Saturday, January 4, 2025

Age of Sigmar - Nighthaunt - Faction Update

So THIS is what I was planning to do with the faction updates. Pick a faction (Nighthaunt) and take stock of what I have and what I still need to do as of the beginning of January 2025... 

These are kind of the first priority... mainly because this is the force that needs the Least stuff finished! 


Painted

These are all the Nighthaunt I have done. 

Heroes

  • Spirit Torment (1) 130
  • Cairn Wraith (1) 130

Units

  • Chainghasts (2) 100
  • Bladegheist Revenants (10) 180 
  • Chainrasps (10) 100
  • Myrmourn Banshees (4) 120
  • Glaivewraith Stalkers (4)  80

Legends

  • Thorns of the Briar Queen (7) 140

A LOT of the force is Warhammer Underworlds Warbands and ten chainrasps are for the game Crypt Hunters!?

Currently, however, this COULD be fielded as...

Spirit Torment General's Regiment 

  • Hero - Spirit Torment (1) 130
  • Unit - Chainghasts (2) 100
  • Unit - Bladegheist Revenants (10) 180 
  • Unit - Chainrasps (10) 100
  • Unit - Glaivewraith Stalkers (4)  80

Cairn Wraith's Regiment 

  • Hero - Cairn Wraith (1) 130
  • Unit - Myrmourn Banshees (4) 120
  • Unit - Thorns of the Briar Queen (7) 140

Total: 980 points 

Just enough for a starting Path to Glory Army! 

There are some spare Chainrasps floating around in the back of the picture.. they're from a spare set of the Thorns of the Briar Queen I happen to have... not enough to field a unit of them, but could be fun to add to an encounter in a role-playing game - or use in some other skimish game! 


STILL TO DO!

This is all the stuff I still have to do

  • Scriptor Mortis (1) 120
  • Craventhrone Guard (5) 100
  • Myrmourn Banshees (4) 120
  • The Headsmen’s Curse (4)  150

And that's why I want to do these... because there are 14 miniatures to finish. I could knock them off in a week or two and be DONE! 


When it's ALL DONE 

When I'm done I should be able to field... 

Scriptor Mortis General's Regiment 

  • Hero - Scriptor Mortis (1) 120
  • Unit - Craventhrone Guard (5) 100
  • Unit - Bladegheist Revenants (10) 180 
  • Unit - The Headsmen’s Curse (4)  150

Spirit Torment's Regiment

  • Hero - Spirit Torment (1) 130
  • Unit - Chainghasts (2) 100
  • Unit - Chainrasps (10) 100
  • Unit - Glaivewraith Stalkers (4)  80

Cairn Wraith's Regiment 

  • Hero - Cairn Wraith (1) 130
  • Unit - Myrmourn Banshees (4) 120
  • Unit - Myrmourn Banshees (4) 120
  • Unit - Thorns of the Briar Queen (7) 140

Total: 1470 points 


The Chainrasps are technically part of another game - Crypt Hunters and are stored in the game box, not with the rest of the Nighthaunts... 

Will these be done in the next week or two...? Probably not... I do have things I need to have painted for my role-playing game on Tuesday, so anything I need for that kind of takes precedence! (But maybe the FOLLOWING week!) 

Friday, January 3, 2025

Warhammer Underworlds - Faction Update

 I thought I'd kick off the new year by taking stock of things and posting a series of "Faction Updates" detailing armies that I'm currently working on or hoping to work on this year and show what's already done, versus what I still need to finish up. And then instead of a specific army, I decided to start with all the Warhammer Underworlds Warbands of ALL THE FACTIONS!?

At any given moment, you can see what the state of things are by checking out the Gallery Pages. On a desktop computer, they're listed over on the left, there... On a phone, right under the title there's a drop down menu that says "move to" and when you click on it, there is a list of all the gallery pages. At least on MY home computer and MY phone that's how it looks... I honestly have no idea about how it all looks on others?! 

A LOT of the Gallery Pages need updating, and I'll be doing a bit of that this year (maybe...). All the Age of Sigmar ones are kept up to date - as I post pictures of newly painted models on the blog, I update the relevant Gallery Page... 

