Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts

Wednesday, 21 December 2022

Pike, one block of

  Hello all, long time no blog and all that (6 months, bloody Nora!). I couldn't let the end of the year  pass by without putting digit to screen. I've not been completely bone idle hobby wise this whole time, I will try to do a 'what I've painted while I've been away' post before the end of the year but I had some precious minutes of daylight this afternoon so had to get some snaps of my latest 'throwpaintatsomethingandhopeforthebest' effort while I had the chance.

  I was recently looking at my half finished (and in some cases half started) bits a week or so ago and came across my 15mm Italian wars stuff. I had previously painted a single pike block for it about half a lifetime ago ( well January) you can see it's original form over here. It struck me that it needed longer pikes, it was too small and needed rebasing for the rules I intend to use it for. 

 So now after rearming, reinforcing and rebasing it looks like this:






 Sorry about the dim pictures, the light was rapidly buggering off. I'm really pleased with the way they have turned out, so much so I may even paint another one!. The pikes were originally dress making pins which were 1) too small to read as pikes at 15mm scale and C) bloody deadly to anyone that tried to handle them. I saw this post and after the great brush hunt (otherwise known as a trip to Wickes) I promptly nicked all his ideas. I think it looks more like the period length of pike (3-7 meters apparently) and they are far kinder on the fingers, they even ping back into shape if knocked which is a plus. Anyway 


 To the lot of you, I hope you and yours have a great festive period and with a bit of luck I will post again within the next 6 months!...


...'till next time...

Thursday, 26 March 2020

Growl, ruff, ggrrrr!!!!!!.

The one upside of all this lockdown oddness is the hobby time. But before I go into all that....


  Just a quick post today to show what I have been tinkering with. Both are bits for my

Project. First up the last bits for my half orcs:

 Some 6mm wolves from irregular miniatures. They should add some flexibility to the force and can also be parachuted into other forces if need be. I painted them with brown/red shades to make them fit with the flora I'm using for the 'blasted wates' board.
 The half orc hunt is on!!.



I have also ordered some individual strips from irregular to see what they are like. Above are the lizard man warriors. I'm thinking about using them for another roll, namely:

Everyone's favourite foggy bastards the Fimir. 
As with the half orcs they are painted in the 'wrong' colours (they are from a version of ancient Briton so grey seemed appropriate!).
 Here's a rear shot to show the detail. Below is a shot of how they should probably appear on the table:

Well that's all so far, I better be getting on with the next force......


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

Wednesday, 25 March 2020

Bakshi half orcs finished!.

I finally managed to get the half orcs table ready!. But first:

An album about town planning.....perfect!!.

  Those of you that read my last post will know I am working on a new project, namely building some old school Warhammer inspired armies to do battle in the purgatory for cast aside i.p. known as the:
Who said 'cease and desist order?'.

The plan is to build some of the less loved early Warhammer forces that fell away from the official canon early on. I will be using 1st to 3rd edition material for reference for the project but will be putting my own spin on the forces. To populate the 

(Might as well get some milage out of this it took all of...oohhh 10 minutes to make!.)

I am using 6mm miniatures from irregular miniatures, I have spoken about the charm of these minis enough so I won't bore you all with my thoughts again. 

 The force as it stands.

As I mentioned in the title the colour scheme is inspired by the orcs in the 1978 Ralph Bakshi lord of the rings film and is a unified 4 colour scheme which hopefully gives the impression of the film's bad guys.

This lot.


One of the important things I wanted to do was to base the minis to look like a Warhammer army hence the square ranked units on each base.

A close up of the army's infantry core.

 The missile lobbers, skirmishers on round bases.

 The cavalry units, these would also work as chaos thug horse.

('They have a cave troll....or two), both the trolls are old g.w. savage orcs, which seems appropriate given the 'warhammeryness' of the project.

