I started on my latest terrain project about a month or so ago, I am calling it the "Osgiliath Project" as the below photo was my inspiration shot. In reality it's going to be a 4 x 4 city-fight table with a gothic/ fantasy theme that can be used for a variety of games. I had originally intended to do the majority of the table in Hirst Art plaster blocks. However after laying out the design it did seem the overall scope was somewhat daunting. After a long weekend of plaster casting and some building attempts I soon realized if I wanted this done this year I was going to have to go with a combination of Hirst structures with plastic and foam models to supplement.
(inspiration shots for the project)
First thing I had to come up with was the table base, thankfully I had one more old table laying around the basement that I only occasionally used as a sawhorse when cutting large objects on my table saw. Building something else for that task was easy..so I immediately snagged the table for the project. after some brief modification I mounted a 4x4 Sheet of 1/2 plywood to the top
then a 4x4 sheet of hardboard (we call it masonite around here) a 4x4 sheet of pink foam insulation, then a 4x 3 sheet of hardboard on top. The pink foam was then cut to resemble the river bank. After a couple hours of work I had this:
(sanding blocks and that fine tooth trim saw are invaluable when cutting and shaping pink foam)
(a bit blurry, but here is a cross section of the assembly)
In the above shot you can see how the arched wall, the beach and the bridge all come together, I laid out paper plans of the other buildings to make sure the city's shape seems logical and playable.
above pics is one of my early Hirst builds..the problem I had with constuction is the time it takes to shape each block when putting stuctures together. As the large amount of casts required for just a single structure( one mold 15-20 times) combined with my lack of experience casting led to many uneven blocks that had to be shaped. I could have built a 1/2 dozen resin or plastic buildings in the time I spent screwing around building with Hirst blocks this weekend.
a long shot of the Riverbank, this portion is coming out fine, the archwall sections are a complete mold I borrowed from Rich at Chicago Terrain Factory. The sections were actually pre cast by rich and I got them for another project that I ended up not needing to do..I just cut the middle block of each arch with a coping saw and glued them together in sections to create the arched wall. I also borrowed the mold so I can cast new pieces as I need.
(detail of the wall section)
I had this Lord of the Rings terrain sitting around and wanted to use it for the project. The walls are too thin to be realistic so I beefed them up with some Hirst Blocks and the results are positive- the full set is twice what you see above so they make some nice moveable ruins for the table.
These pics are just from the first weekend I worked on this project, and I have progressed quite aways since then. I am still struggling with the overall direction and layout of the city and have several Hirst molds on loan to me, and I have also purchased a variety of plastic and resin kits that will supplement things...whatever comes out best in the end will end up on the table. I am making everything modular so I can still use the table for other stuff if need be. This is still away off but expect a "Phase 2" update of my "Osgiliath" before too long.
Friday, August 15, 2008
The Osgiliath Project- Phase One
Posted by JPL at 7:13 PM 4 comments
Labels: Osgiliath Project
Sunday, August 3, 2008
Mighty Empires III Concludes!
7/15 @ Games Workshop, Oak Park.
not the final map, but scores and territories held are accurate..I will replace it with
and actual shot of the map soon.
Here is a shot of the final map unobstructed by notation
next campaign it's going to be a much smaller one!
FINAL STANDINGS
ORC AND GOBLINS- 18
DWARFS- 17
CHAOS- 16
VAMPIRE COUNTS- 13
EMPIRE - 11
OGRES- 10
HIGH ELVES- 8
LIZARDMEN- 8
Eliminated players
-Lizardmen
-Dogs of War
-Chaos
Build and Conquest Round 9
ORCS -5EP- Anthony's path to winning was pretty simple. He didn't have enough EP to capture
Josh's Capital as it was in a mountain hex, but he could completelydestroy it for 3EP and use 2 EP to upgrade 2 of his castles to cities giving him the winning total of 18. This dropped Josh score by 4 leaving him with 14 EP.
