Wednesday, 27 March 2013

Zaragoz.

Thanks Orlygg!

I have recently finished reading Zaragoz by Brian Craig after a prompt from the Realm of Chaos 80s blog. It was superb! I can be smugly proud of all the classic Warhammer literature I have read but for some reason I never got around to Orfeo's trilogy. I remember reading the WD which gave WFRP character stats for the book's main personalities but I suppose budgetary constraints held sway over me, preventing me from reading it first and second time around. I genuinely loved the book, not least because it helped me through some long, boring waits in the hospital recently, but also because it is technically such a neat and clever piece of work that takes place in everyone's favourite world of perilous adventure.

Brian Craig's Zaragoz.



The cover you are more likely to end up with if shopping for a bargain on ebay. It makes virtually no sense and has no artistic value to recommend it, but inside, beyond the bland cover art, is some juicy Warhammery noogah.


Much of the stuff churned out by Black Library these days is by people that are well grounded in Warhammer lore but are authors as a second career or even a hobby. Even the accomplished writers are treated very badly and encouraged to write quickly rather than well, hence Dan Abnett's occasional nervous collapse and Bill King's regular disappearing tricks for example, so their output can be very hit and miss. Vampireslayer is a good example of too much blood being wrung from the Felix and Gotrek stone, you can really sense that Bill King just no longer believed in what he was doing. It was therefore a real treat to stumble over Zaragoz once more.

The book captures an atmosphere of looming danger and brooding evil incredibly well. It has enormous gaming potential whether for WFRP or WHFB3 and should inspire even the most jaded of GMs into coming up with a little horror story for their players to get ensnared in. Craig draws on several real world inspirations for his tale, though he self-deprecatingly acknowledges this in the prose itself, and in doing so he weaves a spine-chilling and nightmarish web of intrigue just waiting for the protagonist Orfeo to stumble into.

As the sequels to Zaragoz, 'Plague Daemons' and 'Storm Warriors', are in the post next on the list will be Craig's 'Pawns of Chaos' I think! I bought this and 'Wine of Dreams' when they first came out but only read the latter, which although it didn't really belong in the Warhammer world it had been crowbarred into was a memorable read.

Pawns of Chaos.


Porn of Chaos. Sorry, got carried away.


Thanks for stopping by!

Tuesday, 26 March 2013

Kev Adams update.

I am sure most of you are aware by now of the cowardly attack on the home of Kev Adams the beloved, old school sculptor known as the Goblinmaster. I wanted to post a show of sympathy and support for Kev who has been through the mill recently, however small.

I have a recent photo below of Kev's facial injuries which thankfully appear to be healing gradually. It's not an attempt at sensationalism, just a show of support for Kev. Visit this page of Studio McVey to see the prior posting of this photo which is originally from Facebook. Please click away to Goblinaid if you are concerned about feeling voyeuristic but still want to show your support.





Kev Adams.


Get well soon Kev.

Thanks for stopping by.

Monday, 25 March 2013

The Battle of Plank Street. Part Two.

AKA 'Reports of my blogging demise have been greatly exaggerated'.

I won't kid anyone that first-time fatherhood is simple, I don't want to jinx this peaceful five minutes I appear to have finagled for myself.

Need to refresh yourself on Part One?

Back to the experience. We managed to meet up online once more and finish our game of WHFB3, this time with added Gaj and rules. From a player's perspective, I am very grateful to have been able to take part, so thanks guys. I managed to avoid any of the difficult, behind the scenes GM work I normally do and was able to just play, which was bliss. I must point out a few technical niggles, purely for honesty's sake so please don't think me ungrateful, but I must also say that playing this way, while not as good as the old fashioned way, has a lot to recommend it and is approximately one million times better than not playing at all.

So, Tokbox sucks. I bought a new microphone and so did Thantsants so all four of us could converse, though rarely at the same time as it turned out. Roll20 is still new and there are bound to be teething problems but it was with some venom that I filled out the Tokbox feedback form I found. By far the more fluid experience was the original game in which only the GM was able to talk to everyone while the players typed a mixture of banter, instructions and rules queries. Though we got into a real groove for much of the second game it was a real blow to lose Erny towards the end, as organiser and GM both he left a big hole as we played out the climactic final chapters. I too had trouble being heard for the first twenty minutes or so which started to really frustrate me, fortunately I got a grip of first myself then the technology.

