Tuesday, 11 September 2012

Slave to Darkness




No matter what I try, everything eventually returns to chaos. The Wastes beckon me with their putrid winds and scorched earth, the Ruinous Powers call seductively while the endless tracts of shifting, nebulous landscape glimmer with the promise of interesting colour schemes.



I had a go at an orc army. Yeah, I enjoyed painting those greenskins but they were NOT chaos.

And I dabbled with the Undead. They were fun but they were NOT chaos.

Ultimately, I always end up back with chaos.



The Realm of Chaos miniatures released from 1985-1992 are by far my favourite range. Why? They are just so varied, so Citadel and so unique. Its a passion that has existed since I first saw my first issue of White Dwarf in 1988 and cemented the following Christmas when Slaves to Darkness found its dark way beneath the Christmas tree. I can still vividly recall spending Christmas Day in the solitary darkness of my parent's bedroom blowing my mind flicking through those endless pages of incredible art, mindboggling tables and bizarre miniatures.



I always had one ambition from those blissful hours.

To play Realm of Chaos properly.

Since I made the decision to embrace what is now called Oldhammer I have spent a wonderful year collecting, gaming and painting models under the veil of the 'Grand Plan' of completing an army for each list in Warhammer Armies. But the games were always Realm of Chaos.

Trouble is... That ambition is still unfulfilled. I have yet to play Realm of Chaos 'properly'.

I have decided that now that my life has taken me in a new direction I should take my painting and gaming in a (slightly) new one.

Yes, that is right. I am going to play Realm of Chaos properly.

I shall become a Slave to Darkness.



More soon...

Orlygg,


Saturday, 8 September 2012

CLASH OF CHAOS: Realm of Chaos Battle Report


Things have been pretty hectic for me recently. I am a teacher and have just started at a new school. As with any new job, there are a million and one new things to learn and sort out. Due to the pace of the day (and the fact that I have two children under three) I find myself in bed by about 8pm each evening and have had no time for blogging or painting.

Still, the weekends given me ample time to tap away at the keyboard or splat away with the paints. Today, I present a detailed battle report of Dan and I's last Realm of Chaos battle. It was certainly a momentous occasion, as the game was the culmination of a year's work. I began painting retro miniatures in the summer of 2011 and we had our first game (a long winded affair, played with unpainted figures) in late August and this proved to be the biggest game we have played to date.

The deployment of troops at the beginning of the game. The lines of the Doomaxes of Khorne to the North and the Throng of Exquisite Pleasure to the South. Dan plays Khorne. I, Slaanesh. 
We didn't have long to play so we discarded the idea of a complicated scenario in favour of an old fashioned straight battle. We'd just marched the troops at each other and hack away. We set up the scenery (some of it still damp from my late night session the night before) in a mutually agreeable fashion and placed our units one at a time. This provided the opportunity to make a few strategic plans about where best to place troops. We rolled off to see who'd have first time.

I won so advanced my troops forwards.

A close up of my left flank at the start of the battle. I placed my beastmen here in two units of 5. I planned at this point to crush Dan's Wolf Riders with one unit while the other engaged the orcs. 

My left flank, including a unit of skeleton allies (they have manouvered to pass between the fence and the hedgerow) advancing towards the hated Khornate horde. 


Dan responded with typical maniacal glee... He charged with his fastest moving troops into my lines. The mercenary wolf riders kicked their steeds into snarling action and plummeted across the field into the waiting line of the beastmen. The resulting clash saw a flurry of blows for each side, snarling jaws snapping at weapons and armour and an almighty crash as the steadfast followers of Slaanesh held their ground. After a round of combat, no wounds had been inflicted on either side due to some shockingly poor dice rolling.

My beastman advance after the wolf rider's charge. With no wounds to any of my troops my plan seemed to be developing well. 