DWARFS 2EP- with 2 ep Andre's only move is build another city which gets him close, but not close enough. he ends with 17 EP
CHAOS 2EP ( 1 carried over)- With his capital destroyed at 14EP josh's 2 EP can given a new capital but not in valuable his Utopia hex, either an new capital and a city or two new cities only give him 16 EP.
VAMPIRE COUNTS 0 EP- with the "all or nothing" strategic event this week, Bill ends the campaign with his round eight score of 13 EP
EMPIRE 6EP (1 carried over) for two weeks I had to throw away EP that I couldn't use being I was completely boxed in and didn't want to cancel my alliance with the High Elves. in the end my last round option was to destroy my mine and build and city in that hex. costing me 3 of my 6 EP. unfortunatley the last couple rounds I had a total of 8 EP I couldn't use. to bad I couldn't expand! my final score was 11 EP.
OGRES 2EP- Ogres manage to finish with pretty respectable sized Empire at 10 EP considering all the rebellions, disaster and famines Ken had suffered. he builds and additional city with his last 2 points to get the 10EP
HIGH ELVES 2EP- Likewise Billy had some hard luck with events, things turned around when we got the Dwarf/Empire/ HE alliance happening so we could quit having forced games everyweek. An extra city with Billys final two points give the HE 8EP.
LIZARDMEN 2EP- Down to a single hex at one point- Joe came back from the verge of elimination with some key victories and some really strong games like his round 9 match up versus the VC to end with 8EP, and extra city gives with last two points ties with High Elves with the smallest Empire.
Conclusions-
Our third and largest campaign definitely suffered from player lethargy during the final round, with most the final games being concessions. (a lot of that being due to the group having to get the shops Games Day table ready) In retrospect 18 weeks was really just too long to keep everyone motivated- particularly when you its clear you can't win, are blocked into playing the same person every week, or suffering from a rough losing streak. not mention we had three drop outs due to real life over that extended period of time. Eric had to drop due to time commitments, Erik got a job in DC and moved. Jeff got promoted and was running all over the place and flying to Baltimore once a month. allot can happen to any group of adults in 4 and half months so what we did get accomplished was great.
The good news is the expanded ME rule set we are using has been tweaked considerably and it pretty clear what worked and didn't. My immediate impressions of where to go next are pretty clear.- Tweaking some the strategic events- dropping the ones that where never chosen or useless and coming up with few new ones. Some of the campaign events are either too powerful, (i.e -free items for the whole campaign need to get dropped and replaced with weekly bonuses) I am sure some others need to be tweaked as well.
The mandatory challenge rules seemed to present the biggest problem across the board. When guys are climbing over each other to take Diplomacy everyweek in order to play someone different in the new round there is obviously a problem. My solution is to drop the mandatory challenge rule entirely in favor of a smaller map, ideally 12 players on 48 hexes. Smaller map will force territory challenges and prevent to much land hording and "turtling" basically the same way the challenge rule had intended. Hopefully this will solve numerous problems. Formal alliances are going to be dropped completely, in favor of informal alliances among players. Team games will be by player choice and each team member needs to use a single army organization chart as sharing one army organization chart clearly presented balance issues depending on the participants.
3000 point games led to being problematic as well as time they take led to them not being played at the shop and many times not getting played at all due to real life getting in the way 2000 point games will always be the default with exception of potential 3K+ games for Capital invasions. Also I want to incorporate 1000 point games in to mix. My goal for the next campaign it to get 6 games played every campaign night, and with a new cut off time of midnight 1000 point games will come in handy.
