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The Empire Responds to the invasion of the Uruk Hai

The Empire Responds to the invasion of the Uruk Hai

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Project Blog by jmsstockwell Cult of Games Member

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About the Project

I have spent a few years building a large terrain board, some small armies and one large army of Uruk hai. I now want to build up another army to match the size and force of the orcs (Uruk hai) and goblins (Moria). The only two forces I have of any scale is undead and Empire, my mates have some empire too so I shall do my empire principally. And we can use the allies from other human provinces during games to top us up in points as high as possible while the forces slowly come together. Though I may get distracted from the slog again from time to time. This is now part of the process! So expect: undead, Men of Numenor , Eregion Elves, Morian Dwarves and maybe even some dungeon saga. Possibly a small bit of sci fi too as I’ve wanted to get on to my Aliens from the film for ages! But mostly, FOR THE EMPIRE!!!! And dogs of war…..

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New undead, unleashed!

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And a game with undead war mammoth, zombie giant and skeleton pike phalanx

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Undead extra forces

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The Jeff table

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Hello fellow Jeffanatic. I am assuming that by having this document you are aware that Jeffs are legion and can be found all over the multiverse. This document will help you record your Jeff’s adventures so that we can better know each others Jeff and record their actions for prosperity.
Each quarter your Jeff can go on an adventure following a general theme. Exactly what this adventure entails is mostly up to you, be it a trip to the shops or an epic journey to a sentient volcano to get rid of the rubbish, however it should broadly fit in with the theme for that quarter.
Q1 Fetch Quest – Jeff must go and get something or someone from somewhere.
Q2 Protect Quest – Jeff must protect something or someone from a threat.
Q3 Delivery Quest – Jeff must deliver something or someone to somewhere or someone.
Q4 Thwart Quest – Jeff must foil an adversaries plans.
The following are a series of questions to help record the events of your Jeff’s adventures in order to share them with the Bedroom Battlefields community and enable use to get a better understanding of what is out there in the Jefferverse.
The name of Jeff’s handler:
The name of the game Jeff interacted with:
What was Jeff’s Quest, where did it take place and why did he take part in it?:
How did Jeff do on their Quest?:
What memorable events happened on this quest?:
Are there any long term implications for your Jeff as a result of this adventure?:
PTO for Jeff’s Wild Magic Table. Recommended to be used once per game the 1st time Jeff fails in casting a spell, or every time he miscasts if you want true madness at your table! For use with a D6, D12 or D20.