These posts, however, are meant to give a snapshot of where things are at the beginning of 2025. Where I'm at. What I have to do.

Currently I own fifty-two of the sixty-two warbands that were ever published by Games Workshop! (plus bonus copies of three of them!?) 

Currently, thirty four of them are finished and ready to play with at any moment! (Y'know, if I had the cards for them!?)

Currently Painted Warbands:

  1. Steelheart's Champions
  2. Sepulchral Guard
  3. Ironskull's Boyz
  4. Magore's Fiends
  5. Stormsire's Cursebreakers
  6. Thorns of the Briar Queen
  7. The Grymwatch
  8. Ironsoul's Condemners
  9. Lady Harrow's Mournflight
  10. The Wurmspat
  11. Hrothgorn's Mantrappers
  12. Morgwaeth's Blade Coven
  13. Morgok's Krushas
  14. The Dread Pageant
  15. Khagra's Ravagers
  16. Storm of Celestus
  17. Drepur’s Wraithcreepers
  18. Mollog's Mob
  19. Xandire's Truthseekers
  20. Da Kunnin' Krew 
  21. Thricefold Discord  
  22. Grinkrak’s Looncourt 
  23. Blackpowder's Buccaneers
  24. Cyreni’s Razors
  25. Elathain's Soulraid
  26. Ephilim’s Pandaemonium
  27. Skabbik’s Plaguepack
  28. Sons of Velmorn
  29. Skinnerkyn 
  30. Zondra's Gravebreakers
  31. Thundrik's Profiteers 
  32. Chosen Axes
  33. Garrek's Reavers 
  34. Ylthari's Guardians

Technically, these are also miniatures I painted for Warhammer Underworlds to use in specific scenarios involving them... 

These are the 20 warbands I still have to do (although, two of them are bonus copies of Steelheart's Champions and Storm of Celestus which I have no intention of using in Warhammer Underworlds and am painting them up as Anvils of Heldenhammer Stormcast to use in Age of Sigmar!) 

A fair number of them are partly painted, and a few are SO VERY CLOSE to being finished... 

Warbands still to finish: 

  1. Gorechosen of Dromm
  2. Starblood Stalkers
  3. Emberwatch 
  4. Myari's Purifiers
  5. Crimson Court
  6. The Gnarlspirit Pack 
  7. Headsmen’s Curse 
  8. Domitan’s Stormcoven 
  9. Skaeth's Wild Hunt
  10. Spiteclaw's Swarm
  11. Skittershank’s Clawpack
  12. Zarbag's Gitz 
  13. Brotherhood of the Bolt
  14. Shadeborn
  15. Hexbane’s Hunters
  16. Grashrak's Despoilers
  17. The Exiled Dead
  18. Zikkit’s Tunnelpack 
  19. Steelheart's Champions (extra copy)
  20. Storm of Celestus  (extra copy)

If I did one over other week, I'd get them done by the end of the year...?

Just to get a sense of how mush is done and how much there is to do, here are both the finished warbands (on the left) and still to complete warbands on the right!

I'm on my way there! With all the other stuff I want to work on this year... I'm not sure they're ALL going to get done... but I'd really like to finish up as many as I can. Playing the game regularly would help motivate me... Having all the cards would help with that... (Looking at YOU, Games Workshop!!!) 

Warhammer Quest: Cursed City - Session Nine - Grombrindal's Hunt

Amanda noticed the Grombrindal card in the box after our last game on Wednesday and wondered what that was about. 

The Grombrindal miniature was released in 2024 in conjunction with the 500th issue of White Dwarf.... and in that issue there were rules and cards for including Grombrindal in games of Warhammer Underworlds, Warcry, Age of Sigmar, and Warhammer Quest! 


And so, the very next evening, while Finnegan was out playing D&D at a friends and Amanda wasn't teaching yoga (which she normally does on Thursdays with one of the Community Associations) we played through ANOTHER game of Warhammer Quest Cursed City... With Amanda playing Grombrindal, the White Dwarf! 