Lastly we probably need to return to a weekly format, the scuttlebut I am hearing is the potential of a 40K campaign on friday nights...so going back to weekly or semi weekly (say 6 rounds over 8 weeks) should be pretty doable. Overall I had a great time and look forward to the next one. We have alot of new blood interested and with only about half of this crew probably returning for next campaign should bring some interesting things plus alot of the guys will be trying new armies which will be cool. Me, I still be playing Empire..my VC are too far off from being game ready and I have to many other commitments..if I can hobble together a my all Goblin army together thats a possibility- but Empire has some many options..I still feel like I am getting the hang of it. Thanks to everyone who participated in this and congrats to Anthony's Orcs who win the last two campaigns, he is the man to beat!
Posted by JPL at 9:47 PM 1 comments
Labels: Campaign Log
Tuesday, July 22, 2008
Pirates!
As I am sitting around waiting for my wife to have our new baby, I figure I'd post some of recent WIP shots of my Legends of the High Seas crew and their ship, which is a 10 gun brigantine cast in resin from Old Glory
Here we have the Captain, (right) his 1st mate (w/Spyglass) and a crewman Miniatures are Crusader, the mate is this promo mini that came with the book if you ordered it through the Warstore or Brigade games.
Here you can see the detail and the imperfections of such in the ship..resin casting is tough and this ship is definitely not the best cast..I have a lot of filling and sanding to do to get this this to my own personal standard..Not the most fun, Painting these guys is blast and I am going to take them to about as good a level as I can go. 
I am making good use of GW's washes on these guys which speeds things up quite a bit I have about 2 dozen Pirates of various types, keeping them all close to the same scale is tough with all the different models out there, I put these guys on the tall timber bases so they'd be at the same height as some of my reaper and GW models, I am probably going to eventually paint up 30 or so Pirates..enough to crew a large ship. (bases courtesy of Back2base-ix)
Here is a longer view of the ship, it has ports for 10 cannons..I'm only going to use 8, mounting swivels guns on the bow and stern..leaving a bit more room on deck for figures, per the High Seas, I need 5 men to crew the ship and 2 men per cannon to fire it every turn...assuming I'm firing either the port or starboard separately per turn...I need a minimum of 13 men to crew this ship (which is about the max figures that can fit on it..... since in a standard scenario you squeak out more than a dozen men with standard points Ships are basically for campaigns, rather than skirmishes. I've bought a bigger ship...(a toy version of "the black pearl" I am going to convert. That one's is Spanish galleon which should comfortably hold about 30 models. A point of note if you are going to get into this game, expensive resin ships like this (about $85 shipped) seem like a good idea..but its still a ton of work. I bought the toy ship for $20 delivered and it going to take probably similar hours to finish and it's going to look better
and be more practical for boarding skirmishes...
Sailing on a sea of grass, man! I need to make some kind of nautical surface for this game, I already have the all the buildings I need for a Port Town, I'm working on a few ideas. Thanks for looking!
Posted by JPL at 2:20 PM 5 comments
Labels: Historical, Legends of the High Seas
Monday, July 21, 2008
Warhammer 40K- Confessions of serial gamer

About time I say something about the new edition of 40K, since it's all everyone seems to be talking about it. I picked up the Gamers Edition on its release day as I wanted the Ammo Crate and the token and template set. I really like the new books presentation and its a nice overall package, however it hasn't done a hell of alot to motivate me to dust off my Space Marines and get them on the table. All I need to do is finally build 2 more Rhinos and a Razorback and I'll have decent 1250 sized force of Ultramarines..problem is I can't get motivated to build those last three vehicles. Why?, - It's a couple things. If you've followed all the talk for the last months about the new editon you're aware that one of the big selling points about the new ruleset was "True Line of Sight" and an effort to make the game "less abstract" This was one of the things I really disliked about 4th edition (other that getting blown off the table 1st turn) was the "invisible pillar" terrain as well as the carrying over of wounds into the squad when only one model could be seen, unfortunately they fixed the former but specifically excluded the latter, which completely negates the entire principle of "true line of sight" as far as I can tell. This will have all kinds of ramifications to many of the other cool things they added like the new only "troops" can score..(not only can only troops score but even ONE troop can score if he can hold his position). The problem with stupid abstractions like wound carry over is it allows your opponent to shoot his entire squad (or squads!) at just "ONE" exposed model and carry over enough wounds to wipe out other nine guys that are totally concealed..That just sticks in my craw..If GW had just stuck to their guns and given us "true line of sight" across the board for all the rules. I feel I would like the new rules much better and it would be a much better game.
