Thursday, 20 July 2017

Goblin Mammoth 2

Finished my mammoth. It should make a suitably imposing centrepiece for the goblin army. It's pretty expensive at 90 points, so needs to scare the opposition.

Mammoth, Large Beast, Disc 4, Str 3, Impact, Powerful Attack, Heavily Armoured, Bow (R), Causes Fear, Undrilled, AV 4, Points 90

Friday, 14 July 2017

Goblin Mammoth WIP

I wanted to make a Large Beasts unit for Sword and Spear, and found this old toy mammoth lying around. So, I've covered it in stuff, and plan to add some goblin crew.

Sunday, 9 July 2017

Airborne and Tank Killers

I made a couple of different units to bring some variety to our Spear and Sword Fantasy games. The masses of well-disciplined, armoured cavalry are a bit of a headache for the Goblins, so I decided to make a couple of units of squigs specifically to damage the Bret Knights. I gave them Powerful Blow to counteract the Knights' armour, and Frenzy to cancel out their Impact ability, and I made them Expendable, because they are. A bit cheesy, but the Goblins need the help.

Squigs, Beasts, Disc 4, Str 3, Powerful Blow, Frenzy, Expendable, AV 1, Points 42.

And for the Brets, to use up a similar number of points, I made this unit of Pegasus Riders. I gave them everything, just to use the points, but they ended up a pretty powerful unit, for Light Horse.

Pegasus Riders, Lt Horse, Disc 3, Str 2, Impact, Steadfast, Flight, Armoured, AV 3, Points 72.

Friday, 30 June 2017

Chaos Carnival

Haven't been painting much lately. Here are some old models I found as I gradually clear up my lead pile. I painted the wagon ages ago, but now have a full cast of players to go with it.

Friday, 12 May 2017

B7 Vehicles

I found these resin vehicles at the club's table top sale for a decent price. They painted up ok, and I feel like they work well as part of my Blake's 7TV rebel and Federation factions. The bloke who was selling them had a load of different stuff like this, and now I wish I'd bought more off him.

Saturday, 6 May 2017

Sentient Plantlife

Here's a mad scientist type cast for 7TV. The Vervoids are from Black Tree. The Creepers and the Weed (great model) are from Crooked Dice. This looks like it will make a decent themed cast for 7TV, but I'm also gonna use it for a Living on the Frontline participation game I have planned.

Friday, 28 April 2017

Sword and Spear Fantasy Test 3

This is the third part of my Spear and Sword Fantasy write-up. At the start of the fifth turn the Brets decide to try something different, to break through against the rock solid, regenerating trolls. Both units target their attacks against a single troll unit. This gives them a better chance of taking the unit out, but leaves them vulnerable to an attack by the unoccupied troll unit.

The first attack, boosted by magic, does well and inflicts two kills on the trolls.

The second attack deals three more hits, but fortunately for the trolls, they make a couple of Discipline tests and so end up with a total of three damage, which is not quite enough to rout Heavy Foot, who have a strength of four.

The Goblins, meanwhile, have a plan. By activating the chariot with fives, and the second troll unit with a six, the Goblins are hoping the still-fresh chariot will rip through the longbowmen and into the flank of the men-at-arms. This will help out the trolls when it is their turn to attack the men-at-arms.

The chariot does go through the archers, which means the Brets go over their morale threshold, and every unit will need to take a morale test in the next end phase.

This works exactly to plan, and the archers are routed, and the chariots pursue into the side of the men-at-arms, doing three damage.

Then the trolls easily manage to do the final point of damage and rout the men-at-arms.

In the next phase, boosted by magic, the knights finally break through against the wolfriders. The Hero also has a go at the other wolfriders' flank.

The knights pursue and stop just short of the Goblin camp that hasn't been built yet.

In the final phase, the knight attack against the last Wolfriders is a massacre. They don't get any bonuses, having already used their activation against the hero's flank attack. While the knights get bonuses from activating with doubles, and some magical help.

