Friday, December 28, 2007

Battle Report- Empire Vs Night Goblins

12/27 @ Plastic Legions HQ

This was a base 2250 point game and was the round 4 match up in our Mighty Empires campaign, so this includes Mighty Empires rules. There were a few errors most notably I forgot to use my "Scouts" rule bonus from the campaign map and Anthony forgot to use Skarsnik's "sneaky schemes" bonus. Both these are pretty huge so we called it an even screw up by both sides and played on. While writing this up it became clear that Night Goblin army list is illegal with 5 Specials. The extra special is due to that Anthony came with 2000 point list and I was geared up for 2250, so Anthony hurriedly added a Special and Core choice, not realizing he was already at his max special. No big deal, these are casual games, I am just pointing that out before someone else does. This was a super fun and very close game. but considering the above I am not going to write the turn by turn events, but I'll add few pics below.


The Empire - Hochland Border Regiment


General of Empire w/ Griffon
- Full Plate Armor
- Sword of Power
- Enchanted Shield
- Holy Relic



Captain of Empire
Battle Standard Bearer
Armor of Metoric Iron
Sword of Justice

Battle Wizard
Level 2
Dispel Scroll x 2

Warrior Priest
Heavy Armor
Icon of Magnus


CORE (6)

29 Swordsman / Full Command
w/ War Banner (Ancestral heirloom)

10 Free Company
10 Spearmen

10 Handgunners
Marksman w/ HLR

10 Crossbows

12 Knights of the Blazing Sun
Full Command



2 Great Cannon

5 Pistoliers

14 Greatswords
Full Command

RARE (1)

1 Hellblaster Volley Gun


Total = 2250

Orcs and Goblins- Skarsnik's Night Goblins


Skarsnik, Warlord of the eight peaks



NIght Goblin Shaman
Horn of Urgok


Night Goblin Shaman
2 Dispel Scrolls


Night Goblin Big Boss
Great Squig


CORE (7)

30 Night Goblins
Full Command
3 Fanatics


29 Night Goblins
Full Command
3 Fanatics


20 Night Goblins
3 Fanatics


10 Goblin Wolf Riders

10 Spider Riders

10 Spider Riders

4 Snotlings bases 80


2 Spear Chukka 70
1 Rock Lobba 70
10 Squig Hoppers 150
6 Night Goblin Squig Herd 60

5 Orc Boar Boyz 148
Full Command

RARE (2)

1 Doom Diver Catapult 80
2 Snotling Pump Wagons 80

Total= 2345

+95 points (uses Mighty Empires Gold)



Enemy Units Destroyed-

Night Goblin Big Boss- 132
20 Night Goblin Archers / 3 Fanatics- 135
2 Fanatics- 50
10 Spider Riders- 148
10 Spider Riders-148
4 Snotling Bases- 80
Rock Lobba-70
10 Squig Hoppers - 150
Squid Herd- 60
Orc Boar Boyz- 148
1 Snotling Pump Wagon- 80


The Empire had no other scoring


Enemy Units Destroyed

Warrior Priest 121
10 Spearmen 60
5 Archers 40
10 Handgunners 105
10 Crossbowmen 85
12 Knights 276
1 Great Cannon 100
5 Pistoliers 107
14 Greatswords 140
Hellblaster Volleygun 110


Captured Table Quarters (2)
(Campaign event, Espionage, denys 1 table quarter)

Captured unit standard (1)

Greatswords standard captured by Pump Wagon = 100

Total 1344 -1201 = SKARSNIK'S NIGHT GOBLINS +143


Deployment- you can see the full terrain set up we used, made for an interesting setup
wish I had remembered to use my "Scouts" advantage

Empire Line- My General and my main block of 50 troops , then my shooters right in the center and then my knights and greatswords on the left flank. Pistoliers were behind me on the far Right Flank.

Night Goblin Line- Lots of Goblins!!

This is turn 5 or so....

Saturday, December 22, 2007

Monstrous Mounts

Some W.I.P shots of my new Griffon, yeah I know I am supposed to be painting my Knights but after my last game, (facing numerous powerful characters and beasties) I figured my General needed a little more muscle. The Griffon is well costed at 200 points, so in my 2250 army I am giving up my 20 Flagellants to use it. I still debating the pro's and con's as my flaggies have only been relevant in 2 of about a dozen games in which I have used them, but when they worked they where great. With flying 20" charge, and causing terror, my General with a few key magic items can hold his own against all but the most powerful characters in the game. He's also an immediate threat to any armies backfield and war machines. I had been using my General as a support piece for my Swordsmen core so putting him on a Griffon alters my strategy making him an offensive piece. The means I am relying on my Battle Standard Bearer's leadership of 8 to carry my infantry which definitely will take a bit of getting used to, the good news is he can move around pretty easily. The other good news if this works out, it cuts my model count down by 20 pieces, which saves me a month of painting on the army.

I wanted to add this is probably the toughest model I've put together yet, obviously an older model and made of pewter and it did not fit together so great. It require alot of use of the dremel for both drilling holes for metal pins and grinding down unmatched sections of joints. then alot of Green Stuff to fill gaps and re-contour so some of the filed spots. Not a model for beginner for sure took me about 8 hours to build it . I also added a custom magnetic saddle for my General as he didn't fit on the model as well as the original Karl Franz model does. I basically cut the Saddle of a extra horse I had and added the green stuff blanket which has the flags from the Knights lances attached to the end for some extra flare. I also have some custom reigns I made out of the numerous little plastic chains that come with the Flagellant sprues, but they won't get added until the model is done. The base is cork and the model is pinned into both feet with a "U" shape pin going thru the base it's on there rock solid. Needless to say I am excited at the way this is coming out and I can't believe I forgot to take a picture of the General on him, doh. Next time!