These were some of the first models I ever painted for the 'Grand Plan' and they display some of my 80s inspired freehand painted shields. Realm of Chaos games are perfect for this as you (usually) only have to paint up a handful of models after each game so you can really take your time.
 On Dan's right flank he moved his units of beastmen forwards in an attempt to hold the large open ground in front of the abandoned cottage. He could see my skeletons were making slow progress into the area and hoped to set his units up in a favourable position to either receive of make a charge. The awkward position of the dwelling made this a challenging process.

Mange is one of the stand out characters in our campaign. He always astounds us with the damage he inflicts and his resilience. Shame that he has an irrational fear of humans though!
 While on his extreme right, Dan moved his general, Ironcron, and his faithful hound, Mange, past the protection of the building in a daring move designed to unsettle the chaos thugs that were guarding the strange figure of my chaos sorcerer, Jaketh. Unlike the goblins on the other side of the board, Dan restrained his attack dog in the hope of scoring a more useful position with which to charge my thugs... If he passed a fear test first!

The positions of most of my warband at the end of the first urn. Morbius, Slakesin and the ratmen hide behind the relative safety of the hedgerow with Jaketh and Throgg (who had passed his stupidity test with ease) advance against the gigantic threat of Ironcron himself. 
Dan's right flank after the first turn. The placement of the hedgerow would mean that his orcs would take a little time to cross. This was excellent news for my beastmen as it would give me the opportunity to crush them utterly before help arrived. 
Elements of my warband and their allies prepare to engage with the beastmen and war dogs of Khorne. Note the strange position of the troll. They nearly always fail those stupidity tests...
 At the start of turn 2 my troll, Throgg, failed his stupidity test and ended up wandering off in a random direction. I decided to take a charge from Mange and positioned my thugs in front of the sorcerer after checking that the magic user still had line of sight on the four legged fiend. What followed was a magical assault against the chaos hound that did little but singe the poor dog's hair. The skeletons, Morbius and the skaven passed over the hedge to start spilling across the open ground in front of the dwelling.



Dan's second turn saw his beastmen, orcs and characters advance in glorious unison. Even the battle hardened troops of Slakesin must have checked themselves as they watched the slaves of the Blood God advance with terrible purpose. Mange, no longer fearing humans, charged rabidly into the waiting thugs, snapping his jaws wildly as the leash was dropped.

Khornate beastmen fill the open ground as the undead and skaven ready themselves to charge. The orcs pass over the hedgerow in the distance.  
Mange engaged the thugs after passing his fear test. His snapping jaws tear into a thug, ripping the life from his limbs in an orgy of bloodlust. 

Despite poor dice rolling, the strength and toughness of the beastmen begin to take their toll on the goblinoids. 

On Dan's right things started to deteriorate for the wolf riders. After another round of combat, two of their number lay as bloodied heaps as the beastmen stood firm. The unengaged unit of Slaaneshi beastmen advanced further to meet with the orcs.

The battlefield at the end of the second turn. Note the beastmen begin to wrap around the wolf riders on the right flank and the loss of a thug on the left flank. 

The view from behind the middle of the Khornate lines after the beginning of the third turn.
 The beginning of my third turn saw the skeletons returning to their original formation of two ranks of 5. Despite of the angle, I was certain that they would withstand the inevitable Khornate charge (suffering no psychological effects as they do) and secure in the knowledge that the beastmen would have to pass a fear test in order to engage. To buy time, the skaven, their rat like hearts full of roaring pleasure, plunged into the beastmen's line in a suicidal charge of delight. On my left flank, the beastmen held their ground in order to receive the orc charge.

The second unit of beastmen receive the orc charge on the left flank of the battleline.

As predicted, the skaven did not fare long against superior numbers, but they fell in estatic delight, taking a number of wounds from the beastmen. 

I wore my Oldhammer T-Shirt to heighten the Third Edition experience. If you're wondering about the venue, its Dan's rather plush new house. 

Nearly all the units were engaged by this point in the battle, with only the skeletons yet to charge. Magic spells were blasted from the outstretched fingers of Jaketh and Slakeskin, with Ironcron and Mange talking fireballs but little real damage. 