Other than that it is just the minor tweaks I described in part one that need attention by those at Roll20 to open this up to all tabletop gamers.

I will certainly be pestering the gents to get involved in a sequel to the Battle of Plank Street, if only so I can get my claws on that pesky Cnut.

The story so far...

Grishnack cuffed the Orc to his left and thundered the order to open fire, a big phalanx of stunties was marching towards them as fast as their little legs would allow and that one in the front had mighty expensive looking gear. Could it be that dirty Cnut? He looked hopefully at the amulet for the third time, it was definitely out of 'Shazam' though. That treacherous bloody Witch had only cast half a bleeding spell on it. As the amulet's glow had faded and died the effect could be seen all along the battle line. First of all one of the Trolls had broken off from scoffing the little ginger dwarfs and started flicking through a leather book, Gork knows where that had come from, then the general lack of coordination his lads had all to often demonstrated in the past came flooding back. He was going to have to wade in and start hitting things, as usual. His reverie was shattered by a dwarvish battle-cry, "HATRED, HATRED AND CHARGE!". "Zoggin' 'eck", thought Grisnack "'ow did they creep up so quick, and why aren't youse lot shootin'?" Too late the Arrer boys shook off their torpor and raised their bows, only to get hurled back by the assaulting stunties.

"GRISHNACK! GRISHNACK BLOODAXE! TASTE MY AXE YOU DOG!"

Grisnack turned to see who dared taunt him, it WAS that filthy little Cnut after all!  Grishnack drew his mighty blade, Fingsplitta, and swung it with all the strength his corded Orc muscles had to give. He drew first blood on the Dwarf King but took a nasty cut in return. He hewed once more, again bleeding the Dwarf but again suffering a bite from Cnut's axe in return. He now had a vicious axe wound from Cnut that troubled him deeply. As Grishnack's vision began to blur he caught glimpses through the chaos of his forces being triumphant everywhere, everywhere except here that is. The lads had won, that plan he had nicked off Annibal the Cannibal had really worked, and he hadn't even needed them Oliphaunts. So why hadn't they come back like they was supposed to? They was off looting the baggage or the dead, anything other than circling round the back like they was supposed too in fact. Grisnack never even saw the blow that felled him, after though he could just about make out that he was alone. The arrer boys must have fled, he could see their bows chucked on the ground, and that horrible Cnut had made his escape thanks to the gap he had made in Grishnack's lines. Grishnack felt a shadow fall across his prone form, it was his right hand lieutenant returned from his victory on the right flank. "'Ello Ashnack!" he gasped through his ruined throat. "'Elp me up will ya!". Ashnack the Butcher looked grim, his swinish red eyes bored into Grishnack's skull.

"Sorry Grish', sorry the lads never come back to 'elp, only I told 'em not to see? An' sorry I gotta bash your 'ead in, but I is da boss now see?"

Grishnack blinked stupidly as Ashnack's sword came down hard and caved in his face.

"I is da boss now", Ashnack repeated to himself as he attached 'Fingsplitta' to his belt and looted Grishnack's corpse. "An' I is gonna hunt me down a bit o' Cnut I think, oh yes indeed"...

Thanks for stopping by!

Thursday, 21 March 2013

Wargaming needs you!

The proud hobby of Wargaming is in peril, it needs new recruits like never before, so it is vital that all of you do all you can to provide fresh blood for the hobby by following a new Oldhammer approved system of procreation.

It's true. Keep calm and all that.



Haha! 'Twas mere japery! Sorry, this is still a wargaming blog but please forgive a proud new father a moment of showing off.

Warlord Leon, 7 pounds, 14 ounces. Good grip for dice too.


Wargamers, born not made. Mother and baby are doing well. Dad is a bit of a spent force mind you.

Thanks for stopping by!

Wednesday, 20 March 2013

I would like to table a motion.


Recently I have read several articles in the blogosphere on the subject of gaming tables that are both intelligent, thoughtful and admirable in purpose, yet somehow I find myself unable to agree with everything being said. If I may, I will add some personal thoughts to this debate here, based on experience (instead of spamming everyone else's blogs with my twitterings).

WARNING: THIS IS NOT A RANT! Please read this to yourself in a pleasant tone of voice, possibly with some easy-listening background music.