Grombrindal is a BEAST in melee and can throw his axe around. As a 6+ action he can throw his axe at EVERY VISIBLE HOSTILE!? (it bounces around the room, destroying eveything in sight!?). Also, whenever a hostile attacks and does zero damage (because it missed or Grombrindal successfully saved) Grombrindal gets either a free weapon action or a free recuperate action!?

While Grombrindal got his bearings, Watch Captain Halgrim stalked closer on his left... 

... and on his right a swarm of bats swooped towards him. 

He threw his axe at the bats and knocked enough of them out of the sky that the rest departed. 

He moved against Watch Captain Halgrim, and was attacked by a zombie that just kind of showed up!? The Zombie missed and Grombrindal stove it's head in... 

The Halgrim and one of the Ulfenwatch that had arrived attacked Grombrindal. And... these were successful... and Grombrindal ended up with TWO Grievous Wounds! 

And that was when he gained his first point of inspiration! 

Amanda wondered if Grombrindal was about to just die on the second turn... 

The it was Grombrindals turn and he just destroyed Watch Captain Halgrim with two swings of his axe and then swung around and clobbered the Ulfenwatch! 

And still had some activation dice to try and recover... and with a Vitality of 2d12... he recovers from just about anything VERY QUICKLY!! 

By the end of this round, it was clear, there wasn't much that was going to stop Grombrindal... 

Next Grombrindal made his way to the other end of the neighbourhood to take on Gorslave the Gravekeeper! He threw his axe at Gorslav a few times and that was it for him... 

Then Grombrindal went on to try and clear away a Corpse Rat infestation. I think Amanda was hoping one or two bites might get through... because one of Grombrindals special rules is that he cannot be given Conditions (like Disease!) and when he would be given a Condition, he instead gains a bonus Inspiration Point?!

Amanda tried out the 6+ action where he got to throw his axe at every thing in sight - taking out Corpse Rats and Skeletons at the entryways at either end of the square he was in!? 

Finishing off the Corpse Rats, Grombrindal decided to hand out in this corner and let the hostiles come to him. 

A Vyrkos Blood-Born Vampire shot past the approaching Ulfenwatch. 

Grombrindal cut him down with two mighty swings of his axe... 

and that gave him a third Inspiration Point... and Grombrindal flipped over to the inspired side... 

If you think any of the special rules I've described already seem a bit OP... his ispired side was just GROSS... His weapon actions became 2d12+2d6... his Viality became 3d12 and the Throw-the-Axe-and-Hit-Everyone-in-the-Room action became a 5+ action!? Oh, AND he reduced all damage by one... AND he got the free weapon action or free recuperate action any time a Hostile attacked and dealt one or less damage... 

I mean, keep in mind it's ONE DUDE instead of FOUR that normally go on these missions... they kind of NEEDED to make him kind of BAD-ASS!!!

Chopping dowm more Ulftenwatch... 

Throwing Axes at bats... 

On one round he was first in the initiative sequence and ALL THE HOSTILES were dead and he would have to wait for new encounters to arrive on the far side of the neighbourhood... so he went out searching for treasure and explored one Mysterious Object... 

And then another... 

And then some Zombies appeared... which he smashed apart... 

Then more appeared and he smashed THEM apart... 

SO MANY ZOMBIES... 

He made for the final Mysterious Object... and the undead just kept coming... 

At this point I think Night had fallen... and Grombrindal had maybe killed the ten Champions he needed to succeed in the mission... and then he just started getting cocky... 

Instead of searching the Mysterious Object, he stepped out of the room to throw his axe at the three Skeletons aproaching in the next square... 

But a lot of undead move quicker after dark... and when he stepped into the room again to search the Mysterious Object... He was suddenly overwhelmed by undead... and a few actually landed some hits and dealt damage (because they also deal MORE DAMAGE after nightfall!) 

and then a Kosargi Nightguard showed up... 

the chaff were quickly cleared away...  

But undead Ogors after nightfall have a d12+d6 attack and deal SIX damage... 

And for a brief moment, again, Grombrindal looked like he might be in a spot of bother! (look at the card in the background - yeah, that's three Grievous Wounds!) 

