Showing posts with label elves eunt domus!. Show all posts
Showing posts with label elves eunt domus!. Show all posts

Thursday, 17 February 2022

The cutting of the corners

   Hobby time has been rarer than purple hydra droppings of late, I have however managed to grab a quick half hour to conduct a little experiment.

 First I think a small sprinkle from the shower hose of context may be in order. As all three of my regular readers will know I do like to bodge together my own settings in which to game. One such setting that I keep returning to is that of Olde Albilande. Now I may not have been able to physically hobby lately but the tiny squishy pile of biological matter I call my brain has not been idle oh no, it's returned to this festering isle with some quaint remodeling and ideas for campaigns yet to be played. Now this is a good thing (to me at least) but would require a bucket load of painting to be done. The thing that has always hobbled my plans to make this kind of thing a reality is the volume of miniatures needed. In my normal choice of miniature scale that is...

  But there exists a scale where painting up an army or two in a matter of days is very achievable, a scale in which I have dipped enough toes to have a decent working knowledge of just how wet with possibilities it is. I speak of course of 2mm, where all men are modelled equally (tiny) and impressionism is everything!. My arrival at this decision went like this:

 Brain (B):dooldalbilande,dooldalbilande,dooldalbilande,dooldal...etc

Me: Eh, sorry I wasn't listening.

B: you never do, that's why your life is such an utter pile o...

Me: Shut up or I'll start drinking again, see how you do with even less cells.

B: Bloody charming!. That's why I never talk to you anymore.

Me: did you want something?.

B:Yeah actually, I was saying dooldalbilande,dooldalbilande,dooldalbilande,dooldal...

Me: This again?, Look I can't be bothered to paint 4 whole forces just to play a campaign.

B: 6 forces.

Me: what?

B: 6 forces, I made some changes.

Me: well definitely not then, think on you useless  squidgy tosser!.

B: You never do what I want.

Me: that's because all your ideas are mental, listen to me: I DO NOT WANT TO PAINT FIFTY BASQUILLION MINIS!.

B: You don't  have to I have a good idea.

Me: For once.

B: Piss off, no you can do each army in 1:1 scale in no time.

Me: Have you been drinking?.

B: No just listen for once. What about 2mm?. You can paint loads of them.

Me: You may have a point there... I'll alert the media.

B: oh do fuck off, it's a good idea though isn't it?.

Me: maybe...

And on it went. I did however have some reservations. I can do lots of pretty cheap forces in no time but if I'm doing this I'm doing it in 1:1 scale and I'm taking time to do it to the best of my abilities (which isn't saying much!). 

  I went looking for inspiration and stumbled upon this post on the rather good Roundwood's world about modeling and painting some thirty years war forces. Now this approach to creating bases in 2mm really caught my interest. So the above experiment happened:



Some bases in the Roundwood style. They are ment to be from Old Albilandes early pike and shot period (about 1570 in our time, sort of after the Italian wars but before the Thirty years war)



Two infantry units, a mix of pike and handguns. The first has pike blocks between ranks of shot with two small 'folorn hope' units out front (in Albilande these units are normally made up of the least popular handgunners). The second is more of a loose formation with shot out front and on the wings. 


A unit of 100 Knights (the nobles still insist on charging about on horseback like it's the thirteenth century or something)


  A unit of  reiters in three ranks ready to unload a barrel of caracole on someone.

 I snapped these while the glue was still wet but hope to get them painted up soon. I'm pretty happy with them so far, I think a table full of these could look rather great so long as I manage to paint them effectively. The idea is to do the required forces in this scale to game some big battles then maybe do smaller forces in 10mm (or maybe even 15mm) for in between battle skirmishers.  Well that's the plan anyway...


...'till next time...





Tuesday, 14 April 2020

Just call me Arfa

  Arfa Job that is. I appear to have started a few bits but so far not managed to finish any...sort of...

But first:


Let's all have a nice bit of the Clash shall we?.

This is a bit odd, it's been a week since my last post. Normally this would be a perfectly acceptable amount of time between posts, but with the current happenings about the place it feels like an absolute age!. I have been busy however.

I started by clearing out the conservatory here at Chez Sprinks', that has up until now be affectionately known as 'the shitehole'. Every house has a room or space of some kind that becomes the designated dumping area, a place where things that come under the loose heading of 'iwillworkoutwheretoputitinthefardistantfuture'are placed awaiting 're-distribution' some time or another. Well round this gaff it was the good old conservatory. This has now been gutted, cleaned and transformed  into an area featuring a sofa, dart board and one of those 5 in 1 games tables for the kids

This type of thing.

Which by a startling coincidence gives me a rather handy surface for gaming on that also  happens to have best natural light in the house.
You will be pleased to note that I have taken immediate advantage of this!.



