Category Archives: WoW/Keepers

upcoming Necromunda Campaign in WoW/Keepers

This week, my local wargaming Club WoW/Keepers will start to maintain a small Necromunda campaign, an ancient game about gang warfare in the dystopian future of the 40k universe. Finally, an opportunity to field my hideous Delaque to glory or a horrible fate. Time will tell.

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The first encounter of my gang will be against some of the lowest and most savage inhabitants of the underhive, pestilencious Scavvies including some infesting Zombies. So, from the very beginning, they will have to stand against the worst the underhive can throw against them.

For me, the starter box of Necromunda was a very exciting purchase 18 years ago, back in 1998 (coincidentally, it was also one of the first things I bought from the GW universe). Despite it’s weak parts, aside the fact that it has a very big problem with it’s inner gaming balance (not to mention the gangs that were added with the Outlaws expansion, which I sadly could never get), it still delivers a fascinating insight in a very specific spot of the grimdarkness of the 40k universe. Inside the game, a seemingly endless space for creativity and gaming was unfolded before the reader. So it’s no surprise that I’m very delighted that my club will maintain a campaign in this cool setting.

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Epic X-Wing Battle

There are great advantages being in a Wargaming Club. One of those is that you can game with different kinds of gamers, those who enjoy campaigns and others who prefer a more competitive style of play. And many that are between those opposing sides. One of those gamers loves to play “epic” X-Wing battles with ideally more than 400 points on each side. This made it possible for me to field my whole collection of X-Wing ships. And more.

We played with two Imperials against one Rebel, each side containing one really big ship (Tantive vs. Raider). The battle was for the most time in balance; the K-Wings were shot down pretty soon (having exposed themselves too far), while the Tie-Fighters engaged the Tantive in really close combat (two or three of them crashed against the giant ship). The Tie-Bombers and Interceptors engaged the A-, B- and X-Wings in the middle of the battlefield.

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The glorious Imperials

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Massive Rebel Scum

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Tantive Close-Up

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Did anyone say “Swarm”?

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First entanglements

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The battle in full turmoiil. Note how close Tantive and Raider got.

In the long run, the massive amount of hull points granted an Imperial victory. Also, the fact that the Rebel player had to keep his mind focused  the whole time while the Imperial players could help each other helped too.

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Villers Bocage Mini Campaign 1/2

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Two weeks ago, Fels and I replayed the first two of three scenarios of the Mini Campaign in Villers Bocage. In Wittmanns Wild Ride, one Tiger tries to break through an unseated British motorized column. In the Battle for Point 213, four Tigers encircle a small British armed battle group. The three scenarios are linked together, so the outcome of the first two encounters would matter for the last and final battle for Villers Bocage.

Wittmanns Wild Ride

A rather straightforward scenario, as the German player only controls one tank while the British players troops are unmoveable.

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The alley, just before the battle starts.

Thankfully, our gaming club is well endowed with all sorts of wargaming supplies, so it was no big deal to build a nice, pleasant valley for this shootout. The German tank had to race against a time limit (ten rounds). DSC09578 DSC09580 DSC09581

We played the scenario three times (switching sides in the third battle).

It was proofed that the tank was able to knock out the first two Churchills and the infantrymen with ease, but was unable to beat the waiting 6-pdr-gun. Perhaps, if the tank had more time, he could just shoot the thing with its main gun, but due to the time restriction, this seemed unlikely to work.

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We still had time that evening, so we decided to play the second scenario just afterwards. Four Tigers (with random starting positions) ambushed a group of British tanks. The survivors of this battle would show up as reinforcements in the last battle.

We played this scenario twice. While the German tanks (which showed up conveniently together in the same corner of the battlefield) were able to knock out some Churchills, the counterfire from the two Fireflys was too much and it was a really quick defeat.

In the second attempt, we just rolled the dice again and got the same result.DSC09585

Despite the clear outcome, it was a fun evening recreating the historical scenarios. We’ll fight the last and defining battle in early November.

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Filed under Battle report, Campaign, Flames of War, FoW Germans, WoW/Keepers

WIP – Orc Blood Bowl Team

In spring, my Club organized (finally, after many months) a one-day Blood Bowl tournament. A good reason to get some colour on my minis. Sadly, I was not able to finish them properly, but at least they weren’t totally blank.

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It was my first attempt to paint green skin. After the first layer, I had to use much lighter tone to get them decent. The positons were divided by armour (the thickest for the Black Orcs, the lighter for the Blitzers) or rearranging of the limbs. The Thrower is recognizable by his waving hands. When I finish this paint job, I want to colour the bases appropiate to their field position.

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The Halfling staff of the team. Which team from Vienna would be complete without a Chef cooking Schnitzel?

As usual, some lads from Hungary turned up and brought some international flair to our otherwise local torurnament. At the end of the day, the Orcs were only able to make a tie and got defeated twice, but were at least not last on the chart.

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WoW/Keepers – First Fantasy Flea Market Impressions

Today, my Club opened it’s doors for a fantasy-themed Flea Market. A great variety of fantasy-related stuff was for sale and brought some old and new chaps together for geeky babbling and purchasing new hobby stuff.