But Grombrindal gets to use ALL the Destiny Dice and those wounds were quickly cleared away and with a 2d12+2d6 attack dealing 6 or 7 damage when rolling critical successes... it takes two swings of the axe to take down a Kosargi Nightguard! 

MORE swarms of rats and bats! 

Most were killed simply by free weapon actions after the attacking rats and bats failed to deal damage! 

Having cleared off the bats, Grombindal turns to search the last Mysterious Object and finds a TRAP... and then ANOTHER TRAP... and then some Realmstone! 

One more trio of Zombies was cleared away by throwing his axe and ricocheting it off of walls and zombies to kill everything in the square.. 

This time instead of screwing around and showing off, Grombrindal made his way to the Extraction point and escaped, frustrating a Vyrkos Blood-Born that was hot on his tail and oh so very hungry! 

Normally the "Army of One" type scenarios are meant to be one-offs that don't count towards any campaigns... (there are other heroes you can take on similar missions... Gotrek Gurnisson - another Duardin of Legend, the Light of Eltharion - the avenging spirit- ancestor of the Lumineth , Gardus Steelsoul -  Lord-Celestant of the Hallowed Knights Stormcast Eternals)... but I thought narratively it would be fun to say that while the rest of the heroes were still celebrating their success, that Grombrindal could slip into the city and deal a blow against the cities tyrranical regime for them... 

Also, the "Army of One" rules generally don't allow for spending realmstone or gaining experience or anything... which is weird, because there are places on their Fighter Cards FOR Traits and Upgrades!? So I said he got dressed up in his red hat and cloak and stole aboard The Adamant to deliver a Grombrindalmas Day present to one of the Heroes on his "nice list"... 

It was a fun little game to play through. Very reminiscent of that time Keiran and I ran their Harlequin Solitaire through a mission in Blackstone Fortress! Very over-the-top cinematic action! 

Thursday, January 2, 2025

Warhammer Quest: Cursed City - Session Eight - The Fell Guardian

The Fell Guardian is the first Decapitation Journey! Most of the Decapitation Journeys are special Hunt Journeys where the players are hunting down and forever destroying one of Radukar the Wolf's Lieutenants, to destroy his infrastructure and influence in the city and ultimately remove Radukar as tyrant! This first one isn't removing a unique character, but rather taking on a Vargskyr to discover some mystery about HOW Radukar has held on to power so tightly! 

For each Decapitation Journey, all Heroes must be a specific level, and experience cannot be gained beyond that level until the Decapitation Journey has been successfully completely. For this one, Heroes need to be at Level One and none of them could gain any experience beyond Level One until this Journey has been completed! 

We played through this on New Years Day. 

Finnegan returned to playing Jelson Darrock and Brutogg Corpse-Eater. It is so fun when Finnegan is playing these two. He is constantly role-playing Darrock giving commands and trying to intimidate the hostiles he faces - with a voice not unlike Batman from the How It Should Have Ended videos... 

Amanda played Cleona Zeitengale and Glaurio Ven Alten III 

Things looked like they might start off bad, when the first room was small and didn't have a Mysterious Object, so the hostiles were crammed against the entrance... depending on who went first, if they couldn't punch their way OUT, they could very likely find themselves stuck in the Drop Zone when the Suffocating Gravetide showed up on the next turn! 

Luckily Brutogg went first and has a special ability that lets him shoulder though a space occupied by a hostile and started swatting bats out of the sky from behind, before tearing off into the next room to start clobbering (and likely EATING!?) some Zombies! 

Jelsen Darrock and Cleona Zeitengale finished off the bats

And Glaurio Ven Alten III charged ahead to help Brutogg finish off the Zombies... 

By the second round, Darrock had charged ahead to reveal the next two rooms/squares and ended up fighing Watch Captain Halgrim and two Ulfenwatch and a Vyrkos Blood-Born Vampire! 

The Ulfenwatch were despatched quickly, but Halgrim was a little tougher... 

and was quickly joined by the feral vampire! Darrock was wounded severly bu this encounter... 