The leaders of chaos engaged in combat as their followers mill around them in melee. 
 Dan's fourth turn saw Ironcron charge into action against his nemesis, Slakeskin. Due to Dan's terrible luck (he always loses his general in action), Slakesin struck the gigantic brute down in a single round of combat, scoring three wounds with his chaos weapon. With the enemy leader down, Slakesin and Jaketh could turn their attention to Mange the Chaos hound. After the beast felled a second thug, the combined magical power of the two Slaaneshi champions burnt the hound to a crisp and left his body a smoking ruin on the battlefield.

Throgg advances as Morbius oversees the skeleton's struggle with the beastmen of Khorne. 
 By my fifth turn, Throgg has recovered enough of his wits to begin to moved towards the action as the skeletons charged home destroying many of Dan's beastmen in their wake. Unfortunately, the survivors rallied and held their ground in front of the doorway of the dwelling. My beastmen also broke the orcs and pursued them across the table, their freehacks doing little further damage. Only the wolf riders held their nerve (and passed Ld test after Ld test) to remain in the battle.

The skeletons struggle with the remaining Khornate beastmen. Despite heavy losses, the followers of the Blood God remain steadfast. 

On my far left flank the wolf riders still hang on. Refusing to break and run despite more Ld tests than you can shake a goblin at. The war of attrition began to take its toll on the goblinoids though, as yet another one of the greenskins fell. 
By this point in the battle I was feeling secure that victory was well within my grasp. I had felled the champion of Khorne, routed a unit of beastmen and chased the orcs across the field. However, I was not to have things all my way as Dan's greenskins fought a startling recovery, breaking my second unit of beastmen and pursuing them back across the board!

It was obvious that something had to be done on my left flank or I could risk losing my beastmen to the ferocity of the greenskin war machine. Despite huge odds, the wolf riders still refused to break and held on like a tick on an ogre's bottom - to use an orcish phrase!

To make matters worse, after a spectacular round of combat, the wolf  riders down two of my beastmen. 
Jaketh cast Flight and sped through the air to land behind the wolf riders. I wanted to cast fireball at the rear end of the greenskins and Dan and I developed a on the spot rule that there was 50% chance of the spell wounding my own troops. In a calamity of gigantic proportions, my fireballs crashed into my own troops, killing two of my followers in an explosion of flame! I had better luck with the fleeing beastmen, who rallied and turned to face their orc tormentors once more.

In my final turn, with my beastmen fled, Jaketh finally managed to destroy the wolf riders. They had hung on, and on, and on and had been a right pain in the green bottom! 

The dead. The rule books. The dice. The debris of a Third Edition game...

The final positions of the troops. End of turn 6.

Sadly, we ran out of time and the game had to end there. As you can see from the final picture, my undead had almost managed to eliminate the Khornate beastmen, with Greykill hanging on to dear life with his double handed axe. Throgg had managed to pass enough stupidity tests to get involve in the melee but hadn't really achieved much damage. With Dan's left flank gone, I still had a single thug lurking around the edge of the house while Jaketh and the remaining beastmen struggled on with the surviving orcs.

Dan conceded defeat and the game was decided to be a Slaaneshi victory. Though a costly one for the Lord of Pleasure.

Orlygg.

Saturday, 1 September 2012

Retro Painting and Modelling or 'Archaeopainting'?



Black and white advert from 1988 showing the range of paints (and their associated sets)
available at the time.
Introduction

I used to be an archaeologist. An illustrator to be precise. I used to draw finds, particularly lithics (that's stone tools for the rest of you) and ceramics. Trouble is, archaeology is a fascinating but ultimately impovishering mistress so I gave it up and took up teaching instead. I'm still fully trained and knowledgeable about the subject and I find that these influences find their way into my collecting and painting. It seems that there are a fair few other oldhammering archaeologists out there too! Strangely, both Nigel Stillman and Rick Priestley were both archaeologists too - funny how digging and miniatures seem to have a longstanding relationship.