I played a brief skirmish with the new rules as test game for a pal whose putting a scenario together for a table at the upcoming Games Day Chicago. It was IG vs Tau...I was playing the Tau just using squads of Fire Warriors to blast out bunkered down IG with a Leman Russ squatting on an objective. I had unlimited troops, the IG had a set number of guys so the scenario was basically a last stand for the IG, how long can he survive type thing..they were still working the bugs out, (where is all that cool Tau tech when I need it, I asked?) but regardless the new rules weren't really doing anything for me- granted I was using just Tau Fire Warriors, so I was just shooting away while the Russ blasted entire squads aways with the new blast weapon rules. (which make blast weapons about 10 times better, I never even bothered to shoot a frag missile before as the Krak was so much better) Anyway, no fault of the scenario...it was a work in progress, it just wasn't motivating me to run and go get a 5th ed game in.
I won't be at Games Day this saturday as my second daughter is coming sometime this week, so I'll home either waiting for/ or greeting my new girl or be at the Hospital waiting. All the great tables and games at Games Day last year got me pretty psyched to get my Marines on the table and I had good time in the Combat Patrol tourney. No such luck this year (as if I was there I'd be playing in the Fantasy GT anyway) but I'm not getting any extra motivation from the event.
I've been pretty mired down in a variety of other games and projects at the moment, including both my Legends of the High Seas Pirates and my pirate ship, as well my new LotR Mordor force. as well as new gaming table comprised of mostly Hirst Arts buildings. I am really liking both those games quite a alot as they have low model counts and a good rulesets with lots of campaign detail. I also have Celts on the back burner for Ancient Battles (if my models ever get released from Wargames Factory) and of course Warhammer Fantasy Vampire Counts and I am even thinking of trying a all Goblin Army just for laughs as I have 1000+ points alreadly built and they would be very easy to fill out ( I think I mentioned in a previous post my VC are going to be a very tedious build) So you might actually see Goblins before VC, we will see. Point is- all of this is keeping 40K and my Ultramarines from getting any love, I like the models, I like the game- I just can seem to wrap my head around liking the rules. Hell if they release a $200 Thunderhawk Gunship, I'll be the first guy at our shop to pre order it- the question is will I ever game with it or will stare back at me from the shelf collecting dust like my Marines?...I am really hoping the new SM codex in September lights a fire under my ass or I'll be the guy that says..yeah I play all GW's games- except it's most popular one. I know I need to play more the problem is with all I have going on 40K games need to rock me from the get go and they just are not.
