Showing posts with label Wizards. Show all posts
Showing posts with label Wizards. Show all posts

Sunday, 27 November 2011

On the Painting Table: Alternative Bretonnian Fey Enchantress

Well this was one of those pretty miniatures I stumbled across on eBay earlier in the year when I went a bit crazy and had to get my friend Neil to change my eBay password to stop me buying basically EVERYTHING online. 

Six months later I've actually painted her!


I'll be using her in my Tempestrian army to represent a Bretonnian Fey Enchantress. I really want to individualise the different "fronts" of the war with different characters commanding different themed armies in different locations (rather than every army unrealistically having the same characters and theme). She's probably going to be commanding the eastern front against the Chaos Dwarfs.


She's the Gamezone Mounted Sorceress with Parchment.

Friday, 25 November 2011

On the Painting Table: The Coven of Shadows

I have been busy. 

Here are three miniatures that I'm using to represent the Coven of Shadows, special characters from my Wood Elf army featured in the History of the Elves & Dwarfs above.

I'll post more about their background and stats in future but for now, enjoy the slightly pornographic nature of the miniatures. 

I'm not entirely happy with the paint jobs (which felt a bit rushed to me), but they'll do for now. 

They are all Dark Sword miniatures: The Summoner, Demogorgan & Female Black Witch. 












Actually I'm a little embarrassed about the paint jobs up close but what the heck! They look great on the tabletop. 

And they're half naked women! This is the pinnacle of the hobby!  It doesn't get much better than this!

Wednesday, 16 November 2011

Alternative Arcane Fulcrums



When Storm of Magic came out, I was very excited. My wife took me on a walk in the country and I had my Storm of Magic rulebook with me. When we stopped for a romantic rest on a bench overlooking the sea, out it came! 

Heh heh. 

But I couldn't initially stretch to the price of the Arcane Fulcrums. Added to the price of the rulebook it was a little too much of a squeeze for my bank account. So my mind started working on what scenery pieces I already owned that I could use instead!

And here we go! 


First up is the old Games Workshop gravyard. With a new paint job, this is one of the nicest scenery pieces ever, though is fairly hard to get hold of nowadays. It's a bit on the big side for an Arcane Fulcrum but what the heck! It does the job!


Now this is a lovely piece I found at a car boot sale years ago. The throne on top is a separate piece I got as a present. Now I didn't use this for a long time as it had a big hole at the back, but then I had the inspiration of adding bushes and trees to cover that up.

Hey presto!

Colonel Shofer kindly commented below that this piece came from the boardgame: Dark World. I checked this out and to my delight saw that this is actually the upper layer of a bigger piece. Check it out.

The throne is from Warzone.


(Giggle)

This piece was homemade, one of the first things I ever built almost twelve years ago now. I made it as a Mordheim scenery piece but rarely used it, packing it away in the shed. But actually it makes a darn good Arcane Fulcrum and is the right size!

it's just blocks of wood glued together into a spiral. They were just all bits I had lying around. The pillars are actually the corner brackets from an old wooden fruit box.

And finally... 


That old classic: the Arcane Ruins! There must be many a poor player out there using these to sub for Arcane Fulcrums and who can blame them? It's a lovely compact piece.

Just look out for giant spiders!!!!!

Friday, 13 May 2011

On the Painting Table: Spider Goblin Great Shaman!

My Spider Goblin army is finished at last!!!!!!

And just in time for my first proper game with the assembled army! Man this is going to be good!

But what was the last unit I needed to complete? Here he is! My Spider Goblin Great Shaman!


Now this, of course, is the Shaman off the Arachnarok Spider. I decided not to use the Spider as a mount (more on why in a future article) but I still wanted him on foot, and wanted to maintain the possibility of using him on the Spider if I felt like it in the future.

If you look closely at the picture above you'll see how I got away with it.



I drilled a hole in his butt and another one in the piece of shale I used on his base. I glued a section of paper clip in the base and painted it black - job done!

Now he can either be used on foot or balanced on the front of the Arachnarok Spider:



No glue required!

Now, just wait, the Chittering Horde is coming! Soon... Very soon... My Spider Goblin army will take to the tabletop in all its beautiful glory!!!!!

Monday, 2 May 2011

Empire Tactica Part 2: Empire Wizards




Empire Wizards are maybe some of the best wizards in the game. Why? Because they can chose from any of the standard lores! They can do anything!

But don't go crazy. The magic rules in the latest edition of Warhammer are pretty restrictive on the number of wizards you can get away with. There are only so many power dice to go around and I think a fourth level and a second level is about where you want to be aiming. Any more and the third wizard tends to hang around, wondering why he was invited considering nobody's passing any dice his way.

