Friday, 28 December 2012

Universal Battle - Another way to get your wargaming fix?

I was having a look at the www.wargamerau.com forums and saw a thread called Universal Battles and checked it out.

Essentially the Universal Battles site is an online tool for playing wargames on the internet. It does this by giving you a map and generic units to play with which can be put onto movement trays as well. It has built in rulers, wheeling tools and dice which allow you to actually play a game. To adapt it to the wargame you want to play, in my case Warhammer Fantasy, you simply load up a set of units which are all user made and are appropriate (but not exactly) for any current Fantasy army. You can then move these units about the map and play your game against your opponent. There is an in-built chat feature you can use to communicate what you're doing and why you're rolling but I think that using Skype or some other VoIP would be preferable.

The basic version of the service is free but doesn't let you use other user-made army templates which you'll want to use to save yourself time. You can pay by the month, six months or the year, but a lifetime membership is only $29 USD so I just sprang for it. I've played a solitaire game by myself and it goes pretty smoothly and will look to use it as a way to get practice games and try out new armies without having to proxy models. It's not just Warhammer Fantasy that could be played using this, virtually anything could be played and I'd like to look into how it could be used to play Napoleonic wargames.

So if you're keen to try out a new way to get your wargaming fix, give it a go. My user name is JWK47 so if you see me in the lobby say Hi and maybe we can have a game.


Friday, 21 December 2012

Orcs and Goblins vs. Empire 2400 points


Empire vs. Orcs and Goblins
===========================

Overview
--------
Scenario: Battleline
Location: Manawatu Duellists
Date played: Saturday, 22 December 2012

Empire
------
General: Regan
  (W) Wizard [245 points]
      - Level 4, Talisman of Preservation

  (B) BSB [141 points]
      -

  (E1) Engineer [65 points]

  (E2) Engineer [65 points]

  (H1) 42 Halberdiers [282 points]

  (C1) 12 Crossbowmen [108 points]

  (C2) 12 Crossbowmen [108 points]

  (H2) 12 Handgunners [118 points]

  (G) 35 Greatswords [415 points]
      - Full Command

  (D) 4 Demigryphs [232 points]
      - Full Command

  (GC1) Great Cannon [120 points]

  (GC2) Great Cannon [120 points]

  (M) Mortar [100 points]

  (H3) Helstorm [120 points]

  (H4) Helblaster [120 points]


  Total: 2400 points
  ------------------

Orcs and Goblins
----------------
General: Jeff
  (OGS) Orc Great Shaman [225 points]
      - Level 4, Earthing Rod

  (NGW) Night Goblin Warboss [155 points]
      - Wizarding Hat

  (NGGS) Night Goblin Great Shaman [215 points]
      - Level 4, Talisman of Preservation, Dispel Scroll

  (NB) NG BSB [70 points]
      - Standard of Discipline

  (NG1) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG2) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG3) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (B) 20 Bunker [70 points]
      - Musician

  (WR) 5 Wolf Riders [50 points]

  (GWC1) Goblin Wolf Chariot [50 points]

  (GWC2) Goblin Wolf Chariot [50 points]

  (GWC3) Goblin Wolf Chariot [50 points]

  (T) 8 Trolls [280 points]

  (DD1) Doom Diver [80 points]

  (DD2) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (RL2) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (SPW) Snotling Pump Wagon [75 points]
      - Spiky Rollers, Exploding Spores


  Total: 2395 points
  ------------------

Deployment
----------


1. Deployment

My first thought when setting up our armies was, " Wow, that's a lot of warmachines." I knew I couldn't hope to out shoot this army so I would have to cross the boardand get into combat as quick as I could. What would make this harder as well though was the fact that his ranged detachments would be excellent at clearing my chaff. As such my whole plan involved gettting my Trolls across the board ASAP as he had no flaming weapons and should be able to eat his army whole.

I rolled up my spells and received Foot of Gork, Hand of Gork, Brain Bursta and Gaze of Mork for my Orc Shaman. My NG Shaman got Gift of the Spider God, Itchy Nuisance, Sneaky Stabbin and Curse of Da bad Moon. My Wizarding hat got to roll on the Lore of Heavens and received, Comet of Casandora and the signature spell. My opponent interestingly enough took the Lore of Metal and received the signature spell, transmuation of lead, final transmuation and Gehenna's Golden Hounds. In retrospect this was probably a poor lore choice for the game due to my general lack of armour saves.