Posted by JPL at 11:22 PM 5 comments
Labels: 40K, Commentary
Mighty Empires III- Round 9
7/15@ Games Workshop, Oak Park
Standings before last round
Josh- Chaos Undivided- 18- Capital
Anthony- Orcs and Goblins 16- Capital
Andre-Dwarfs 16- Capital
Bill- Vampire Counts 13- Capital
John- Empire 10- Captial
Kenny- Ogres 8
Billy- High Elves 7
Joe- Lizardmen 6
STRATEGIC EVENTS
John- No Guts, No Glory
Ken- Land Grab
Billy-Building Boom
Bill- All or Nothing
Joe- War Tax
Anthony- Fortune Favors the Bold
Josh- Survey the Battlefield
Andre- Scouts
CAMPAIGN EVENTS
John- All is Well
Anthony- Infamy
Bill- Corruption -100
Ken- DISASTER- passes all
Joe- Corruption -100
Andre- Corruption -100
Billy- Thy Lord Returns- Teclis
Josh- Infamy
Items awarded via events tables
(this can be used at no cost to the player but do count against character
item limits)
Andre: Rune of Battle, Master Rune of Challenge (and
Bill: Drakenhoff Banner, Dispel scroll x2
Josh: 2 Dispel Scrolls
Joe: 2 Dispel Scrolls
John: 2 Dispel Scrolls
REVENUE
John- 350
Anthony- 400
Kenny- 175
Joe- 150 (war tax/ corruption =0) 150
Andre- 575 (corruption -100) 474
Billy- 325
Josh- 675
Bill- 425 (-100) corruption = 325
ALLIANCES-
High Elves- Empire- Dwarfs
Ogres- Lizardmen
CHALLENGES
All Players are default 2000 points before reinforcement purchases
Empire, Dwarfs, Orcs and Both Chaos factions are default 3000 points
INVASIONS
ORCS VS CHAOS- F4- G4
OPEN CHALLENGES
DWARF VS VAMPIRE COUNTS
DRAW
LIZARDMEN VS VAMPIRE COUNTS
VAMPIRE COUNT-MASSACRE ( concession by Joe Round 6, awesome game)
VAMPIRE COUNTS VS EMPIRE
EMPIRE MASSACRE!- (Concession)
LIZARDMEN VS HIGH ELVES
DRAW
OGRES VS DWARFS
DRAW
Special Characters
(each army has a access to a special character who is revealed over the course of the campaign, those in bold have joined their Empires)
Dogs of War- Lorenzo Lupo
Dwarfs- Thorgrim Grudgebearer
Ogres- Skrag the Slaughterer
Chaos Undivided (josh)- Galrauch
Lizardmen (joe)- Lord Kroak
Empire- Karl Franz
Vampire Counts- Mannfred Von Carstein
High Elves- Teclis
Chaos Undivided (jeff)- Archeaon
Orcs- Grimgor Ironhide
It's going to be a close finish between Andre/ Anthony and Josh...Bill's got an outside will "all or nothing" but needs 3 massacres to do it!
Posted by JPL at 9:40 PM 0 comments
Labels: Campaign Log
Monday, July 7, 2008
Franz versus Von Carstein
Empire Vs Vampire Counts 3000 pts
This game was for round 8 of our Mighty Empire campaign, we aren't close to each other on the map and the game was an open challenge that has no territorial impact on the campaign. This was the first time playing 3K vs VC and it was harder than ever not to mention we where both using special characters, adding a little more difficultly to the match. This more of a battle recap than a full battle report, I just wanted to post the lists and the photos and go over the main details.
Empire Forces
The Emperor Karl Franz -Ghal Maraz - Silver Seal - Warhorse
General of Empire -Sword of Might -Enchanted Shield -Holy Relic -Pegasus
Luthor Huss
Captain of Empire- BSB -Imperial Banner
Warrior Priest -Armor of Metoric Iron - Icon of Magnus
Battle Wizard -Dispel Scroll x 2
28 Swordsman / Full Command
9 Free Company Detachment x 2
10 Handgunners w/ HLR x 2
5 Knights, Musician, Greatweapons
11 Inner Circle Knights/ Full Command - Banner of Valour
19 Greatswords/ Full Command - Banner of Arcane Warding
Great Cannon X 2
Helblaster Volley Gun
Helstorm Rocket Battery
The Vampire Counts
Count Mannfred Von Carstein - Sword of Unholy Power -Book of Arkham -Skull Staff -Nightmare
Vampire BSB -Avatar of Death -Dark Acolyte - The Drakenhof Banner
17 Grave Guard - Banner of the Dead Legion
Vampire Lord -Dread Knight -Red Fury -Walking Death -Dreadlance -Black Peripat -Gem of Blood -Nightmare
Vampire -Red Fury -The Tomb Blade -Flayed Hauberk
17 Skeletal Warriors - Warbanner
20 Zombie Horde
Vampire -Dark Acolyte -Summon Ghouls -Sword of Battle -Cadaverous Cuirass
Corpse Cart
Necromancer -Corpse Cart
20 Ghouls
3 Fell Bats
4 Cairn Wraiths w/Tomb Banshee
The Black Coach
The game was played on my 4x8 table, and the extra room led to a good amount of terrain being on the field. Bill deployed most of his troops tightly packed on his left third of the table while I was spread pretty wide. I had decent lines of shooting for my artillery, most notably my Rocket Battery was all the way down in far corner of the board where it was going to be unmolested for the whole game. I placed my block of troops containing Karl Franz, my BSB, and Warrior Priest dead center so as the VC deployed to my left, I hoped I was in key position for a flanking move.