Wednesday, December 19, 2007

Mighty Empires Round 4

Games Workshop, Oak Park- 12/18

ROUND 4 12/18

Current Scores (in Empire Points, 18 wins)

Chaos- 7
Orcs (Orange)-5
The Empire- 4
Lizardmen (White)- 3
Vampire Counts- 2
Lizardmen (Blue)- 2
Bretonnians- 2
Orcs (Green)- 1


Orcs (Green) - Land Grab
Vampire Counts- Building Boom
Bretonnians- Survey the Battlefield
Lizardmen (Blue) - Scouts
Lizardmen (White)- Disaster @ Chaos- No effect.
Empire- Espionage
Orcs (Orange)- War Tax +150gp
Chaos- Treasure Trove


Orcs (Green) - end of Round 3= 332gp Mines +110gp (total = 442gp)
Lizardmen (Blue)- end of round 3= 280gp Mine 80gp (total = 360 gp)
Orcs (Orange) - end of Round 3 0gp 3 Mines - 240gp + war tax (total= 390 gp)
Chaos- Mine- end of round 3 60gp , Mine +60 (total= 120 gp)
Vampire Counts (total= 184 gp)
The Empire (total-0gp)
Lizardmen (white) (total- 0gp)
Bretonnians end of round 3 (total= 170 gp)


Orcs (Green) Vs Lizardmen (White)
Draw, Not played 1pt each- no bonuses.

Bretonnians Vs Lizardmen (Blue)
Draw, Not played 1pt each- no bonuses.
The Empire Vs Orcs (Orange)
Orcs +143 DRAW

Vampire Counts +180 gp VS Orcs (Orange) +240 gp
Orcs - Solid Victory

Chaos Vs Lizardmen (White)


5 EP takes 2 new tiles and builds a mine,
used 100 gp this turn
Orcs (Orange) -3 EP, Take new tile, builds a city
used 240 gp this turn
Empire- 2 EP, takes new tile
Lizardmen (White)- 1EP, Raids for gold +70gp
Vampire Counts- 1EP, Raids for gold +110gp, Upgrades to city (building boom)
used 180gp this turn
Bretonnians- 1EP, Raids for gold +90
Lizardmen (Blue) - 1EP Raids for gold +50gp
Orc (Green)-
1EP, grabs new tile (land grab)

Thursday, December 13, 2007

4k match up marathon!

Empire / Vampire Counts VS Orcs and Goblins, 4000 pts 12/11

This isn't so much a battle report as a recap, I will try to cover the highlights using the photos below the guide. This was a 5 hour game, so I wasn't up for notes past the 1st round. The crazy number of units on the board required that my attention needed to be there.

This was the 3rd round of our Mighty Empire campaign. It was a team game with using my Empire army and Bill's Vampire Count Army taking on Tony's Orc and Goblin Horde. It was 400o point game, and while Bill and I simply combined our armies, Tony built a specific 4K list. In retrospect we should have taken the time to redesign our lists because we were entitled to use an extra Lord character and an extra Hero which we didn't use and we needed all the firepower we could get.

Above pic is shot of Tonys Line over the Top of the VC section of our line. at 4K Tony was bringing the full selection of what the O&G book has to offer Three special characters, (Grimgor, Gorbad and Azhag riding Skullmuncha,) A Giant, Several Chariots and all the available Warmachines.

This above shot is my section of line which was the right flank, I had my Hellblaster, pistoliers and some other shooters on the left flank. During Terrain placement Tony put a line of Trees down 1/4 of the board blocking it off, we knew this going to present a problem.

Here is the Center of Tony's line, you'll notice VC gravestones right at the foot of his base, we thought this would help more than it did, Tony had 8 dispel dice going so dispelling the bound stones wasnt a big deal.

This picture is somewhere in turn 2, Tony won first turn, and advance his troops, blasted us with artillery and hammered us with spells, like Foot of Gork and Gork's Warpath. (which is a particularly nasty spell, luckly the Shaman who had that spell rolled an early miscast, then rolled he lost the spell permanently. ) I used both my Dispel Scrolls 1st turn in order to save my knights and swordsmen from taking bigs hits from magic spells. We survived his first turn relatively unscathed and did some minor damage in return with shooters. In the top of turn two, my Knights shook off charges with a ton of impact hits from both chariots, I only lost only one unit, won the resulting combat and broke them both..that was pretty huge. Tony changed direction and started hitting the VC black knights as he was having alot more luck killing them, Still we where in pretty good shape after two turns. At top of turn 3 three is when the Orc foot troops reached us and brought the pain!

This pic above is from the Top of Turn 3, My main block is charged by the Orc lord on Skullmuncha the Wyvern, a unit of Wolf Riders and the Giant. Tony smartly declared his charges in an order that negated my ability to counter charge. All my troops passed the terror test and hung in their to get pounded and both my detachments easily broke..with heavy losses. However, my 30 Swordsmen easily broke the wolf riders.

My Wizard didn't do much of anything useful all game, despite rolling Wall of Fire, I never managed to get any his spells off as tony had plenty dispel dice plus 4 dispel scrolls. Bill's main infantry unit containing his general got charged by the dreaded Black Orcs, (best infantry unit in the game) and his Knights (already down to 50%) got charged by a big unit of Orc Boys, full command with a Warboss in it. His already hurting Knights went down fast, and the Orcs got an overrun straight into my Greatswords, (who are Stubborn) and had my Warrior priest in the unit (adding hatred) and he carried the Icon of Magnus, making them immune to fear, I also got a remains in play prayer off, making them unbreakable. I figured I was in good shape. think again- more on that next.

During our Turn, I decided to have my Knights wheel and charge the Giants flank while my General charged the front. Bill had a unit of Dire Wolves to my right and was going to charge the middle of the three units of night gobbo spearmen sitting about 9 inches to the rear in order to draw out the Fanatics. Good plan- however, unlike Tony we screwed up and declared our charges in the wrong order. so My General charges, but then instead of having the dire wolves go, my knights who are in a 6x2 formation went 2nd. That 6x2 of cavalry is big unit and when I wheeled, YUP. you guessed it. My unit goes within 8 inches of two of the units of spearmen drawing out 6 fanatics. 3 of which crash right into my knights decimating the whole unit, except for the Champion, Standard Bearer and Musician who flee. (my saves rolls where pathetic)

My General is Now 1 vs 1 with the Giant, I roll strong put two wounds on him and save off the two he put on me, I then break the big dummy and of course declare I want to run him down. he rolls low on his flee and I roll high, so I run the bugger down but I go crashing right into a full unit of night goblin spearmen, would ordinarily would have been fine, except its the unit which had NOT released its fanatics yet. So three fanatics come out and Tony rolls perfectly and all three crash into my general obliterating him. Total disaster for us. I lost two of the best combat units in my Army giving at least 500 pts to tony right there, at least I killed the 205 pt Giant.

