Wednesday, June 27, 2012

Player Morale and You!

    Today, I want to talk about something that I have often see in almost everyone I see play. I want you to remember the worst game you ever had. Take your time, I can wait........ still waiting.

Pause for a moment and think about it.

        OK, now I want you to remember why it was the worst game for you ever. I don't know about you, but I remember it vividly. Everything went wrong, at least, that's what I remember vividly. In reality, I had made a few mistakes and only a few things actually went wrong. I didn't look at that game and see what went right at all because I had lost sight of everything but the bad things. I had lost my morale as a gamer and as such, I saw everything through tinted eyes. That is what I want this article to be about. This aspect is all about the player and nothing about anything in the game. The concept is universal across any form of game. Morale as a player can be the most amazing thing you have ever seen or your worst enemy. We lose morale when we get angry or frustrated. There are a few basic concepts when trying to keep heart in a game that just isn't going your way.

Key word: "Sometimes"

Aspect 1: When things are bad, go for the win and keep your eye on the prize.
     When people start to lose, they often stop trying to win. Their vision is so clouded by the bad, that they can't see the bigger picture. A lot of people have seen this in action. Imagine when something silly happens and people take all logic and thought and throw it out of the window.  They become so stuck on this one facet that eludes them that they defeat themselves through their own actions. They will forgo the actions they need to do to win the game in order to concentrate on something that usually wouldn't matter much. This happens for several reasons.  The results are the same no matter the reason . We can make bad decisions when we want something bad enough.  Don't make logically  bad decisions based on being stubborn about what you want. Tunnel vision can demoralize people like no bodies business.
I used 2 monoliths for 4 years and only lost both one game.

    The most common example of this is when things are difficult to kill or hurt. In the previous necron codex, monoliths were incredibly hard to kill. They were so hard to kill that it was often more advantageous to go around and kill everything else. People would still dump everything into them. The obvious solution often escaped people simply because the monoliths were in peoples face, intimidating, and durable. It annoyed people and demoralized them. They thought they were the most powerful things ever. The two of them almost never made their points back ever. Intimidation allowed them to be more tactically worthwhile then they ever seemed on paper. If you play this aspect up, you can get way more out of them than just killing people.  My favorite example was my favorite 165 point necron overlord. With an impressive 2+/3++, toughness 5, and a decent combat profile,  this guy has always attracted more attention then he is worth. I have seen entire dark eldar melee armies go to town on ONE of these guys and after 2-3 turns, they will succeed. The problem is, they spent 2-3 turns letting me shoot them and bunching up together to kill this guy. To make him worse, he could stand back up a decent chunk of the time. He isn't going to do much of anything, but people think he has to die. I have had an opponent dump 2 exorcists into him for most of a game. He should have died, but his 3++ and bad rolling on my opponents part saw him stay alive turn after turn. Instead of killing my transports, my opponent gets frustrated with this one model and tries his best to kill him.  He dumps all of his anti tank shots into him alone to drop him. The lord wrecked a rhino. That is literally all he did the entire game. Still saw 20-30 anti tank rounds in his direction.

    Remember: The idea, is that if you can keep your eye on what is important, you can not be sidetracked by frivolous things that draw to much fire to justify the ends. There is more to this game then just killing people to make your points backs. Getting your opponent to act can be just as deadly as your own actions. Morale as a player effects our control. If we don't have that control due to anger at something, it has effectively demoralized you. When you can step back and ask why you have been doing something all game and you have no idea why, you have lost that control.

"You know the thing about chaos? Its fair."-The Joker

Aspect 2: Statistics don't change.
    When I was a young boy, I had a math teacher stump almost an entire honors class with a single stats question. She asked us, "If you flip a coin ten thousand times and they all come up heads, whats the odds of the coin coming up heads for?" We all start doing math on our little calculators and start trying to figure things out. We over think. In our frantic search for an answer and half the class answering incorrectly, someone simply states, "It is still 50/50."  We had all looked past the obvious. Its amazing at how often we do the same in Warhammer. We can lose morale and become disheartend when bad things begin to stack against us. We are less likely to take the same risks if the odds have gone badly earlier.  I have seen countless game losing mistakes based solely on this one idea. If something doesn't work the first time, people often abandoned the idea. The right thing to do doesn't change because it failed earlier.  There is a great example for this.