I chose to Vanguard my Wolf Riders up in the hope of getting first turn or to at least provide good targets for the Handgunners. We rolled off and my opponent got first turn

Turn 1 - Empire
---------------


1. Movement

The only movement this turn was a crossbow detachment deciding to garrison the building on the Halberdier's flank and the Helblaster moving towards the flank.

2. Magic

My opponent attempted to cast Final Transmutation on NG3 but I was able to dispel.

3. Shooting

The Handgunners unleashed a vicious volley at the Wolf-riders and wiped them out. The cannon's  roared and tried to take out RL1 and DD2 but failed to wound and were blocked by the Troll shield. The Helstorm misfired but would be able to fire next turn and the Mortar hit NG1 and scattered only killing a few. All in all I felt I had got off lightly but knew that I wouldn't be able to handle this amount of fire for long.

4. Combat

Nil


Turn 1 - Orcs and Goblins
-------------------------


1. Movement

Animosity sees NG1 and NG2 pick a fight with eachother, locking them in place. The rest of my army advances all out to get closer to his army.

2. Magic

I roll a measly 4 for winds of magic and don't have too many options. I attempt to cast Foot of Gork but it fails to go off.

3. Shooting

I decide to focus all of my Doom Diver shooting on the Demigryphs and manage to inflict 8 wounds, enough to take two off and cause a panic test that sees them run off the board. Similarly I hit H1 with both of my Rock Lobbas and do enough damage to them to take a panic test which they fail. Unfortunately they stop before they can leave the board edge. This is a great turn of luck for me but also a harsh punishment for Regan placing his BSB with the Greatswords far away from the rest of his troops.

4. Combat

Nil

Turn 2 - Empire
---------------


1. Movement

Movement is again limited. The Halberdiers fail to rally but roll double 1's for their flee distance and manage to stay on the board. The Greatswords slightly reposition themselves in an attempt to avoid the Mangler Squig next turn.

2. Magic

Magic consists of Regan casting an IF Final Transmutation on NG3, killing about 15 Goblins. Fortunately everyone passes their stupidity tests.

3. Shooting

Regan's shooting phase this turn is brutal. The Helblaster wipes out my Snotling Pump Wagon, but fortunately my chariot passes its panic test. The Handgunners destroy a wolf charioton their own while a cannon ball bounces through MS1 and the other chariot killing them both. The second cannon attemptsto knock out MS2 but fails to do so. The Helstorm and Mortar both open up on NG1 killing another 15 or so.

4. Combat

Nil

Turn 2 - Orcs and Goblins
-------------------------


1. Movement

Everyone passes their Animosity/Stupidity tests and it is all on. The trolls declare a charge on C1 who flee, I opt to re-direct and do so into the flank of the Greatswords. The rest of my army continues advancing while my Chariot gets out of the line of fire of the Helblaster. The mangler bursts through the Greatswords killing 7-9.

2. Magic

I get the magic phase all my own way this turn and cast Sneaky Stabbin and Gift of the Spider Gods on the Trolls to make sure they hit hard. I also hand of Gork NG1 forward but only manage a low score. Finally I attempt to cast Foot of Gork but it fails to go off.

3. Shooting

My shooting all goes into the Halberdiers this turn as I want to ensure that should it rally it won't be able to beat NG1 or NG2. I manage to kill about 10 more Halberdiers leaving only 25 in the unit.

4. Combat

My trolls hit like a ton of bricks and kill 20 Greatswords and lose one troll in return. The stubborn greatswords though manage to hold, but at this rate I should finish the unit next turn with ease.

Turn 3 - Empire
---------------


1. Movement

The helblaster moves to peek around the corner of the building and get back in the action. The Wizard makes a move for the Handgunners so he can get a look out sir. Finally the Halberdiers have rallied and C1 has fled off the board.

2. Magic

Regan casts Final Transmutation on my bunker and kills several but not any of my characters.

2. Shooting

A world of hurt lands on NG1 and the unit is wiped out to a man by the crossbows, Mortar and Helstorm. The two great cannons attempt to snipe out my orc shaman but I make my Look out sir rolls and come away alright.

3. Combat

Nil


Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Trolls manage a multi-charge on his two Great Cannons, The bunker advances up behind them to maintain the leadership bubble. NG3 marches up to the building and NG2 diverts to deal with H1 or C2. Finally the Chariot charges the over eager Helblaster.

