Thantsants
Member
Not strictly speaking Oldhammer in terms of using older editions of WFB but I am in the process of playing through and reviewing a new game called Mayhem, freshly sprung from the fevered imagination of Brent Spivey - an old LAF pal of mine.
I was a big fan of Havoc - a 28mm skirmish game he released a while back (battle report here), so I was most pleased when he mentioned he was developing a 10/15mm game.
Anyway here's what I've been painting for the past couple of weeks in preparation!
Army building is easy and you can really reflect the nature of the troops with a nice choice of stats from Movement, Combat Quality, equipment and various skills and attributes - more of which later. Plus using Gold Crowns instead of points is a fun way of splashing the cash!
Goodies
Noble General
Human Cavalry with heavy armour, lance and shield
Leadership D8
M - D8
CQ - D8
Cost 18 crowns
3 units of Lancers
Human Cavalry with shields and lances
M - D8
CQ - D12
(1 unit is an Elite – free Fearless ability)
Cost 11 crowns each
2 units of Halberdiers
Human Infantry with Spears
M - d6
CQ - d12
Drilled
Standard and Musician
Cost - 7 crowns each + 3 crowns for standard & musician
1 unit of Hand Gunners
Human Infantry with rifles
M - d6
CQ D12
Drilled
Cost 16 crowns
2 units of Dwarf Thunderers
Infantry with rifles
M - D4
CQ - D10
Steadfast
Cost - 16 crowns each
Hero on Griffin
Flyer with lance, heavy armour and shield
M - D10
CQ - D8
Damage
Flyer
Impact
Terror
Cost 29 crowns
1 unit of Elf Spearmen
Infantry with heavy armour, shields and spears
M - D6
CQ - D10
Ranked Fighting
Cost 12 crowns each + 3 crowns for standard and musician
1 unit of Dwarf Trollslayers
Infantry with axes
M – D4
CQ – D10
Fearless
Berserker
Cost – 12 crowns
Total - 172 Crowns
Baddies
Evil General
Cavalry with heavy armour, shield and lance
Leadership D8
M - D8
CQ - D8
Terror
Cost 23 crowns
2 Packs of Chaos Hounds
M - D8
CQ D12
Pack Hunters
2 units of Skeleton Horsemen
Cavalry with lance, heavy armour and shields
M - D8
CQ - D20
Fear
Cost 13 crowns each + 2 crowns for standard
2 units of Skeleton Archers
Infantry with longbows
M - D6
CQ - D20
Fear
Cost 15 crowns each
2 Units of Half Orcs
Infantry with swords and shields
M - D6
CQ - D12
Cost - 5 crowns each + 2 crowns for standard + 6 crowns for Hero
2 units of Trolls
Behemoth
M - D6
CQ - D12
Fear and Beat Back (Free)
Cost 10 crowns each
Giant
M D8
CQ D10
Damage
Impact
Terror
Cost 35 crowns
Total - 178 Crowns
And here's the beginning of the report - I'll be playing and posting up each turn as I play them.
The first reports through from the Northern frontier with Ostland had been sketchy at first. Horrific stories of monstrous invaders and terrible massacres. Then a name began to filter through the tall tales and stories of woe borne back by the few refugees to survive - Shreevan Zeegal. A name not heard in these parts for many a year. A name not to be spoken lightly. Or even out loud...
As the evil army advanced further into the more civilised areas of Hochland, it became apparent exactly what its inhabitants faced. Zeegal had formed an unholy alliance of chaotics and undead. His ranks were swelled by those who had fallen to him in battle and those creatures who flocked to his banner and the promise of slaughter. Foremost among them, Dulf Lundgrin, Half Orc chieftain with his warriors and trolls.
Their incursion was not to go unpunished however. Marching with all haste to meet the threat was Count Johan Von Damne at the head of his hastily mobilised army. Along with the column of state troopers, sweating under the load of their halberds and arquebus, came allies in the form of a proud company of Elf spearmen and the more barbarous fellowship of Dwarf troll slayers, roused from their mountain fastnesses, eager to find a heroic death. The unmistakable whiff of black powder signalled the presence of Dwarf thunderers also come down from the mountains to contain the threat before it grew too large.
As Bluch Norress and his famed lancers scouted ahead of the main column, Arkneld Beulenegger soared above them on his magnificent Griffin mount, spying out the approach of the enemy. With the intelligence provided by him, Von Damne had formulated a plan. Zeegal's army had to cross the river Lachtbeek at a large ford not far from the town f Eichewuldchen. If the Count could reach the crossing first and prepare his defences they had a chance of forcing the chaotic horde into a bottle neck and destroying them in detail. If they got there first...