The new board has been christened and 6mm forces blooded. This was ment to be for a battle report but my phone battery had other ideas and gave up the ghost as things started to get interesting!. The game was a test game for some new rules for the forces I am putting together which I have yet to write. I will hopefully soon get them down and post them in whatever state they are in. The plan being I will edit, change and adapt them as they are tested.
Also I have started work on my next 6mm force for my 
Project, where I am attempting to put together discarded forces from the early days of Warhammer. The next force being:


 They very much vanished by 4th edition, various sea themed elf types continued in the lore but sea elves as a thing were gone. Now I'm not a huge elf fan but I can get behind an elf merchant company aggressively opening new markets and protecting trade routes and generally being a bit more hands on and down to earth than the aloof elves of the rest of the Warhammer canon. So I have got an irregular miniatures 6mm elf army pack and have been working through it, this is the sum of my efforts so far:

 The gang as things stand.

 The core of spears and archers.

 Some scouts, known as Seekers in 3rd edition. As they are ment to range ahead of the main force I went with clothing that would let them blend in to the settings flora.

I even had a bash at a camo pattern on their capes. Not sure I pulled it off but at 6mm who's going to know?. Hopefully I will have the force table ready soon.





....till next time.....

Monday, 30 September 2019

The bi-hourly turning of the head

  Aaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

But first......
Scuzzy!

 So, i have, or more accurately am supposed to have a campaign on the go in a new setting i am putting together, i have done a bit of background and this time I EVEN PAINTED 2 FORCES FOR F*CK SAKE!!. So with that in mind have a guess what my brain is doing to me, go on, its likely you have an active interest in gaming if you are reading this so you may well know the answer so go on, have a quick guess.

    If you answered 'why Sprinks, your mind is pondering how to get the best out of the project you are focused on, i imagine you have played a few games and has come up with more material to really bring it to life'.  You are wrong, hopelessly, hopelessly wrong. 
    If you answered 'NEW PROJECTS, LOTS OF NEW PROJECTS!!!!!!', you my friend are 100% bang on (sadly!).
My head has been turned by some very silly things, in fact my head has not been turned, its almost done the full 'Linda Blair'!


  Now i am aware this is not a new thing among us hobby types, many a blog contain stories of forgotten projects cast aside to make way for the latest new and shiny gubbins to come along. But the things attempting to lure me away with their frankly bloody odd siren song are not new or even very shiny. So to hopefully get them out of my brain i will splurge them on the page to hopefully exercise them for good!.

Odd project the 1st:

 I am a fantasy gaming type. You may have noticed this. However i like a 'low' level of fantasy. A bit of magic, maybe dueling tech levels but human centered and defo no bloody elves!. Im more Martin than Tolken if you will.........

But........

.......images like these have been nagging at me to do something in their spirit:





 Something a bit more balls out 80s metal style fantasy!, evolutionary impossible monsters, proper evil bastards up to proper evil stuff and furry pant wearing mentalists probably riding mechtigers or some such. And my brain has been telling me i have just about everything i need to do it in my 1/72 collection!. Thanks brain...thanks!.

Odd project the 2nd:

    Can you remember another prematurely aborted project i was doing last year?

This one.

 Well i have been thinking maybe 1/72 was the wrong scale to tackle it in if i am going to paint upwards of 6 factions for it. So, my brain is telling me maybe 6mm would work best. Which means that my brain is not considering 6mm for this, oh no, its going for this: scale! 

Picture taken from the irregular miniatures website.

  I think the project is begging for the sort of grand sweep of the smaller scale and the mass effect of a table full of these (plus large monsters, steam tanks and zombie hordes) would bring. A nationwide multiple sided civil war needs to be BIG and the best way to go that style of BIG is to 'zoom out' so the table gives a larger area, villages and towns on the same table, mighty rivers and rolling hills, sieges of whole cities.....er.....etc. The painting would be a challenge but thats o.k. and it could look really different compared to my normal bobbins!.

 Right thats my head emptied (my normal state!) so im going to get back to my current project completely distraction free........yeah right!.


.......'till next time....


Sunday, 3 February 2019

More One Hour Wargames bodgings!.

  Over the last few days your 'intrepid' blog scribbler has suffered from:

So ball achingly crap it got its own header!!!!!!!

    Which, as anyone who has also suffered from any type of:


   Will know leaves you with a foggy, deranged, wondering mind (and running nose) that means you ponder stuff you never knew needed a pondering. One such thing that my (already) sick mind was left on 'spin' mode over the subject of high fantasy. Now i'm not a high fantasy type fella, as far as i'm concerned the Elves can frickin' well stay all sailed off to wherever they punted off to (one for the Tolkien lot there). I have always enjoyed my fantasy with a touch more 'grit' and realism (if you can have it in fantasy) but i was however raised on a steady diet of Fighting Fantasy and Warhammer so i will assume some of it must have stuck in me somewhere!.