For your relaxation. :)

I think that the kind of table you end up playing on is often a result of compromise, whether over space, time (the physicists amongst you may well argue that these are the same thing), money or skill.

The much maligned GW Realm of Battle board.



While I agree that the GW offering is a bland uninspiring affair scattered with far too many ridiculous skulls and not enough charm and character, I do not agree that it has no place in my life. I can carry it on one shoulder from place to place and it packs away neatly in the home to allow things like buggies, cat boxes and wives to occupy valuable space. It's generic mediocrity actually becomes a strength when you lose interest in that obscure Dr Who game and become obsessed with a Judge Dredd game instead. You can switch out the phone box and quarry and replace them with dinosaurs and apartment blocks very easily. And those skulls file off or cover with sand very easily by the way. I got mine for a song off eBay and have never regretted it once. My terrain making skills are pretty good and for me that is what matters and what deserves a little room in my cupboards of precious things.

As a teenager I worked for Games Workshop and was taught by a very enthusiastic manager how to make great tables using a variety of methods. With his guidance I got pretty good and those tables started to turn out looking amazing and when I left at 19 for a 'real job' I was luckily soon able to buy my own home and fill a room with gaming table goodness. Those tables were big, heavy and took up loads of space, it didn't matter at the time but it does at the moment and it will always be a consideration as my family grows. While I did my best to keep things user friendly and varied, those tables started to become a bit stale eventually, one or two (inconsiderate?) gamers that came over regularly even began to joke about it. Suffice to say that when I was taken a'travellin' by work and I rented the house out I felt neither remorse nor regret as I binned or donated those boards.

Years later I again had to donate some glorious tables/scenery to a club when I sold my pub with it's spacious upstairs accommodation and moved north to get married. The same lack of pity drove this clear out as I had become very jaded by gaming over the same old tracts of land again and again. I am about to move once more and regain a permanent gaming room but in the meantime I have had to make do with easy to store tables that offer a variety of options for use, and I have never once during this time looked at my tables (past the nice scenery) and thought "ugh, my table is a bit rubbish".

Some of those tables in the old photos I have seen held up as paragons of the war-gaming art are actually crappy bits of old polystyrene sheet with a bit of textured paint over the top. You can even see knackered edges and corners where they have been slung about in transit and stored badly. It is the scenery that brings them to life and brings salty tears to the eye. Now scenery can do this to any platform pretty much, and rivers and such don't need to be 3D to be eye-catching and impressive. If you can manage to own one or two centrepiece examples of terrain and store them well you are better off than many modern gamers.

I love this board I found online and would love to game over it. Whip the sub off and replace it with some hills, crystal forests, igloos, pine trees, et cetera and you have a boredom resistant table, despite it being a plain white ROB board from GW. The horror.


As for blaming GW for all this, they have to cater for the much maligned but nevertheless thriving tournament scene as it rakes in lots of cash and represents a not insignificant portion of their customer base. Us Oldhammerers are only now beginning to find a voice and we have certainly neglected GW as much as they neglect us! Perhaps if GW fail to build a relationship with us despite our best efforts we can we can later criticise them for that. It is a shame that the lovely (often superb examples of the art) tables I have seen in GWs up and down the country over the years have started to vanish in order to promote the boil in the bag scenery they have started to sell, but they are just exploiting gamer laziness and not causing it.

GW still make amazing tables on an annual basis.


I remember a great display board from a Games Day UK a few years back, it was a horde of the Undead swarming over an Imperial city that was complete with a port and a ship or two. 'Revenge of the Vampire' or something, it was called. As time passed even the big corporate slug that is GW ran out of storage/patience for it's old tables and this table, one of my all time favourites, was sadly destroyed along with several others. Apparently, the ordered demise of the tables was subsequently taken care of by two HQ employees (who shall remain nameless) playing 'Land of the Giants' while drunk. My point is that if even GW can't store it's show tables, how is the average club or home going to manage?

So, am I suggesting that it is wrong to aspire to own a show table at your home or club? Hell no, go for it if you can. I certainly will be as soon as we move house and I get me some serious gaming space. I will make a new table purely for aesthetic reasons with no thought to ergonomics and post it here for people to see. Along the way though, I do hope to make it clear that if you don't or can't do the same, it doesn't force you to resign as an Oldhammerer, GW is NOT to blame (we are) and that aspirations must be tempered by situations.