Jeff’s Wild Magic Spell Table
1. Animal Transformation. Jeff accidentally turns his nearest follower into a chicken (or alternative bird or animal, depending on your collection). They remain in this form until the end of the game. Provide an appropriate stat block and use the model as normal, with logical limitations for the new shape of the model.
2. Living Architecture. The nearest building transforms into a slow-moving but powerful golem that rampages for three turns before crumbling into rubble. Roll to determine if the building is a friend or enemy of Jeff’s. Use an appropriate stat block for a gigantic model in the game system you are using.
3. Beard Fire. Jeff’s beard catches on fire. He must spend all his next actions moving directly to the nearest pond, river, or water source where the fire can be extinguished. Alternatively he can move into BtB contact with an ally and the 2 models spend 1 turn putting out the fire.
4. Instant Dance Party. All characters within 10 feet of Jeff, friend and foe alike, are compelled to dance for one turn, unable to perform any other actions. Play some appropriate music for the models to dance to for the duration of the Instant Dance Party.
5. Sticky Situation. The ground within a 5-foot radius of Jeff becomes extremely sticky. Anyone entering the area, including Jeff, moves at half speed for the next two turns. The area also smells of elderberries.
6. Unexpected Teleport. Jeff and the nearest enemy swap places. This sudden teleportation can cause strategic confusion and chaos on the battlefield. Both models get a small defensive bonus for the rest of the turn as a result of the surprise caused to those around them.
7. Oh bugger… some local flora has come to life, singing songs and growing teeth in its mouth. Randomly select a biological terrain piece within 18”. This is now a static monster with a zone of influence of 4”. Anything wandering into, or already in!, that area is immediately attacked by this creature. Stat line as appropriate for a voracious 8’ tall singing plant with insatiable hunger for meat.
8. Summon Luggage. Jeff’s spell summons his luggage instead of whatever he was trying to do. Roll a D6. 1-2 the luggage is normal non living storage vessels filled with clothes. 3-4 it’s a mimic on the rampage with much teeth and legs and screams. 5-6 Jeff has found his loyal luggage mimic and can control it for the remainder of the game.
9. Power Drain. This has never happened before, honestly. Jeff suddenly feels the pressure of the world pressing in on him and loses his magic powers for d3 turns.
10. Smoke me a kipper. Jeff’s sword turns into a flaming fish for the rest of the game. It is impossible to hide. Any enemy hit by the fish takes normal sword damage with a 50% chance of catching fire. Units on fire cannot doe anything for their next turn as they try to extinguish the flames.
11. Spiders Attack. Jeff’s activities have attracted the attention of the inter dimensional spiders, again. Roll a d6, on a 4-6 the spiders web up the target of Jeff’s spell, 1-3 it’s Jeff. He or the target spends one full turn cutting himself free of the Webbs.
12. Jeff does a thing!!! His spell is successfully cast with irresistible force, nothing can stop it. Nothing! His inflated ego puts one extra magic level on him for the rest of the game.
13. Skip to the end. Jeff disappears from the table until the final turn of the game, reappearing at the highest value objective point.
14. Following Through. Jeff summons all his efforts, his body tenses with the strain of the energies he is attempting to harness. With one almighty PUSH!……… small energy bolts crackle around the seat of his trousers. That last manoeuvre has now run down the back of his knee. Jeff immediately runs to the nearest cover, (move model to nearest cover) only running from the knees down obviously, to change his smalls. All units within 2d6 inches of Jeff’s hiding place have -2 leadership (or equivalent) for one full turn while the smell wears off.
15. The Poral. Jeff loses control of his staff and accidentally opens a portal to the ‘bad’ dimension. This portal remains on the board until end of play, so put a suitable marker in place. At the beginning of every turn roll a dice, 1 in 3 chance of a wandering monster appearing from the portal and rampaging at random.
16. Doppelgänger. Jeff feels strange. A splitting headache appears. And continues. In fact some kind of mitosis is taking place, another Jeff has appeared, but he is in fact the evil Jeff (Or good Jeff if it fits your story). Immediately place this doppelgänger Jeff under the control of the enemy for the rest of the game with exactly the same stats as your Jeff. If this should happen again, from then onwards this may get a little bit confusing……….
17. The Full Monty. Jeff braces himself to cast the ‘strip power’ spell he picked up off that bloke he met in the bar last week. He casts it successfully! With a rising sense of dismay Jeff sees his spell veer off course……randomly determine a target unit or individual within 12”, friend or foe. That unit is stripped naked of clothing and armour for the rest of the battle. Reduce armour save as is appropriate. This unit now has hatred of Jeff.
18. Bring them Back. The last d6 models to have been killed rise from the dead and return to the table with half their hit points. Randomly decide if they are happy with Jeff and become allies or if they want to take vengeance.
19. Fun Run. All models within 12” of Jeff spend their next turn running. They can take no other action as they all speed across the board in a random direction. If a model would leave the board reflect their direction of travel back onto the board.
20. Quantum Leap. Jeff is transported to the next dimension of his quest like a fart in the wind. Jeff can no longer take part in this game, remove the model……until Next time.

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Mega game!!!

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20 feet by 6 feet, so not too big.20 feet by 6 feet, so not too big.

I love big games.

Big games offer ‘that’ feeling. The sense that something momentous is happening, something special. A visual treat for the hobbyist is laid out, a scene to become part of. A narrative that is yet to become clear and will never be the same again. A one off.

It is tremendously social to have several keen players join forces to make these Uber-games possible. It grabs that starry eyed feeling I had when I looked at the White Dwarf articles as a child. Aching to try out the glorious scenes on display, to create my own. To create our own ‘gathering of might’.

The spirit of the Herohammer era is what drives me the most. That aspirational content that made you want to collect hordes of toy soldiers because it was cool and fun to do so. Not chase some victory or other, the next best thing, ‘meta’ or whatever. But create a cool game, and have fun. To join in and bring all others around you! Bring on THE EAVY LEAD! WAAAAGGHHH and suchlike. That’s what has driven me to put on this game. Well, truth be told, this is but one in a series of mega games. I games master a situation that my players have to navigate. I provide the principal contingent of toy soldiers (alas,  for most players it’s still considered abnormal to have 600 fully painted Warhammer models ready to go, perhaps one day this will become the norm!), the rest are supplied in fits and starts by the players themselves. Sometimes they bring a single unit, other times a warband or small army. Small for me is sub 4000 points, this admittance to insanity is not meant to be bragging. Merely an indication of the scale of armies I want to use. The overall game is roughly 12000 points per side. Cue wide eyed, smiling sigh. Perhaps one day I will have the 20,000 a side I truly want. For now this will have to do. Did I mention I may have a problem? No?! Good.