Ven Alten finished off the Watch Captain, and pushed past the Vyrkos Blood-Born and into the next building, then turned to shoot the vampire! 

The others charged past anxious to make some space between them and the Suffocating Gravetide. Jelson Darrock lingered a bit, needing to catch his breath and recuperate from a few of his injuries! 

Next they encountered MORE Ulfenwatch (that were likely coming to the aid of the Watch Captain, but arrived a little too late!) 

... and Corpse Rats! 

Brutogg and Cleona took care of the undead rats. 

Ven Alten pushed through to the next square and dealt with MORE Ulfenwatch... 

and then it was time for some Ogor on Ogor violence and Brutogg laid a severe beating on one of Radukar's Undead Ogor bodyguard of the Kosargi Nightguard.

Unfortunetly, that did not kill it... After Brutogg dealt it NINE damage... Cleona came along and threw one of her sticks at it and dealt the final damage that took it out... 

There wasn't anything to rush ahead and kill... so Darrok decided to explore one of the Mysterious Objects... 

Pushing into the last two room, the heroes encountered more Corpse Rats... and ANOTHER Kosargi Nightguard! 

Time for some MORE Ogor on Ogor violence!!

And that was it! They'd outrun the Suffocating Gravetide and made it to the Monsters Lair

It was a little easier that a regular Deliverance Journey - as they didn't have to keep doing Warn actions and only had to go through ten rooms... 

The encounters were noticeably a bit more difficult now that they are level one - encountering more than one Kosargi Nightguard, without even going through the whole deck... Watch Captain Halgrim showing up WITH a pair of Ulfenwatch!


The Monster's Lair. 

They'd discovered a Vargskyr that was constanty skulking in one area of down and discerned that it must be bound there and was guarding something of great importance... So it was determined this monster must be slain to discovered what treasure it guarded! 

Once I'd read through the scenario and how it all worked, there was considerable discussion of tactics and how to deal with he Vargskyr... who seemed pretty deadly... 

The Vargskyr did not set up on the table... When it's activation card came up, it dealt a point of damage to the Hero nearest a randomly determined Lynchgate (places where reinforcements arrive) 

The Vargskyr would arrive only when one of the Mysterious Objects was examined... Then it would arrive, interrupting the normal sequence and take TWO actions before the acting hero continued with their activations... GENERALLY it meant attacking said hero twice... though there was a chance it would do a HOWL and stun all Heroes on the table! 

As soon as the Vargskyr took any damage it would disappear into the shadows again and go back to striking from the shadows... until someone explored another Mysterious Object! 

The initial plan was to stick together and have allies close at hand when exploring Mysterious Objects... very quickly the plan evolved to ensuring there were allies close at hand that had already activated that had saved reaction dice! Because when the Vargskyr arrived, it was "deployed" and reaction dice can be used when a hostile deploys... so there was a chance to deal it damage BEFORE it actually attacked anyone - and that would make it fuck off back into the shadows instantly... 

After the last Mysterious Object is searched, the Vargskyr remained on the table... 

Brutogg was the first out of the Landing Zone and charged around towards one of the first Mysterious Objects they planned to search. He'd only had one action left by the time he got to the Corpse Rats... and MISSED! The rats ended up chewing on him pretty good, dealing TWO GRIEVOUS WOUNDS and giving him TWO DISEASE COUNTERS!?

Jelson Darrock moved up and held a position by a small doorway to block any bats from getting by! He'd reserved a few action dice and attacked and killed one or two of them as they moved up! 

Cleona and Glaurio caught up and helped despatch the bats. 

There were only Bats and Rats in this scenario... rather than drawing encounter cards, the bats and rats just stayed on the table and were never driven off, those that died were removed, but everytime bats or rats were activated a d12 was rolled an a success one returned via a random Lynchgate on a critical success TWO returned... which seemed like there would be a constant stream of them... but once they'd killed most... the only returned occasionally and weren't such a big pain... At the beginning, though, they caused some trouble! 

Luckily Cleona Zeitengale was on this mission and one of her special abilities is to remove diseased conditions! Which was a HUGE help when Brutogg got bit twice... otherwise two of his activation dice would be reduced to ONES for the rest of the game.

