Assorted Geekery

The Great War in 28mm

A series of articles tracking the progress of a 28mm World War One project, using The ‘Great War” Rules by Warhammer Historical. There has been a bit of a surge in the popularity of World War One wargaming in the last couple of years, and some great rulesets and ranges […]

Saga – Part 04 – Rich’s Normans + painting guide

I couldn’t tell you why I picked the Normans.  We all picked our respective forces based on looks rather than any insight into the rules.  The Normans have this very distinctive feel about them, with the stylised nose-guard helms and kite shields, they should be recognisable to anyone.    The […]

Games Weekend APR 2012 – Great War – No Retreat – Warhammer Quest

Photos from the Games weekend over at Tom's, early April 2012. Opened with a great WW1 game. The first trial of the hex-based game ‘No-Retreat’ (Review coming shortly). Weekend was rounded up with probably the most epicly insane game of Warhammer quest ever played. where our lvl 3 group was faced by a dark-elf sorcerer who transformed into a chimera, certain death for any group, but not us, down she went and all 4 survive to fight another day. Gallery also contains some photos of Tom's forge, and “Drucilla, destroyer of worlds” (The cat)

Games Night OCT 2011 – Hordes of the Things – Match1

Just before we moved out of the flat and put our wargames on hiatus for a few months, Mat dropped over for a few beers and to have one last night of drinking and rolling dice. We originally intended to play a mini Blodbowl league, but it didn't take much to get the hordes of the things set out. Game 1 – Richard playing the forces of Light, Mat the forces of Darkness. Mat got to be defender, and laid the terrain. Rich chose a ranged force comprising of mostly Bow, Magician and Artillery. Mat foreseeing this choice had taken a very fast moving 'aggressive defence' force comprising of Knight, Rider, Warband and a Dragon. Rich deployed with the cannon batteries in the centre, with a strong left flank. A Weak right was propped up by the army commander magician. Fortunately the 'weak right' wasn't to be harassed, as Mat deployed a strong cavalry force in the centre, designed to capture the key bridge early, and a very strong right hook. After a few turns Mats cavalry supported by the dragon crushed Rich's centre, and encircled his army commander. Rich's strong gains on his left were not enough and offset this loss, and the Day was won by the forces of darkness.

Games Night OCT 2011 – Hordes of the Things – Match2

After the first game we were debating the usefulness of 'Horde' elements. They were undoubtedly crap in combat, but their ability to repopulate was handy. Rich mentioned that he had been harbouring an idea for an all-horde army, and put forward the theory that in defence, around their stronghold, they could repopulate and hold off an attacker indefinitely. Mat declared he would meet that challenge, and as normal, Alex declared the whole exercise futile, and the game hopelessly broken (Don't worry, you get used to him). Elected to be defender for this exercise in game-theory, Rich as defender did his best to make the terrain suit his aims. A river directly down the middle of the table would provide a great defensive line to hold. A few clumps of bad going either side designed to disrupt the attackers. A 36 point army which consisted of 3 Behemoth, Blade command, and 22 elements of Horde. Played against Mats choice of Spear, Bow, Artillery and magician. Mats forces stopped on the river bank to bombard the bad guys for a while, before crossing. Although initial losses were repopulated by the bad guys, Artillery and magician played havoc with the behemoth elements. Once double-ranked spear were on to dry land they cut a hole through the bad guys line and made a B-Line for the stronghold. Result: unable to repopulate their losses at a high enough rate, the Forces of Darkens gave the field to the forces of Light.

Hordes of the Things – Part 01 – From tiny acorns …

These things always have a way of starting fairly innocuously. Tom and myself were sitting around, enjoying a frosty beer after a particularly hard fought game of “Battles for Empire” (Anglo-Zulu War). To hand was a box of old magazines which I was too sentimental to recycle, mostly ‘White Dwarf’ […]

Hordes of the Things – Part 02 – Selecting a system

So, with this initial idea buzzing around my head I started to round down the specific details.  Firstly miniatures scale.  This was a bit of a no-brainer as the scale it pretty much dictated to you by GW when you choose fantasy.  Although I love 6mm as a scale, there […]

Hordes of the Things – Part 10 – Lurker

For 1AP per element, lurkers are cheap and if used correctly, highly effective.  +2 in combat they are hardly the best combat units available, but their ability to appear an any area of ‘bad going’ entered by the enemy means they can cause havoc in your opponents line disproportional to […]

Hordes of the Things – Part 03 – The farming of the noobs

Ok, so now the grunt work begins.  I would sorely love to walk into games workshop and pick up 2x 8000 point fantasy armies to game with unfortunately on my quite meagre paycheque this wasn’t going to happen without t  a lottery win.  The next best manufacturer of fantasy figures […]

Hordes of the Things – Part 09 – Behemoth

Behemoth is one of the most powerful unit types, with a +4 vs foot and a +5 vs mounted, there is very little that can win in a 1-on-1 fight with a behemoth.  Spear is probably the best thing to hold the line against behemoth with, but even then its […]

Hordes of the Things – Part 14 – Magicians

Magician, or Caster as we sometimes refer to them, are one of those unit types which give Hordes its character.  They are powerful, but not ‘broken’, they provide the longest range attack in the game, and require no line-of-sight to do so.  For a whopping 4AP you definitely get what […]

Hordes of the Things – Part 15 – Hero

Even for 4AP per element Heroes are simply sick.  They can cover great distances quickly at 500p per turn,and +5 vs all enemies makes them unstoppable in combat . The only elements that get a quick kill against them are paladins or artillery (Neither of which the opposing side have) […]

Hordes of the Things – Part 08 – Artillery

Artillery is one of the more interesting units from Hordes.  A 500pc attack range is devastating, they freak out behemoth and dragon (causing a flee rather than a recoil), and can cause recoils on most other units long before they are under threat.  However they are quick-killed in close combat […]

Hordes of the Things – Part 11 – Beast

Beasts work best in bad going, they are the only mounted unit which can fight in bad going and not suffer a penalty.  Combines with lurkers a cunning player can pretty much command all the areas of terrain on the table and funnel their opponents troops into convenient locations.  2APs […]

Hordes of the Things – Part 04 – Blade

Blade represent high quality well drilled infantry, moving in tight formation. For this reason they are slow (Equally in Bad going or in the open), but do very well in combat against other foot units (+5).  The are vulnerable to Mounted units however (only +3).  They are Quick-killed by Warband, […]

Hordes of the Things – Part 05 – Warband

In the first edition of Hordes of the Things, Warband was definitely the worst troop choice going.  At twice the points cost of Horde it was only slightly more combat effective.  Thankfully in 2nd Edition they were buffed slightly, and the semi-official-unofficial errata to the HoTT rulebook brings them up […]