Surprise! It is orks...
    That is right! The masters of random. I have seen people lose entire games versus my orks because they charged a boys squad. No matter what, this is the correct action on anyone who can survive it. Marines that assault boys squads should almost always win. Orks suffer from often being random. Never will I remember this more then when a person who was a better player then myself assaulted my ork squad turn 2. I was a new player of only about 4 months at the time. His charging assault squad ties combat and next turn is wiped out. Odds of that happening were incredibly out there. It should almost never happen.  This one instance causes him to simply shoot me and let me charge him. If he had done what he had been doing, he would probably have steamrolled me. My orks sucked when charged, but in this one, statistically amazing event, they beat their Assault marine counterparts. It hasn't happened again. I honestly never expect it to happen again. My opponent lost the game because he forgot the odds of killing orks on the charge were a lot better then killing them when they charge you. Outliers will happen and you can't let them stop you from sticking to your plan.

Remember: When things start to seem like everything is going wrong, all you can do is try to do what is right. Sure, someone can roll 6 four times on four dice, but because they do it once, doesn't mean they will do it every time they need to do it. All it takes is it happening once and it can cost you a game. Stick to your plans. Do what it takes no matter how bad things go before hand.

Old movie reference for the win

Aspect 3: Never give up! Never surrender! 
    This aspect is probably the most important. No matter how demoralized we get, we must always remember that there will always be options. There is almost always a chance to win. More importantly, this time is when we get our best stories. No one tells the story of their worst game ever. They tell the story of when something goes so amazingly right that no one saw it coming. You may hear a time or two about how someones first game with grey knights was the worst game ever, but you will hear the story of how one marine stood against an entire army tons of times. That one marine doesn't even need to win. He just needs to take a stand. Those cinematic moments are what make stories for a lot of gamers.  As mentioned above, you can have moments like the outlier and take a terrible situation and do amazingly well.
"tank shocks are more effective then a battle cannon when you LD rolls are high"-screech

     My example of this cost a player his bid at the finals to one of our local tournaments. He got cocky and didn't keep his eyes on the prize. His opponent had lost everything. almost eight hundred points of death star died to a charge from a particularly nasty group of death company with chaplain. He had the game in the bag. Then, without warning, the opponent tank shocked two squads of assault marines who both fail their leadership and run off the board. The odds of that happening is rough. It happened and he lost because of it. His opponent had actually offered to give up a turn earlier. Being a good sport, he wanted to keep going. If he had accepted his opponents surrender, the game would have been over.  His opponent got demoralized and would have won if he had stuck with it . He won only because the blood angels player convinced him to stay.
 Remember: no matter how difficult something might be to do, something more difficult and probably far stranger to do have been done. I have seen someone roll five 6's on five dice. Knowing that the odds for that are about .00077% of a chance of happening, I know out there someone has rolled six 6's on six dice.

Moral of the story
Warhammer is a game. When we get frustrated and angry, we detract from the quality of game. Have fun. Make a plan and stick to it. Things change, but don't abandoned hope. Stories aren't told of things going exactly as they should have gone. Stories are told of things that are amazing. If you let something that happens in game demoralize you, you find that the amazing stories and good times don't happen as often.

Friday, June 22, 2012

Blood on the kitchen table part 1

Hey folks just got done playing a brutal 2v2 1750 points Warhammer Fantasy game at a friends house and I would like to share some of the highlights. First of all the participants were myself and my friends John, Nick, and Chad. The teams were myself and Nick with Dark Elves and Dwarfs respectively and John and Chad with Skaven and High Elves respectively. I know these armies aren't exactly the best of friends lore wise but neither Nick or Chad have played more than one Fantasy game each so we decided to have a more experienced player on each team. We played on a 6x4 table and things got very bloody very past, but first lets take a look at the armies.


