers, as taking out the enemy could give them the opportunity to just leave - if they have more points! 

Now we're not playing an official campaign, but I like to do the post game thing for my gangers... 

Checking for injuries, Brother Tobias was just out cold and recovered in time to fight again in the next game. Abimelech and Sister Sapphira suffered Grievous Injuries and will spend some time recovering. In Abimelech's case, it could be some time in jail and then laying low, so as to not irritate his patrons. 

All gained one experience point for showing up. Saul and Tobias gained an additional point for taking Enforcers out of action (I didn't count the Underhive Dwellers). Saul and Lilith gained experience for having been seriously injured, but recovering to fight again during the game! 

Fun times! Hope this becomes a regular thing.