Recently, there was a thread opened on the Blood Forum (started up by the enigmatic Masp) about the subject of retro painting, or 'archeaopainting' to use his terminology. I must confess to being a retro painter but what do I exactly mean by this? Well in truth, I consider this to be the use of materials available to the painter and modeller contemporary with our favoured period 1985-1992. Primarily this involves using the original paints (designed in part with Mike McVey) produced for Citadel from the mid 80s onwards.

I thought that a quick post detailing this range of paints would be useful for any other gamers (like Masp) who are interested in doing the same.

Advert taken from White Dwarf from 1989 showing the (then) new Space Marine paint set.
The Early Sets


You can see by the general state of the box that the Colour Set has seen some SERIOUS action over the last 25 years!
The Citadel Colour Paint Set was the first to be released around 1985. Its premise was to cover the most used colours for fantasy gamers, only rather than sticking with bland names such as 'red', things were GWed up to a more Warhammer-centric terminology. Subsequently, paints such as Bronzed Flesh, Enchanted Blue, Sunburst Yellow, Mithril Silver, Shining Gold, Blood Red, Woodland Green and, of course, Skull White and Chaos Black.

Some colours remained until the range was 'updated' with ridiculous names earlier on this year while others, such as Woodland Green and Shining Gold, disappeared in later years but by and large these 'core' colours remained the bedrock of the Citadel Paint range for over twenty years.

I really like the arty paintings on the front of the box, shame that they were dropped.

According to the advertising, the Creature Paint Set was designed to broaden the near limitless shading and highlighting effects possible with the Citadel Colour set. It contained such stalwarts as; Rotting Flesh, Goblin Green (slottabases best friend), Chainmail, Worm Purple and later discontinued colours such as; Elf Grey, Hobgoblin Orange, Orc Brown, Spearstaff Brown and Swamp Brown.

For me, as a retro painter, this is my most used set of colours after the Citadel Colour. As it says on the tin, these shades are really useful when highlighting or shading models. The shades in this set are natural, earthy tones for the most part and mix nicely with the more vibrant colours from the previous set. The box I bought on eBay last year was practically mint. A lovely find.

Fantastic painting on the cover of the Monster set. 
The third of the initial paint sets was The Monster Paint Set. This set was the complete opposite of the Creature Paint Set as the colours were much more varied and brilliant. The blurb on the back uses the adjective 'scintillating' to describe the colours and indeed the word choice was most apt. This set was always my favourite in the 1980s as it contained Titillating Pink, Electric Blue and Bilious Green, my favourite retro colours. Imperial Purple, Moody Blue, Bestial Brown, Brazen Bronze, Red Gore and Ghoul Grey completed the set.

One of the big attractions to these sets were the lovely painted miniatures on the back and the Monster set was particularly memorable. I remember staring avidly at them on the way home in the front seat of my dad's car absolutely positive that the miniatures that I'd paint later that day would be just as good as the ones on the back of the box. Of course they never were... And I still have that dream today...

Into Inks



A different style of packaging was the order of the day for the Expert Set. The dropper bottles
were later replaced with the standard pot, only with a black lid.
I never used inks back in the day. I used washes made from watered down paint. To be honest, my method of painting was pretty basic. I'd paint on the base colours as well as I could and then I'd wash over with a black wash in an attempt to add shading. It would often look fantastic when wet, but when it had dried I was left with a dirty, muddy looking miniature.

In fact, the first time I actually used inks was after I bought the Mega Paint Set in 2004. My prime shade was the chestnut wash, mostly for flesh and I was often unhappy with the gloss finish that the inks left on my models. When I went retro for my Realm of Chaos campaign with Dan, I dug out the old inks and used them in place of the new washes. It wasn't until last Autumn that I actually got my hands of a set of inks that I discovered just how good this range of inks were. The colours are FANTASTIC! Nothing else compares to them. If you are going to buy anything old school wise for painting, I'd recommend these inks every time.