2. Magic

I have another dud of a Magic phase and manage to only get off Foot of Gork on H1 which scatters and ends up only killing 4 Halberdiers before Gork wanders off. This does mean though that H1 is down to 16 models.

3. Shooting

All of my Rock Lobbas and one Doom Diver attempt to assassinate the battle wizard but scatters and good ward saves mean that I only inflict one wound (He has one left at this stage). My last Doom Diver manages to kill another 2 Halberdiers.

4. Combat

The Chariot kills the Helblaster with ease thanks to impact hits and overruns into the engineer. The trolls also wipe out the two Cannons and overrun into the engineer.


Turn 4 - Empire
---------------


1. Movement

There is little movement again as the Halberdiers opt to stay outside of NG2's charge range and the Wizard joins the safety of the handgunners.

2. Magic

Regan again casts Final Transmutation at the bunker but I am able to dispel using my scroll.

3. Shooting

The Helstorm and the Mortar fire on NG3, taking them down to 20 models while the Handgunners kill the Mangler that's rampaging in their back line.

4. Combat

The Trolls hack down the Engineer and overrun into the Helstorm while the Chariot runs over the other Engineer but hardly overruns at all.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

NG2 charges the Crossbowmen and makes it easily. My last chariot positions itself to charge the Halberdiers in the next turn as does my bunker. NG3 moves into the building.

2. Magic

I roll poorly again for Winds of Magic but manage to get off a curse of da bad moon which I send over the Handgunners and mortar, killing the mortar and killing 6 Handgunners. Unfortunately for me though they pass their break tests.

3. Shooting

All of my Warmachines who can, take aim at the Handgunners and the unit is destroyed leaving the Wizard stuck on his own. DD1 fires at the Halberdiers and kills 2.

4. Combat

The Trolls destroy the Helstorm and reform. At this point the club is about to close and my opponent concedes defeat and I am up by 1313 points. Had we continued playing I would have expected to destroy at least the Halberds and Crossbowmen. That being said he had two more turns of attempting to cast final transmutation on my bunker  while I had two turns of open season on his 1 wound remaining wizard so there were still points to be had from his point of view.

All in all I found this a difficult game due to the sheer firepower of his army and felt lucky to get the result I did. I think a better choice of lore from my opponent and a more castled deployment around the BSB could have seen me in a lot of trouble. It wasn't just his war-machines either that made his army so dangerous, the small detachments were perfectly sized to clear my chaff out and denied my the quick charges I wanted. Finally, I was dissapointed in the Wizarding Hat, I thought having more options would be cool but really I never even considered casting any of his spells and there were never enough dice to do it. I'm not sure I'll be using him again. Well I hope you enjoyed the battle report. I have 3 more to post up so watch this space!


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Tuesday, 18 December 2012

Orcs and Goblins vs. Beastmen 2400 Points


Orcs and Goblins vs. Beastmen
=============================

Overview
--------
Scenario: Blood and Glory
Location: The Man Cave
Date played: Monday, 10 December 2012

Orcs and Goblins
----------------
General: Jeff
  (NGGS) Night Goblin Great Shaman [215 points]
      - Level 4, Talisman of Preservation, Dispel Scroll

  (OGS) Orc Great Shaman [225 points]
      - Level 4, Earthing Rod

  (NB) NG BSB [70 points]
      - Standard of Discipline

  (NG1) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG2) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG3) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (B) 20 Bunker [70 points]
      - Musician

  (GWC1) Goblin Wolf Chariot [50 points]

  (GWC2) Goblin Wolf Chariot [50 points]

  (GWC3) Goblin Wolf Chariot [50 points]

  (T) 8 Trolls [280 points]

  (DD1) Doom Diver [80 points]

  (DD2) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (RL2) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (SPW) Snotling Pump Wagon [75 points]
      - Spiky Rollers, Exploding Spores

8 Fanatics


  Total: 2400 points
  ------------------

Beastmen
--------
General: Brendon
  (BGS) Bray Great Shaman [1 point]
      - Level 4, Lore of Beasts, Dispel Scroll

  (BS) Bray Shaman [1 point]
      - Level 2, Lore of Beasts

  (B1) BSB [1 point]