This last shot is before the Top of turn 5, You can see my Warrior priest is alone vs all those Orcs, what happened to Greatswords you ask?, a combination of striking last and terrible dice did them in, I could'nt hit and I couldn't make their 4+ Armor save..they went down one by one never breaking but not inflicting much damage either, I couldn't win a combat vs the orcs and I lost my 10 GS, then the priest....Killing maybe 4 orcs., This were I should mention how absolutely shitty my dice were this game, generally I am not one to whine about dice but this game was pathetic, I was rolling multiple 1's on guys with 1+ armor saves so they still failed, I couldn't kill an orc to save my life and my damn cannons miss fired 3 out of 4 the last two turns, two being in the same turn. Bill's General died against the Black Orcs in Turn 4 and when you are the Vampire Counts, if Your Vampire General dies, it better be in the bottom of turn 6 or you are going to lose because your entire Army starts "Crumbling" by the time of this photo my undead allies are falling apart on their own not mention the Orcs hammering away at them.

It was basically all down hill from there, The saving grace being that my three remaining Knights got chance to charge the Orc Lord on the Wyvern and Tony decided to flee, I was 8 inches away and he rolled a "6" which equals a "14" exactly their charge I ran it down and killed him for 450 points, if that didn't happen this game would have been a massacre, leave it to dumb luck.

The remaining turn, Tony's dice get hot for his artillery and spells and he wipes out just about everything I have left that do much of anything. My Cannons then misfired and jammed so they were out for the game, but still alive...a few handgunners got lucky and got that units of orcs down below 50% for pistoliers finally end doing some damage near the end ( after missing everything the whole game with 14 shots a round. elected to Flee from the black orcs so I could keep them on the board to score but then spells crushed them at the top of turn 6. In the end all we had left out of 4000 points was...all my artillery ( 1st time for that) a full unit of Crossbows and 1/2 str unit of Handgunners. Tony had all his Heroes , except fortunately the most expensive one my knights killed. 1 unit of Black Orcs at 50%, One unit of Orc Boys at 50%, 3 units of Night Goblin Spears, One Pumpwagon, 3 snotling bases and all his warmachines. with numerous post game objectives Tony was +2222 for a Solid Victory.

This was a 5 hour game and I didnt get home until 3 A.M but it was it was great experience kudos to Tony for being a great general and really having a superb handle on how to play O&G. Thanks to Bill for hanging in their with me, now we can both go treat our wounds, regroup and get ready for the next round. Thanks to Joe F (who plays the Lizardmen (blue) in the campaign, looking on intently from the painting station in the last photo) Joe hung around out all night and watched this game!.

I should mention I also played Jeff from Hammer's Blog and his new High Elf army early that day so I was playing Warhammer for basically 15 hours straight!! I guess its good tourney practice stamina wise, but my wife says I need rehab, LOL!.

Wednesday, December 12, 2007

Mighty Empires Round 3

ROUND 3 12/11
(note: there is an error on the map, Chaos didn't have enough points to upgrade to a second city and Lizardmen (white) didnt claim their extra tile, will correct map for next round)


Lizardmen (White)- All or Nothing
Orcs (Green) - Land Grab
Empire- Building Boom
Vampire Counts- War Tax +180 gp
Lizardmen (Blue) - Survey the Battlefield
Orcs (Orange)- Scouts
Bretonnians- Espionage
Chaos- Treasure Trove


Orcs (Green) - Mine 90gp (total = 292gp)
Lizardmen (Blue)- Mine 60gp (total = 180gp)
Orcs (Orange) - Mine- 110gp (total= 110gp)
Chaos- Mine- 60gp (total= 60gp)
Vampire Counts (total= 184 gp)
Empire (total-0gp)
Lizardmen (white) (total- 0gp)
Bretonnians (total= 60gp)


Orcs (Green) Vs Bretonnians
Draw, unplayed- 1pt each no bonuses.

Orcs (Orange) vs Lizardmen (White)
Orcs- Massacre

Empire VS Orcs (Orange) +110 points from gp
Vampire Counts
- Orcs, +2222 Solid Victory, this was a 4k game.

Chaos Vs Lizardmen (Blue)
Chaos, Massacre


Chaos - 5 EP, Takes 2 new tiles, builds the Arcane Monolith

Orcs (Orange) - 4 EP- Takes 1 new tiles, build 2 mines

Empire- 1 EP- + Building Boom , Upgrades Mountain Tile to City.

Lizardmen (Blue)- 1 Ep, Raids for gold + 100 Gp

Orcs (Green)- 1 Ep, Raids for gold +40 gp

Bretonnians - 1EP, Raids for gold + 110gp

Vampire Counts- 1 EP, Upgrade to Castle

Lizardmen (White)- 0 EP (all or nothing)

Map correction were made at end of turn.

Friday, November 30, 2007

Mighty Empires, Winter Campaign.

Games Workshop, Oak Park as of 11/27

(map is after round 1 results)

As I mentioned, we started a new campaign over at the Oak Park store
we are in the middle of round 2.

The players and factions are

John - EMPIRE (Yellow)
Billy- BRETONIANS (Purple)
Kenny- ORCS and GOBLINS (Green)
Jeff- CHAOS (Black)
Anthony- ORCS and GOBLINS (Orange)
Eric- LIZARDMEN (White)

We modified the rules slightly adding new events and race specific buildings

The new event list is as follows:


After terrain placement, but before deployment, the player selecting this strategy may re-place (meaning re-deploy) up to two pieces of terrain already placed in any matter he/she sees fit.


You may place a castle or mine marker in any territory you control or replace a castle you control with a city


Pick one player. They must roll a D6 for each Castle, City or Mine. On a roll of 1 the place is destroyed.


You receive an extra two points this round as long as you don’t lose or draw any battles. IF you lose or draw you don’t receive any points this round.


In any battles you fight this round, your opponent must deploy there whole army before your army and you get first turn.


Pick one player, they may issue any challenges against you this round.


The first tile you grab this turn only costs 1 empire point rather than the normal 2


You squeeze 4d6 X 10 gold pieces out of the local populace in order to aid the war effort


You may take up to 50 points of magical items for free. This does not

Increase character item caps, you just don’t have to pay for the items.


At the end of the game when determining score, Roll D6 using the following chart to deny your opponent victory points. (if applicable)

1. any one fleeing unit

2. any one unit at 1/2 Str

3 any one Captured Standard

4 any one Table Quarter

5 your General being Slain

6 Roll Twice (reroll 6’s)


(Cost 1 Empire Points, can only build 1)

Graveyard- Gives extra Gravestone (7+ version of Invocation of Nehek, Power level 4, bound item.)