Perhaps we will do this again in Autumn, as the marketeers enjoyed the event – and there is a chance that my Club will organize this Flea Market again on a regular basis. Time will tell. 2015-04-04 10.16.29 2015-04-04 10.16.49 2015-04-04 10.16.55 2015-04-04 10.17.22 2015-04-04 10.17.28 2015-04-04 11.23.49

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Ogres vs. Wood Elves – twice

In preparation to an oncoming tournament in Styria, – one of the biggest in Austria – I tested my Ogres in my local gaming Club. The first two battles should be against Wood Elves, as the new release of the Wood Elf army book encouraged some players to field them. So the local metagame is kind of shooty and pointy-eared these days.

Tyrant, General, 2xHw, LA, Giantbreaker, Rock Eye – 243 Pts.
Slaughtermaster, 2xHw, lvl4, Lore of The Great Maw – 287 Pts.
Bruiser, GW, LA, BSB – 141 Pts.
Hunter, 2xHw, Longstrider – 153 Pts.
Firebelly, GW, Scroll, Lore of Fire – 154 Pts.
9 Ironguts, M – 397 Pts.
9 Ironguts, M – 397 Pts.
10 Gnoblars – 25 Pts.
4 Mournfang Cavalry, HA, Ironfist, M, S, Standard of Discipline – 315 Pts.
4 Sabretusks – 84 Pts.
1 Sabretusks – 21 Pts.
1 Sabretusks – 21 Pts.
1 Gorger – 90 Pts.
Ironblaster – 170 Pts.

Total: 2498

I wanted to test the Hunter, for his abilty to operate in a group of Sabretusks should make a small but decent melee unit. The rest is nothing special, all centred around three units who could fight or at least give the characters a place to hide.

The opponents army was a big unit of Thornsisters, carrying two Level-4 Magicians with the Lore of Death and Shadow. Two small groups of Wild Hunters added some severe melee power, while two eagle ensured that I would not come into close combat too soon. Some small units of Bowmen rounded this setting up. This fight would be a tough one.

Round 1

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The game started with some skirmishing, an attempt to raise the ballistic skil of the Waywatchers was banned by me. A toughness decrease for the Mournfangs wasn’t rolled high enough, so the first magic phase was generously short.

The Bowmen shot at the Gnoblars and the Mounrfangs, the Greenskins panicked and run away.

At my turn, an attempt to boost the toughness of the Butcher’s unit was banned, but I was able to cast regeneration at the Mournfangs. Also, an automatic panic test was forced on the Waywatchers by a Butcher’s spell, but the high morale of the Elves made this attempt a feeble one.

Round 2

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The Wild Hunt attempted to charge the Hunter and his Sabretooths, but rolled to low. On the other hand, both ambush units of the Wood Elves entered the battlefield. A bonus to the Ballistic Skill at the big unit of Bowmen wasn’t succesful due to low dice, the Miasma was banned. A Toughness Decrease at the Mournfangs forced me to use the Dispell Scroll, for they would suffer too many casualties in the direct fire of the Waywatchers. And they would have to endure this shooting for at least this round, so I thought this banning to be important.

The shooting phase saw the death of two Sabretusks and two inflicted wounds on the Mournfangs.

In his countercharge, the Hunter reaches the Wild Hunt. But before he was able to kill four of these Elves, they managed to cause the death of three Sabretusks by themselves.

The Ironblaster aimed at the Sisters of Thorn and tried to sniper at one of those Level 4 Magicians. Sadly, he managed to pass his Lookout Test succesfully.

Round 3

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Before the Ogres could reach them in close combat, the Sisters of Thorn and their lead managed to outflank the Ironguts and be safe for at least this round. The Bowmen got a magic increase to their ballistic skill, while the “Walk between Worlds”-spell was banned. The Ironblaster suffered 2D6 S4 hits, and this, together with the shots from the cavalry units, was enough to kill him.

The Toughness Decrease at the Mournfangs, combined with the final shots from the Waywatchers, forced them to panic and run.

At this point, we shaked hands and ended the battle, for the outcome was pretty clear at that time.

Sadly, the Hunter and his Sabretusks were a waste of points (which I was told several times by everybody, but I was too stubborn to listen to them). Shamefully, a model solely useful for the showcase.

At the very least, it didn’t look like a total defeat on victory points. I would have never been able to get a decent number of points, but the important Irongut units were still standing (with the Mournfangs showing their low reliability again).

Game Two

Next week, the same opponent (with exactly the same army), a new concept on my side. This time, the Hunter was exchanged to a unit of six Maneaters, a unit I love for it’s appearance, but never convinced me by it’s performance on the battlefield. I would have liked to bring a Battle Standard Bearer, especially in an Ogre army, but I also didn’t want to cut the budget of the other stuff. So Iwould have to trust in my good dicing ability.