I love my wizard on his flying carpet. But at 50 points for the carpet (from the Warhammer rulebook), is he really worth it? I don't think so. For me he's more of a cool factor thing. I've cut him from my recent army lists.

Choosing the magical lore can be tricky. I recommend having a good thorough read of all the lists and settling on the one that has the most spells that match your playing style. It's a shame spells are chosen randomely. I'm a huge fan of the Transformation of Kadon spell; but I don't really like the other Lore of Beasts spells. The number of games I've chosen Lore of Beasts hoping to get it and ended up with some other crap...

Maybe I think I could run my wizard forward and cast enhancement spells on him to make him good in combat. But then, what if I fail the roll or it gets dispelled? That's the problem. I keep choosing that lore in the vague hiope of accomplishing something but I never do.

The Lore I've had most experience with (and has never let me down) is the Lore of Fire. It's simple, straight forward and easy to use. There may be some sneaky stuff in the other lists but give me good old-fashioned blasting power every time! And the Fulminating Flame Cage is ace for annoying my opponent by freezing one of his units in place at the risk of them being damaged.

Friday, 8 April 2011

Wood Elf Spell Cards

And here are the Wood Elf spell cards I’ve cobbled together. They aren’t as flashy as the ones GW produce but they’re functional. 

Wood Elf spells seem to be a bit rubbish now that eighth edition is out (moving woods around used to have quite an impact) but they're still quite interesting. And you've got to love those miniatures!
Wood Elf Spell Cards

Thursday, 31 March 2011

Vampire Counts Spell Cards for Download

Spell cards are kind of cool when you get right down to it. But what about the races that don't have them?!?!?

Well...

Here for your gaming pleasure is a set of downloadable Vampire Counts spell cards that I made up. No more will you need to keep referring to the cumbersome army book mid game!

It's a PDF document that you can print on card then cut the cards out. Click on the link to download them.


Art by George Patsouras

Sunday, 16 January 2011

A Resurgence of Power

Tim (Vampire Counts) vs Gill (Tempestrians)

The Vampire flank of the Undead Nation was in turmoil. Fortress Malefic was lost to them in the south and the Tempestrians continued to exert pressure from the north. Unless a series of critical reversals could take place then all was lost to them. The Barrow Kings were establishing a powerful foothold in the west but if the Vampires quite literally crumbled then it would not be long before their position collapsed as well.
With the breakthrough at Still Water, the undead were marching as fast as their withered limbs could carry them toward their former home to wrest control of it back. In the centre of the map, Nagash himself was preparing to assault Spikehole, the Skaven capital. The third arena of conflict was equally vital. The Knights of Tempest Falls were pushing south. They had to be pushed back. Now!
Battlelines drew up but Rebecca, the cold-hearted vampire countess leading the undead, smiled a fang-tooth smile. There was no Methuselah atop his hippogriff here. There was no Rachel d’Astatic conjuring magical power beyond measuring. The force of knights and archers was led only by two Chosen of the Lady: a Damsel and a Prophetess. She gave a steely nod to her two lieutenants, a pair of beguiling women, both beautiful and exceptionally powerful in the ways of sorcery.
The knights sounded the charge but before they could close, all three vampire women conjured the power of the dark art. Rebecca fixed her gaze on the Tempestrian Prophetess across the field, muttering Khemrian syllables taught to her by her lord and master, Nagash. The Prophetess whimpered quietly and fell from her horse, a barren hollow husk. Tahlia and Lahmia combined their power, pointing to the ground before the oncoming knights and over forty zombies sprung up to greet them. Then Rebecca summoned her power once more, tinkling her fingers at her thigh, her eyes gently closed, smiling again and throughout the Tempestrian battle line, in fully half of their units, men fell inexplicably as a frightening wind passed through them. Rebecca raised her closed fist, drawing the spirits of the screaming dead into it then pointed. On that spot the spirits of the Tempestrians manifested under her domination and glided menacingly toward their own ranks.
Against such a powerful opening attack the Tempestrians faltered momentarily, but their resolve was like the steel of their lance tips. They rode on, charging into the undead. The flanking Questing Knights smashed the newly-created zombies far faster than they had been resurrected, weakening that end of the undead line but a trap had been set for the Knights of the Realm approaching the centre of the line and the trap closed upon them as man and horse were dragged to the ground.