Dwarf Lord with great weapon, rune of spite, rune of fury, rune of stone, and rune of warding

Rune Smith with master rune of balance and rune of spell breaking

Warriors (20) with great weapons and full command

Warriors (20) with shields and full command

Iron Breakers (19) full command

Slayers (20)

Longbeards (20) full command

Thenderers (10)

Cannon with engineer

Dark Elves 

Dreadlord with heavy armor and shield, chillblade, talisman of preservation, mounted on a cold one

Sorceress level 2 with a dispel scroll 

Warriors (20) full command and an assassin with cry of war and an additional hand weapon

Warriors (20) full command with an assassin with man bane

Corsairs (20) full command, additional hand weapons

Executioners (10) full command

Coldone Knights (10) full command



Queek the Head Taker

Battle standard bearer

Warlock level 2, warp energy condenser, warlock augment

Clanrats (30) full command, shields and spears, warpfire thrower

Clanrats (30) full command, shields and warpfire thrower

Storm Vermin (30) full command, shields, lichebone pennant, ratling run, and Queek's upgrade

Nightrunners (15)

Rat Ogres (2) pack master Skweel, regenerate

Warplightning Cannon 

High Elves 

Archmage level 4, barded elven steed, talisman of endurance, sigil of asuryan

Wizard level 2, barded steed

Commander with sword of might, barded steed, shield, dragon armor, talisman of rebirth

Spearmen (20) full command

Archers (14) champion

Silver Helms (10) full command

Sword Masters (13) full command

Bolt Thrower

 Okay since this was a big battle and took several hours to play I am just going to hit some of the highlights of the match.We didn't use the allies system in the main rule book and the High Elves were using the previous army book not the current one. The battle was just a straight up slug fest with no terrain.

Turn 1

Okay so the team of John and Chad went first and deployed first. The main highlights of turn 1 were John's Warlock casting warp lightning irresistibly against Nick's Slayers and promptly exploding from the miscast result. Not only did he blow up but so did seven Clanrats and a Warpfire Thrower in exchange for only four Slayers. Chad didn't have much luck shooting at my Hydra with his Bolt Throwers. He wounded me four times with scatter shot but I managed to make every regeneration roll (a trend that would continue for the rest of the game, and no my dice weren't loaded, much). No combat and no shooting to speak of and both sides advanced to varying degrees.

Turn 2

A Look down the table at turn 2
So turn two saw some stabby action but not much. John had deployed his Nightrunners on the far right flank in front of his Rat Ogres and moved them up in range of Nick's Warriors with shields. The dwarfs decided they wanted to get stuck in and charged the Nightrunners and promptly broke the ratmen. The dwarfs reformed after combat to line up a flank charge on some Clanrats. Shooting saw my Hydra eat a strength 6 hit and regenerate it back for no damage. Magic was uneventful except for me getting a Bladewind off on Chad's Archers killing several.

Turn 3
The right flank on Turn 3

Turn three saw Nick charge a Clanrat unit in the flank with unimpressive results. John moved his Rat Ogres into position to charge the dwarfs in the flank in return. On the left side of the table I charged Chad's Swordmasters with the Executioners and the Hydra. Thanks to the High Elves striking first my Executioners were butchered leaving only the champion alive. My Hydra decided it really didn't want to take a wound regenerating all four dealt to it and taking its wrath out on the squishy elves in return. Between a breath attack, regular attacks, and thunder stomps the Swordmasters were killed to a man (elf?).
Beginning of Turn 3

Well it is late and I am tired so the last three turns will have to wait for tomorrow. Stay tuned for the blood and carnage of turns 4, 5, and 6!

Happy gaming!!