Orc Idol- You may call on the power of Waaaagh twice each battle rather than once

Observatory- Empire army gain the "Scouts" campaign event rule. If the opposing player has the Scouts rule that turn, "Scouts is nullified for both.

Spawing Pool- Gives Sacred Spawnings upgrade to a unit, choose unit, then roll. (see army book)


Grail Chapel- Give "Blessing of the Lady" to all Bretonnian Knights removes opposing player getting 1st turn option.

Arcane Ruins- Spellcasters ignore first miscast.

We also upped the winning number of points from 12 to 18

Round 1 -11/14


Chaos- Treasure Trove
Orcs (Green) - Scouts
Lizardmen (Blue) - Land Grab
Lizardmen (White)- All or Nothing
Bretonnians- Building Boom
Orcs (Orange)- Espionage
Empire- Survey the Battlefield
Vampire Counts- War Tax

Vampire Counts (War Tax) 150gp


Orcs Vs Orcs
Orcs (Orange) -Massacre!

Lizardmen (Blue) vs Bretonnia
Lizardmen- Solid Victory!

Chaos Vs Orcs (Orange)
Chaos- Solid Victory!

Lizardmen vs Lizardmen
Round time ended, both players take loss.

Vampire Counts VS Empire
Vampire Counts - Solid Victory


builds Graveyard, take mountain tile

Upgrades to City, takes new tile

Builds Spawning Pool, Takes new tile (Land Grab), adds a mine

ORCS 3 EP (Orange)
Takes new tile , Builds Idol of Mork,

Upgrades to City (Building Boom)

ORCS (Green) 1EP
Builds Mine

Upgrades to Castle

Builds Observatory.

ROUND 2 11/27


Empire- Land Grab
Orcs (Green) - War Tax
Lizardmen (Blue) - Espionage
Lizardmen (White)- Scouts
Bretonnians- Building Boom
Orcs (Orange)- Survey the Battlefield
Chaos- Treasure Trove
Vampire Counts- All or Nothing


Orcs (Green) - War Tax + Mine = 350gp

Lizardmen (Blue)- Mine = 60gp


Empire vs Orcs (Green) +218 pts (used gold)
-Empire +669 Solid Victory

Bretonnians Vs Orcs (Orange)
-Orc, Massacre

Lizardmen Vs Lizardmen
-Lizardmen, (white) Marginal Victory

Vampire Counts +150 pts (used gold) vs Chaos +100 pts largest Empire
- Chaos, Massacre


Chaos - 5 EP, Takes 2 new tiles, upgrades one to a mine

Empire- 5 EP- Take 2 new tiles, one being a mountain (cost 3)

Orcs (Orange) - 5 EP- Takes 2 new tiles, upgrades 1 to a mine

Lizardmen (White)- 3 EP, upgrades to city, takes new tile

Lizardmen (Blue)- 1 Ep, Raids for gold + 60 Gp

Orcs (Green)- 1 Ep, Raids for gold +70 gp

Bretonnians - 1EP, Raids for gold + 80gp

Vampire Counts- 0 EP (all or nothing)

Sunday, November 25, 2007

Long Overdue Update, New Pics!

Finally I get these posted, I had a super busy time this month and trying to get a variety of hobbying done was pretty tough. I had a least a week where I didnt touch a thing this month with my daughters 1st birthday, and Thanksgiving both within a week of each other. I had been telling people I had a update coming so this is it. My Empire Army as it stands, I have 57 models painted which is just about 1/2 of the Army. This is big month for me, I need to get 12 cavalry models done this month at a minimum to stay on track to finish by early March in time for Adepticon 2008.

Other news we started a new campaign at the GW, Oak Park store. This one is bi-weekly so we have alot more time to get games in. Same crew as before,with the exception of Felix and his Wood Elves who are bogged down with real life issue ( hopefully we can get a game in soon bud!) Some new faces in this campaign, and we expanded the Mighty Empire rules a but with race specific buildings, new event strategies and actually making gold useful. I am looking forward to it. We've played the 1st round so far and my Empire lost to Bill Lim's "Army of Sylvania" really tough game. Still not sure how counter that VC army but I am working on it. I will post a new campaign log for the first two rounds either tuesday night or wednesday, with all the new rules, players, games results and the map!

Free Company, Captain who is the Battle Standard Bearer, Block of 24 swordsmen with a Warrior Priest and my Wizard.

Crossbows in the rear on the right, note one of the new fantasy building by Armorcast in the back as well as the pre made GW trees and hedges. I needed more trees for my table and although I have 3 of the new citadel wood kits, they are really time consuming, I only have one done and second base done, when I'll have time for more I don't know.

The Handgunners are on the far end in two ranks. what I have painted now is still only about 850 pts. Once my next project of finishing my knights and my General, its will over 1250. Another Armorcast building in the rear there.

I have my whole 2250 point army built, based and primed right now with the exception of a final ten Flagellants, I've actually built more stuff than I need as I keep changing things around with different armies and point totals of the Campaign. For instance I doubt any archers at all will make my final list and I have 10 built, Jeff W, gave some 6th ed Spearmen which might make an appearance soon. I need to start playing 2250 regularly at this point, and make some final decisions. I may need to make few trips out the bunker on our campaign off weeks and try my hand at some other local players.

Thursday, November 1, 2007

Mighty Empires concludes!

A Mighty Empires Campaign, 10/30 @ Games Workshop, Oak Park.

Dwarf deployment (from Empire vs Dwarfs Recap below)

The end of the Empire line, seen from my last piece of artillery on my right edge of the board, note the dwarfs- all the way in far corner.

The Campaign concluded tonight with the final scores as follows

Vampire Counts 12 -winner!
Empire- 9
Orc and Goblins- 8
Wood Elves-3

The last rounds games were-

Vampire Counts massacred the Orcs and Goblins
Lizardmen massacred the Wood Elves
The Empire had a solid victory over the Dwarfs

An Empire Overview

I was suprised to come in second place with an overall 3-2 record. My wins were all solid victories and my losses were a massacre by the Vampire Counts and marginal victory held by the Orcs and Goblins. fortunately my campaign strategy event of "land grab" fell on a losing week so it allowed me to get an extra territory, and when I had the "building boom" strategy event I managed to win that week giving me a free city upgrade while I used my 4 points to grab two more territories. Without those two events I would have ended up with only 6 points. This was the first time I had gotten a chance to play many of the armies here, like the Lizardmen and the Vampire Counts so I learned a ton about the practical pro's and con's of the Empire and what works for men and what doesn't seem too. I will continue to tweak my lists for the upcoming campaign as this is great practice for Adepticon.