The idea for the project is to use 'wrong' colours for the forces which is why they don't look 'g.w orcy'. I may implement the four colour scheme on each army to tie them together because I have to say I rather like it, I will have to have a play to see what I can do. Next up.....well, I have 3 armies in the house to paint up over the course of the lockdown, which if nothing else will help keep me occupied and the family Sprinks' sane.

Also I have noticed during the lockdown some people are meeting on Skype for a beer and a chat to keep the boredom at bay. Anyone fancy a group 'bloggers meet' while we are all cooped up?, could be a laugh, pop your hand up in the comments if you fancy it and we can arrange something...


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




Sunday, 22 March 2020

There is actually.....you know....sort of a....well.....a plan i 'spose....

 So, i have been painting tiny half orcs......but why?. Before i explain....

BLUES EXPLOSION!!!!!!!!!!!


  Right, yes, half orcs.....i have mentioned before that the irregular miniatures 6mm fantasy line reminded me of the feel of the old Citadel pre slotta stuff, which for those of us that are into that sort of thing is pretty great. So i have ordered the 'man orc' army deal (and another one too but that's for another post) and painted them up in a Ralf Bakshi orcish style.

This 'orrible bunch.

But why, to what end have i bothered?. Well, the likeness to the old citadel minis got my tiny brain working, i spent far too much time here looking at all the old sculpts and getting all teary eyed and nostalgic. I then just had to get out my old 1st-3rd edition Warhammer books out for a peruse.

Proper Warhammer!!.

 Now before i continue i have in the past been a tad...err....shall we say critical of Warhammer and i stand by my comments. I do not have and i imagine never will have the desire to spend the time and stress required to work the game. As an experience at the table it is slow, clunky and bloated and there are far simpler ways to do the same thing......however for a fantasy setting the first few editions are in my opinion unsurpassed, the colour, humour and character of the setting makes it feel truly alive and a place that is full of mystery and lurking danger. In short it is FAB and gives loads of room for building scenarios and fluff using it as a backdrop. The first few editions were the best for this as the world itself was coming together, you were actually encouraged to use it as you wish to flavour your own games. It was FUN and  is still loved by gamers of a certain age for just that very fact.

Well hey there 4th edition, what did you do with all the fun?.

  So in a nutshell i have been pondering ways to use the old warhammer setting (pre bloody army book hell) combined with the irregular 6mm line to do some retro flavoured gaming. couple this with the rising need to find a way to game in a smaller space (the Amazing Mrs Sprinks requires the normal table for a painting station for her stuff at the mo). So with these things in the front of my overworked brain i came up with an idea:

 THE PLANE OF INTELLECTUAL PURGATORY (AKA THE MENTAL REALMS)
   Dear reader you are about to go on a journey into the unreal, the unbelievable, the 'a bit dodgy'. Ask yourself a question: 'what is an idea?'. or more to the point where do the ideas thought about and forgotten go?. The popular ideas, those 'made flesh' by the acceptance of the masses are made 'solid', an existing entity within our physical world to live with us, alive as a part of our collective psyche. Those birthed in the mind of an individual then dismissed unshared and unloved float away into the either, never made whole by the acceptance of the masses. But what of the ideas in between?, those once made flesh then dismissed and discarded as they are overlooked, passed over for fresh ideas and concepts?. Well dear reader they are the forgotten, the once alive now conceptually departed. The only place for these sad unfortunates is one of the millions of realms of Intellectual Purgatory, places of the discarded to dwell forever, never thought about or considered. There they stay, hoping to be born unto the world once more by being remembered and re-imagined, maybe re-branded or re-packaged to once again take their place in our world. 

 The above passage of bollocks can be explained in three ways:

1) My idea is to explore the forgotten bits in early Warhammer lore, yer Norse, Slann, Albion, Ind, Nippon, Cathay, Araby, Zoats, Gnomes, Half orcs, Fimir, Sea elves and the rest, those removed from the 'canon' and cast aside early, now residing in an endless struggle to become relevant again and therefore be reborn from one of the many realms of Intellectual Purgatory in which they now reside.

2) I might just fancy taking the piss out of Age of Sigmar.