Please Don’t tell the wife that I shall be commandeering some shelves in her side of the cupboard. See if she notices first! Tis always good for any soul when you’re reaching for socks to discover a horde of inch high goblins ready to go looting!

I have never forgotten the special scenario games or the big games that I take part in. They always lodge in the mind and I hope and try to pass on this experience to others. I invite you, yes you! You hadn’t fallen asleep had you? I invite you to join us at the next game, for now though! A taste of what I’m on about.

The scene is this. A wizard has decided he dislikes the human nation on his border, the Humans are far too tetchy about The Wizards interests, such as shouting about him experimenting with creating better orcs and always moaning about the wizard dabbling with necromancy. They even have made brash open threats and border attacks in response to the wizards agents doing corpse harvesting. HONESTLY! you can’t even do a neighbour a favour in these times. Why can’t they just keep to their own business! Well, the Wizard has decided that enough is enough. In a previous game he sent an army of orcs and goblins to ambush the heavily armoured Engineer Guild’s supply column. The idea was to weaken the trust and trade links the humans enjoyed with the Dwarfs in the East, forcing the human province to capitulate to the Wizards ‘supply’ needs. What do the humans want corpses for anyway?! They just burn them or bury them! For pity’s sake, such a waste.

The humans put up a fight involving surprise halfling volley guns mounted in Guild supply wagons and the heroicly stoic defence by Kislev war wagons!! The Wizard , now having been pushed to the point a real annoyance, was forced to use other tactics.

With a bit of cold calculation The Wizard surmised that an assault on the major port at the north west coast would interrupt the food supplies and other shipping, hopefully enough that the humans would be forced to make a deal. The resultant corpses through starvation would also help his cause greatly. A no lose situation!

Plus, agents of his had reported a rare gemstone being at the Port. This stone  stored the captured souls of thousands, it had been found by a rogue human light wizard who resided in this port. He would dearly love to pay this light wizard a visit to ask where the stone came from and………..’borrow’ it.

As Games master I Introduced my stalwart  players Ed and Tim to their respective deployment positions. Ed and Tim chose to take charge of the orc and goblin forces laying siege to the walls of Portishaven. Ed had brought along a lovely force of undead to bolster the ranks of Evil (well, ‘INTERESTING’ people would be a more diplomatic way to describe them than ‘Evil’. #Ed)

The main orc and undead force deployed outside the gates to make the final assault on the town walls. This contingent is controlled by Ed.

Tim controlled the Goblin horde and deployed in the forest as a rearguard support column to the Orc main push. Tim had been warned most of his goblin foragers had not come back from the woods. Hmmmmmmmm, I wonder if this means something🤔.

Ed and Tim had a secret up their own sleeve’s however! As part of this scenario I incorporated the option for the Orcs to make use of assault craft.

So, without letting the goodie two shoes humans overhear (cue huddling together in a corner and pointing menacingly at the other team), they had to decide what forces they where choosing to peel off from the main assault and place in their wooden craft. They also had to decide if the craft was going to be used on the river in turn one? If so they could only deploy on the river at the bridge position in turn one and move into the port over turns two and three. This could be an interesting way to force the defenders to manoeuvre more troops away from the gate defense and back onto the beaches within the port. If Ed and Tim managed to break the town walls then a minor victory went to the evil side. If they managed to take control of the light wizards tower on the quayside itself that would also be a minor victory. If they did both that would be a major victory and a devestating show of how powerful their evil master was and the humans should just stop moaning and hand over the loot!

But! The craft could be used in one other place, on turn two the craft could be used to appear on the quayside itself having come a more circuitous route via the sea and turns three and four be assaulting inland all

over the quay and the wizards tower. But this was a risky manoeuvre as they had to roll for each boat, if a one was rolled it had been capsized and lost in the bay while navigating those treacherous waters. As GM I informed them this not only potentially delayed their assault times on the gate but had a risk of being seen by others on the open water who may inform the humans! I would roll clandestinely to determine if the Orcs would be seen on the open water. Could they do it quietly and quickly? The choice, and risk, was theirs to take.