Tyrant, General, LA, Giantbreaker, Sword of Striking, Rock Eye – 255 Pts.
Slaughtermaster, 2xHw, lvl4, Lore of The Great Maw – 287 Pts.
Firebelly, GW, Scroll, Lore of Fire – 154 Pts.
9 Ironguts, M – 397 Pts.
9 Ironguts, M – 397 Pts.
4 Mournfang Cavalry, HA, Ironfist, M, S, Std. of Swiftness – 315 Pts.
6 Maneaters, 6 x 2xHw, Immune to Psychology, Stubborn, M, S, Standard of Discipline – 347 Pts.
1 Sabretusk – 21 Pts.
1 Sabretusk – 21 Pts.
1 Sabretusk – 21 Pts.
1 Gorger – 90 Pts.
Ironblaster – 170 Pts.

Total: 2475

The Wood Elf Mages knew the spells Warp between Worlds, Arcane unforging, Drain Magic, Soul Quench, Shadow Pit, -D3 Toughness and -D3 WS/BF

Round 1

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Again, I placed the center of my Army in the right corner of the battlefield, with the Maneaters holding the left flank. The Wood Elves, on the other side, were able to spread much further.

First, the Mages casted -3 Movement to the Firebelly unit, while the attempt to inflict a decreased Toughness to the Maneaters had too little energy. Arahains Curse was banned with all my Banning dice. In the shooting phase, I lost three Maneaters to the Bows of the Wood Elves. At least, I was able to cast the Toughness Buff at the Mournfangs.

Round 2

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The Ogres tried to gain some field control over the battlefield and moved forward. Naturally, the Wood Elves tried to avoid melee at that moment and moved sidewards, shielded by a piece of impassable terrain.

The Shadow Pit was casted with good energy, so I had to use by Dispel Scroll that early in the game. Drain Magic at the Sisters wasn’t succesful. One Sabretusk and two more Maneaters were shot down. I tried to cast the Panic spell to the big unit of Wood Elves Bowmen, but had not enough power. The Fireball was also banned. To complete this pityful turn, the Ironblaster took his chance to fail his shot and broke his Cannon in two pieces.

Round 3

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The Gorger finally showed up to force the Wood Elf units to a halt (or something like this…). The Firebelly-Ironguts were rearranged so that they faced the unit of Elven riders who came from behind. The Shadow pit had to little energy, the second Sabretusk was shot.

Round 4

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My attempt to increase the Slaughtermasters Toughness was banned. In return, 2D6 S4 hits to the Slaughtermaster casted by the Wood Elf Mages inflict three Wounds. The Firebelly-Ironguts had to suffer – 2 Movement. My opponent rolled too bad for the Walk between Worlds. All Bowmen turned to the Slaughtermaster and finally shot him.

Round 5

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The Shadow Pit is casted on the Tyrant’s Ironguts, which killed four of them.

Again, another game against Wood Elves which we didn’t need to play until the sixth turn to see a certain outcome. The combined moving and casting ability clearly is something I can’t cope with at the moment. While theyr miniatures and Fluff are beautiful, I feel like Sixth Edition, when Wood Elves were one of the dominating tournament armies thanks to their flexibility with wooden terrain. And I certainly don’t miss these times. May all Treemen burn in Hell.

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ETC 2014 – Last training before Novi Sad

It’s the last day before we travel south to Novi Sad, so it was a great opportunity for a last training battle before it get’s serious.

Spanish Ogres

Firebelly: General, lv1, Great weapon, Crown of Command, Shielding Scroll
Firebelly: lv1, Warrior Bane, Dispel Scroll, Potion of Toughness
Bruiser: BSB, Great weapon, Light Armour, Rune Maw
60 Gnoblars. Musician, Champion
9 Ironguts: FCG, Look-out Gnoblar, Standard of Discipline
3x 1 Sabretusk
9 Leadbelchers: Musician
7 Maneaters: Musician, Light Armour, Poisoned attacks, Sniper, 6x Brace of Ogre Pistols, 1x Great Weapon
2x 1 Ironblaster

Austrian Vampires

Vampire Lord: General, Magic Level 1, Lore of the Vampires, Aura of Dark Majesty, Great Weapon, Talisman of Preservation, Glittering Scales, Scroll of Shielding
Master Necromancer: Magic Level 4, Lore of Death, Obsidian Lodestone, Sceptre of Stability
Necromancer: Magic Level 2, Lore of the Vampires, The Book of Arkhan
Necromancer: Magic Level 1, Lore of the Vampires, Dispel Scroll
Tomb Banshee
Tomb Banshee
2 x 28 Zombies: Standard Bearer, Musician
20 Zombies: Standard Bearer, Musician
36 Skeleton Warriors: FCG, Banner of Swiftness
3 x 5 Dire Wolves
8 Crypt Horrors: Champion
2 Fell Bats
Terrorgheist
Mortis Engine

An interesting matchup between two seasoned tournament players.

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Merlin, planning some cunning moves.

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Meni (right) didn’t look that happy.

Due to the fact that one player fielded a different army, he had to prox some models. In the end, he played with an army containing models from seven different races.

Sadly, the Vampire lost the initiative-punishing Sun spell and had to try to outmanoeuvre the Irongut Bus. So it was kind of a one-sided battle.

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