One of young Sprinks' five a day!

  So having twatted about with Neil Thomas' 'One Hour Wargames' to make fantasy pike and shot rules i thought i would attempt to bodge together a way to play 'satisfying' 'quazi-medieval standard' style fantasy (you know, Knights, Dragons, Wizards, Orcs etc....but not Elves, Elves can eff off!). So i sat down with a copy of said rules and came up with the following ideas:

These will also only work if you have a copy of 'One Hour Wargames' by Neil Thomas, i'm adding to whats already there, you will need the book to play. 

So..... What i have basically done is combine troop types from the Dark age and Medieval rules and then use them as is, the unit types i've gone with are:

KNIGHTS, MEN AT ARMS, LEVE and ARCHERS from the medieval rules, along with WARBANDS, CAVALRY and SKIRMISHERS from the Dark age rules. The thinking was that most of this type of fantasy is medieval based so adding Warbands (orcs, barbarians and other 'undisciplined' troops) and Cavalry (lighter and 'tribal' horse) as well as Skirmishers (Foresters, rangers, tribal skirmishers etc) to give the flavour required from the wilder races the typical 'good-lawful' Knightly types like to repeatedly stab and bludgeon. You could even chuck in ARTILLERY from the Horse and Musket rules for the true 'warhammer' taste!. Play the troop types as is and bobs you're uncle!.
  I would also throw in my morale rules from my 'one hours worth of free rules' giving Knights and Men at Arms a +2 mod and Leve and Skimishers -2.

 I know what you are thinking:

Your brain is good, it deserves a header of its own!.

  And i take your point. So heres some extra stuff to 'pep' it up:

Monsters: I tend to run them by picking either Men at Arms or Knights as a kind of 'base' (Men at arms for lumbering giants and ground based stuff due to the ability to absorb more damage, knights for faster stuff like flyers etc) and then add some choice bits from the list below to add some character:

REGENERATION
    During the units move phase it can regenerate by rolling 1d6-3, remove this number of hits from the unit.

FLY
    The unit may ignore effects of terrain while moving and can interpenetrate any unit it wishes. It must follow the terrain rules when deciding where to end its move.

STRONG
    In combat it can roll 2d6 and choose the best result when determining hits.

BREATH ATTACK
   Shooting attack with a 6'' range doing 1d6 damage.

ALL SHIT YER BREACHES SCARY
   Any unit in combat with the unit that is forces to test morale must -2 from the roll.

BLOODY RAMPAGE
   If any enemy troops are within the units maximum move distance and L.O.S. at the start of the units move roll 1d6. On a 1 or 2 the unit MUST charge the closest enemy unit it can see.

A BIT STUPID
  At the start of the units move roll 1d6. On a 1 or 2 the unit may not move or fire this turn.

 I'm sure you can come up with more but these are a few of my ideas.

Hero Types: There are 4 sorts: Warrior Hero, Wizard, Ranger and Warrior Priest.
 Hero sorts are single minis based on as small a base as is practical. They are 'joined' to a unit by placing them in contact with the front edge of a unit you wish them to join if they are on foot or to one of the side edges of the unit if they are mounted. Once with a unit they can not leave for the duration of the battle and are considered to be part of the unit.

For example:


The hero types work as follows:

WARRIOR HEROES:
       A unit with a warrior hero attached may roll 2d6 when attacking in combat and pick the best roll for their total hits.
May join KNIGHTS, CAVALRY, MEN AT ARMS or WARBAND.

WARRIOR PRIESTS:
     If a unit has a warrior priest present they can add +2 to morale tests they are forced to take.
 May join KNIGHTS, CAVALRY, MEN AT ARMS, LEVE, WARBAND or ARCHERS

RANGER
   A unit with a ranger may roll 2 dice when shooting and choose the best roll for their total hits.
May join ARCHERS or SKIRMISHERS.

WIZARD
   A wizard begins the battle with 1d3+1 spells. Spells are randomly generated from the list below:

Roll 2d6 for each spell and consult the list (i made earlier!):

2) Finnagrees fogg of fuggish forgetfulness No 27
    Cast this spell at the start of the opposing players Movement.
    It is cast on one enemy unit within 10'' and sight of the casting unit.
  This spell creates a foul smelling mist of forgetfulness around the feet of the target. They become confused and generally forgetful when it comes to what they are doing and how to go about doing it.
The effect on the unit is that any dice they roll this turn are halved as is their maximum move distance.