Turning to the poor beleaguered defenders (cue violin, hand wringing and old grannies looking up imploringly for the strong young men to defend them.) Mark and Luke took up their positions and prepared to be briefed. I let them know that the bulk of their human forces are on the way. We do not know exactly when they will arrive but we can risk sending carrier pigeons asking and directing them where to go. The relief forces can definitely come thundering across the bridge on turn three. That much at least, is guaranteed. But if they so choose, they could take the gamble of sending pigeons to ask for forces to arrive on the spit island with the wizards tower on the quayside. Or upriver in the narrow pass between the woods and goblin camp. Pigeons could not be sent until after deployment had been decided.

Luke had been lovely enough to bring a magnificent set of Dwarves to help bolster the flaky humans. Some much needed hard stoicism placed just behind the main gates.

Mark had worked tirelessly to bring his superb Wood Elf forces to perform a sneak attack, he could choose to leap from the forest at the Goblin camp or deploy on Elven boats at the top of the river. Elf boats travel much quicker than orc craft and could easily catch orc forces on the water or the beaches down river. Again, I must stress, Mark did not know where the orcs would be with their boats or even if they even had boats! He just knew the dastardly creatures had been chopping down his forests and one way to get back at the greenskins for this sacrilege could be to float downriver and jump out to help the humans.

Mark elected to put all his Elfy eggs in the forest.

Both sides deployed

Then I relayed a new piece of information to the goody two shoes, errr, defenders! A message had come in from a, rather rattled, fisherman that ‘ORcs! fousands of em! On boats in the harbour! Lookout mate!’

I asked Mark and Luke

‘Did you want to send a pigeon to your reinforcements? Who would go where when they arrive? And would it be turn two or turn three? Only fate will decide that last item of business.’

And now for something, completely different.

CONCERNING JEFFS:

Jeff is, well……..crap. Complete Crap at what he does. Oh don’t get me wrong! He’s lovely enough to chat to and drink alongside in the taverns. But, as Wizards go, really quite unpredictable. Legends tell of Jeff doing mighty deeds in distant worlds, across time and space! But, other legends tell of a weirdo who, upon seeing danger, set about ruining another perfectly good pair of underpants. Jeff spends a surprisingly large sum of money on undergarments compared to his ‘contemporaries’. And we won’t even BEGIN to talk about the drycleaning !!

The locals favoured the latter legendary explanation, having considered the man they had allll met in alleyways and gutters after a night out at the quayside. They thought it fit his personality type best.

Jeff however, felt differently. He had his robes! He had his beard! And by all the Gods, he had his HAT!. That made him a mighty Wizard in Jeff’s mind. After all, it wasn’t Jeff’s fault that magic kept betraying him on occasion, even sending him spinning through time and realities, on occasion. Sometimes he did devastatingly brilliant spells. On….occasion. Often at the enemy too.

Magic was capricious after all. Everyone knew that. Some wizards are luckier than others is all!

But his trusty familiar, the snake necked Brian, has many times helped him out. Brian was incredibly knowledgable on the ways of magic. Alas, Brian could not wield it himself. He had to use a human to do the deeds. Brian had promised Jeff that he could help Jeff get back to his original time and reality and  assured Jeff would return a mighty wizard to impress all those girls! All Jeff had to do was help Brian collect a few items using his magic. How could Jeff refuse such a kind companion? Could it be that the arched eyebrowed, mullet sporting, handle bar moustachioed,  Brian ‘the’ Ansell familiar, had an ulterior motive? Probably. But what could Jeff do?

Brian had told him that if he pushes the right buttons on that control lectern, over there in the village square, when the magical fighting was at its height he could use the unleashed energies to hop to other worlds through that ring of stone. And maybe bring reinforcements form the other side of the portal for these nice, fishy smelling, people.

Sigh. Worth a go I suppose.

Now Jeff’s magic has a few complications to it, you must roll on this miscast table fairly commonly for a start:

Insert D20 miscast table *

Otherwise, he is a normal wizard, who operates normally at level two and can try to bring magical reinforcements through the stone gateway.

As GM, I couldn’t possibly comment as to what may come through the gate…….

Spells are drawn at random from the relevant spell decks held within the 4th edition magic set. My favourite! Also drawn are a limited number of magic items for players to use among their heroes.

One level two wizard per player, one hero per player, one general. 2 magic items plus a single magic standard randomly drawn and passed out to the relevant units or characters.

Let the first turn begin!!

Turn one.

From a GM point of view, quite a number of interesting choices had been made. The Orc players sent a massive contingent onto the boats and took the risks of fate out in the open harbour. No one died! So the full ‘Orc-marine’ assault force was ready to disembark in turn two.