3) I've been drinking.

  All apply but frankly i am rather taken with the idea, i have even started working on a 3'x 2.5' game board working with a 'blasted 80's wasteland' theme. All red earth and sand with wrong coloured plant life and oddly imagined scenery. This should fit on my coffee table with room for gaming bobbins around the sides. It also works with my planned ruleset for the project, namely:


Which is quick, simple and fun and can be downloaded for a very reasonable price here. It is element based and normally played on a 2'x2' table. So i plan to be working through some small scale armies in the coming months and hopefully play a few games along the way. Also to add to the project i have been painting more stuff for my half orcs, here's a work in progress (poor) picture of some trolls (or g.w. 28mm savage orcs to give them their original title)

 (trolls jealously guard the shortbread!!)

Oh and i done a logo, shhhuuuuusssshhhhh dont tell G.W!!'


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

Thursday, 19 March 2020

(half) Orcs blimmin well everywhere!!!!

So, after the test pieces last time out i have got the 6mm irregular miniatures Man Orcs foot units done!......But first:
Good ol' Frank.

  So here at chez Sprinks we are shut away from the outside stuff while the world goes tonto, i was expecting the end of civilization as we know it to come with more zombies but there you go (just joking of course, the situation is a touch dicey so do stay safe everyone). However every cloud an' all that, us miniaturists do have the bonus of extra unexpected painting time thrust upon us so in the spirit of not looking a proverbial gift horse where you would normally not be advised to i have cracked on with my Bakshi inspired orcs (well half orcs but you get the point.).

 The grunts assemble.

 three units of spear armed nasties.

 Archers and swordsmen.

 Axe orcs and more archers.

 Skirmishers, presumably to do all the skirmishing.

Some units from the rear, probably legging it from a judicious kicking from some lawful types.

  I know the miniatures are hardly exact matches to the Orcs in question but i think they do work well in the part, i just hope they capture the spirit and feel of the subject.


Just some horse riding types and trolls to add, maybe some wolves to give more flexibility, then on to their opponents.......




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

Sunday, 8 March 2020

Titch'ammer

  Look.....CONTENT!!!!!!!!

  After almost a month of bugger all gaming bobbins due to a massive lack of inspiration of any kind i'm back with another stupid idea!. But first:



lovely, lovely System of a down!.

So, whats this dumb idea then?. I have to begin with a sort of account of someone browsing a specialist sort of website, namely Irregular Miniatures (what did you think i was going to say?). Upon entering the website said person, looking to scan through the 2mm section did scroll to the scale menu at the bottom of the fine boutiques page. However being a sausage fingered dolt he clicked on the wrong scale, clicking 6mm by mistake. Now I have read some...well..should I say negative stuff about the irregular 6mm range but I have to say I thought they were pretty interesting. The pictures on the website could better showcase the minis but I was put in mind of those pre-slotta citadel minis from the very early Warhammer editions, stuff like:
(All images from http://www.solegends.com/)

They are very old school in look and as fantasy ranges go very complete.....complete enough for me to go and order some to see how they look in the flesh. And I have to say they are kind of rough as bare metal but once you begin to paint them the character comes through. Here are some I painted earlier:.
The gang, as a whole.
Some 'imperial' types

 Half orcs
Conquistadore types
Viking bowmen and some nice chaos warrior sorts
Aztec troops I couldn't resist painting up as Slann Jaguar warriors.

I know what your thinking 'buying and painting a few 6mm minis is not really a stupid idea Sprinks'. You are correct, but as I was painting the wee critters my mind went back to those old sculpts and the early Warhammer editions and I started thinking wether or not it would be possible to collect some forces that could capture that old school fantasy feel that hooked me into this hobby way back when. Then I got to wondering if the irregular range would be good for building forces from those races and nations that fell out of favour in later editions, Slann, Estillia, Araby, Nippon, Fimir etc. I reckon it could be fun....so I ordered some more!. Guess I'd better get some rules together!.....



.......'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.........