To sum up, and revisit the idea of that motion I wanted to table, can we please keep the table talk positive and inspirational and leave the negative bashing for youtube flame wars?

As always, I am open to re-education if you want to comment below.

Thanks for stopping by!

Tuesday, 19 March 2013

Rogue Trader farm, not that one, a different one.

Today was supposed to be the day my wife gave birth, it didn't happen so the wait goes on! Today was also supposed to be the day I had time to scan Rogue Trader and upload it to Scribd so anyone can get their mitts on it. That didn't happen either, I tried but somehow the file got corrupted and imploded so I wasted a lot of time. I will try again tomorrow. To cheer myself up, I painted an old school Rogue Trader farm building which will become part of a crystalgrass and grox agricultural complex for my Boone's Landing setting. I have been working on a battle mat and a double-sided board to represent Boone's Landing and I am nearly finished thank goodness, the long drying times between stages and appalling weather has slowed this project to a snail's pace so it is good to finally make some progress again. The battle mat is desert and will allow me to run games for members of the club I go to while the board is desert one side and equatorial wetland the other (lots of yacht varnish).

Farm 73, Boone's Landing.


Thanks for stopping by!

Saturday, 16 March 2013

The Battle of Plank Street. Part One.

I was lucky enough (quick enough (skiving off work enough)) to be the first to thrust my hand in the air and squirm in my seat when Erny invited people to join him in a game of online WHFB3, which took place last night. Just follow the link if you want to see the field of battle we fought over.

We botched all the most basic of rules pretty badly in between sipping beer and typing banter (technical issues) but it was just incredible fun. I got into my role as the comic book villain Grishnack the Bloodaxe of Scabby Rump while Thantsants led the brave and doughty Dwarves of Axwoon'd in the defence of the realm of King Cnut. Thats KER. NOOT.

My own Orcs and Goblins were of an exceptionally single-minded variety, never once failing (taking) an animosity test. Don't even get me started on the performance of Chester and Julian the Trolls, they have started a marvellous charity which helps to euthanase ginger Dwarfs with low self esteem. Later on Chester hopes to gain his Masters degree while Julian is thinking of taking a gap year.

So, we played like kids. We got over-excited and forgot all the rules at every turn. It was flipping good fun though!

The set-up at Roll20 is amazing. It has been perfected for hosting RPG sessions for people who can't be in the same room and I would recommend you head over there ASAP to set up an account if that is something you would be interested in. War-gaming there is more complicated for sure, but it is possible and those who run the site will probably work with the community to improve the experience further. This said, I am not blind to how much effort and hard work Erny has had to put into this venture and not only should we congratulate him and be grateful for his pioneering but I suggest to you that gaming this way with him is the way forward for now unless you are pretty confident technically speaking and have bags of spare time to invest.

Who knows though, I can see a path to the day when Oldhammer takes place online as often as it does on tables. No joke. You have to see a table covered with Erny's lovely painted minis, all in cyberspace, before you turn your nose up at that! We only got half way into the game despite investing about four hours into it (noobs) but fantastically we just left it all set up and made a few typed notes for ourselves so we can pick up where we left off!

Truthfully though, a couple of tweaks need to be made before the flood gates open and this has mass appeal, so go into any game with an open mind and an easy-going attitude (just like always I am sure). For now, I am definitely going to need to buy a cutting edge earphone/mic setup. And some more Timothy Taylor's Pale Ale.

The story so far.


Grishnack thumped and walloped several of the remaining Scabby Rump arrer boys as he bullied his way to the front of the unit. The other lot had panicked at the first sign of trouble the cowards, he had almost tossed the Witch's amulet away at that point. The Witch. He was not afraid of anything, obviously, but she had given him the willies. He couldn't even tell quite what she was, Half-Orc maybe? She had pressed the amulet into his hand and cackled something fierce. "Take this o Lord", the witch said in a shrill voice, "hold it tight when the bearded ones come to Lonely Wood. Your soldiers will act as one, with purpose and determination!" Now Grishnack didn't know what 'deeterminayshun' was but if it helped the lads knacker a few stunties he was all for it, and besides, no-one wants to say no to a Witch.