The Later Sets

In the later 80s and early 90s the range was expanded once again, largely due to the influence of Rogue Trader on gaming. Sci Fi was the new fantasy and Space Marines were fast becoming a very popular range for GW. To capitalize on this, Citadel released several sets which included more exotic colours for the growing number of gamers who fielded alien forces.

I have many happy memories of painting up Space Marine using these colours - loved that game!
The first of these new sets was the Space Marine Paint Set. I can remember this one coming out vividly and I can remember pouring over the painting guide that came with it for many, many hours. This set was more of a concept set; the idea being that each shade required to paint the four most popular chapters were provided (being, Blood Angles, Salamanders, Ultramarines and Space Wolves). It was around this time Space Marine was released and I can recall many happy hours using these colours to paint up the hundreds of tiny marines, rhinos and land raiders that the set came with.

The painting guide was also very, very useful for the novice gamer. Thankfully, its available in a pdf format and if you follow this link you can have a flick through the guide too.

Space-Marines-Painting-Guide-1st-Ed


I never had this set back in the day... Its a recent addition to my painting collection. Contains the very useful Snakebite Leather and the essential Bleached Bone.
Then came the Ork and Eldar Paint Set. As with the Space Marine set, the objective here was to provide new shades to paint up your alien forces. Bad Moon Yellow, Go Fasta Red, Ork Flesh, Snakebite Leather, Fire Dragon Crimson, Striking Scorpion Green, Hawk Turquoise, Bleached Bone and Tin Bitz making up the set.

This set did away with the 'free' paint holder and mixing station that the plastic insert was often called and replaced it with sturdy polystyrene.


Only six paints? I have no idea what they were called, anyone know?
Finally came the Metallic Paint Set, which is the only set I do not own. I've seen it sell on eBay for £30 in mint condition in the last 12 months but I doubt that I'll ever add this one to my collection as I prefer to add colour to a metallic paint (such as Shining Gold) rather than have a specific paint. But I am a completist, so if I saw one at the right price.... You never know....

Subsequently, I cannot comment about these paints so I shall leave that to others. Did you own this set? Can you tell us what the paints were called and if they were any good? The metallic range was eventually retired in the mid nineties so I'd imagine that they didn't sell that well...

So Why Use Old Paints?


Half of my paints set out in the old school way, inside the lid of a painting box. Keeps things nice and tidy ....

I have been asked this question many times over the last year or so. Why use paints and colours that are over twenty years old (in most cases, this is literal) when there is so much modern product out there?


Well I have come up with three reasons why I use them. In the future, I may come up with more, but at the moment my motivations are like this...

1) The pots are much larger so you get much more paint. I am sure you too have noticed how with each relaunch you get less and less paint from modern Citadel. With these babies you can be sure that your pot of paint will last much longer than a modern equivalent.

2) They don't dry up like modern Citadel Paint. I have a Blood Red upstairs that was kept in a cupboard with the lid firmly shut that is dry and gunky. I must have bought it a couple of years ago in the Colchester Store. I have a Blood Red from 1985 that is still perfect. I use it most days... Nuff said!

3) Nostalgia. They were the paints I used as a boy and they feel comfortable to me. I know them. I have found myself struggling with other ranges even though I have used many a company's product. Strange I know! Also, the boxes are neat and easy to store. The art on the front cover has a big old school pull too. Then, there's that smell...

So How Do I Get My Hands On Some Of These Retro Paints?

Ebay is going to be your friend here. I sourced all my sets by searching for Warhammer Paints and keeping and eye out most days for sets and job lots. It didn't take me long to get my hands on most of the paints and these sets still come up (largely due to the fact that twenty years later you open the pots and the paint is still very usable) and some are practically mint. Don't pay more than £10 for a box set of nine paints though, I never did.

If you can't be bothered with all that searching you can buy all the shades (and many new ones) from Black Hat Miniatures under the Coat D'Arms range. At £2 a pot these are excellent value and contain plenty of paint. Be aware though, their washes are NOT the same as the classic 80s ink set. I buy my replacements from here now as most websites and stores hold the range. And even the pots are the same!

http://www.blackhat.co.uk/coat_darms/paintcolours.php


My preferred range of paints. Coat d'Arms maintain nearly all the classic 80s colours, though, of course, many of the names are different.

