Wednesday 13 January 2016

Kings of War Game #2: AKA Mizzard Wodel's Blaze of Glory!

My fortnightly games night featured another 2000 point Kings of War game.  My opponent this time was Pat, he brought his warriors of chaos (ahem, Varangar) and I gave my previous army a little tweak and once again took the pointy ears. Here's what went down.

Armies Set Up

The Armies

My glorious Elven Host consisted of Minty (my dragon with an elven hero strapped onto his back), 2 Stormwind regiments, Mizzard Wodel (my elf wizard who since I've named him seems to survive most games intact), a Tree Herder (really must name him), another wizard, a horde of Tallspears, 2 units of Stormwind cav, a regiment of Kindred archers and 2 units of  Gladestalkers, finally a troop of hunters of The wild completed the host. Opposite me was 3 units of Fallen, 3 Magus conclaves,3 troops of Tundra wolves, a Skald (with Holy hand Grenades), a magus on a mount, a Jabbawock and a mounted regiment of Sons of Korgaan. 
Varangur Set Up
Pat chose the side without the woods which suited me as I always like to skulk in forest with my Elves and he also won the roll for first turn. I'm still in two minds whether I think first turn is a big advantage so I wasn't unhappy about his choice.
Elf Set Up from the Varangur's Viewpoint

Some Sort of Plan is in Order?

The plan (if you can call it that) was to use the woodland to the left to hinder any rock hard Varangur dudes attack my pathfinder type guys whilst sweeping round the left with my fast moving units. The Tree Herder's job was to shore up the centre with the help of the Tallspears. My previous game had the Tallspears not doing very much so I thought a more proactive approach would be better.
After Vanguarding

Ye Olde Turne Onne

Pat advanced up with most of his units in a menacing manner. One little surprise I got was when the central unit of Tundra wolves shot at the Gladestalkers with the War Bow of Kaba. It failed to wound presumably due to not having opposable thumbs or being colourblind. One of the Wizard Conclaves shot/magicked two wounds of my Sabre Toothed Pussycat armed wizard. With that Pat's turn ended.

Treeherders View

Varangar Advance
In my turn I charged the Wolves with the bow with my Tree herder hoping for a swift bit of carnage and a possible rout. I move my dragon and cavalry to advance towards the Fallen but make sure I'm out of their charge range. In the shooting phase the wizard heals herself a bit and the rest of my missile troops put 5 wounds on the Sons of Kurgaan. I show my relative inexperience with this charge as not only do I fail to rout the wolves (only caused 4 wounds), I also set myself up for a flank charge from the Jabbawock. Not good, not good at all.

Elfs Advance

Tricksey Elves know their opponents charge ranges

Turne The Seconde

Pat had a few charge orders to hand out but not to the big nasty gribbly Forsaken as I had made sure there was no elves within charge range of them. One disappointing occurance was my Tree Herder getting flanked by the Jabbawock and a frontal charge by the Tundra Wolves, this was going to require some shite rolling on Pat's behalf here I thought to myself. Also the Tundra wolves on the right charged the Gladestalkers opposite and the Sons of Korgaan charged my hunters of The Wild. Least scary for me was the final unit of Tundra Wolves charging my Stormwind Cavalry. The three magical conclaves didn't achieve much in the shooting phase. In the combats I was surprised to see the Jabbawock and Tundra Wolves bounce off the Tree Herder whilst the other two canine units did minor damage. The Sons of Korgaan wavered the *HOTW. This actually did me a favour as Pat's unit's only option was to charge them again next turn.

Mistake #1: Foolishly Letting a Jabbawock Flank Treeherder
In my turn I flew the dragon round the back of the Wizard Conclave on the left. My Stormwind unit counter charges the Tundra Wolves, the Tallspears charge the second unit of Tundra Wolves, the Tree Herder attempts some payback on the Jabbawock. My Gladestalkers shoot the Wizard Conclave on the hill, Then mistake #2 makes itself apparent as **I decide to breathe all over the Forsaken unit facing the dragon only to have Pat remind me ***I can't shoot gouts of flame as the dragon was shagged out from an at the double move. The Skald is wavered by Elf shooting. In the combat phase the Tallspears rout the tundra wolves as does the Stormwind Cavalry. then come mistake #3. after a little deliberation i decide to advance with my stormwind hoping for a 1-5" advance which would leave me in charge range of the Forsaken, but outside theirs. Unfortunately I rolled a 6 meaning they had a charge to withstand next turn.

Mistakes #2 & #3 Made Here

Poised to Strike!