An orc and undead  horde descended upon the town walls but had to push through the empire and dwarf defenders. A no doubt ‘squeaky bum’ moment was had by those poor Empire souls.

But! Mark the Wood Elf commander had come to the rescue. The Goblins had deployed in such a way as to make Tim want to turn and face this new Elven threat. No joining up with the main force in the centre to try and link up. No break out manoeuvres for dear Tim, OH NO! He said, ‘let’s have it then you pointy eared fiends, my Gobbos will cut your tonkers off, you vegetarian………

And so on.

Orc artillery had been placed high up on the bridge, presumably having not realised that reinforcements may come this way, and proceeded to miss all targets around the gateway. Well, at least they now had range dialled in.

Turn one magic went decidedly in favour of the defenders, who managed to get off a magnificent spell that sped a Treeman across 15 feet of battlefield and straight into the orc artillery on the lovely high up bridge!

The happy, and somewhat dizzy, Tree thing pushed a ballista off the bridge into the river.

Turn two.

Things are now getting mighty interesting. The orcs continue to push on to the gate, most headway being made by the undead who caused fear enough that the defenders ran away in some number.

The Goblins attack the wood elves, do some serious damage with fanatics, then run away in droves. You see if one goblin panics, they may well all panic. Gobbo’s are rather good at panicking.

Some panic so much, they run away into the river, drowning. But! Tim being the magnificent general he is, manages to convince many of the green lemmings to get a grip and try again. Well done Tim!

The orcs choose to send three boats onto the port walls, the two remaining boats move around the harbour and go upstream towards the spit housing the wizard tower objective.

WHAT!? What is that in a fishing boat? Those sneaky empire players have secreted a great Mortar into a fishing boat. The cheeky devils! Neither the GM or the orc players noticed this deployment and have sailed on past the threat oblivious! The empire open up with the great mortar, nearly tipping the boat over, destroying many orcs before they get to land. What a great manoeuvre from the Empire!

Magic was a bit of a stalemate. Close combat had much death in the gobbo’s camp and in the gateway to the town.

End of turn two and the sound of horns is heard!

Turn 3

The empire reinforcements arrive and the pigeons did their jobs! Cavalry and two field pieces arrive on the wizards tower spit in time to lay down fire and oppose the assault boats.

The remaining reinforcements are attempting to come in via the bridge. There is a problem here however. A bloody great Tree, that moves far more aggressively than it should, is in the way. It seems to be crushing its ballista opponent. The steam tank commander is not pleased though. Much like general patton shooting that poor donkey holding up the allied advance across the bridge, the tank commander decides he’s going through the tree, friends be damned!

He builds his steam points for this mighty charge through the tree and down into the enemies flanks. Sure the wood elves might see him kill a spirit of the forest and that can’t be good for relations,  but he’s gonna be praised a hero when he flies headlong into the enemies at the gates.

He pushes down on the forward lever with full throttle. He then explodes gloriously, taking the Treeman with it! He pushes his steam points too hard!

On the upside, the GM explains had the Tank Captain been observed killing the Treeman so callously by Elves then the Wood Elves would not no allowed to continue supporting the Empire after such callous, treacherous bad form. The elves would turn their backs on these awful allies. That unfortunate explosion was the best luck the empire ever had in preserving diplomatic relations!

The secomd steam tank thundered through the wreckage of his old tank captain pal and the charcoaled monster to smash into the flanks of two orcs units assaulting the gates and routing them all! Huzzah!

The Empire reinforcements on the spit fought valiantly. They fought and died, valiantly.

Don’t worry though! Jeff will

Bring extra reinforcements through the Stargate. Jeff types in the co ordinates that Brian familiar gave him.

Some metal snake headed people come out and declare they will only fight undead. They only fight undead because their masters don’t like them as they can’t make homes from undead hosts.

Jeff didn’t know what they where on about, or much cared, so let them through with their strange magic stick weapons.

Turn 4.

The Orcs flounder in the centre. Giants fall and crush their own!

The undead mop up the defenders on the far side of the wall.

The Goblins flee. And flee some more. But Tim manages to rally a good chunk of the flighty gits! Well done Tim! Goblin master!

The orcs make excellent headway onto the spit but continue to take losses from that sneaky mortar on the water. (That’d make a good song title wouldn’t it!?)