Wednesday, June 13, 2012

Gimmick lists and how to build your own

        I have played a gimmick list. My necrons over 1500 points are a gimmick list even to this day. When  resorting to my favorite list, I go with my angry earth.  The Internet hates this idea. No matter what gimmick you pick, they find the idea insulting.  They don't consider anything about the list and go straight for the gimmick. They focus on that fact so intensely that they refuse to give merit to any other aspect of the list. Today, I am going to give yall some examples of how to build a gimmick list and have it be a good solid list while boggling the minds of those you play by showing them a dimension of gimmick armies that most people don't consider.  Here is the list that I will be talking about today.
Angry Earth!

Overlord: warscythe, mind shackle scarabs, semp weave, phase shifter
in Command barge
Orikan the diviner
3 harbingers of transmogrification
Ctan shard: writhing world scape, Gaze of death
7 warriors: ghost ark
7 warriors: ghost ark
7 warriors: ghost ark
heavy support
doomsday ark
doomsday ark
The gimmick of this list is simple. You put people into terrain and when they move, they take dangerous terrain tests. Certain units have to test even if they don't move. Skimmers for example must test even if they sit still. Lets run through the pros of this list.
I love you Google
  • Fully mechanized- Can be a fast force when you need it and that is a very important aspect of how this list plays. On top of that, it is a tough av 13 wall that can do damage at range. Stay out of meltagun range and you will be fine. Keeping people away is a specialty of this list.
  • Gauss fire- With 5 vehicles that can broadside people and 21 Gauss flayers a turn, they ability to stun vehicles and kill hordes are incredible. Each ghost ark can pump out 17 Gauss flayers a turn firing out. 
  • Just enough random to be consistent-Certain elements of the list either force randomness onto your opponent  or have something that becomes amazing out of no where and that often plans can fall apart because of this simply when they try to happen . Sometimes, you try to do something and the randomness of it all stops you. Good stories happen when things start getting crazy and often can demoralize an opponent if things start to pile up. That alone beats certain opponents.
  • Forced planning-With so much chance for mobility limitation, people have to devote to their plans early or risk not having a plan come to fruition. Its amazing how far an objective seems when you have everything working against you.
  • Tough solid close combat units- Shooting withers people, assault kills units. In the current edition, marines rarely all die to shooting. You have to get someone in there that can lock down elements of an opponents army. Ctan, overlord, and sometimes orikan are just nasty when they charge into a unit not built for assault. The ctan has toughness 7, with a 4++, the overlord has decently high toughness and an assault terminator save, and orikan can become toughness 7 and always has a 3++ save. 
  • Pouncing on objectives- This list is about keeping your options open and forcing you opponent to commit. Once that happens, you can jump at the objectives and weak points that your opponent has left wide open.
  • Surprising guns- There are surprising amount of odds and ends in this list. Most people don't know that orikan the diviner has a 3 plus invulnerable save. A lot of people don't know that doomsday arks can fire their gauss flayers with their doomsday cannon. Orikan has a transdeminsional beamer. No one expects a 2+/3++ save on the overlord. Few people expect doomsday cannons to reach a massive distance across the table.
  • Dawn of War- I didn't mean for this to be a bonus, but when dawn of war deployment happens, we usually roll a new deployment type. Orikan is a surprising aspect. Vehicles that immobilize themselves when coming onto the board are destroyed because they can't deploy. If a unit can't fully get its base onto the board it dies. Its more annoying then anything. We did it once and half the army just died. 
I hate you Google
  • Gotta move-Some armies don't move. This can be a problem when you don't get to use any of those nice movement manipulation aspects. The bright side is that shooting rarely completely destroys. Shooting withers people, assault kills units. Necrons are incredibly hard to shoot off the board. Also, if my ghost arks get blown up, they provide cover for anyone in the wreckage. I can turtle well, but it turns into a really boring game. 
  • Not broken so much as tedious-This list often gets tedious to play. Dangerous terrain checks are done on a model level and not unit. If a meltagun walks into dangerous terrain alone, it can kill him. I have played the extreme aspect of this con in playing grey knight terminators with wound allocation. Games that took an hour were doubling that in time.  It also can be really frustrating to people to have 7 assault marines be fine while both meltagunners get their faces chewed off. It is demoralizing even if you aren't trying to be. while that beats certain opponents, it just makes others annoyed even if you don't mean to.
  • Not enough killy-sometimes the list can't kill enough. It plays like a massive shield often. When it gets down and dirty, sometimes you don't kill people. I have had the overlord go toe to toe with Uriah Jacobson and his battle coven of 3 crusaders and 2 death cult on turn 2 and at the end of the game, they are still punching each other in the face. If they are standing on the objective contesting, then all is well. If the unit isn't doing anything important, then that can be a waste
  • Plan heavy- Make a plan. Remember this and try to stick to it. "Be polite. Be efficient. Have a plan to kill everyone you meet."-The Sniper. It is a very skill heavy list. You have to sit down and come up with a plan right then and there or else you risk everything. Everything must happen for a reason. 
  • The Most Important Rule- Don't let the gimmick ruin the fun of everything. In my area, this list has steamrolled people. I tabled my first opponent with this list. He practically gave up turn 3. He played a blood rodeo list versus this. It was my first time playing and  wrecked him to both of our surprise.  You gotta be social and nice. Even being a nice and fun person , this list still may not win you any friends. For us, this list got us joking about land sharks and random rocks biting the faces off marines.We generally cut up when things got bad sometimes. It helps ease the going when the going gets tough.
               With all that out of the way, now I will tell you the key to making  this gimmick list. You have to write a list that plays completely without the gimmick. Each element this gimmick lists pulls its own weight.  Every single unit does what it does without any other units on the board. I didn't include a ctan so that I could throw Writhing world scape on it. I had a ctan with gaze of death and needed a second power. I took writhing world scape. I didn't buy orikan the diviner for his  temporal snares ability. I bought him because I love him as a character and he is brutally tough and a ticking time bomb. Assaulting him out of an open top transport while the unit inside fires in all directions is an amazing sight to behold.  I didn't buy the overlord to gain access to the crypteks. I bought him so that he could fly around the board and cause mayhem and destruction where ever he goes. I don't run the transmogrification crpyteks to interact with Writhing world scape. I bought them for their potential to slow people down while Gauss fire withers people.