Campaign Overview-

I enjoyed the campaign thoroughly, all the games seems hard fought well played. The Mighty Empires rules are good guideline for something more elaborate that I hope we move onto with our next Campaign. I'd like to seet better more useful strategic events, other building purchasable that resource points and more use of resources in general. Basing your weekly army points you can field on you available resources is a cool way to go it makes the game more
strategic and interesting. I am going to lay out some thoughts see what we can agree on as group for the next round.

Battle Recap- Round 5- Empire vs Dwarfs 2000 pts.

My last match was versus the Dwarf army and I had the "elite army" campaign strategy which allowed to field a list that I certainly never would normally run, containing 6 special units and 2 rares. My list was the standard with the exception of I am now using Greatswords. I also had 3 cannons, Pistoliers, 2 Hellblasters, and upgraded my knights to "inner circle" making them a special unit. One the reasons I don't like "Elite Army" is it breaks the standard force organization chart and thereby giving you a large advantage over your opponent. I like the idea of campaign strategy events giving each side some kind of strategic bonus on the map, but this one gives you a direct effect on your match and really unbalanced one at that. Having said that, I had expected my opponent Billy to be maxing out his specials and rares as a result (and he been running 4 cannons and an organ gun in several past rounds) so I didn't feel "too dirty" running this list. The kicker was Billy ran an army completely opposite of what I had expected but it was almost the identical army I had just played on thursday against another local guy the previous thursday. What people call the "Strollaz's Squeeze", using the Strollaz's rune on big blocks of troops with Dwavern miners in reserve. This gave his army a free move before turn one with the miners popping up behind your deployment zone in turn 2 and putting you in a deadly squeeze quick. Its is very effective and the guy that ran it against me thursday massacred me with it. In effect I was ready for the standard Dwarf gunline army, but mentally prepared for the Strollaz's Squeeze in any case.

The Dwarf army was essentially a blocks of warriors, rangers , Ironbreakers and a unit of Slayers with a group of Thunderers in the backfield and the Miners in reserve. with a Thane , a Runelord and tons of upgrades for all. Billy deployed all the way in his right corner as tightly as possible while I was forced to deploy all the way across my edge of the table. This was good and bad. It was bad in that my Handgunners, 1/2 my artillery, flagellants, and my crossbows, weren't going to see much in the way of action but it was good in the fact I was sure they were going to survive the game and I was going to claim that table quarter. So I had about 500 points of units and 100 VP that headed my way at the end of the game, they just werent going to have much effect on the match. I'll break the game overall into reviewing each phase from memory as I didn't take notes this game, I wanted to concentrate on playing.

Movement Phase- Billy had first turn and with use of the "Strollaz rune" his unit where already in my face a mere 12" from my deployment line. I held back any movement as long as possible in order maximize shooting and positioned my guys to charge when the time came. The Miners dropped in as expected coming behind my two cannons on the side of the field where the action was. My Pistoliers got squeezed Knights fled and rallied coming back and getting killed without doing much. there wasn't a hell of alot movement in this game..the biggest issue move wise was the overuns and pursuits of breaking units setting up other units for flank charges (which helped me alot)

Magic Phase- If you played Dwarfs before you realize the magic phase is joke, my wizard was beyond useless, and this was one time I should replaced with an engineer hero who could have helped some of my crappy artillery rolls in the game. Magic was a non issue, I did get on spell off 3 times but Billy had 3 dispel runes.

Shooting Phase- As I had mentioned 1/2 my artillery was useless on Hellblaster never fired the whole game as it was clearly out of range while the other was shooting over a short wall given everything it target hard cover so I needed 6's to hit, I rollled a ton of shots without the thing blowing up probably close to 50. and then couldnt roll a 6 to save my life...coming up with maybe 8 hits and a couple wounds the whole game...I dont remember whether the hellblaster
even killed a dwarf or not, it was that bad. The only cannon that was working for me was the one that was way on the far right side of table so I had to guess really tough distances like 40+ did manage to take out maybe 10 dwarfs throughout the game. my other cannons staring him the face missed, I flubbed the grape shot roll when they got challenged by the miners and the guns were overrun and spiked. Both his Thunderers and my Handgunners
never had much in the way of a target all game. in retrospect I should have started marching my handgunners turn 1.

Close Combat- What it all came down to. As I said my Pistoliers got squeezed, my Knights broke, rallied- charged again versus his Dwarf Warrior brick wall, broke again and fled off the table. My swordsmen polished off the Dwarf Rangers and captured their standard but when in combat with his slayers and Ironbreakers, broke and got overrun by dwarfs!!, overun by dwarfs??? weak I know.
Anyway all these pursuits set up a huge flank charge for my greatswords and General who with the warrior priest in the unit gave had "hate" and "stubborn" as effects. I managed to whittle down the slayers, win combat and break the ironbreakers during his turn that was the top of 6, meaning he had no chance to rally and I got the points for the whole unit even thou they had taken a couple of causulties. That unit with the hero was worth close to 500 points, bad time to break for the dwarfs. My Greatswords never took a causualty and General came up with some big saves avoiding any damage from numerous attacks im the game. when the smoke had cleared with all the other unused stuff on the table I was up +751 points and a solid victory.

Overall- I think this was my toughest game yet, mentally as well as the back and forth that went on. When my swordsmen broke and where overran I lost both a battlestandard, my normal standard, and the captured standard I had. They werebasically a full unit and my main block so I thought the game was lost right there. Thankfully positioning was key for the Greatswords to take advantage and allowed my General to join in. Take those fleeing Ironbreakers at the end of game out of the score it and it was a marginal victory at best . tight, tight match regardless of score. Good game to Billy.

Wednesday, October 24, 2007

Mighty Empires III

A Mighty Empires Campaign, 10/23 Games Workshop, Oak Park.