Sarah, the Damsel of the Lady, threw forth mystical spears impaling her undying spirit comrades, hoping to prevent them locking her own people in needless battle but it wasn’t enough. They needed something more and she let go her tension, lolling her head back. In the midst of battle she allowed herself to stand completely defenceless as she called upon her blessed protector for help.
The call was answered.
The Golden Knight materialised in the woods near to the vampire Rebecca’s skeleton bodyguard, his mighty charger rearing, preparing to charge. Rebecca had been manoeuvring to support her troops but she saw the Golden Knight and realised she had only one recourse. She cried for her skeletons to run with her and she charged at him before he could set his horse to gallop.
This was the critical moment on which the entire battle pivoted. If Rebecca fell, her army would fall with her. The Golden Knight called out a challenge but Rachel sneered. Her skeleton champion declined the challenge on her behalf, allowing his compatriots to continue charging past him. This left Rebecca and all the skeletons free to do their worst. And do it they did.
Rebecca was second only to Nagash in her ability to wield dark magic, but she was still a vampire countess, more powerful than any human, more powerful even than this ethereal knight. And she bore the Sylvanian Runefang, the sword lost to the von Drak family for dozens of generations. She plunged the Dwarf-forged blade deep into the Golden Knights chest and the press and thrust of her skeletons did the rest. The Golden Knight could not maintain his form. He was banished.
And all across the battlefield the knights were in disarray. As the winds of undeath that Rebecca conjured tore through them once again they realised the battle was lost and they withdrew.
The field was held by the Vampire Counts. The first stage in their diabolical plan to reassert their power in the east was complete. The Tempestrians had been rebuffed. The Undead Nation would soon once more be on the ascendency.

Saturday, 15 January 2011

On the Painting Table: Ogre Butcher & Battle Standard Bearer

I take a pause half way through a game with my lovely wife to let you take a look at my new Ogre Butcher and Battle Standard Bearer conversions.


Both models are based on the basic Bull model and I'm reasonably pleased with how they look.


I wanted to experiment with a second Butcher but didn't want to pay the price for the actual model (I already have one) and I also wanted to see if I could do better. I do really like him.

Here's the Battle Standard Bearer:


Like my Dwarf one, his banner is made up of several different standard banners layered up to give a (hopefully) impressive look. I'm not entirely sure about his helmet but he did just save my Tyrant and the rest of his unit from fleeing off the board so he's doing something right!

Wednesday, 12 January 2011

Special Character: Rachel d'Astatic

Rachel d’Astatic is many things: warrior, strategist, adventurer, ruler, prophetess, wife and sorceress. She is kind and demure, well-spoken and well-bred but she can also be bombastic and cunning, direct and commanding. She is the merchant queen of Tempest Falls, the most southern outpost of the Bretonnians, on the eastern border of the Border Princes and she is a Prophetess of the Lady, a powerful spell caster and a competent military general if the need should arise. And she is something more... something far darker than anybody suspects: two strands of corruption twining around her soul and threatening to engulf her.
In her early days, Rachel was like any other lady at court. She was the daughter of Duke Gerard d’Astatic but it was long years before there would be talk of queens and kingdoms. Her responsibilities were few and she expected nothing more than a sedate life of embroidery and gossip. She took a kind and gentle husband named Bernarde and gave him a son and perhaps her story would have ended there. But it was not to be.
With her brother, Jordan’s, betrayal and the murder of her family, Rachel tapped into the Chaos Vein, deep beneath the ground to curse her sibling and became forever changed. It wasn’t until years later that it developed fully but the connection she made then greatly enhanced her latent natural affinity to magic and also set her on a dangerous path that she has yet to conclude. Deep in her body, the Chaos Vein took root, beginning a powerful seduction that has yet to fruit.
When Tempest Falls was drawn into Ravenloft, the Demiplane of Dread, and Rachel met Spheric, she became, under his tutelage, a great warrior and adventurer, travelling the dark lands and battling against the dark lords. Wielding her father’s sword, Jubilant, Rachel was every part the equal in battle of the Knights of Tempest Falls.
On her father’s death, Rachel put aside battle and declared herself the queen of Tempest Falls. Her life became consumed by her responsibilities to her people and her kingdom and she was a great and fair ruler. It was now that she started to develop her powers as a sorceress but unlike the other Devoted of the Lady she was not chosen by the Fay Enchantress, nor did she spend time in Otherworld being schooled on the correct way to use her incredible new powers. When her ability exceeded that of her peers it became obvious that she was something different... something new. And within her, the Chaos Vein continued to stretch out its roots.
Following the betrayal of Methuselah, Rachel was grievously wounded and it was left to Spheric to save her; but what he did to do so is unknown. Suffice to say, it cured her where magic and science had hitherto been unable to and it turned her into something not quite human.
The kingdom of Tempest Falls was returned to the Border Princes and all reality rewritten until now Rachel believes herself to be the devoted wife of Methuselah. But she is still every bit the warrior; every bit the sorceress. She is powerful and wise and determined to drive all evil from her land.  
There are few magic users as powerful as she and she continues to be able to tap into more and more power should her need be great. But always there is risk. The greater the power Rachel wields, the tighter the Chaos Vein winds around her soul, and soon the lure and gifts of Chaos may prove to be her undoing...