         Here is the example that I have to show how the list works. The last time this list played it played against a scarab farm list. Here is the list
At one point, there were 40 scarabs on the board


2xdestroyer lords- semp weave, void blades (cheap tough power weapons)


2x10 warriors (troops)

fast attack

2x6 wraiths-whip coils (pressure units)

10 scarabs (the seeds)


3x3 tomb spyders- particle casters (the farmers and lay down anti horde)

         There was a rules mess up. My opponent claimed that the scarabs, spyders, lords, and wraiths weren't effected by terrain.  On top of that, they wanted to play on annihilation and pitched battle. I was going to correct them when I remembered what I had told many people who encountered this list. I decided to go with the flow and not use even difficult terrain for them. The game was nasty. at 2000 points, I through in an extra doomsday ark and some other stuff since it was all I had with me. Orikan was an amazing tar pit for wraiths. He killed a destroyer lord before powering down. He then lasted an entire turn because of his surprising 3++ save. My overlord moved flat out towards his warriors claiming one squad by turn 3. The massive scarab army claimed a ghost ark and doomsday ark before being left in the open and taking 2 doomsday cannon shots.They caused 20 wounds before doubling out. We had another rules mess up. Instead of killing 2 bases a wound (vulnerable to templates causes 2 wounds for every one and each one instant deaths a base. 20 wounds kills 40 bases), they only take 20 thinking that it instant deaths before it double wounds letting 10 bases live where they all should die I didn't find out till after the turn what happened, but I didn't care enough to say something. A unit of wraiths die to massive Gauss fire and a ctan charge. game is called at turn three because opponent has to leave.