The empire continue to love up reinforcements over the bridge following that catastrophe of a steam tank manoeuvre that saved them from having to explain to the wood elves why they were gonna kill a sacred tree man! This time they move in the larger steam tank named ‘Cromwell’. It passes its steam points test and hissing foots of super heated steam thunders down the bridge and utterly destroys two units of orcs on the road and smashes into a third! The sound of crushing beetles and sticky slurping is aweful to hear. The defenders cheer mightily!

Jeff tries the magic ring one more time. Brian gives him some new co-ordinates to try. Jeff casts the spell on the dial up machine! Something goes wrong, he miscasts. An enemy wizard on a bloody great Wyvern storms through the gate, heading straight for the tower where that light wizard is hiding. Jeff will now have to roll on the Jeff table.

The undead have also moved up and their flying dead thing has has died at the hands of the magic snake men! But wait! Ed plays an escape magic card! The undead thing escapes through the realm of chaos to reappear and threaten the tower!

It may well be over for the empire with protecting the tower.the centre looks to be holding and the goblins are neutralised. But the enemy will gain control of that special orb of souls.

Jeff rolls on the Jeff table following his miscast. He is accidentally magically transported to the objective of highest value on the table!!!! Brian quickly follows and seeing Jeff look dumbfounded and gormless at the mighty Orb he shouts for Jeff to ‘Grab it! you stupid Goit!!’ Jeff fumbles and grapples with the light wizard, trying to steal the orb. They crash to the floor, the orb flying out of their hands. It rolls across the stone towards Brian. Brian; sighing heavily and rolling his eyes kicks the orb into Jeff’s hands. The GM declares Jeff has now disappeared into the realm of chaos and time jumped to his next mission.

The Game ends with a minor win for the empire, having fended off the orcs from taking the town wholesale. but Jeff having taken the orb, denies both side that particular prize. But the orcs managed to find some papers in the tower during their raid, it shows a map of an island……..indicating a store of magic weapons and arcana……

The empire, much later, ‘interview’ the light wizards surviving acolytes. The Empire now  know of the island too……and much more.

After report:

I have thoroughly enjoyed GM’ing this game. I felt the table ended up looking really good in the finish, despite it being a minimalistic aesthetic for the terrain. Nothing took long to produce on that board. The definition of quick and dirty terrain.

It was also designed for flat pack mass storage and transport. My entire collection of terrain and miniatures fits in my under stairs cupboard of an overage sized mid terrace house in the uk. But I can put on games on a 20’x6’ board. In fact if we spread the water out a bit more we can do 28’x6’ games………..just need more players!

The game itself played very nicely for 5 turns but we could have given 2 free moves to the goblin horde to spread things out a bit and make it more interesting for the goblin player, sorry Tim.

Highlights for me include Jeff the back handed marvel, I still struggle to believe that this kind of result can happen. Snatching the key objective at the key moment!? What’s good idea to have that as an option on his D20 table, well done Ed.

But the crème de la creme for me me is the steam tank riot on the bridge. I couldn’t stop cackling at the players decisions to risk allied relations. Fate deciding the relations must stand and the utter devastation caused by an exploding steam tank, burning Treeman and another steam tank! Glorious day of miniature gaming goodness.

Finally I want to reflect a bit on the miniatures. I’m very satisfied with how my collection looks en masse. Individually there is nothing special about my paint jobs, but together, it feels so satisfying to have all the toy soldiers set out. And even more so to have other peoples collections, gloriously painted bolstering the ranks. It is such a visual treat and feels worth alll the effort of creating it. I know warhammer is a big ask for most people, a massive commitment of time if not resource!

But I believe in the fruits of hard work and I believe in including as many people in the hobby as possible. So on that not I want to talk about proxies, you may have noticed that they are by no means all her hammer era. In fact most of them are new. So many proxy companies have appeared that we gamers and collectors are utterly spoilt for choice. They are often of the finest quality and provided in magnificent numbers for little money. The empire for instance, is constituted mostly from Perry miniatures and warlord games. These two companies are staffed by the luminaries of the hero hammer era. The actual people who created  that superb era have now left GW and started their own companies. Now as Warhammer is on record as having been conceived as a jack of all, portmanteau style game for players to use whatever they wish. I feel justified in using any miniatures I fancy, or that my players imaginations wish to bring to life. The spirit of the era and style of game matter most to me and allowing proxies will bring more people to the table. Especially considering the unfortunate nature of the second hand market for our beloved hero hammer era models, well anything GW actually! It’s so cost prohibitive that an army of 2000 points is often beyond most people’s pocket books. Certainly beyond new comers or children’s pocket books! But these companies offer whole landsknecht (empire) armies boxes with 150 toy soldiers for less than £80 uk pounds. The Perry’s do similar deals, as do wargames Atlantic and if we talk Mantic! Well, you won’t be able to move for toy soldiers.