Balancing Tallspears on a Hill

Varangur give Elves some Good Old Fashioned Boot

The Waiting Game is Played

Ye Olde Turne Three

Shit started to get really real. The Sons of Korgaan had a second go at the Hunters of The Wild, Tundra Wolves into the Gladestalkers, the Jabbawock charged the Tree Herder, all three units of Fallen charged in the Dragon, Stormwind and Tallspears. As this is only my second game I still have some baggage left over from WFB and the placement of the dragon was (I thought) safe from the Fallen charge but I had miscalculated. The wizard cast Bane Chant on the Fallen going into the Dragon and caused a lot of damage! Both of the other Fallen units inflicted a lot of damage and the Tundra wolveses thunderous charge was pretty unpleasant as well. After the damage was calculated and nerve tests taken, the Gladestalkers in the centre, Hunters of the Wild and Stormwind cavalry all scarper. My Tree Herder was pretty lucky as Mr Jabbawock was struggling to do significant damage even with his feeding frenzy. The sons of Korgaan (well Pat really) then had a difficult choice to make, advance towards the centre of the battlefield leaving their backs to the Gladestalkers or face them and have the elves try to evade them by dodging out of their charge arc. In the end he went for the first option. 
Oops, Where's Me Stormwind?

The Great Easterly Varangur Migration
Now it was my turn to roll dice with Pat looking on helplessly! The dragon charged the wizard (mainly to have a chat about the wanton casting of bane chant). My other unit of Stormwind got a flank charge on the Fallen. My Tree Herder got all up in the Jabbawocks grill too. Tallspears charged the Fallen and my Gladestalkers charged the rear of the Sons of Korgaan. I managed to cast Bane Chant on the Gladestalkers rear ending the cavalry. In order of sucess, the comabts went as follows:
Stormwind flanking the Fallen 27 damage, they rout.
Dragon vs Wizard bit of a mismatch, dead wiz.
Gladestalkers vs Sons of Korgaan - cavalry waver like hell.
Tree Herder wavers the Jabbawock.
Tallspears minorly inconvenience the Fallen.
All in all a none too bad turn, could really have done with routing the Fallen with the Tallspears though.

Scouts kicking the shit out of heavy cavalry

The Dragon gets the wizard that was so fond of casting War Chant


Both the wizard and Fallen unit take early baths

Turne The Forthe

In my limited experience of Kings of War, the game usually speeds up around now as a lot of units tend to disappear. This was no exception (to my previous game). The Fallen unit that faced the Tallspears decided to get stuck in, as did the sneaky Tundra Wolves getting a juicy flank attack. The Jabbawock was unable to charge due to wavering so I imagine he just cringed like a dog during a thunderstorm. Both Wizard covens failed to hit anything (probably too much diabolical cackling I reckon). The skald then sashays over to the Kindred Archers and throws a holy hand grenade at them. A successful hit caused 5 wounds on them! This was the gentle reminder to them that they had pressing elf business elsewhere that needed urgent attention, upshot is, they routed. The Fallen/Tundra Wolves double team caused enough damage to make the Tallspears waver. Annoying in the least
Confusing scenes at the start of turn 4
In my turn I charged the rear of the Fallen with my Dragon.  The Tree Herder charged the Jabbawock and my Stormwind cavalry charged into the other unit of Fallen. The elf shooting phase is small but perfectly formed. The Wizard & Gladestalkers combine to cause enough damage of the Sons of Korgaan to make them rout. My mounted wizard is not so impressive as he causes minimal damage on the Tundra Wolves menacing the Tallspears flank. In the melee phase the Tree Herder gets the Jabbawock up to 13 damage then I roll snakes eyes for his nerve test and I have to put up with it for another turn. The Stoemwind cause about 7 damage to the Fallen on the left but not enough to rout them. The Dragon absolutely obliterates the Fallen who disappear in a hot steamy cloud of blood sweat and mutated elbows!

Another unit of Fallen bite the dust

Turn Penultimate

Things were teetering in the balance, I had a lot more points still on the table but a lot of units were heavily beat up. Pat needed to make this turn count, as yes he did! The Jabbawock charged back into Tree Herder (I think both were getting sick of the sight of each other at this stage), the last remaining Fallen unit counter charged the Stormwind and the ****Dags charged back into the flank of the Tallspears. the Wizard Covens earn their (probably) exorbitant fees by promptly blowing my dragon to kingdom come. Speaking of explosions the Skald lobs another grenade, this time at the Gladestalkers, routing them. In the combats both the Tallspears and Stormwind exit the battle a turn or two earlier than I had hoped, leaving me with not many models to move around. I must commend Pat on his ruthless efficiency this turn as he turned my fairly promising force into a pile of cack in a few deft dice rolls. One positive in this turn as the Tree Herder remained fighting fit against the Jabbawock.
Things look rosy
The Tree Herder once again charges the Jabbawock. Mizzard Wodel fireballs the tundra Wolves to oblivion, and the other mage heals herself as she was looking like a target from the nearest Coven. The Tree Herder finally routs the Jabbawock and the turn ends.
Not so much now

Elven housekeeping

Turne The Sixeth

This turn was mercifully short. There was no charges from Pat and he moved his skald so he was well out of anyone's charges. The coven Mages shoot 5 damage of the Tree Herder but he remains resolute (thank any interested deities). 
All I manage to achieve in my turn is to waver the skald with a fireball courtesy of Mizzard. We roll to see if there is a turn 7 and luckily (for me) there isn't. The picture below has all the surviving models in the shot. we total up our victory points and the difference is within 75 points so a rather hard fought and exciting draw! 