At first, after the initial disappointment of seeing the arrer boys turn tail had worn off, the amulet seemed to be working well. He pressed it into his meaty fist and it began to glow with an eerie inner light. He had ordered the Trolls off to kill the ginger stunties and they just said "yer boss" and strode off like, like, well, not Trolls. The same with the big unit of lads on the right and the gobbos too. The wolf boys had been shredded by crossbow bolts and just sat there waiting for orders like they didn't care. Unnatural that was. Even the ruddy Shaman was pumping out spells like a Goblin possessed. Maybe he is possessed? Grishnack briefly considered the possibility and decided he didn't care. Now though, as the green line crashed against the stubborn Dwarfs with a precision he had never imagined possible, the glowing amulet began to pulse, then flicker. It was running out of shazam, Grishnack concluded.

Time to get stuck in then.

Click for Part Two.

Thanks for stopping by!

Thursday, 14 March 2013

The Oldhammer Experience.

I got 'The Well of Madness' edited and posted yesterday, it took me most of the evening to plough through all of the photos (around 100) and make sense of the hastily scrawled notes but hopefully it was worth it. I actually enjoy interpreting dice rolls and turning it into a narrative, it's the storyteller in me, so in that sense it is personally gratifying at least!

Although we played some Rogue Trader recently and even a game of WHFB3, this game was the first time we played a traditional, as intended, game of third edition for a very long time and I thought it might be worth reflecting on.

It was hard work! The rules have a complexity that subsequent editions have tried hard to eliminate, not necessarily to dumb Warhammer down, but certainly they take a less is more approach. As GM I had to keep the game free-flowing and to achieve this I had to improvise on several occasions. The multiple combat with the Minotaurs and Blackshields beating on the 2nd Militia is a good example, did Fingers, being a lone character, cause a panic test when he charged the rear of the engaged Blackshields? Do all units take individual rout tests after losing a combat? Do you still get a free hack if you are stuck, engaged by unbroken enemy? Fortunately it looks like my judgement calls (yes, yes and yes, I'm a positive guy!) were all ok but the conclusion I came to is that it is more important for a GM to be decisive than correct. We instantly moved along and the frenetic pace was maintained in our game, just as well because afterwards it took me ten minutes to clarify those three points. Though I was unable to throw in any freaky-deaky stuff like rogue dragons, pain-maddened trolls or transmutating Chaos rain because my grey matter was subsumed in the effort of keeping the pace of the battle as exciting as possible, I did feel like I acquitted myself reasonably well as a GM.

Have a GM! Yes indeed, I can't emphasise this enough. While getting two Oldhammerers together in the same room is a challenge and one that may tempt you not to bother trying to get three, it enhances the experience so much that I would say it is folly not to have a GM as often as you can arrange it. A GM should be able to eliminate the need to stop and check rules, even out those problem games which feature an invincible 'deathstar' unit, balance out games of unequal points, guide the narrative with a few plot interventions, make unusual, complicated games possible and generally keep a steady hand on the tiller. The GM, while not a rule as such, is the big difference that third has compared to subsequent editions, and the main reason it trumps those editions.

Really, you only need one Oldhammerer! I am the committed Oldhammer devotee, not my two chums. They go along with me because they like to get together socially and game but really anything will do for them. This is great because although I have to keep it fresh (I can't just roll out a generic WHFB3 game every week) it allows me to explore the whole spectrum of the hobby, and I have a lot of spectrum lying around in leadpiles, and in the future we hope to get in games of Rogue Trooper, Block Mania, Imperial Commander and 2nd edition 40k amongst several others. If you can lay your hands on two chums that are too laid back to turn you down flat, get them playing a game with you as GM. It is surprisingly easy to Oldhammer with only one 'cultist' and two 'norms'.

Role-play, it's quite good fun isn't it?! The role-play potential of both Rogue Trader and WHFB3 is something special, it turns a good game into a great game from my point of view. I have loved getting back into the GM hot-seat and coming up with ideas, so much so that I may consider casting about for a suitable RPG and some willing protagonists soon. It requires effort that many of us can barely fit in when the temptation is there to just get in a quick game but if you can, my goodness, what a difference it makes. In truth, the role-play side of older GW games is almost ephemeral, if you look too hard for it in the rules it disappears, but if you want to add it in you find you can very easily. After all, it's essentially just some talking and a bit of imagination, just fit it in before and after the battle like the flavour text WD always used to use in their battle reports. Pause for a little banter and role-play in-game too if it enhances the experience for everyone.