The range of colours and the name changes may be bewildering to some. Luckily, there are plenty of conversion charts available for the collector and painter. The best one I've found is on the DakkaDakka forums. Follow the link below to help you match the modern colours to the older, classic shades. They are not all included on the list, but the majority is there.

Paint_Range_Compatibility_Chart

Hopefully, this post has brought back plenty of memories to though halcyon days in the late '80s, Kylie and Jason blast from the radio as you paint your Heroquest Goblins in your bedroom. The summer sun shines in through the window as you splodge on plenty of Goblin Green trying, rather unsuccessfully, to avoid dribbling blobs of paint on your Bermuda shorts and white socks...

Orlygg.

CLASH OF CHAOS: Slaaneshi Warband Army List

"Enter the Realm of Chaos, your nightmare has just begun,
As you wake up, screaming, there's nowhere left to run."

After what seems like an age, we return the Realm of Chaos. After concentrating on Orcs and Goblins and the Undead for some months, its nice to pick up the brush once more and continue work with my favourite range. I have also dug out my copy of Realm of Chaos by Bolt Thrower recently and have been blasting it out of my meagre speakers as I drive around Braintree

However, painting (or thrash metal) is not the purpose of this post. As you may know, over the last year I have been taking part in a loose campaign using Slaves to Darkness warbands. The forces of Khorne, Slannesh and Nurgle have been struggling over territory in the Drakwald Forest. The paperwork is considerable and I felt it appropriate to type it up on my blog to keep it safe (I keep loosing the damn things!) as well as sharing it with fellow bloggers (hopefully inspiring others to give Realm of Chaos a go...)

This first post will detail my army, the Slannesh Warband of Slakesin the Fondler, as it was just before its clash against Khorne.


"Mutated creatures around you stare,
At your limbs, they now tear,
Its too late now to say a prayer,
For your gods, have no care."



The Throng of Exquisite Pleasure - Slaaneshi Warband

Characters




Slakesin the Fondler - Human Champion of Slannesh Level 20 Hero

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
7
4
8
4
4
6
4
10+3
8
9+1
10+2
Chaos Gifts
Willpower Increase - Mark of Chaos
Strength Increase
Chaos Armour

Chaos Attributes 
Temporal Instability
Magician
Blood Substitute - leeches

Magic 
Level One Battle Magic Spells: 1) Fireball. 2)Increased attacks
Patron's Spells: 1) Acquiescence

Saving throw = 4+

Jaketh Longstride - Human Sorcerer of Chaos  Level 15 Wizard

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
5
3
4
5
3
4
1
9+2
9+2
9+2
9+2


Chaos Gifts
Chaos Armour

Chaos Attributes
Rapid Regeneration

Magic
Level One Battle Magic Spells: 1) Steal Mind, 2) Flight, 3) Fireball
Level Two Battle Magic Spells 1) Vortex of Chaos, 2) Rally,  3)Lightning Bolt

Saving throw 5+

Troops

Felix's Lascivious Lewds - Chaos Thugs




Felix
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3
4
4
4
3
1
3
1
7
7
7
7
Weapons: Double handed mace   Armour: Heavy    Saving Throw: 5+

Max Von Strum

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
4
3
3
1
4
1
7
7
7
7
Weapons: Hand weapon (club)     Armour: None     Saving Throw: 6+

Rabid Dram 

M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3.5
4
4
3
3
1
4
1
7
7
7
7
Weapons: Dagger and Hand weapon    Armour: Light     Saving Throw: 6+

Chitterchop's Scamper Kin-Kin - Skaven 

Chitterchop
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
5
3
3
3
3
1
4
1
6
6
5
7
Weapons: Spear    Armour: Light   Saving Throw: 6+
Special Rules: +1 I against flyers, +1 I in the first round of combat, can fight from second rank.