As the two opposing generals both have D8 leadership I rolled to see who chose to set up first. Von Damne won the roll and elected to deploy and move first.
On the right the various units of black powder missile troops formed up, looking to advance forwards and defend the ford. Behind them, Beulenegger prepares his monstrous mount to fly ahead the main army to disrupt the enemy advance.
The Halberdiers and Elf spearmen form up in column on the road - they can all be moved en masse at the cost of 1 command point, although at the potentially slower rate of their default movement rate of 3" rather than a danger roll of a D6, along with the possibility of rolling a higher movement rate.
The Trollslayers and Lancers form up on the left flank.
Along with their general, Count Johann Von Damne
Meanwhile, Zeegal's horde drew up their lines in readiness.
On the right were the skeleton horsemen and packs of chaos hounds, ready to sweep forward and outflank the ford's defenders.
Zeegal surveyed the main part of his army from his position in the centre. Skeleton archers to the right of him and the Half Orc column on his left both prepared to march on the ford itself.
On the left, howling with anticipation were the evil General's shock troops in the form of the Trolls and Giant.
The whole table -
Turn 1
Desperate to get to the ford first and establish a line of defence, Count Von Damne elected to go first. First job - roll up command points. This is based on how many heroes, elites and standards your force contains. Von Damne manages 19 CP's - not a bad score! All actions taken by units cost a certain number of CP's - multiple actions cost double. The turn ends once all CP's are spent.
The Halberdiers and Elves move en masse up the road, digging deep they go into overdrive to push for the ford ahead of the enemy. Similarly the Trollslayers run forward as fast as their little legs can carry them to keep pace.
Bluch Norress and his lancers spur their mounts on to advance ahead of the main column and fall on the enemy's flanks.
The Dwarf Thunderers advance, while the Handgunners gain the vantage point of the hill to dirent their fire against any foes crossing the ford.
Arkneld Beulenegger swoops down to secure the approach to the ford as the slavering Trolls draw near...
Zeegal's command structure isn't quite up to the heights of Hochland's finest. With a combination of two standards and the Half Orc hero Dulf Lundgren, Zeegal can call upon 3 D8's and rolls up 17 CP's.
The Trolls, as previously seen, race towards the ford using overdrive to take two danger rolls with their movement rate of D6 inches.
Having rolled two 6's, they find themselves in a very advanced position, closely followed by the Giant.
Behind them march the massed ranks of Half Orcs and Undead.
Turn 2 should bring first blood...
I was a big fan of Havoc - a 28mm skirmish game he released a while back (battle report here), so I was most pleased when he mentioned he was developing a 10/15mm game.
Anyway here's what I've been painting for the past couple of weeks in preparation!
Army building is easy and you can really reflect the nature of the troops with a nice choice of stats from Movement, Combat Quality, equipment and various skills and attributes - more of which later. Plus using Gold Crowns instead of points is a fun way of splashing the cash!
Goodies
Noble General
Human Cavalry with heavy armour, lance and shield
Leadership D8
M - D8
CQ - D8
Cost 18 crowns
3 units of Lancers
Human Cavalry with shields and lances
M - D8
CQ - D12
(1 unit is an Elite – free Fearless ability)
Cost 11 crowns each
2 units of Halberdiers
Human Infantry with Spears
M - d6
CQ - d12
Drilled
Standard and Musician
Cost - 7 crowns each + 3 crowns for standard & musician
1 unit of Hand Gunners
Human Infantry with rifles
M - d6
CQ D12
Drilled
Cost 16 crowns
2 units of Dwarf Thunderers
Infantry with rifles
M - D4
CQ - D10
Steadfast
Cost - 16 crowns each
Hero on Griffin
Flyer with lance, heavy armour and shield
M - D10
CQ - D8
Damage
Flyer
Impact
Terror
Cost 29 crowns
1 unit of Elf Spearmen
Infantry with heavy armour, shields and spears
M - D6
CQ - D10
Ranked Fighting
Cost 12 crowns each + 3 crowns for standard and musician
1 unit of Dwarf Trollslayers
Infantry with axes
M – D4
CQ – D10
Fearless
Berserker
Cost – 12 crowns
Total - 172 Crowns
Baddies
Evil General
Cavalry with heavy armour, shield and lance
Leadership D8
M - D8
CQ - D8
Terror
Cost 23 crowns
2 Packs of Chaos Hounds
M - D8
CQ D12
Pack Hunters
2 units of Skeleton Horsemen
Cavalry with lance, heavy armour and shields
M - D8
CQ - D20
Fear
Cost 13 crowns each + 2 crowns for standard
2 units of Skeleton Archers
Infantry with longbows
M - D6
CQ - D20
Fear
Cost 15 crowns each
2 Units of Half Orcs
Infantry with swords and shields
M - D6
CQ - D12
Cost - 5 crowns each + 2 crowns for standard + 6 crowns for Hero
2 units of Trolls
Behemoth
M - D6
CQ - D12
Fear and Beat Back (Free)
Cost 10 crowns each
Giant
M D8
CQ D10
Damage
Impact
Terror
Cost 35 crowns
Total - 178 Crowns
And here's the beginning of the report - I'll be playing and posting up each turn as I play them.