          Positions and future turns? Two ghost arks and their warriors are untouched on the right side of the board. Same thing for a doomsday ark setting up its shot to murder the last 10 scarab bases who bunched up to kill the second doomsday ark. The contents of a dead ghost ark and a random 5 man warrior squad are over on the right board edge with all of his left over wraiths and a single D. lord on the far left side. The ctan with almost all his wounds about to assault one unit of spyders. All 3 spyder groups are clumped together. The unwounded overlord is about to assault his second warrior squad.  It was pretty much tied in kill points up to turn 3, but my opponents killing power was completely neutered due to range and being outclassed and was about to die. My entire army was ready to deliver a death blow to my opponents entire army. It was the moment that all of my plans had been coming too. Then my opponent wasn't feeling well and had to leave. Little bit of a let down, but as a nice guy, I won't keep someone there who doesn't want to be. I feel overall that I won the game and I felt proven in my point.

        Whats the point? You must write a gimmick list that doesn't need its gimmick. It takes time, patience, and skill to write a list that truly functions this way, but if it is how you want to play, go for it. I love my list and I wouldn't change a thing about it. Its amazing in how it works. You just have to see it play to believe it. Thanks for sticking with me this long and I hope you enjoyed the article.

Happy gaming yall.

Monday, June 11, 2012

sixth edition and why I don't give a shit

Don't mind if I do

      So this article is about all the hype that has surrounded the sixth edition of warhammer. Everyone is either scared or stocked for this new edition. I am here to state my feelings about this prospective new edition. You can't imagine how little I could care. The shits I don't give about this new edition are incredible. Everyone is scared that things are gonna become too random. Well guess what.... Orks. That's right. I am going to play my original force. I have been having so much fun with them recently that I am going to play them no matter how the edition comes out.  Let me just run through some of my favorite rumors and why I don't care.

Pskyer powers!
       Ok, so the big rumor about psyker powers is that they will have a chance of bieng nulified no matter if there is an enemy psyker defense and that psyker powers will be random like the fantasy spells. You know what that means? We aren't going to see every psyker with the two psyker powers that perform best. No living lightning/jaws of the world wolf only rune priests. No more sanguine shield/prefered enemy librarians from blood angels. But guess what! Orks already have random psyker power each and every turn. When taken to the extreme, this guy is still awesome. It means that we are going to have variation in things. I already have this variation so I don't care at all. Its not the end of the world if things don't go your way on this decision. I love the idea of randomness in certain aspects.

Interactive Terrain!
      Yay! I can buy terrain and place it on the field. It works wonders for my terrain manipulation necrons, but as I am playing my orks, I dont care. More terrain means more cover. I don't shoot to much now a days anyways. The balance of this system is that  cover goes from a 4+ to a 5+. Well guess my save goes from a 4+ to a 5+, but that means for every boy who dies, a marine will cheese it hard. Point for point, I don't care. If a marine dies in the woods, does he make a sound? (no, he is a plastic model).  If a ork boy dies in the woods, does he make a sound. Of course he does. Its the sound of winning.  Something like this. Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!


If it isn't ork, I don't need it.

 Close combat!

ap of close combat weapons is lame. Guess who may as well not have a save....Orks. Now, I should care, but I don't. As an ork player, I never cared for our armor save. Its been a hilarious thing, but it was never needed. The only sad thing is that I often love it when I make 3 6+ armor saves. It was priceless because it would always be something to talk about. Not so much anymore.

I end with this idea. I honestly don't care. I play warhammer 40k and I enjoy it. Any changes that happen I will love or not. Who cares. Its no doubt gonna be awesome because I love this game. Transports aren't nearly as awesome and we can be happy for that. Overall , it will be a good experience. People will jump ship, but as a hobby, we must move on sometimes. I hope you all will join me in Continueing to play warhammer with me. Enjoy everything and good gaming to all.

P.S. I leave everyone with  this idea about all the rumors evem if they be true or false.

