Category Archives: Warhammer Skirmish

The Wyld Stallyn Inn

After playing a few games of Empire in Flames/Mordheim I realized that the buildings and scenery I made for WFB wasn’t as interactive as I wanted. So I started creating a few buildings that models could actually move around and fight inside of. The first one I started working on was a dilapidated Bretonnian inn that was perhaps the target of an orc raid. I used ½” Styrofoam pieces for the majority of the structure as well as the base that the building stands on. I got them for free from work but they can be a little warped so in the future I may shell out some cash for actual modeling foam. After the basic walls were erected I cut up a lot of cereal boxes and other bits of cardstock for planks, roofing tiles and trim. For the balcony I used some balsa wood that I had purchased for fences. I took chunks out here and there with a razor blade to give it a distressed and worn look. The final step in construction is always my favorite. Going through my bits box and finding the little things that really bring a piece of terrain to life. Old horse heads to act as statues, shields, a treasure chest, an over turned table with a book laying nearby. 203 The final step was to paint large portions of the house with watered down PVA (Elmers glue) and chuck handfuls of dirt from the yard on to give it some texture. Then I primed the whole thing black and waited for that to dry before touching up any places that the spray missed with a watered down black paint. The paint job was quick and dirty. After base coating the entire building I began working on the wooden balcony and trim. I used an old, course brush lightly dipped in paint to quickly give the beams and planking some wood grain. Lots of dry brushing helped to give some definition to the rest of the house. For the final touches I flocked the base, added some ivy/moss to one side with clump foliage. I also printed out a few Mordheim posters I found online for added character and glued them on one side with PVA. After spending a month in Prague last fall I really fell in love with bohemian livery so I chose a few of my favorite coats of arms to decorate the front. 218217220219221

I still need to make a few ladders so models can access the top floors but I’m pleased with how it turned out. I have also started working on a tower, a well, a ruined dwarf smithy and a spooky graveyard. I hope to have pictures of some of those up soon!


Fall 2014 Campaign Part IV

Scenario 3: Skirmish

Underground Break In

As the dwarfs are enjoying a pint of Bugmans’ finest, a huge explosion wracks the mine. Quickly swilling the remaining contents of their mugs they grab their picks and head for the breach.

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Initial forces:
Dwarfs: 5 Miners
Goblins: 3 Squigs, 3 Night Goblin Squig Herders
Who goes first? The goblin player has the first turn as the dwarfs have only enough time to put down their beers and pick up their weapons.
Movement: All models move a maximum of 6″. You cannot march or charge underground. If a model is brought into base to base contact with an enemy in its normal move it counts as charging. Models can only pass each other in the tight passage ways if there is sufficient room to fit the bases side by side.

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Dark and Gloomy: Both dwarfs and night goblins are used to subterranean fights. However the dark, cramped spaces make it difficult to use ranged weapons. The max range for all weapons is reduced to 8″. There are no penalties for long range or standing and shooting, penalties for moving and cover still apply. A model armed with a range weapon may elect to stand and shoot only if the enemy model is moving over 3″. A model armed with a missile weapon may shoot into hand to hand combat or past interposing models, but is penalized -1 for each model between it and the target. Additionally if a 1 is rolled on the to hit die, the first friendly model in the missiles’ path is hit instead. Roll to wound as normal.

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Dwarfs: If one dwarf is able to exit the mine to the upper level he will sound the alarm. At the beginning of the dwarf players next turn he may bring in D3 miners and D3 crossbow dwarfs. These enter from the upper mine entrance along with the dwarf who sounded the alarm. They can move as normal but may not shoot until the following turn.
Goblins: Starting on turn 5 if there are still goblins fighting dwarfs (knocked down or stunned goblins do not count) the second wave of goblins will pour through the breach. Place D3 squigs, D3 herders and D3 night goblins (armed with any mix of short bows or spears and shields) within 6″ of the opening in the wall. They may move, but may not shoot this turn.
Loose Squigs: If a squig is outside of 3″ of a herder at the beginning of the goblin players turn (knocked down or stunned herders do not count) then the squig will go out of control. It will move D6 inches toward the nearest model it can see, friend or foe. If the squig can make contact with a model it counts as charging. Resolve combat as normal. An out of control squig can be wrangled by moving a herder within 3″ of the squig and rolling a 4+ in the goblin players close combat phase.
Dwarfs: Any one unit gains the Flanking Force special rule
Goblins: Any one unit gains the Flanking Force special rule

A Brief Recap:

It has occurred to me I probably should have been giving updates as to how things progressed for me and John. I am playing as the Night Goblins and John is rocking the Dwarfs.

In the first scenario “Bacon and Heads” the dwarfs were caught completely flatfooted. The wolfriders slaughtered most of the dwarf woodsmen before they had time to react. However, one dwarf, henceforth known as Old Smokey made a valiant last stand. He skewered one goblin with a crossbow bolt through the neck, and as the remaining greenskins closed with him he smashed one in the face with his pipe. Sadly, it was not meant to be and he was eventually torn apart by the ravenous wolves, netting me the ability to ambush one unit of wolfriders in the final battle.