There were a few highlights in the early game for me, one was getting a perfect Rocket battery shot on target, getting dead center between 3 full units, there close to thirty hits..I maybe scores 15+ kills it was nice but unfortunately a few turns later they had all risen back. I also narrowly avoided a disaster with my artillery as Bill's Fell Bats charged one of my Detachments and I had them flee figuring the failed charged would setup them up a charge from the main block, however my flee roll was a "3" and they got caught meaning the overurn took them straight into my cannon. Thankfully my Handgunners on protecting that board side's flank, could just see enough to wheel in a charge...Bill didn't notice this, and I almost didn't as well since my Handgunners never charge, so you don't think about it. luckly this paid off and the cannon crew held and the bats went POOF. unfortunately things didn't go so well in the Magic Phase.

Games against the VC are all about MAGIC, with Mannfred on board I was facing an uber strong caster, plus every other character was a level 2 caster with only one, Level 1 necromancer. 17 power dice before potential tricks is pretty intimidating, I knew I'd be facing close to that which is why I took the Standard of Arcane Warding (MR 2) and gave it too my Great Swords and Karl Franz's (MR 3) was invaluable...meaning my measly 5 dispel dice had some legs against offensive spells. The problem for me was, Bill was not casting a ton of offensive spells, and when he was my dice and scrolls where about wasted as even if I stopped one, he had someone else that could cast that same spell again, My Knights got wacked with Curse of Years, I saved 3 power dice to dispel it during the top of my magic phase but couldn't hit the damn "8" I needed even with my 1+ armor saves, I still lost 6 knights after two turns before I finally got rid of it. Other than that -all Bills magic was invocations and Dancing for either moves or ASF In short I couldn't stop his magic much at all, so even after I landed my picture perfect charge on Mannfred's unit- Karl Franz's unit on the flank and my Greatswords in the rear...it didn't help because I had some bum rolls during combat. Even thou I won the first combat round handily is wasnt enough to finish off the Grave Guard, and they just got invocated back. I tried to stop his Dance's but couldn't get them all and finally he got his other unit (with his 2nd Lord, a complete killing machine with the Dread Lance and Red Fury) in the rear of my GreatSwords and a unit of ghouls on the flank to boot, With ASF on..I was doomed...My Greatswords took 18 casualties alone (the whole unit, except the champion) Franz and company couldn't come close to enough kills and I lost combat by at least 10 meaning I needed double 1"s even thou I was immune to fear ( icon of magnus) the VC caught everybody Fleeing so it was game over Turn 5's combat res turned the game into a Massacre in his favor.
In retrospect there was a couple things I should have done, I needed to use my knights to block the unit of Skeletons containing his Lord with the Dread Lance, instead I used my Knights to chase down his Cairn Wraiths..whom while only my Warrior Priest could wound them, I thought I could break in a turn with my combat res. Nope bad play..My Knights then got flanked by the maxed out Black Coach tied up and eventually killed. I really needed them to stay alive until the main charges took place and then support. I also wasted way too much time shooting the hellblaster at things like Zombies, who can just be easily invocated back to greater their starting number. finally I wasted Pistoliers trying to get an early break back behind his lines, the wraiths just charged me and they ran off the table, keeping them out of harms way saving them for second half of the game would have been invalauble even as just a distraction.