  (B2) Beastlord [1 point]
        - Crown of Command, Armour of Silvered Steel

  (G1) 40 Gors [1 point]
      - Beast Banner, Full Command, Additional Hand Weapon

  (G2) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command

  (CW1) 5 Chaos Warhounds [30 points]
      -

  (CW2) 5 Chaos Warhounds [30 points]
      -

  (CW3) 5 Chaos Warhounds [30 points]
      -

  (CW4) 5 Chaos Warhounds [30 points]
      -

  (R1) Razorgore [55 points]

  (R2) Razorgore [55 points]

  (H1) 5 Harpies [55 points]

  (H2) 5 Harpies [70 points]
      - Scout

  (B3) 35 Bestigors [1 point]
      - Banner of Eternal Flame, Great Weapons, Full Command

  (G3) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command


  Total: 2400 points
  -----------------

Deployment
----------


1. Deployment

Brendon won the roll to choose table sides and chose the Northern side and began deploying first. My goal for this game was to destroy his Chaff as quickly as possible to maintain the integrity of my Fanatic/Mangler Screen. I have 8 fanatics in the army , with 3 in NG3, 3 in NG2 and 2 in the Bunker. I figured that since he has no shooting and no solid offensive magic he needs to get in combat with me so if I can make him run through fanatics and manglers to get there he should be damaged enough to let my goblins carry it. One part of the deployment I'm not happy with is my Trolls being faced up against his Bestigors with the Flaming Banner. I intend to use Hand of Gork at some point to get them out of this spot. Also of note is that my NG Great Shamanis on the far right of NG2, this will be important later.

Brendon scouted his Harpies up fairly close to my lines with the intent of blowing the fanatic screen on his first turn. The second unit of Harpies was held in reserve in order to pop a mangler later in the game

For magic I roll up Sneaky Stabbing, Vindictive Glare, Gork'll Fix it and Curse of Da Bad Moon for my NG Shaman and Foot of Gork, Hand of Gork, Eadbutt and Gaze of Mork for my Orc Great Shaman.

Turn 1 - Orcs and Goblins
-------------------------

1. Movement

NG1 fails animosity and Squabbles. My Chaff starts to move up to engage.

2. Magic

The NG Great Shaman casts a solid Vindictive Glareon CW4 and wipes the unit out. He then attempts to cast Curse of Da Bad Moon on the Harpies but thisis dispelled. I cast a large Foot of Gork which is dispel scrolled by Brendon.

3. Shooting.

The Chariots and Bunker open up on the Harpies and manage to kill 3, enough for a panic test he is very likely to fail and does. One Doom Diver shoots CW1 and panics them off the board. The second Doom Diver hits CW3 and kills a few, panicing them. The Rock Lobba's bothgo for G2 (as he is outside BSB range) but only manages to kill 3 or 4.

All in all a solid first turn. with much of his chaff dead or fleeing meaning my fanatic screen is good until at least Turn 3

Turn 1 - Beastmen
-----------------


1. Movement

Brendon's Harpies rally, his other unit of Harpies is just over 20" away so can't suicide themselves on the Mangler, which slows up his general advance. The Razorgores move up to take up tricky flank positions.

2. Magic

Brendon's Magic phase consists of casting Wildform on B3 and G1.

3. Shooting

Nil

A pretty uneventful turn for Brendon due to how one-dimensional his army is. He has managed to pose some problems for me though in the form of the Razorgores. R1 is through the forest so will require Dangerous terrain tests while R2 is outside of the charge arcs for either of my Wolf Chariots so magic/warmachines will be required to take him out.

Turn 2 - Orcs and Goblins
-------------------------

1. Movement

The Bunker fails its animosity roll and squabbles. The Snotling Pump Wagon and Chariot charge the Razorgore and make it through without injury. MS1 goes for a double hit on G3 and B3 but falls just short and MS2 makes a short move towards G1. The two chariots on  my right flank pivot so they can shoot at the Razorgore.

2. Magic

With my Orc Shaman stuck with goblins fighting around him it's all down to my NG Great Shaman. He casts Gork'll Fix it on G1 to draw dispel dice out and to try and steal one. He gets it off and draws a few dispel dice out. I then use my remaining power dice to cast a boosted Vindictive Glare on the Razorgore and manage to put 2 wounds on.