Break the rules! In both games of WHFB3 we played recently, I deliberately changed rules to suit me. I allowed Lazarus Longshanks to cast cure light wounds into combat at a distance of 2" for example, and I only paid a scant regard to Warhammer Armies when mustering the forces for the Well of Madness. It made things easier and it made things interesting. Double win. Warhammer rules really were made to be broken, the simple and easy to understand style of the bedrock mechanics enables one to break a rule down and reconstitute it almost without effort, this is another job for the GM of course and another reason why I implore you to have one.

There is much more to talk about but I will not dissect my experience too much further. I will add a few more musings after I have played the online battle I have planned for Friday, it will be the first time I am GMed by someone else and I will have a new opponent so it should be a useful experience as well as great fun!

Thanks for stopping by!

Wednesday, 13 March 2013

WHFB3 Battle Report #2. The Well of Madness. Part Five.

We return to the Well of Madness for the final time, Saul Feyblade has just charged a mob of brutal Orcs in a desperate attempt to buy time for his friend, Fingers Wilde, to lead the last men of Cleggs Ham to victory.

As Saul lays about him with punches and kicks the melee close in around him, he is unable to swing his sword properly and distressingly one of the rabid Orcs bites down hard on Saul's leg, wounding him. Fortunately Saul is forged in battle and his resolve never wavers for a second.


Toin plants his feet firmly and offers up a prayer to his ancestors as the Red Hand, a herd of cacophonous Beastmen, charge at him bloodthirstily.


The Minotaurs' long, ground-eating strides enable them to crash into the flank of the 2nd Militia, extinguishing hope just as it seemed to be flaring anew.


Having let his minions do all the fighting, and dying, so far Ragnir positions himself for a climactic duel with the wounded Saul.


Though casualties start to mount the 2nd Militia are still in the fight! Perhaps the Minotaurs have sated their hunger on the unfortunate men of the 1st Militia and are beginning to tire. Fingers bags himself another Orc.


Luck is not with Saul however, he finally kills one of his Orc foes only to take a second wound in return from a wild, flailing attack. With the gloating Ragnir about to join the fight surely Saul will be the first adventurer to perish in the Blackwold?


Ragnir the Fated pushes through his minions to face Saul. "I come for thee, mortal" rasps the Champion of Chaos.


The 2nd Militia are being slaughtered now, yet still they refuse to turn tail and run as their comrades did.


"I will not die at your hand, monster. Nor this day!" Saul finds a second wind and butchers three Orcs in a mighty sweep of his sword and parries every blow Ragnir rains on him.


Ragnir is hurled back by Saul's ferocity and the Hunters quail before his wrath, fleeing toward their camp.


This panics the Red Hand who are overcome with doubt and flee from Toin, who gratefully hacks down several in the process.


Saul and Toin are finally able to corner the depraved Ragnir, though badly wounded Saul hesitates not as he pursues his foe. Ragnir halves his attacks between the two hoping to slay them both quickly...


...though in his arrogance he only scores a single wound against Toin and is instead slain in return! The cry goes up amongst his troops, "Ragnir is dead, the master is no more!".


This panics the Blackshields who were supposed to guard Ragnir. They rout from the field along with the Red Hand and Grunk's Hunters. Only the Minotaurs remain, too far gone in their battle-lust to notice what is happening elsewhere.


The battle is over!


We decided to call our epic struggle a draw. No doubt Ragnir's Raiders could have rallied and carried the day, even without Ragnir himself, but the narrative of Saul's awe-inspiring heroics and the glorious stand of the 2nd Militia alongside Fingers deserved a little GM intervention, and lo, night fell upon the Well of Madness. Before turning their backs on the field of battle the people of Cleggs Ham gathered with their shovels and picks, not to bury the dead for they were too many, but to fill in the accursed well so that they might be safe from Chaos forever. The story of our heroes will continue.

As night fell and the sounds of the retreating armies faded, leaving only the screams and moans of the dying, the Ihmissusi loped forward from the treeline and surveyed the field of battle in the moonlight. He would feast well tonight, no need to hunt, but he would never be satisfied until the four strangers he had seen head toward the village were in his belly. For his hunger was not for meat alone, the Ihmissusi was no mere beast, he hungered for revenge!


Thanks for stopping by!

WHFB3 Battle Report #2. The Well of Madness. Part Four.