We completed the third round and played the entire 4th round last night including the strategy portion of the campaign map. The map above is status at the start of the upcoming 5th round
on 10/30

Round 3 Results were

Vampire Counts won a solid victory over The Empire
The Vampire Counts expanded their territory by 2 hexes and upgraded one hex.
The Empire having land grab claimed 1 hex

Orcs and Goblins Fought to a draw with the Lizardmen
Orcs and Goblins upgraded two hexes
Lizardmen grabbed a new hex.

Dwarfs won a marginal victory over the Wood Elves.
Wood Elves upgraded a hex to their second keep
Dwarfs upgraded hexes to 3 citys,

Round 4 Games

The Empire vs Lizardmen
(strategies Empire- building boom, Lizards- all or nothing)

Wood Elves vs Orcs and Goblins
(strategies Wood Elves- land grab, Orcs- scouts)

Vampire Counts vs Dwarfs
(strategies VC - disaster, Dwarfs- Elite Army.)


The Empire won a solid victory over the Lizardmen
Empire claimed two new hexes and upgraded to a Keep.

Orcs and Goblins defeated the Wood Elves
Wood Elves grabbed a new hex
Orc grabed more hexes

Vampire Counts defeated Dwarfs
VC expanded and upgraded
Dwarfs raided for gold.
(not sure the vp scores will update later)

round 4's disaster was rolled and Bill choose the Empire (me)
luckily I made all my saves and failure would result in losing
all upgrades in the failed hex.

Campaign Scores (you need 12 to win)

Vampire Counts- 10
Orcs and Goblins- 7
The Empire - 7
Dwarfs- 6
Lizardmen- 5
Wood Elves- 3

odds are Vampire Counts win next week unless stopped

Round 5 challenges:

Wood Elves challenge Lizardmen
Orcs and Goblins challenge Vampire Counts
The Empire challenge the Dwarfs

Battle recap- The Empire vs Lizardmen 2000 pts.

My first attempt at a 2000 point game. Eric didn't have his terradons so he was short
so I removed my Dogs of War Dwarf Mercs to even it up. So we played a 2000 points game
but only used 1850 in points. My list was my usual with my General upgraded to a Lord with Several more magic items, I included a warrior priest and for the first time 20 Flagellants.

Erics list was his spear wielding uber general/ lord mounted on a carnosaur (little did I know how brutal this thing was) another mounted hero on a cold one. a block of cavalry ( Saurus warriors on cold ones.) 2 blocks of Saurus Warriors, 2 groups of skinks and a stegadon.

First 2000 point game, first time versus Lizards. Erics army is the cavalry version of the Lizardmen not the brutal magic version I have read about so he had no magic but 3 dispel dice
the extra coming from an upgrade on his hero.

I choose the Lore of Fire for my wizard and with priest along my magic dice were 4/4.

basically I held back in order to shoot everything I could as he advanced with the exception of his Skinks who were scouts and started the game in my face. My cannons where brutal decimating his cavalry from 8 to 2 in the first turn, but my Hellblaster also blew up that turn taking down a few skinks before it did. Skinks did some minor damage before being charged and routed by the flagellants who chased them thru some woods and ended up being bogged down in difficult terrain and putting themselves out of the game. my shooters picked off a few units while my pistoliers blasted some Saurus warriors before getting slaughtered in close combat. All my shooters were killed pretty easily..the game basically came down to his bad bas ass general versus the rest of the my entire army. The Stegadon's shooting didnt do much, although my General had to use his Jade Amulet to shake of a wound, which changed my strategy on attacking his Lord and fearsome beast.

In the top of turn 2 his Lord charged my Free Company detachment.basically slaughtering them however the few remaining guys held taking it to the next round. during my half of turn 2 I tried to charge him with both my knights and my main block of swordsmen but both failed the terror test and did nothing as a result at the top of 3 my Free Company was slaughtered and broke his lord persued and overran straight into my wizard who had a Wall of Fire cast on some nearby advancing Saurus Warriors., Stupidly I elect to nix the Remains in Play spell and flee I roll horribly and the wizard is killed. If I had just held at least the spell would have lasted another round. Regardless I know had my uber lizard god in my backfield going after my cannons and during round 4's shooting phase he starts casting "hand of god" which is basically rolling D6 S4 autohits on every unit in 8" luckily most his rolls on my cannons hit cannons and dont destroy them, and I only lose 1 crewman, my General got very luckly only took 1 wound and I made my 6+ ward save. I also lost about 1/2 my crossbowmen. This could have been alot worse. my Swordsmen where just barely out of range. I responded with full grapeshot hits from two cannons on the Lizard Lord and but only cause 1 wound to him and one to his beast, who has 5 wounds!! My general veered off from this guy since he only has 3 attacks (4 with horse) and I didn't want to face the reprisal of the 10+ attacks from his lord and My General ran down the remaining Cavalry to score points. The Lizard Lord turned away from my artillery in turn 5 and flank charged my knights who where in a drawn combat with his other Hero. Although my knights were slaughtered, He should have stayed on the cannons because at the bottom of round six. I came up with two direct cannon hits causing 3 S10 hits each to the Carnosaur (who survived with 1 wound remaining but I killed his General.
In the end I lost all my shooters, my wizard, the hellblaster and my knights but everything else was basically full. Eric only had his Carnosaur, Stegadon, his Second Hero, 2 Saurus Warriors and a handful of Skinks. Final Score was +850 points to me and a Solid Victory

Sunday, October 21, 2007


Here's my Watchtower, I haven't had much time to work on terrain lately given my army painting schedule but I was up early this morning and finished its basic details. Most of my terrain is WIP. completely ready for the table top but always ready for a detail or two more if I get the time or motivation. I ordered some buildings from Armorcast recently which I am going to do in a similar scheme and will fill out the whole table with a small village. I just finished my Crossbowmen, so few of them are here, as well as my Wizard on the towers roof. He stills needs a detail or two himself, hopefully tonight. I am going to work on building my Flagellants this afternoon so I can safely put 2000 points on the table for our Mighty Empires Campaign.

Wednesday, October 17, 2007

Mighty Empires II

A Mighty Empires Campaign, 10/16 Games Workshop, Oak Park

Round 2 Results

Orcs & Goblins defeated Empire (marginal victory)
Orcs Defeated Dwarfs (Jeff) ( solid victory)

Vampire Counts defeated Wood Elves (massacre)

Dwarfs (Billy) defeated Lizardmen (marginal victory)

Round 2 map updates

Orcs and Goblins eliminated Dwarfs, taking their only tile
Tony remains undefeated

Vampire Counts pick up two new tiles upgrade to a city

Dwarfs (Billy) upgrades to a city, (he may have grabbed another tile)

Empire upgrades to a second city.