These and other companies provide many metal and resin specials too so you can get that old style feel of heavy metal miniatures and some proper flavour to your armies as the array of miniature options is wider than ever it was, your imagination is the limit not your wallet necesarily. It allows more people to feel like they can take part, gives us more options as hobbyists and supports our hobby heroes in their next commercial endeavour. If you allow 3D printing into the mix, there is no limit.

Now if your sharpening shovels and pitchforks at this point, getting ready to smite and dismember the heretic just consider one thing, I implore you!! 3D printing offers you the chance to get some of those impossible to get miniatures from Herohammer, like the artworks that never made it to miniature. Clever boffins have digitally converted some of our favourite artworks and white dwarf terrain! I myself am lucky enough to possess a set of DR Spork’s famous warhammer 40k printed terrain pieces and they look exactly like the white dwarf originals by chambers and McVey!!! Nostalgia heaven!

There is everything right with sticking to your nostalgia and only going for originals of the time. I wish I could justify joining you. In some cases, I have joined you! Check out my Hellblasters!

Proxies offer something extra that I feel is important to say, we accept you. You players out there that want to join in but want to do so with non era or other company miniatures, you are welcome to join us. It is a joy to see what you have created and to be able to follow in the spirit of Robin dews when he writes and speaks of the importance of that inspiration led hobby, that aspirational aspect to our hobby desires and to include as many people as humanly possible. This mega game, would have been impossible without proxies.

So do please come along and join us for the next game! Bring your favourite fantasy models, whatever you want! Let’s play Hero hammer!!

And I’ve done some bloody EMPIRE!!!!!

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The frostgrave wizards work very nicely as light wizards. The Lord of the rings radagast is one of my all time favourite models, beautifully conceived miniature. In he goes for the lore of beasts magic. The frostgrave wizards work very nicely as light wizards. The Lord of the rings radagast is one of my all time favourite models, beautifully conceived miniature. In he goes for the lore of beasts magic.
A test model for my next unit of handgunners. They shall be yellow, with handbusche light gun!A test model for my next unit of handgunners. They shall be yellow, with handbusche light gun!

Undead’s with seperate feet.

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New games day north of Birmingham!

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18x6 foot warhammer game!18x6 foot warhammer game!
Apologies if I spelt anything wrong! White dwarf layoutvdo e by Mark Smith, well done Mark!Apologies if I spelt anything wrong! White dwarf layoutvdo e by Mark Smith, well done Mark!

Empire wizards on the way! Huzzah, back on the humies!

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Love these sculpts, they knocked it out the park with these metal LOTR’s.Love these sculpts, they knocked it out the park with these metal LOTR’s.
A classic hammer wizard called Jeff, we have written rules for a crap (rincewind like) wizard with Bryan Ansell headed familiar holding the citadel logo!A classic hammer wizard called Jeff, we have written rules for a crap (rincewind like) wizard with Bryan Ansell headed familiar holding the citadel logo!
Currently working on a light wizard with apprentice and dogs bodies. The frostgrave metals make beautiful warhammer minis that fit in well with Lord of the rings scaling.Currently working on a light wizard with apprentice and dogs bodies. The frostgrave metals make beautiful warhammer minis that fit in well with Lord of the rings scaling.

Mountain pass, fin

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My daughter thought it would be great to make a hat for the giant. She brought an acorn top. Fits bloody perfect on the giants head!

Latest game, forgot to include Jeff!! Bloody idiots.
An encounter in the mountain passes. Night goblins go head to head with my pals chaos and dogs of war dwarf pirates.
Went very well for the gobbos at first, bolt throwers destroyed the chaos lord, thinned out multiple ranks of nasties and the chariots with fanatics destroyed plenty. I knew the fear causing troops would wreak havoc if I did not remove them, so that was the mainstay of my targets. I removed all but one fear unit. The wolves did a grand job of racing up the flank and taking down all the enemy artillery. The giant made short work of the remaining chaos warriors by jumping up and down on their heads cackling with glee.