M
WS
BS
S
T
W
I
A
Ld
Rachel d’Astatic
4
5
4
3
4
4
4
2
9
Warhorse
8
3
0
3
3
1
3
1
5



Points: 275
DARK MAGIC
Rachel d’Astatic is a Level 4 Wizard who can use spells from the Lore of Beasts, Life or Heavens lists or from the Daemon Lore of Tzeentch. She may gain access to other lores of magic as her level of Taint increases during the campaign (see below).
SPECIAL RULES
Unkillable: Due to the mysterious process enacted on her by Spheric, Rachel is, like him, extremely tough and almost impossible to kill though can be temporarily defeated. During campaign play, Rachel cannot be permanently killed and suffers no long-term debilitating effects from injuries. She can still potentially be captured. Her preternatural toughness grants her a 5+ Ward Save. She gains no further benefit from the Blessing of the Lady.
Taint: The Chaos Vein within her offers Rachel great power that comes with a terrible price. Once per game, when she perceives her need is greatest, Rachel may choose to cast any spell she chooses from a daemonic lore she currently has access to. When casting this spell she has +1d6 power dice that must be used on the spell (in addition to any she chooses to spend from the Power Pool). If more than one six is rolled the spell is cast with irresistible force but instead of rolling on the miscast table, Rachel gains one point of Taint. Keep track of this as the campaign progresses and apply the permanent effects on Rachel’s abilities shown below as the darkness continues to take root. Changes take place as each of the milestones is reached.



Taint
Effect
2
+1 Strength
4
Gains access to the Daemon Lore of Slaanesh
6
+1 Toughness
8
Gains access to the Daemon Lore of Nurgle
10
+1 Attack
12
+1 Initiative
14
Becomes classified as Daemonic, giving her a 5+ Ward Save,
magical attacks and making her Immune to Psychology
16
Gains 4+ Armour Save
18
+2 to all casting rolls
20
+2 Movement. May no longer ride a horse
22
+1 Initiative
24
+2 Movement
26
+1 Attack. May no longer use her magical sword
28
+1 Strength
30
+1 Attack
32
Becomes classified as a Daemon Princess, gaining wings
and the Fly special rule
34
Gains Regeneration (4+)



MAGIC ITEMS
Jubilant (Magic Weapon)
This magical sword slices through armour as though it wasn’t even there. No Armour Saves may be taken against Rachel when she uses this weapon.

Wednesday, 5 January 2011

Tactica: How Many Wizards???

One of the most challenging decisions to make in the new Warhammer rules is how many wizards to take and what magic levels should they be.
In the old rules, extra wizards meant extra power dice – it was a case of the more the merrier and I personally loved to rack up the magic in some armies to really overwhelm my opponent.
This has all changed in the new rules. Now, with only 2d6 power dice (and a very small chance per wizard of generating more), having too many magic users means you run out of dice fast!
But there are other factors:
  • Failing to cast a spell means that the wizard in question can cast no more spells that turn. This could lead to wasted power dice and wasted opportunities.
  • Losing a wizard as a casualty can mean that the same problem occurs.
  • Miscasts can cause similar problems.
Some redundancy seems to be in order – having more than one wizard to cast spells if the first suddenly can’t do it.

But consider that a wizard adds his power level to his casting roll. A 4th level wizard does seem to kick ass in the game and also has a wider range of spells to choose from.
In the last game I played I had a 4th level and two 2nd level wizards. This was too many. There weren’t enough power dice to go around at all!
Meanwhile I’ve played many a game where with a 4th level and a 2nd level wizard. In these the 4th level wizard tends to do it all while the 2nd level doesn’t do much… unless the 4th level wizard messes up and can’t cast anymore.
Having said that, until I do some more playtesting, that is what I’m going to recommend: One high level wizard to do most of the work and a back up low level one to pick up the slack where needed.
The exact level of these wizards would depend on available points, either 4th and 2nd level or 3rd and 1st.
Let me know what you think!