So, at the end of the fifth turn, it looks like this. The Bret knights have broken through and are about to take the goblin camp. But everywhere else, they are losing.

Having a look at the scores, the goblins have lost 13 points, and their morale threshold is 15, so if they lose two more, they will need to check for morale.

The Brets have lost 18, which is well over their 13 point threshold, so every Bret unit on the table takes a morale test. In addition, they are only 1 point away from their 19 half-strength mark. So all the Goblins need to do is take one more point, and they will win the game.

As a bit of a desperate measure, the Bret Hero decides to try to kill the Goblin wizard. He needs to roll a 4+, but fails and the wizard flees into the troll unit. This means he won't be able to cast spells except on that unit, so it helps out the Brets a bit, in any case.

With double-sixes and magical boosts the men-at-arms have a massive pool, but it is not enough to shift the trolls who managed to regenerate a wound in the previous end phase.

Then things get nasty as the chariot manages another charge, and with a double-six bonus. That routs the Bret unit, and wins the game for the Goblins. That was the fourth unit that the chariot managed to rip through in the game, showing the danger of allowing Fresh Impact troops the run of the battle field.

It was also the third unit that that Bret captain managed to lose during the game. Fortunately for the Brets, he died in the last rout.

This is how it ended, with the Goblins losing 13 out of 44 Army Points, and the Brets losing 22 out of 38 Army Points.

Sword and Spear Fantasy Test 2

This is the second part of the Spear and Sword Fantasy write-up. The third turn begins with the cavalry battle.The double-six brings a handy bonus for one Bret unit. The Bret wizard also rolled well for this turn and has six magic points to boost her side.

The Goblins activated with fours so this means they go first (before the Brets' five). (The wolfriders should have a leader attached, it's just out of picture coz I forgot to move it up before the photo.) They roll well and do two kills. The Brets could have boosted this pool with some magic, but the other unit of knights has already taken two damage, so the wizard decides to influence that one instead. A wizard can only cast one spell per phase.

The other cavalry get to it. Though the pool is heavily boosted by Bret magic, and double-sixes, the goblins roll just well enough, and make their discipline tests, too, so avoid taking any damage.

In the next phase, the Brets get some decent rolls to activate the heavy infantry.

Again, with some magical help, they get to roll huge pools. But the trolls roll well enough, and make their single Discipline test.

And, with the help of the troll armour, the second combat is also a stalemate.

In the third phase, I pull out 6 blue dice to 3 red ones. This should give the goblins an advantage with the activations. However, I roll the above, and having already activated by leader-lead units (which would require a 3) there is nothing I can do with any dice below a 4.

The Brets activate their longbowmen on the hill. They would really like to have a go at the chariot, but the advancing spearmen are the more immediate target and so must shoot at them. They roll well and get two kills.

However, in the next phase, the chariot manages to activate, and with magical help, and its special Impact ability, it completely destroys the longbowmen. That Bret captain must flee for his life for the second time in the battle.

So the third turn ends with the Goblins needing to take three more Army Points to force a morale test throughout the Bret army.

In the fourth turn, there's a bit more grinding in the centre.

The trolls force the men-at-arms into three Discipline tests. And they fail two of them.

So far, the Bret hero on a pegasus hasn't done anything. He saw how the Giant went down early, and decided his no-discipline-test special ability isn't as cool as he thought it was. But now decides that charging in on a flank attack is the way to go. His Impact ability causes the single hit to become a kill.

Meanwhile, the Goblin skirmishers on the flank have a go at their opposite number. They manage to destroy the unit. But light foot, being only worth 2 Army Points, is not enough to force the morale test.

And so at the end of the fourth turn it's looking worrying for the Brets. Their centre has been outflanked by the Goblin chariot and they'll be hard-pressed to stay there. Their best hope, I guess, is for the knights to destroy the wolfriders and then take the Goblin camp.