3. Shooting

The two Wolf Chariots fire on the Razorgore and manage to take his last wound off. I put all of my warmachine fire into the remaining two units of Harpies and manage to destroy one, but the the other passes its panic test, meaning that the Mangler is doomed.

4. Combat

The Snotling Pump Wagon and Chariot hit the Razorgore like a ton of bricks. The Pump Wagon overruns a fair distance outside of G2's arcs but the wolf chariot hardly budges.

This turn has again gone well for me. I have cleared all but one unit of chaff which will kill itself on my Mangler next turn. his has left me ownership of the flanks and means that if I can hold the first round or two of combat my chariots should be able to roll him from the flanks.

Turn 2 - Beastmen
-----------------


1. Movement

G2 charges my Chariot and I opt to flee as sticking around is certain death. His Harpies suicide onto MS1. G3 and B3 continue their advance and are about 10" from my lines. G1 moves up to the Mangler but doesn't pop it and ensures it can make a charge next turn.

2. Shooting

Nil

3. Magic

Wildform gets cast on both B3 and G1, I let these go as I was more worried about him transforming his mae in G3 into a beast. Turns out he failed to cast transformation. In retrospect I should have let him get transform off and dispelled the wildforms.

4. Combat

Nil

Another quiet turn from Brendon, I'm not sure he's made the right choice by diverting G2 to charge the chariot. I can see that next turn he is going in no matter what so my next turn will be about making that charge as nasty as possible for him.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Wolf Chariot fails to rally and flees of the board. The Pump Wagon manages a long charge into B3's flank and the other two chariots move out of G1's front arc to line up flank charges. NG1 reforms to fight G3, the Trolls advance up to prevent any multi-charge shenanigans and give NG3 options. NG3 and NG2 move up to 9" away from the enemy and the Bunker follows closely behind.

2. Magic

I attempt to cast a boosted Curse of Da bad Moon towards G1 but it  is irresistably dispelled. I then attempt to cast Foot of Gork on B3, which goes off and kills a few int he back rank before Gork wanders off. Finally I cast Hand of Gork on the trolls and move them into an awkward position to G1's flank. They're outside of the General's leadership bubble though so I'll have to rely on stupidity to stumble them into G1.

3. Shooting

The 2 Wolf Chariots shoot at G1 and kill a few. All of my warmachines shoot at g1 and kill another 4 or 5. If I had dispelled Wildform though I would have done a lot more damage.

4. Combat

The Snotling Pump Wagon does a few impact hits and manages to kill 4 Bestigors before being smashed to pieces.

This turn was all about setting up Brendon for an awful charge next turn, which he had no choice but to try. If he wants to get all his blocks into combat he can't do any multi-charges. Furthermore G1 is doomed if NG2 holds due to the chariots on its flank and the trolls to its rear.The way I have positioned my tarpits and fanatics B3 and G1 are going to be in a world of hurt when they charge. By my calculations I will lose all 3 combats but not by nearly enough to break steadfast.

Turn 3 - Beastmen
-----------------


1. Movement

G3 charges NG1, I hold. B3 charges NG3 and hits 5 fanatics on the way in from NG3 and the bunker shooting fanatics through NG3. This results in 18 dead Bestigors leaving B3 down to the BeastLord and about 7 Bestigors. G1 charges NG2 and takes the Mangler and 3 fanatics on the way in killing ~15 Gors, leaving about 17 left. G2 reforms and moves to charge the trolls next turn.

2. Magic

Curse gets cast on NG2 so they are at -1 to hit. He then triesto get wildform off on G3 which I dispel. He then casts transformation on his shaman in G3 which I scroll.

3. Shooting

Nil

4. Combat

Both sides inflict large losses on eachother with a drawn combat between NG1 and G3. In the center B3 kills 7-9 goblins but loses 3 Bestigors. The Gors put a lot of hurton NG2 but not nearly enough to break steadfast. In the end all of my units make their steadfast Ld. 9 Break tests.

This turn was always going to be the make or break for Brendon, if my line held then it's in all likelihood going to be a tabling as I can now pull of a range of charges and magic.  I expect to win all combats next turn.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

The trolls fail stupidity and stumble forward an inch or two. The two chariots charge into G1's flank and rear but roll short.

2. Magic

I cast a hand of Gork on the trolls but get barely any movement so turn them around to face G2. I then attempt to cast Gork'll fix it on G2 but this is dispelled by Brendon. Finally I cast Sneaky Stabbing on NG3 to get armour piercing and use my last 4 dice to cast a normal curse of da bad moon and send the vortex down the line across all of G1 and most of B3, killing another 5 Gors and 3 Bestigors.