3) Steffanos old salve of soothing serenity No 118
   Cast this spell at the start of your movement phase.
   It is cast on a friendly unit within 6''.
   The target feels a wave of soothing overcome them, calming them and healing their wounds.
   This spell allows the target to remove half their hit markers (rounding up).

4) Delganos' Dark blast of darkest darkness No 6
   Cast during your Shooting phase.
   This spell is cast at an enemy unit within 12'' and line of sight.
   The target is engulfed by a blast of black fire that burns, flays and does other things of an unpleasant nature.
  The targeted unit receives 1d6+2 hits.

5) Winnifreds wonderful winged wind of wonder No 84
   Cast at the start of your own movement phase
   The spell is cast on a friendly unit within 6'' and line of sight.
    The target unit may move up to 12'' and can FLY this turn.

6) Webbertons wild whooshing wind of wildness No 49
    Cast during your shooting phase.
    Cast at an enemy unit within 12'' and line of sight.
    The target unit is moved 1d6 backwards in a straight line away from the casting unit. They maintain their facing when moved. If the move takes the unit into contact with a friendly unit the movement stops and both units receive 1d6-2 hits. If the unit is moved into contact with a terrain type it may not move through or end its turn within it stops on contact and receives 1d6-2 hits. If it contacts an enemy unit the moving unit stops once in contact and is now in combat but will not attack this turn.

7) Barratonies bonkers bravery most exceedingly brave No 154
    Cast when the target unit is required to take a moral test.
    Cast on a friendly unit within 10'' and sight of the caster.
    The target unit will be assumed to automatically pass their Morale test this turn.

8) Ronnefagies reviving of raging reanimated reavers No 22
   Cast at the start of your movement phase.
   Cast on a clear patch of ground at least 5'' square within 6'' and sight of the caster.
   When this spell is cast the sun hides behind black clouds, the earth shakes, lightning flashes and thunder rumbles. Spooky organ music rings out and a cackling can be heard on the breeze. The earth in the area the spell is cast on gives way as long dead hands pop out of the ground, pulling the long dead back to the surface. Before anyone knows it a unit of undead Men at arms stand in the casting area, totally under the control of the caster!. These warriors are now part of your force. they work exactly like a normal unit of men at arms. The unit is destroyed if it fails a morale test OR if the casting unit is eliminated.

9) Dolcilanos Dome of dithering disharmony No 77
  Cast at the start of the enemies shooting phase.
  Cast on one enemy unit within 12'' and sight of the caster.
  The unit targeted by this spell cant work out how a bow actually works!. They may not fire this turn.

10) Rochelle the Reds rather rapid recipe for rather rapid rapidity No 6
  Cast at the start of your movement phase
  Cast on a friendly unit within 6'' of the caster.
 The target unit may move twice during this movement phase. These are two moves so the unit can turn before and after each move as normal.

11) Horace Hoppanitys' Hue of horrors most horrific No 10448374998
    Cast at any time during your shooting phase
   Cast on one enemy unit within 6'' and sight of the caster.
  The target unit must take a moral test right away, even though it is the shooting phase. If they pass but take further damage this turn they must still take a moral test in the check morale phase as normal.

12) Didderees dispelling dram of darn damnation No 444 4444
   Cast when the opposing player declares he intends to cast a spell but before the effects of such a spell are resolved. The opponents spell is dispelled and has no effect!!.

 You may roll the same spell more than once.
The spells are single use so once cast they are discarded.

Spells are cast automatically just say you want to use it in the correct phase at the right time and it will take effect. A wizard may cast as many spells per turn as he wishes. Once the unit the wizard is attached to fails a morale test all spells are lost.
Wizards may join Man at Arms, Warbands, Archers, Leve, Cavalry or Knights.

Picking a force.
I know what you are going to say:

Alright calm down!....

Right again, the random type tables in the rulebook wont work here but instead i use a point system. All troop types are worth the following:


....ok these little header bits are getting silly!.
Also monster upgrades are added to the cost of the base unit at the cost of 1 point per upgrade.
Heroes are worth 1 point each except wizards who are worth 2. I find it best to limit heroes to 1 hero per 10 points (or part there of).

I find it best to play with armies of between 12-20 points, an example of a 15 point force might be:

2x warband (4pts), 1x Archers (2pts), 1x Leve (1pt), 1xKnights (3pts), 1x Warrior Priest (1pt), 1x Wizard (2pts), 1x Cavalry (2pts). This gives 6 units with 2 having an attached hero.

So thats just some ideas to make this work, and it has given me the base rules i need to do my own high(ish) typicalmedievalbasedtotalypredictablefantasysetting that i will call the 'magical' world of:



.....more to follow!!!......

......'till next time.........