Then the last fear causing unit made contact with my gobbos. They allll ran away in a wave of panic. 😱. The last remaining unit was the chaos knights who were destroyed by the brave chariots! Narrowly gaining victory for the last of the night gobbos. It felt more like a draw given that 180 of my 230 gobbos had fled the field or died.

Next time a better scenario will have to be had. It felt a little wrong doing a straight up and down engagement.

Mountain pass 2

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Mountain pass 2

Small battle report, mountain pass.

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An aside about Lord of the rings

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Fandoms are curious things. The scale of them can be an indicator of quality in some cases. Sometimes it is a niche within a niche.

I love the lord of the rings.

I love the hobbit.

I adore the films made for the above!!

I cannot wait to see War of the Rohirrim.

I am giddy to see the Hunt for Gollum.

Rings of power is a thing. Incredibly expensive and very well made from a technical standpoint. It somehow left me hollow and annoyed. I’m quite sensitive about my stories! If I feel underwhelmed by an adaptation of something I care for it miffs me! ‘Napoleon’ anyone!? Bloody Ridley Scott. 10 more alien films, not one question answered only 10 more posed!!!!!!!!

better something than nothing right!?

Facebook groups for the Lord of the rings films are at 11million subscribers.

the hobbit films are at 6.5 million.

rings of power? 0.1 million.
sorry? 100th of the fan base? What’s happened!

I was ever hopeful for more miniatures from the rings of power before I saw it, can’t wait for the new Rohirrim fellas and the hunt for Gollum! Don’t want Rings of power. Seems GW agree also. What’s going on? How did it miss the mark so majorly?

 

The extra cavalry

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A simple conversion of new shields and a good scalping of the helmets to swap for the numenorian style helm and these chappies are good to go. Will much around with colour schemes a bit to help them fit but this is they. There is a unit of 24 here and another unit of 24 on the way.A simple conversion of new shields and a good scalping of the helmets to swap for the numenorian style helm and these chappies are good to go. Will much around with colour schemes a bit to help them fit but this is they. There is a unit of 24 here and another unit of 24 on the way.
Adding pennants to the chariots has made me feel way happier with the aesthetic and I’m now less worried by far that they won’t fit in. Amazing what a flag can do. ?Adding pennants to the chariots has made me feel way happier with the aesthetic and I’m now less worried by far that they won’t fit in. Amazing what a flag can do. ?

An explanation

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When I make armies it is an exploration of the instinct. I instinctually feel my way through what miniatures I want in the army. What theme do I want? What monsters and machines? Then I can decide what base troop units I want to make the army look and feel good on the table. I’m talking aesthetically and visually good. I could not care less how they play, I can figure that out when I’m playing! Adjust tactics, use differently etc.

But how it looks is key. And that is pure gut instinct in the making.

My gut is currently telling me that I do not want any more foot troops. But I do need some more cavalry, a bunch of light cavalry. I will make some Roders of Rohan into Numenorian light cavalry. Probably two large units or 3 medium size units. I will also make 2 numenor scorpian bolt throwers to go with the crew I made a couple years back. And a large Roman ballista will look lovely with Numenor crew.

My gut also says a second elf bolt thrower is required, and the elf chariots need pennants flying.

Lastly I think I need an elf riding a Griffin. I think I will explore the high elf griffin model from the island of blood warhammer set and  see if I can make it work with some Lord of the rings elf rider.

Maybe I will have a small unit of lothlorian elves at helms deep that I will use as shadow warriors in warhammer games. All these Lord of the rings will do double service as a last alliance version of the high elves army lists in warhammer fantasy. So that central block is 75 sword masters of Hoeth, not bad! That unit of spears and bows mixed together will be some lothern sea elves city guard.

I’ve made so many minis lately because it’s been so hot I didn’t even want to bother painting. But it’s cooling down now……and I am bored of making models. I’ve got another Uruk hai battalion to paint. Yes, I bought more.

Well they came up bloody cheap on a discord group! You would have too!!!

An army of undead to paint.

And now this army of last alliance.

Of course there is also all those empire to do……………

I’ve also included a useless wandering wizard who, like rincewind, travels from game to game making Cockups and then dimensionally jumping to our next game for another tale of woe. Next to him is a converted familiar that I made from my free model given to me at BOYL this year! It’s Bryan Ansells head on a snake neck holding the citadel (yes the actual citadel logo of GW legend!) on a platter.

The main body was converted into an elf mage.

I don’t know why I did this, probably a heinous crime. But the cosmos told me to sit and do it.

You should always go with your gut.

Some details are emerging

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The armies of Eregion are beginning to muster.

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