Everybody's Dead!

Conclusion

Well that was brutal! From a personal point of view I made a couple of mistakes that very nearly cost me the game. Worst one was completely forgetting that a dragon at the doubling cannot fire. a bit of patience would have served me a lot better there, also the Stormwind advancing after the destroyed the Tundra wolves, I had a one in six chance of getting charged next turn, and it didn't work out. Even though it cost me the Stormwind, I'm sure my eternal optimism would force me to do it again. Another error I think was not moving the wavering Tallspears, they received a flank charge from the Tundra wolves who are pretty unpleasant on the charge. Not sure if I was able to turn and face but it may have kept them there for another turn. Kudos to Pat for taking off 885 points in turn five which really turned the game around. I had a blast and am really enjoying learning this new game.

Thanks for reading.

* Hunters Of The Wild, duh!
** Not me really, the dragon model.
*** Again, not me really.
**** Dags = dogs.

Tuesday 5 January 2016

Mutants, Pokemon & The Cat In The Wizard's Hat

Happy New Year!

In my week and a half Xmas *holliers I managed to finish some of my models. As is customary for me they have nothing really to do with what I'm playing at the moment. Any of my small group of blog followers may know I've been playing Kings Of War, so all the models I've finished are nothing to do with it. Anyway here's some pictures;

First up is a Shaolin monk from Iron Mammoth Miniatures. I painted him up as **masseuse for my human Bloodbowl team. He can also be an interesting npc for Inquisimunda type games and has enough of a weird scale to make a convincing alien too. 

Shao Lynn

 Next is my Oldskool citadel Astropath. Again Rogue Trader/Inquisimunda or even a member of my Imperial Guard army. A Wyrd in Necromunda is also probable so there are plenty of opportunities for him to get some table time.

Astro Path


 Below is one of those models that I purchased from ebay with a lot of other ***Bitz. It is a small cat with a party hat,  and a large novelty birthday badge. I started to paint it up for a brief flirtation with Warhammer Quest a while ago and have just finished it. The hat is painted up with astrological phenomena to give the impression of a wizard who cast one too many transmutation spells and is now permanently a pussy. He waits in a dungeon licking himself until he is be rescued by some brave adventurers. He can also be a planetary governor's best friend that in Inquismundial world has to be rescued from rabid animal rights terrorists.

Bizarro the Cat


Next is an old Necromunda Beastmaster Wyrd that I obtained from the aforementioned Bitz on ebay. He was missing his left arm from the elbow and had been divested of his stub gun. Some greenstuff and a weapons upgrade and he can be any one of a dozen npc types in a game with the considerable punch of a plasma pistol to fry people with.

Nearly Naked Jeb


An old Skaven Rat Ogre with a plastic Ogre head are the main components of my big guy with a Goliath shotgun. I have painted the fur to slightly resemble wool instead of fur to give the impression of a highly muscular dude in a woolen onesie. The fact that he wears a necklace of ears which are actually bigger than his makes me wonder what poor misfortunates with large lugholes got scragged by him just for being over endowed in the aural department.

Big Mutant Guy
The next six models are all ex-skaven with a little doctoring. Some head swaps and greenstuffing have made me some scavvyesque thugs ready to do horrible things to innocent people.

Arran Jumper Thugs
The next four are all skaven warpfire thrower loaders re-headed to make Necromunda pack slaves or just general downtrodden proles from the 41st millenium. again the obligatory Arran jumpers with MaxMini evil heads.

Half Blind Pete & Zombie Chuck


Smug Grin & Elephant Man


Lastly are my first finished Infinity models. I saw the game got caught up in the excitement and decided that Tohaa were the army I wanted to collect, the main reason I think were the terms Viral weaponry and Swarm grenades. Then came a 10 month lack of interest until I discovered the Tohaa could use these little critters in a variety of interesting ways such as bombs, hacking devices and ****fire blankets. These models are actually more equipment markers so technically I don't have any Tohaa combatants painted yet. These also can double as exotic alien pets being illegally transported across the post apocalyptic wastes Smokey & The Bandit style.

POKEMON!
So there you have it all painted up last December but only posted this year. Hopefully I can get some more finished in the none to distant future.

Thanks for reading.

* Dubliner speak for holiday.
** I envisage the chairman of the team has gone for the creepy-but-cheap type masseuse rather than the attractive-but-expensive brand.
*** Ebay code for stuff with it's heads cut off.
**** Quite a important piece of kit from a Tohaa point of view.