One of things I love about Warhammer, is there is something new I learn every game, about the army I have been playing for over a year..That always keeps things interesting. As always thanks to bill for a great game..Although the Empire will definitely curse you Von Carstein, until next time!!
Posted by JPL at 12:35 PM 4 comments
Labels: Battle Reports- WFB
Friday, July 4, 2008
Mighty Empires III- Round 8
7/1 @ Games Workshop, Oak Park
Josh- Chaos Undivided- 19- Capital
Jeff- Chaos Undivided 15- Capital
Anthony- Orcs and Goblins 13- Capital
Andre-Dwarfs 13- Capital
John- Empire 10- Captial
Bill- Vampire Counts 10- Capital
Kenny- Ogres 8
Billy- High Elves 6
Joe- Lizardmen 5
John- Survey the Battlefield
Ken- Scouts
Billy- Land Grab
Bill- land Grab (via Praise)
Joe- Diplomacy @ anthony
Anthony- No Guts, No Glory
Jeff- Fortune favors the bold
Josh- War Tax
Andre- Building Boom
CAMPAIGN EVENTS
John- Hidden Cache (2 Dispel Scrolls)
Jeff- Disaster
Anthony- All is Well
Bill- Rebellion (6) no Income
Ken- All is Well
Joe- All is Well
Andre- All is welll
Billy- Fame
Josh- Famine - 500 gp
Items awarded via events tables
(this can be used at no cost to the player but do count against character
item limits)
Andre: Rune of Battle, Master Rune of Challenge (and
Bill: Drakenhoff Banner, Dispel scroll x2
Josh: 2 Dispel Scrolls
Joe: 2 Dispel Scrolls
John: 2 Dispel Scrolls
REVENUE
John- 0- pays off insurgents to build on Hex I2
Anthony- 400
Jeff- 450
Kenny- 175
Joe- 100
Andre- 500
Billy- 300
Josh- 775+ 100 (war tax) - 500 for famine = 375
Bill- 0- Rebellion
ALLIANCES-
Vampire Counts- Chaos Undivided (jeff)
High Elves- Empire- Dwarfs
Ogres- Chaos (jeff)
Chaos Undivided (Josh)- Orcs
CHALLENGES
All Players are default 2000 points before reinforcement purchases
Empire, Dwarfs, Orcs and Both Chaos factions are default 3000 points
INVASIONS
CHAOS (Josh) VS LIZARDMEN I8-I7
LIZARDMEN- MASSACRE 5EP!!- concession
OPEN CHALLENGES
VAMPIRE COUNTS VS OGRES
VAMPIRE COUNTS- MASSACRE!!!! 5EP
EMPIRE VS VAMPIRE COUNTS
VAMPIRE COUNTS- MASSACRE!!!! 5EP
HIGH ELVES VS ORCS
ORCS- MASSACRE!!!!! 5EP
CHAOS (JEFF) VS DWARFS
DWARFS-MASSACRE!!! 5EP- concession
Special Characters
(each army has a access to a special character who is revealed over the course of the campaign, those in bold have joined their Empires)
Dogs of War- Lorenzo Lupo
Dwarfs- Thorgrim Grudgebearer
Ogres- Skrag the Slaughterer
Chaos Undivided (josh)- Galrauch
Lizardmen (joe)- Lord Kroak
Empire- Karl Franz
Vampire Counts- Mannfred Von Carstein
High Elves- Teclis
Chaos Undivided (jeff)- Archeaon
Orcs- Grimgor Ironhide
note: Dogs of Wars (Erik) had to drop from the campaign, remaining territories went neutral
best of luck in D.C. with the new job Erik, thanks for hanging with us.
Last round is 7/15!!!
Posted by JPL at 10:34 PM 3 comments