In scenario II “Slayer!”. My giant, Massive Marvin was ambushed by a group of troll slayers. After a quick but bloody confrontation Marvin smashed the orange haired stunties and joined the Goblins for a long night of drunken debauchery. I think he may have imbibed a bit too much though as his performance later in the campaign was, shall we say, lackluster.

This brings us to scenario III, “Underground Break In”. Feeling a little over confidant with their recent string of victories, the forces of Rotfang launched an attack on an unsuspecting dwarf mine. The initial wave of squigs rampaged through the mine, nearly routing the miners. However one dwarf managed to sound the alarm, bringing reinforcements from the upper levels. The tunnel fighting was bloody with heavy casualties on both sides, but after the dwarfs managed to kill off the squigs the goblins were easily cleared from the mine. This victory allowed John to give one of his units the Flanking Force special rule.

For this scenario I decided to make my mine tunnels out of a piece of Styrofoam, but you could just as well use a piece of paper with the outlines of the tunnels drawn on.



Fall 2014 Campaign Part III

Scenario 2: Skirmish
Goblins: Giant
Dwarfs: 6 Troll Slayers
See the Warhammer Skirmish Supplement Pg. 36
Dwarfs: Any surviving troll slayers are upgraded to Giant Slayers.
Goblins: After fending off the gang of mohawked hoodlums, Massive Marvin stumbles upon a night goblin party, with some rather tasty fungus brew! The goblin player is allowed a Giant in the final battle.

Fall 2014 Campaign Part II

Scenario 1: Skirmish
Bacon and Heads
At sunrise a small group of dwarfs has gone out to collect fire wood. Unfortunately for them a roving band of wolf riders is out looking for breakfast.
Dwarf Forces: 6 Quarrelers with shields
Goblin Forces: 8 Goblin wolf riders with light armor, spears and short bows
The Battle Field: The battle field is 24”x24”, heavily wooded around the sides, with a clearing roughly 12”x12” in the center.
Deployment: The wolf Riders deploy touching their back edge of the table. The Quarrelers deploy touching their back edge of the table. Roll off to determine who goes first.

Dwarf: After defeating the greenskin scouts, the dwarfs have secured a solid source of timber. They can field two bolt throwers instead of one in the final battle. In addition one unit of quarrelers may be upgraded to rangers, and gain the foresters special rule.
Goblins: After a nutritious yet fatty meal of dwarf flesh, the wolf riders spend the day scouting the terrain. The goblin player may ambush up to two units of 5 wolf riders in the final battle.

Fall 2014 Campaign Part I

Over View
This Campaign is designed to tell the story of a clash between a goblin force from the Worlds Edge mountains and a string of dwarf mines in the region where the Grey and Black mountains meet. Each scenario will influence the type and amounts of troops and resources available in the final scenario.
General Campaign Rules
Rewards are gathered over the course of the campaign and will be used in the final battle. They will be added to the unit lists in Scenario 6.
Dwarf Ale:
Dwarfs: At the beginning of the final battle, before deployment, any number of dwarf infantry units (but not characters or war machines) may be given dwarf ale. The unit gains the Drunkenness special rule.
Goblins: If the goblin player is victorious in scenario 3 and/or 5 he may raid the dwarf ale stores. At the beginning of the final battle, before deployment, D3 goblin units (not characters or war machines) may be given dwarf ale. The unit gains the Drunkenness special rule.
The affected unit gains +1LD and Stubborn. At the beginning of your turn roll a D6, on a 6 the unit is feeling the full effects of the dwarf ale and counts as having failed a stupidity test.
Beginning on turn 2 roll a D6, on a 4+ the unit appears on any table edge the controlling player wishes. On turn 3 it will show up on a 3+, on turn 4 a 2+. The unit automatically enters the board on a random table edge on turn five, as the unit has obviously gotten lost.
Flanking force:
After both armies have deployed, any unit may be deployed along either of the short table sides, outside of the opposing players deployment zone, with its back rank touching the table edge. This unit can act normally on the first turn of the battle, i.e. charge, cast spells, shoot etc. note that the unit still must test for animosity or drunkenness as usual.

The Mine Tunnels at Grung Byrn

I have been painting like crazy in an effort to complete the dwarf army before October. This past week, as I was writing scenarios for the campaign I am working on, I thought to myself “How can I have dwarfs and night goblins fighting an entire campaign above ground?” I decided I had to take a break from painting bolt throwers and build some sort of underground terrain. I had a big piece of styrofoam laying around and it inspired me to make an underground skirmish board. It’s pretty quick and dirty but it will have to suffice for the time being. IMG_1882.JPG I started by cutting the outlines of the trenches with a sharp blade. Then I used my fingers to break out the majority of the styrofoam, and used the blade to smooth and shape the tops and sides of the walls. Next I smeared drywall plaster all over the inside and let it dry overnight. IMG_1889.JPG The next morning I cut some squares out of cereal boxes, one for the floor in the beer room, and one for the ramp to the upper level. I shaped some sticks to look like supports and stuck them all around along the walls. Next I painted watered down PVA over the entire piece to keep it from melting when I primed it. I used straight PVA along the ground and sprinkled a thick layer of dirt on to it. IMG_1919.JPG

After the glue was dry I primed the whole thing black and let that dry. I used an old blister pack as a pallet and mixed up a brown from red, yellow and blue craft paint. In another blister pack I mixed up a watered down dark grey and painted it on all over, then I added a few splotches of browns where I thought it looked good. I dry brushed a very light grey over this and let the colors blend together a bit. I made a table from the cereal box, and painted some old dwarf standards and glued them to the walls in the beer room. To finish it off I added a few mushrooms here and there, and glued on some flock to act as moss.