The first reports through from the Northern frontier with Ostland had been sketchy at first. Horrific stories of monstrous invaders and terrible massacres. Then a name began to filter through the tall tales and stories of woe borne back by the few refugees to survive - Shreevan Zeegal. A name not heard in these parts for many a year. A name not to be spoken lightly. Or even out loud...
As the evil army advanced further into the more civilised areas of Hochland, it became apparent exactly what its inhabitants faced. Zeegal had formed an unholy alliance of chaotics and undead. His ranks were swelled by those who had fallen to him in battle and those creatures who flocked to his banner and the promise of slaughter. Foremost among them, Dulf Lundgrin, Half Orc chieftain with his warriors and trolls.
Their incursion was not to go unpunished however. Marching with all haste to meet the threat was Count Johan Von Damne at the head of his hastily mobilised army. Along with the column of state troopers, sweating under the load of their halberds and arquebus, came allies in the form of a proud company of Elf spearmen and the more barbarous fellowship of Dwarf troll slayers, roused from their mountain fastnesses, eager to find a heroic death. The unmistakable whiff of black powder signalled the presence of Dwarf thunderers also come down from the mountains to contain the threat before it grew too large.
As Bluch Norress and his famed lancers scouted ahead of the main column, Arkneld Beulenegger soared above them on his magnificent Griffin mount, spying out the approach of the enemy. With the intelligence provided by him, Von Damne had formulated a plan. Zeegal's army had to cross the river Lachtbeek at a large ford not far from the town f Eichewuldchen. If the Count could reach the crossing first and prepare his defences they had a chance of forcing the chaotic horde into a bottle neck and destroying them in detail. If they got there first...
As the two opposing generals both have D8 leadership I rolled to see who chose to set up first. Von Damne won the roll and elected to deploy and move first.
On the right the various units of black powder missile troops formed up, looking to advance forwards and defend the ford. Behind them, Beulenegger prepares his monstrous mount to fly ahead the main army to disrupt the enemy advance.
The Halberdiers and Elf spearmen form up in column on the road - they can all be moved en masse at the cost of 1 command point, although at the potentially slower rate of their default movement rate of 3" rather than a danger roll of a D6, along with the possibility of rolling a higher movement rate.
The Trollslayers and Lancers form up on the left flank.
Along with their general, Count Johann Von Damne
Meanwhile, Zeegal's horde drew up their lines in readiness.
On the right were the skeleton horsemen and packs of chaos hounds, ready to sweep forward and outflank the ford's defenders.
Zeegal surveyed the main part of his army from his position in the centre. Skeleton archers to the right of him and the Half Orc column on his left both prepared to march on the ford itself.
On the left, howling with anticipation were the evil General's shock troops in the form of the Trolls and Giant.
The whole table -
Turn 1
Desperate to get to the ford first and establish a line of defence, Count Von Damne elected to go first. First job - roll up command points. This is based on how many heroes, elites and standards your force contains. Von Damne manages 19 CP's - not a bad score! All actions taken by units cost a certain number of CP's - multiple actions cost double. The turn ends once all CP's are spent.
The Halberdiers and Elves move en masse up the road, digging deep they go into overdrive to push for the ford ahead of the enemy. Similarly the Trollslayers run forward as fast as their little legs can carry them to keep pace.
Bluch Norress and his lancers spur their mounts on to advance ahead of the main column and fall on the enemy's flanks.
The Dwarf Thunderers advance, while the Handgunners gain the vantage point of the hill to dirent their fire against any foes crossing the ford.
Arkneld Beulenegger swoops down to secure the approach to the ford as the slavering Trolls draw near...
Zeegal's command structure isn't quite up to the heights of Hochland's finest. With a combination of two standards and the Half Orc hero Dulf Lundgren, Zeegal can call upon 3 D8's and rolls up 17 CP's.
The Trolls, as previously seen, race towards the ford using overdrive to take two danger rolls with their movement rate of D6 inches.
Having rolled two 6's, they find themselves in a very advanced position, closely followed by the Giant.
Behind them march the massed ranks of Half Orcs and Undead.
Turn 2 should bring first blood...