Squeakol
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
5
3
3
3
3
1
4
2
6
6
5
7
Weapons: Sword and Double Handed Axe    Armour: Light    Saving Throw: 6+
Chaos Attributes: Extra Arm +1 A

Sprintsniff
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4.5
3
3
3
5
1
4
1
5
6
5
7
Weapons: Spear                       Armour: Light and shield         Saving Throw 5+

Special Rules: +1 I against flyers, +1 I in the first round of combat, can fight from second rank.

Throgg (Troll)
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
6
3
1
5
4
3
1
3
4
4
6
6

Weapons: Rock?                       Armour: None              Saving Throw: 6+
Special Rules: Causes fear, subject to stupidity, regenerate damage, regurgitate, thump attack AS-2



The Howling Herd (beastmen)







Nibblegore
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (mace)           Armour: Light            Saving Throw: 6+


Buttockfiend
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (mace)           Armour: Light and shield           Saving Throw: 5+


Gobblegrunt
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (club)           Armour: Light            Saving Throw: 6+

Katch
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Two swords        Armour: none        Saving Throw: 6+
Special Rules: -1 right hand to hit - 2 left hand to hit if using both weapons

Horned Redeye
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (mace)           Armour: Light and shield         Saving Throw: 5+

Slogsuck
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (mace)           Armour: None           Saving Throw: 6+

Toothrend
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (sword)          Armour: Light and shield           Saving Throw: 5+

Spittleswallow
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
3
4
3
3
4
2
3
1
7
6
7
6

Weapons: Spear           Armour: Light and sheild         Saving Throw: 5+
Special Rules: +1 I against flyers, +1 I in the first round of combat, can fight from second rank.

Finslicer
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Hand weapon (sword)          Armour: Light            Saving Throw: 6+

Pug
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
3
3
4
2
3
1
7
6
7
6

Weapons: Spear          Armour: Light            Saving Throw: 6+
Special Rules: +1 I against flyers, +1 I in the first round of combat, can fight from second rank.

Allies - Undead



Morbius Level 15 Liche Lord


M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
4
2
4
4
3
3
1
9+3
9+2
9+3
9+2

Weapons: Staff         Armour: None          Saving Throw: 6+
Special Rules: 1) Causes fear, 2) Cannot be routed, 3) Suffers from Instability

Magic Spells
Level 1 Necromantic Spells: 1) Summon Skeletons, 2) Summon Undead Champion, 3) Hand of Death
Level 2 Necromantic Spells 1) Extend Control.
Level 2 Battle Magic Spells: 1) Lightening Bolt, 2) Cause Panic



Axl Brause Level 5 Skeletal Champion 


M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
3
3
4
3
1
3
2
7
7
7
7

Weapons: Scythe          Armour: Light          Saving Throw: 6+
Special Rules:  1) Causes fear, 2) Cannot be routed, 3) Suffers from Instability



Grim Reapers
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
4
2
2
3
3
1
2
1
5
5
5
5

Weapons: Scythes       Armour: None           Saving Throw: 6+

Special Rules:  1) Causes fear, 2) Cannot be routed, 3) Suffers from Instability



The first thing you will probably notice is that EVERY miniature in the game has their own profile. There are several reasons for this; firstly, this allows the possibility of every model fighting on the table on its own, whilst making reference to their weapons; secondly, any rewards can be passed directly to them (as can attributes). We don't always use the single profile, as we quite often use 'average' stats to make more complex melees more simple to execute.

Welcome incursions of chaos, 
You know you cannot resist
To serve, worship, obey them,
Is the only way to exist.

I shall have to leave you once more. I will shortly be publishing the Khorne Armylist and then intend to write a detailed battle report about this week's action. Before I do depart though, I shall leave you with the classic 'Realm of Chaos' Track by Bolt Thrower... Its heavy, brutal, thrashing grindcore and its what Khorne would listen too on his ipod - though probably not Slaanesh, he'd/she'd prefer Madonna I expect!

Orlygg.