It was the MAIN REASON Cleona was brought along on this Journey! 

So Brutogg explored the first Mysterious Object... 

and the Vargskyr appeared and tried to tear Brutogg a new asshole!

I think Brutogg was at FOUR GRIEVOUS WOUNDS at this point (one more damage, and he'd have been out of action!) but luckily he has amazing vitality and recuperates quite easily... and even automatically recuperates on step at the beginning of his activation! 

So Brutogg took a minute to recuperate while Jelson Darrock and Cleona Zeitengale rushed to the next Mysterious Object! So much for sticking togehter!

This time Cleona searched the Mysterious Object while Jelson stood by at the ready... 

The Vargskyr leapt from the shadows and savagely attacked Cleona - she too was dealt two Grievous Wounds! 

Jelson was able to follow up with an attack that dealt an injury to the Vargskyr and sent it scampering back to the shadows.

Each time it did, it ended up recovering all the injuries it had received (due to one of the round end events... multiple times...) 

Glaurio set about clearing away rats, when it became clear that once gone, they did NOT come back in large numbers very quickly. I rolled a LOT of misses on that d12 - which mean NONE arrived that turn! 

Jelson Darrock got to the next Mysterious Object... but waited a bit for others to arrive... 

Once Cleona and Glaurio had caught up and saved a few reaction dice, Glaurio seached the Mysterious Object... 

Now that they figured out if they were waiting with saved reaction dice and that MULTIPLE heroes could react to the Vargskyr DEPLOYING they blasted it as it arrived and sent it back to the shadows BEFORE it could even hit anyone... 

For the final Mysterious Object, they set it up so Brutogg would open it, while Darrock and Ven Alten both had three saved reserve dice and were ready to start blasting away the moment it arrived. A reaction die can be used after any hostile, Deploys, Ends a Move, or after it makes a Weapon Action! 

So as it arrived, both Glaurio and Darrock shot at it, and after each attack against Brutogg they shot at it... and after it was done it's two actions, Brutogg used the last of his activation dice to finish the Vargskyr off!! BAM!

A rat swarm came squeaking out in a last gesture of defiance, but it was easily swept aside by Darrok and Ven Alten...

And the Heroes made it safely to the Extraction Zone! 

Success at this Journey neither raised nor lowered either Fear or Influence (failure increased BOTH!). The Extraction Event lowered the Fear Level, though, bringing it down to TWO!!

So now this batch of heroes have gained experience and are on their way to Level Two! 

It was decided the next Journey should be a Hunt. This would bring the influence down to three. It would raise the Fear to three, but with them both so low, they figured they could run a few Scavenge Journeys and gain some Realmstone to buy some more fancy upgrades! 

At the end of the Journey a passage was read out explaining that they discovered it has been protecting a Grave-Sand Hourglass engraved with necromantic rules,  that Octren Glimscry was able to identify as a Phylactery. When the owner of one of these artifacts would be slain, another soul in the Mortal Realms would die in it's stead... and this was how Radukar and his minions were impossible to defeat - how many times had they struck down Watch Captain Halgrim or Gorslav the Gravekeeper, only to have fight them again the next day... or even a few moments later!?

They would have to find and destroy these Phylacteries to deal with each of the Wolf's lieutenants! 

Amanda noted Grombrindal's card in the box and wondered if it were a hostile or a character I'd not let them play with...? I pointed out that it wasn't that I hadn't let them play with him, it was that he had his own special rules and was played on his own... I suggested I would be willing to run Grombrindal through a scenario on his own, if either of them were interested. Amanda said she'd like to so... 

Since the next journey they'd planned to go on was a Hunt Journey - to hunt down more of Radukar's lesser lieutenants - and lower the Influence value, I thought that would be a perfect scenario for Grombrindal to go on... 

So, while the Heroes celebrated their success, a stout stranger slipped into Ulfenkarn on his own, unnoticed. With hair white as the driven snow, he'd come to lend a hand to those who would oppose the vampire tyrant and strike a solid blow against Radukar...