IMG_1935-0.JPG I hope to come back to this piece once I have a few more projects under control. I would love to add a few LEDs, maybe model them to look like torches.

Warhammer Skirmish: A Waaagh! in the Woods

Despite having my girlfriends’ cousins in town this past week, I still had the opportunity to squeeze in some hobby time. I only had a couple of hours on Saturday morning free to game, but that was the perfect opportunity for John to test out his newly painted Greatswords.

Veteran preceptor Fritz Von Gorstein, is a storied knight, who rode with Kurt Helborg at the battle of The Cider Groves. This was an incredibly bloody fray, where a great hoard of orcs were defeated, although the empire suffered incredible losses. In fact Only Kurt, Fritz, Fritzs’ minstrel, and his standard bearer walked away from the battle. Upon returning to Altdorf, Fritz and his comrades had met up with Otto Stienerbocken and the 16th Nulnic Greatswords. After a brief period of rest, the group embarked on a quest to capture a griffin that escaped from the Imperial Zoo. They followed the Teufel River until they reached the foothills of the Grey Mountains. It was here, in a small clearing surrounded by pine trees, that the brave men of the Empire heard a blaring hunting horn.

The forces were as follows:

2 Empire Knights
4 Great Swords
1 Preceptor
1 Counts Champion
10 Orc Boyz
1 Orc Big Un
1 Orc Boar Boy Boss

IMG_1708.JPGThe orcs burst through the trees, and began charging across the meadow toward the men.

IMG_1716-0.JPGFritz lowered his lance, and with great shout of “For the emperor!” charged the nearest orc. His lance connected, throwing the orc to the ground.

The orcs enveloped the knights, as the clash of steel rang out. In the swirling melee Fritz found himself facing off against the biggest orc he had ever seen.

On the other side of the meadow a hulking orc made a leap at Otto. Easily sidestepping the clumsy attack, Otto swung his sword, it bit deep into the orcs’ thigh, causing it to the fall to the ground.

Fritz brought his sword down In a lightning fast arc. At the last second the orc deflected the blow with its’ shield. The orcs’ crude blade lashed out, but missed its mark. To his left, an orc was run through. On his right an orc was kicked in the head by a warhorse. The horses’ rider was thrown from his saddle by the animals’ frantic bucking.

Otto drove his sword through the orcs’ back as it struggled to stand. The other Greatswords closed with the orcs, neither side was able to land a blow.

A massive boar tore out of the under growth, the battle crazed orc riding atop swung his spear wildly, nearly slicing a Greatsword in half. The lucky trooper was only saved by his finely crafted full plate.

IMG_1726.JPGFritz parried a heavy blow from the massive orc. The impact caused his arm to go numb. Mustering all his strength, he brought his sword up beneath the creatures chin, slicing its’ face in half. Even as the orc fell, more orcs piled in around the knights. For a moment it looked like they would be drown in a tide of green muscles and steel. Sigmar answered their prayers, and no less than three of the foul brutes were killed.

IMG_1725-0.JPGMore orcs battered the greatswords. Odwin, the banner bearer, and Dietrich were knocked unconscious.

IMG_1733.JPGOtto rushed at the orc riding the boar. His blade hit the orcs’ shoulder, causing it to tumble from its’ mount.

IMG_1741.JPGFritz and his companions made short work of the remaining orcs and turned to face the orcs battling with Otto and the greatswords.

IMG_1750.JPGThe orc boss is butchered, his thick, black blood pooling around him.

IMG_1753.JPGOttos’ blade swung at the orc, causing it to throw itself to the ground to avoid the blow. Staggering to its’ feet, the orc bellowed defiantly. Fritz noticed the orcs’ fatigue, and swiftly closed with the beast. The orc barely had time to turn its head to face this new threat before it was impaled by the preceptors’ lance.
Fritz kicked the lifeless corpse from of his lance. Glaring at Otto he said “Your days at fencing school are over boy. Learn to fight like a real man.”

Another fantastic game! Although I couldn’t drop a single human, it was great to see two fully painted forces square off. For a moment it looked like the knights would be overwhelmed, but the orcs just couldn’t get through that armor. These games move very fast, and are wonderful if you don’t have the time for a full scale battle. In the near future I hope to incorporate some skirmish games into a larger campaign I am working on. Thanks again to John, and to you for reading this.