Wood Elves pick up a tile ( land grab)

Lizardmen upgraded to a Keep

Dwarfs (Jeff) Eliminated.

Round 3 games

Orcs and Goblins VS Lizards- TBA

Vampire Counts vs Empire 1500 pts- Solid Victory for the Vampire Counts

Dwarfs vs Wood Elves 1500pts - Marginal Victory for Dwarfs

Empire VS Vampire Counts 1500pts- Rnd 3 Battle recap

My 1500 point list is posted here in previous posts and is pretty standard. I did go with 2 cannons this time and one 5 man squad of huntsmen. Bill's Vampire Counts Army consisted of a Blood Dragon Vampire Thrall, Two Necromancers, a big block of Skeletons, two blocks of Zombies, 12 Black knights, 10 Wolves and 5 Fell bats.

The game for me started out well in turns 1 and 2 -where my Hellblaster Volley Gun racked up an amazing 38 shots over the first two turns at the end of turn two Bill only had 4 Black Knights and 2 Wolves left as a result. I inflicted some cannon hits on the zombie block and some other shooting damage. Things slid sideways on turn 3 when close combat began. even thou I won the initial combat of my Swordsmen, Detachment and General vs his Thrall and block of Skeletons, the Thrall's constant challenges did me in as My General failed to finish him off landing only 1 wound and was then killed. The first time my General has fallen in a game since I started playing at GWOP. I couldn't handle the VC's summons as my Dispel Dice got knocked to two as my Wizard ran off the table failing a leadership check from some bypassing routing cannon crew. By turn 5 the game trainwrecked for me with my Swordsman fleeing off the table, my knights broken and all my General, BSB, Preceptor and Swordsmen Sgt all dead at the hands of the Blood Dragon Thrall. I kept accepting challenges hoping my high armor saves would get me through to land one wound. Never happened. tough match.
Vampire Counts prevails with a +881 score. Thankfully I scored Land Grab a my strategy event this round so even thou I lost, I'll pick up a new tile. Good learning experience for my next game versus the Vampire Counts.

Wednesday, October 10, 2007

Mighty Empires!

Mighty Empires Campaign, 10/10 Games Workshop, Oak Park

We started Turn 2 of our ME Campaign tonight, round 1 results were as follows:
Orc and Goblins 6pts
Tony was challenged twice beating both Jeff W (Green Dwarfs) and Bill (Vampires)
Empire 5pts
I beat Felix (WE) in a massacre giving me 5 points!
Dwarfs (purple) 3pts
Billy defeated Eric (Lizards)

Dwarfs (green) 1pt
Lizardmen 1pt
Vampire Counts 1pt
Wood Elves 1pt

Starting Map Locations

Round 2 so far after moves, I will update later when I find out both Dwarf players and the lizards moves. see I used my 5 pts to grab a tile upgrade it to a Keep and upgrade my starting location to a city. Tony used his 6 points to just grab 3 territories, Bill had "land grab" as his strategic option so had an extra point to grab a territory, while Felix just upgraded to a keep.

I challenged Tony's Orc and Goblin army, it was a 1500 point match.


Captain/ Army General
Battle Standard Bearer
Battle Wizard

24 Swordsmen /FC
10 Free Company Detachment
10 Handgunners
10 Crossbowmen / Musician
10 Huntsmen
6 Knights / FC
5 Pistoliers
1 Cannon
1 Mortar
1 Hellblaster Volleygun


Goblin Shaman (General)
Goblin Shaman
Goblin Shaman

21 Night Goblins x 3 / FC
8 Spider Riders x 2
20 Black Orcs /FC
2 Spear Chukkas
1-Orc Chariot
1- O&G Giant
Tony's list was right about 1600 pts as he got an extra 100 from campaign rules.
Below is shot of the whole field post deployment.

I deployed first and finished 1st but tony still won 1st turn and it hurt. Outclassed in magic by alot of dice, I found the Goblin Magic to be deadly. My magic was total bust as I again took the Lore of Life and rolled "mistress of marsh" forgetting to add any marsh or water terrain to the board, my second spell "Gift of Life" is great but it never came into play so my magic was totally useless all game! Tony had alot of scary looking units. I'll cut to the chase here with some highlights and low lowlights.

Empire Highs: turn 1- my Cannon scores 2 wounds and on the Giant and obliterates the Chariot with 6 hits...biggest artillery success yet for me. My shooting all around was excellent, in fact I had too much of it, moving off my 5 man archer detachments to a 10 man huntsman squad was a bad call. Turn 2, my pistoliers blew away a full unit of Spider Riders in one volley, the HBVG blew away another unit of Spider Riders in one turn. my Crossbows and Pistoliers got another Nightgoblin unit down to 11 men, 1 away from having it be a scoring unit. Turn 3- My swordsmen who where taking it on the chin all game from the damn spear chukkas in the elevated buildings on tony's side of the field. Killed the Giant and then with seven men left killed and overran another unit of Nightgoblins.

Empire Lows: Turn 1, like I said magic was useless all I could do was dispel and my 3 dice didnt go far verus his three shaman and 8 power dice, I took the "Foot of Mork" right up the rear all game. Turn 2- Idiotically I had my huntsmen flee from some oncoming Night Goblins not noticing they were a bit too close to my Knights who held in their postion 1st turn and were only 12 inches from the table edge. Well guess what? yep they failed leadership check from the fleeing Huntsman, were too far from the BSB for a reroll and I roll a 15 on the 3d6 move. YUP OFF THE TABLE. probablly the worst thing thats happend to me yet. turn 4, my Mortar misfires and blows up killing everyone. Turn 5, The intimidating Black Orcs didnt get into the fray until turn 5 and which they were more than a match for my seven swordsmen and BSB.
While they only lost one man, they broke and fled into the remaining unit of Night Goblins- and were destroyed.

The Final Score was 1364-977 or a + 397 for Orcs and Goblins and a Marginal Victory for them
Considering I had no magic and no knights, I felt I did pretty well. If my damn knights hadn't run off the table before the game even started it would have been a different game.