Sunday, June 10, 2012

fantasy tournament results and the aftermath

So I went to a fantasy tournament this past Saturday. It was a blast . The most fun I have had in a long time. Games were 3 hours long and I had traveled 2 hours to get there. dice drop at noon so I didn't have to much rest, especially since I had a trip the day before and got back at about 10-11 pm. I got to meet a some nice people. It was a total of 7 people and 3 of us were out of towners. They made it to were we wouldn't play any of the out of towners (it was bob, his friend john, and myself).  They were on a whole different level then us. It was fun, but we didn't have lists the were suited to 8th edition.  My list was as follows.


Heinrich Kemmler


Necromancer-level 2, Rod of flamming death




45 zombies-standard

45 zombies-standard

45 zombies-standard

5 dire wolves

5 dire wolves


10 hex wraiths- hell wraith


black coach

6 cairn wraiths

My list survived based on the enemy not having enough magic. One opponent did and that is the guy I lost too. It was nasty. Here is a breakdown of my tournament experience.

First game-Goblins and Madness!!

The list


Goblin war boss- fencer blades

night goblin great shaman- magic mushrooms


goblin big boss- battle standard great weapons

goblin shaman-dispel scroll


 49 night goblins- spears, shields, nets, fantatics, full command

49 night goblins-bows arrows full command

48 goblins-spears, shields, full command

5 spider riders

5 spider riders


7 trolls

7 squig herders

snotling pump wagon

wolf chariot

2 spear chukka

stone throwa

The game was the book mission blood and glory. break point was two and I had fortitude of 5 and he had 6. Ethereals end up wrecking people.  The only magic weapon was the fencer blade. This game showed me that ethereal had to simply beat static combat res. It didn't happen sometimes and it hurt everytime. The game went well for me. all my spells went off. Note that I miscast 4 times and he miscast twice. Incredible amount of magic chaos. around turn 4 I run his squad of spear goblins off the board. I win because turn 6, I kill his general, bsb, and the unit with a curse of years worked its way down to a 2, dropping his fort by 4 in a single go.

Game two-Knightly fury!


General of the empire- griffon, roar, full plate, shield, white cloac of ulric, sword of might


luthor huss

captain- full plate, shiled, barder warhorse, shielding blade, 5+ ward save

battle wzard-level 2 , dispell scroll


knightly orderx10-full command

knightly orderx10-full command

Inner circle knightly orderx10-full command, wailing banner

3 demigryph knights

5 pistoliers

5 outriders

This game was a strange one. It was Battle line. Instead of fighting on a board of 6x4, we play in a lane that is 3x4. Everything gets clogged and his lack of weapons result in ethereal having to get wrecked from slow combat res. That and my spells and shooting attacks cause no armor saves. It was nasty.  My genereal died, but the only thing left for him was the general of the empire, two zombie squads, 2 banshee, and a single wraith making me the winner with 300 points.

Game 3- Skinks! the final frontier


Slann- focus of mystery, focus of rumination, cupped hands


skink priest-dispel scroll


13 skink skirmishers

13 skink skirmishers

30 skink skirmishers/kroxigorsx3


5 chameleon skinks

5 chameleon skinks

5 chameleon skinks


3 salamanders

3 salamanders

The game was nasty. Watch tower got turned into King of the hill, most models on the hill wins. My magic failed horribly, his magic wrecked my ethereal by killing the whole wraith units, half the hexwraiths, and it just sucked. I couldn't hurt much. It was bad. Worse first turn in all the games of warhammer I have ever played. I lose turn 6 when he knocks my squad off the hill. Game ends and is really close.

So the results of my after math are a bit of a list rewrite. I need to have a more balanced version of the list , yet more fun for all parties. This is my new list. Should be fun.