After losing heavy casualties the last thing the men of Cleggs Ham needed was an ineffectual turn, but that's what they got. We rejoin the action as Ragnir the Fated is about to strike at the survivors, and our heroes Saul, Toin, Lazarus and Fingers.

The Blackshields charge the last of the Cleggs Ham units, with the defeat of the Darksouls Lazarus Longshanks can use his Dispirit spell on the Orcs this turn.


Covered in blood and gore, bellies distended from gorging on human flesh, Life-Hater and Corpse-Eater wheel towards the unfortunate 2nd Militia.


Grunk gets his lads moving around the well with a string of sharp, clipped drill orders. With the loss of the Darksouls the Hunters now constitute Ragnir's right flank.


Flushed with victory the Red Hand wheel away from the 2nd Militia at the last moment and position themselves to take on the adventurers.


The men of the 2nd Militia fight bravely and only lose one of their number, but they are unable to kill any of Bork's Orcs in reply.


The 2nd Militia are holding the Orcs but their flank is threatened by the roaring Minotaurs. Help from the beleaguered heroes cannot be expected as they face two regiments of Ragnir's bullies.


Though help does arrive! Huzzah! Fingers Wilde leaps at the Orc's with blades flying and Lazarus has cast Dispirit on the beasts.


This means Toin and Saul will have to hold off two enemy units on their own, this is desperate but stirring stuff. First Toin blocks the path of the rampaging Beastmen...


...then Saul throws himself at Grunk's Hunters, heedless of his own safety.


With Fingers' help combat swings in favour of the menfolk, but Bork keeps his men in the fight. Fingers glances accusingly at Lazarus who pretends to concentrate on his Dispirit spell.


Join us in Part Five for the unmissable climax to the Well of Madness!

WHFB3 Battle Report #2. The Well of Madness. Part Three.

It's time for the thrilling third chapter of the Well of Madness. The battle-lines clash and neither side wants to give ground.

The Red Hand bray, bellow and stamp their hooves. Infuriated at the jibes of the Bretonnians they charge at them, smashing headlong into the mercenaries ranks cutting and butting as they go.


On the other flank the treacherous Darksouls manage to charge Saul Feyblade without contacting Toin or Fingers.


Corpse-Eater and Life-Hater get within range of the 1st Militia, they bellow their bloodlust at the doomed menfolk as their tongues loll and foam flecks their lips and chins.


Ragnir and Bork's Blackshields continue to advance up the road, straight at the 2nd Militia.


At first it seems as though casualties are going to be light on both sides despite all the noise and effort...


...but the cowardly mercenaries prove to be all talk as they make a panicked dash for safety! Several of the Bretonnians are hacked down during the rout, though the Beastmen uncharacteristically restrain from pursuit and maintain their formation with iron discipline.


The Darksouls threaten to swamp Saul but he manages to turn aside their blows and bring down one of the apostates with a backhand swing.


Disaster! Though able to withstand the deaths of their comrades under the arrows of Grunk's Hunters Mayor Cleggson and his bodyguard get swept along with the routing Bretonnians and both units leave the field of battle. Things look grim for Cleggs Ham.


Fingers and Toin charge to Saul's aid as Lazurus maintains a Dispirit spell on the Darksouls.


With the shooting of the 2nd Militia hopelessly ineffectual it's up to the adventurers to turn the tide, and they begin by slaughtering four of the traitors for no reply!


Though unfortunately the two remaining Darksouls stand firm! They obviously fear Ragnir a lot more than anyone else. "Oi! Lazarus! You sure that spell's workin' mate!"


It's slobberin' time! The Minotaurs charge the 1st Militia and begin to tuck in. The Red Hand head off towards the 2nd Militia to join the Blackshields in the assault.


Grunk makes a pig's ear of his manoeuvres and the Hunters get in a muddle by the puddle.


Bork's Blackshields close on the 2nd Militia and Ragnir begins to contemplate personally entering the fray.


Nom Nom Nom Nom Nom. The 1st Militia are wiped out by the berserk Minotaurs, not a single survivor makes it off the field of battle.


The adventurers kill the last of the stubborn Darksouls, giving Ragnir something to chew on.


The adventurers are unable to quite complete a charge against the vulnerable Ragnir in their turn and the 2nd's shooting once again patters harmlessly off the armour of the Blackshields. Join us in Part Four to discover our heroes fate.