3. Shooting

All of my warmachines fire at G2 and manage to kill 6 or 7 Gors.

4. Combat

I win combat against G3 by 2 and they flee but I fail to catch them. The fight in the center sees a few more goblins die but all of the Bestigors killed off, leaving just the beastlord who is stubborn due to a crown of command and sticks around. NG2 only just loses to G1 and passes it's steadfast ld. 9 test. However there are now only 6 Gors and the BSB left.

This turn has gone well for me, the wolf chariots are now going to slam into the beastlord and G1 respectively next turn. The odds of him winning a combat are now very remote as I have started to reform to pick up more ranks.

Turn 4 - Beastmen
-----------------


1. Movement

G2 charges the trolls and G3 manages to rally.

2. Magic

Brendon casts Wildform on G1 which I allow to go through. He then tries to cast Wildformon G2 which I dispel.

3. Shooting

Nil

4. Combat

G2 takes a beating from the Trolls and inflicts only one wound in return. They are steadfast though so stick around. The Beastlord takes a wound and kills 2 or 3 goblins and passes his break test. G1 loses combat and flees. NG2 pursues and catches them.

At this point Brendon concedes the game. It ended up being a very one sided game due to two factors:

The first is that it was only Brendon's second game with the army. The second is how one dimensional the army was. It really could only compete in one turn of the game, combat. He had a few chances, for example had he passed the ld 5 panic test for the harpies he  could have blown  a lot of the fanatic/mangler screen. This though was caused by a mistake in my play in that I should have used magic missiles on them and/or warmachines to guarantee they died. I'm starting to feel very confident with this OnG list and really enjoying the way it runs. I feel like I have a lot of options which allow me to find an overmatch against most opponents in at least two phases.


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A photo update and some technical difficulties

Well it's been awhile since I've updated and that is because my Laptop's cooling fan has decided to stop working.Unfortunately with it being so close to Christmas and the fact I own a Sony I won't have it back up and working until at least mid-January. In the meantime I've been able to grab my girlfriend's laptop to make an update and load up battle chronicler so that I can get back to posting.

The first part of this update will be a few photos of my WiP Orcs and Goblins. I've had the last week off so have been able to get a lot of painting done. My army is 85% finished and for the most part just requires basing.

First off is my WiP Mangler Squig. These were done pretty quickly using The Army Painter spray primers and some drybrushing and then dipped. I'm pretty happy with how they've come out and have to say that the figure pretty much paints itself. All that's left to do is a few of the Night Goblins and chains, base it and then magnetise so that I can use them as two Manglers in large games (I have another pair in the post).




The next photo is a completed Snotling Pump Wagon. This again was done using The Army Painter spray primers, some basic painting of colours and a bit of dry-brushing. I really like this model once it's painted up as the Snotlings have a lot of character.




Finally is a photo of a nearly completed unit of 60 Night Goblins, all that's left to do is dry-brush the bases/movement tray with some GW Terminatus Stone and then glue some flock on. These guys are the mainstay of my army and there are a lot of them so there paint-job is to a basic standard. I haven't dipped them as it made the models too dark and I intend to come back sometime in the near/distant? future and put more work into them.





In terms of playing I've played 3 games in the last few weeks. Two of these were with my OnG against Beastmen and Empire which were both solid wins. The third was against Beastmen using my Skaven army. I've taken notes on these battles so will be posting up battle reports soon.

The final bit of news is that I have picked up a 3000 point unpainted Lizardmen Army from a guy in the US for $300 NZD. As a closet power-gamer I've always been keen on having a go with Lizardmen and at this price it seemed a great opportunity to pick up a third army. Well that's all for now as I have a mate coming over for a game. Hopefully I'll be able to get 4 battle reports up before Christmas!

Sunday, 2 December 2012

A way around the GW embargo?

Hello All,
             I've just seen this on the NZ Post website:

http://www.nzpost.co.nz/products-services/online-shopping/youshop

The idea is you get a US postal address and pay to have items forwarded to you in NZ. This could potentially be a good way to order direct from GW US. I'll probably give this a go in the next few weeks and will let you all know how it works out. Now if only they'd do the same and hook us up with an EU address.