Necromancer level 2 dispel scroll


45 zombies standard

45 zombies standard

45 zombies standard

5 dire wolves

5 dire wolves


5 hexwraiths

5 hexwraiths

5 hexwraiths




My prize for third is a box of ogre bulls who become vargulfs. Here are the pictures.
Igor the butcher (Not good pictures)

Mule (Not good pictures)
 This goes with the army that is the corpse army of van hals. I want to keep with theme, so my vargulfs have to be massive chunks of flesh, Its awesome for me. Tell me what you guys think

Thursday, June 7, 2012


Howdy folks,
It has been a bit since I have done a post but I figured I would take the time to do one now that I actually have the time to do one. As the title of the post suggests this will be about the defenders of Sigmar's realm, the soldiers of the Empire. I have been collecting Empire for many years now and with the release of the new book and an impending tournament I figured now would be the perfect time to get them out again. My state of choice is that of Nordland. It is a northern coastal province beset by raids from Norscan marauders and the occasional Dark Elf. I really liked the blue and yellow uniform colors and the back story of the province. Instead of a gun heavy army I liked the idea of a more combined arms approach to army collecting (plus grabbing whatever looked cool) so the main focus of the army is the state troops. Currently the bulk of the army is made up of 40 halberdiers, 30 spearmen, 30 gunners, and 50 swordsmen with some militia and crossbowmen thrown in. But that of course is not what I am taking to the tournament so here is my 2000 point list and a brief discussion of why I picked what I did. As always I welcome thoughts and suggestions.
Empire 2k:

Lord: Level 4 celestial wizard mounted on a Hurricanum with a dispel scroll. 350 points

Heroes: Captain with plate armor, battle standard, and Griffon Standard. 151 points

              Priest with a great weapon and heavy armor                                  72 points

Core: Halberdiers (29) with full command, detachment of 10 gunners                                                                                                     204 points and 90 points

          Swordsmen (24) with full command                                   198 points

           Knights (10) full command                                                  250 points

            Gunners (10)                                                                         90 points

Special: Greatswords (20) full command                                          250 points

              Cannon                                                                                   120 points

               Mortar                                                                                   100 points

Rare: Helblaster Volley Gun                                                                 120 points

                                                                                                              Total 1995 points

Okay so here is the break down. The captain with the banner goes with the halberdiers and bolsters their leadership and with the banner the bonus for ranks is doubled in combat resolution. They are there to take charges and die and the gunner detachment is there for moral support. The swordsmen are joined by the priest and have counter charge duties. The knights will do what they are meant to do (hopefully) and that is flank charge for some carnage. The last gunner unit is a support fire unit for the main line for whatever gets close. The big guns are there for unit killing (mortar and helblaster) and monster killing (cannon) and will be kept in a nice secure position from which they can rain death. The greatswords are there to provide another solid anchor for the main line. I will be happy for them to take a charge or counter charge if they are able. Finally the Hurricanum is me falling for new shiny syndrome. It looks cool and should be fun to play with. This is my first real foray into a more competitive Fantasy scene so any advice would be appreciated.

Cheers and happy gaming!!


Monday, June 4, 2012

No where is safe from the horde!

It is done. I have finished my fantasy army for the tournament I am going to Saturday. 150 zombies later, and I am ready for field WYSIWYG vampire counts. The theme is simple. In the vampire counts book, the original vanhal saved the empire by having an all out slugfest with the skaven assaulting the empire. his army was mostly vampire-less and was tons of zombies and such. Its a great bit of fluff. I am fielding Kemmler to show the magical prowess of vanhal (he has his own spell for god sakes). I am also fielding konrad for both fun and to have a beast on the field. He is the only vampire in the army really. Hopefully konrad wont go stupid to much. I need to see this

Like the Wind!

So my zombies often have a been the fastest thing in my army. They often overrun the full distance or charge 13-15+ inches. Its nasty. The zombies are ridiculous fast because of their randomness. My black coach and ethereal cavalry and dire wolves charge decently well for their speed, but the zombies are always blisteringly fast. I will tell you guys how my entire tournament experience goes. Also, here are my zombies and their carrying case.

an old card case carries all 150 guys in one simple go. Awesome

It is like my orks. I just start the game and dump them onto my enemy.