I learned alot from this game, finally the Cannon pays off, I tried experimenting with the Mortar and thankfully I only blu tac'd it together becuase I am going back to another cannon. the mortar is two difficult to hit with using the damn scatter die. The Hellblaster Volley Gun simply ruled..I originally intended it to protect my cannons from fast skirmishers, etc..but I thought of several other strategic uses for it. Huntsman especially 10 on a large skirmish template are difficult , no. make that impossible to deploy behind ememy lines .They are way better in a 5+ units however they are not waywatchers and 5+ huntsman is about useless except in rare instance you could snipe a weak character. I am way better off using them a detachment/screener fodder. My Swordsmen and Army General continue to impress and I finally got some mileage out of my pistoliers. Crossbows are great glad I added them. Finally, Goblin magic is evil. Ouch.

I ended up surrounding the Giant on three sides and hacking that sucker down..thankfully I, put two wounds on him early with the cannon as he was about to go for round 2 of "jump and a down" I would have been toast.

Wednesday, October 3, 2007

Battle Report- Empire Vs Wood Elves IV

10/3 at Plastic Legions HQ - 1250pts
This is our 1st round in a Mighty Empires Campaign being run out of our tuesday night club at Games Workshop, Oak Park.

Army Lists

The Empire (John)

1 Mounted Captain ( Army General)

1 Battle Standard Bearer (Captain)

1 Battle Wizard (Lv 2)

24 Swordsmen- Full Command

10 Free Company (detachment)

5 Archers ( detachment)

10 Handgunners- Marksman w/ HLR

10 Crossbowmen, Full Comand

6 Knights - Full Command

5 Pistoliers- w/ Outrider

Great Cannon w/ crew

The Wood Elves- (Felix)

Wood Elf Noble (Army General)

Spellsinger ( on foot, Captain)

16 EternaL Guard

10 Glade Guard
10 Glade Guard
10 Glade Guard

5 Glade Riders

8 Dryads

8 Wardancers

(Army lists - Similar to what you've seen before here, I went with 6 Knights and full command hoping to increase frontage versus Felix's long lines and took the standard for the CR bonus. Felix changed things up going with 30 glade guard plus a block of eternal guard
he sacrificed allot of magic for a ton of shooting (36 shooters I think) in retrospect his magic
has been much more deadly to me. we both had 4 power dice and 3 dispel dice, I finally rolled a "2" for my jade wizard and got the "master of wood" spell, particularly useful here.)

Empire Deployment- A this was a campaign game, Felix's Wood Elves won the "scouts" special rule during the campaign turn. meaning I set up my entire army FIRST, then he deployed. I packed my stuff close enough it didn't really matter, his Glade Riders rushed the flanked..and were definitely troublesome. The only other special rule was we used my WIP
Watchtower in the background here as a building per the rules ( you could enter, capture it ect.)

Wood Elves Deployment- The long lines of the WE essentially make my cannon useless.
adding a mortar to the mix later. The block of eternal guard was wisely placed away from my cannon.

Turn 1- I took some shooting losses for sure...I was thinking about the end of "300" with all there arrows Felix thru at me. Not to mention his Noble has that Hail of Doom Arrow..which is brutal.

Bottom of turn 1

Bottom of Turn 2, My Knights Charged a group of Glade Guard breaking and overrunning them, charging my directly into the Wardancers..I lost a knight or 2 here, but killed all 10 glade guard and a pair of wardancers.

Bottom of 3, Pistoliers gun down 5 of 10 Glade Guard here..these 5 GG storm and take the tower and harass me with shooting the rest of the game.

Bottom of turn three. My Swordsmen battled the Eternal Guard and the Wood Elf Noble challenged my Battle Standard Bearer to single combat, I accepted and they fortunately fought to a Draw, My Swordsman came up strong and managed to break then overrun the EG. This was huge for me and terribly unlucky for Felix. In the foreground here- My General, wounded in a fluke -where felix hits me with two out of 10 arrows for a group of Glade Guard...I roll "Snake Eyes" for my 2 armor saves and out jaws drop ( he has a 1+ save, but 1 always fails) however my Talisman of Protection saves the day when I roll a "6" and "1" on my ward save. I needed a "6" whoa. -close. Anyway with 1 wound I charge these dryads alone, kill 3, win combat, again break and overrun them too
This turn was brutal for felix and basically ended the game here for him. He had lost both his characters, all his EG, and his Dryads. not to mention my Crossbows and Handgunner killed all his remaining wardancers in the Shooting phase ( I did lose all my knights to the Wardancers thou at the top of turn 3)

Turn 4 - I had three archers try to storm the watchtower to dislodge those Glade Guard up there, I managed to kill one leaving 4, but they were ran off and my Pistoliers were routed as well. They continued to slowing pick off my shooters, but time was running out and I had plenty of shooters left to go around.

Turn 5- The lone unit of Glade Guard ran from my General who ended up chasing them for the next two turns. Shooters managed to kill my Battle Wizard. And my Swordsman got hung up reforming and moving thru the woods, being Unit strength 20- I left them alone back there to hold the quarter and score.

Turn 6- (Photo above) Felix's last gasp, the Glade Riders who had destroyed my Cannon and Crew, ran back to this far table edge and tried to get a luckly arrow in to finish off my General. They missed and He continued to pursue the Glade Guard who kept trying to flee. The fled right into the range of my remaining Crossbows and Handgunners who shot them down. The game ended with felix having only the 4 Glade Riders and the 4 Glade Guard held up in the Watchtower.



Enemy Units Destroyed -

Wood Elf Noble/ Army General 125
Spellsinger /Captain - 175
Dryads 96
Glade Guard 120
Glade Guard 120
Eternal Guard 222
Wardancers 147


Enemy Units at 1/2 str

Glade Guard 4 of 10- 60

Enemy General Killed-
Wood Elf Army General ( turn 3)- 100

Captured table quarters- 2 = 200

Capture Unit Standards
Eternal Guard unit Standard=100

Empire Total = 1465


Enemy Units Destroyed -

Battle Wizard- 136
Free Company Detachment-50
Knightly Orders -178
Great Cannon- 100
Pistoliers- 114


Enemy Units a 1/2 str

Archer Detachment 2 of 5 = 20

Captured table quarters


Captured units standards

Captured Battle Standard

Wood Elves total - 698

Point difference- EMPIRE + 767


Photos and blow by blow coming soon, this fight really came down to one offensive sweep at the turn on the bottom of turn three, where the Swordsmen broke the Eternal guard during their 1st close combat, pursued and overran them.


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