There is a town called Tewksbury in the west of England. It’s famous for a couple of things, having a large abbey and finding itself under 6 foot of water every time the sky sneezes. What it’s not well known for is a small known fact that in the summer, it has flags with heraldry hanging from most of the buildings in the centre of town.
I’m sure this has done some form of subliminal messaging into me and combined with the fact that I normally try and go for the polar opposite of the army I last used, meant that it could only be Bretonnians.
Out of all the armies available in 8th, Bret’s were widely regarded as the bottom of the power level (probably just below Beastmen). That isn’t to say you can’t win with them but it is definitely more challenging to do so. Well I like a challenge in an army and no one ever accused me of picking armies based on power level!
To help facilitate some further inspiration for paint schemes I rifled through my old WD collection and found a couple of great articles. The first hailed back to the oldhammer age and WD 136, when I believe the (uncredited) Perry Twins wrote an article on Bretonnian heraldry, including colour schemes, how to link lineage etc.
The next article actually spread over 3 WD issues but the below is from the 2nd one extract from WD220. In it the Nigel Stillman talks about building a fluffy Bretonnian army but what I liked is the painting of his knights errant in the same colours but all with different heraldry.
To be honest I enjoyed flicking through the older WD’s so much I thought i’d just share them
So I’m awaiting an order of 2 Trebuchets and 10 Questing Knights to arrive from Norba Miniatures (seriously their delivery times are less than impressive) but I have dug out my old 5th edition starter box models (22 archers and 12 KoTR) and picked up a substantial haul of knights from a club member including 18 knights (9 pre-painted) and 6 Grail Knights. Add to this a pre-painted BSB and Damsel (both to be touched up) I picked up on ebay and an unopened mounted and ‘on-foot’ damsel and I almost have a battle ready force. I really just need to pick up some Peg riders to be able to field a 2500pt force (although I did get 4 in a bargain on ebay, they went astray in the post, highly frustrating as I know they were sent, as I was tracking them. Still the guy did refund me with no hassle).
One thing I am already liking about the army is the low model count. Still, it is quite daunting thinking about the amount of effort it will take to paint them up. Still a break from wood elf green will be well received!
I’ve been a bit quiet on the hobby front recently, work, illness etc. both contributed to this.
I have however managed to finish off the 15 second gen GW plastic wood elf archers that I’ve had sat, part done in the paint queue for months (and lying around in a box unloved for who knows how long). These have been in my monthly paint pledge for so long that my soul Jan pledge was to complete them (and yes Bloodbowl almost side tracked me).
I kept the paint job fairly consistent with the first gen plastics completed last year but added a bit more colour (mainly as the green was starting to get too much).
This takes me up to around 85 standard archers painted for the army and on that front I just have some waywatchers left to complete. I’d say there is light at the end of the tunnel but I still have a chunk of the more esoteric models left (kurnoth hunters for treekin, Wildriders etc.).
The 5th of January saw me face off against Alistair’s Orc and Goblins, in my final group game of the Warhammer Fantasy Competition.
Having given him a practice game with my Dwarves, at the end of last year, I had some idea of what to expect from his army. As such, in a straight fight I was reasonably confident that I would come out on top. How wrong I was! But I’m getting ahead of myself. As normal, any mistakes in this report are down to memory and notes.
The migration of the Herd continued. They may have taken casualties against the stunted ones but they had successfully navigated the mountains and made it into new lands. A great plain had spread out before them, dotted with small woods. The scouts had reported to Khazbar that a significant forest lay ahead which promised refuge and a new home but they had also reported roving bands of Greenskins in the vicinity. It was one of these that the Vanguard had wiped out but under his instructions, they had allowed some of the wolf mounted goblins to escape. This, he knew, would ensure that more of their kind would be drawn to them as a moth to a flame as the greenskins, even more than his beastmen, loved any excuse for a scrap and wouldn’t stand by whilst a herd of their strength passed through. The trick would be to eradicate all the Orcs in the immediate vicinity so more wouldn’t gather to continually bleed away the strength of the herd. It was for this reason Khazbar had gone against the orders of Bashor and let survivors escape. Who knows, he thought, perhaps the greenskins would succeed where the stunties had failed and kill off the troublesome Beastlord.
For this game we rolled up Map Pack 6, which consisted of 2 woods, 2 hills and 2 marshes.
Alistair was player A and started by laying the 2 woods and after setup was complete, it looked like this:
Scenario and pre-match rolls
Alistair rolled the Dawn attack scenario. This competition scenario is played as per the Dawn Attack scenario from the rule book so had the random deployment element (which never goes well – as was the case here!). The comp scenario differed from the book as the table is divided into 4 quarters and to win you must control more quarters than your opponent (with your opponents half worth 2 points each and your half worth 1 point each. This gives you an incentive to move forward and not castle).
In terms of spells rolled for everyone:
Khazbar (level 4 beasts) had: Savage beast of Horros, Curse of Anraheir, The Amber spear and Wyssan’s Wildform.
Wazzock (level 1 Shadow) took Melkoth’s Miasma.
The Orc (level 2) with power scroll rolled: Brain Buster and ‘ed Butt
The Orc (level 2) with Ironcurse Icon bought: Hand of Gork and Gaze of Mork.
In terms of secret missions, I took Hero Hammered and Alistair took raid the baggage.
Deployment was a bit of a nightmare for me with everything ending up boxed in the right flank with the exception of the 2 units of ungor raiders, one Razorgor and the Doombull in the centre.
Alistair’s units were spread between his left flank and the centre of the board. There was one signal lonely unit of Boar boyz that were placed opposite the mass of my troops.
After deployment it looked like this:
With the entire Beastmen army entering the field from the far corner, the Orc forces had free range over their right flank. The wolf riders and trolls (accompanied by the BSB) pushed forward. Frustrated with how far away the enemy were, the Big Un’s started to complain and drag their feet. Not putting up with this, Grashnik pulled out his choppa and summarily executed 4 of them.
Although all Orc’s enjoy a good brawl, even the Boar Boyz were smart enough to realise that the forces arrayed opposite them would snuff them out as soon as look at them and moved with all haste towards the rest of their forces.
With a squeal, the first doomdiver was flung into the air. His aim was true and he struck the Doombull dead on. Snorting with pain, Cattleclysm wrenched the body of the goblin from the wound it had opened up with its impact.
Sensing the Hand of Gork start to coalesce under the orc archers, Khazbar quickly snuffed out the spell, sneering at the feeble magic of the green shamans. His disdain grew further as the other shaman called upon his other god and twin beams of green light tore up the ground but fell well short of the Beastmen lines.
Determined to get to grips with the unruly mass of greenskins, the two hordes of beastmen pushed up, angling towards the nearest Orc units. Everything else moved forward, towards the centre of the battlefield.
Attempting to ensure his bodyguard would survive the further attentions of any flying goblins, Wyssan’s was cast on the Doombull.
The Orc right flank continued to advance at pace swinging round to head towards the enemy units.
The Boar Boyz continued their redeployment (running away!) and this was further aided by the Shaman casting hand of Gork. The Orc Shaman scooped up the unit and deposited it square in the middle of the orc lines (and conveniently out of the range of the Beastmen units).
The Doom divers continued to rain down, this time targeting the unit of Gor dimembering a handful of them on impact (4).
The archers, showing why Orcs shouldn’t be trusted with anything bar a blunt instrument, fail to hit, let alone kill, any of the barn door sized unit of Gor in front of them.
Determined to avoid any further attention from the Goblin artillery, the Doombull attempted to charge the nearby archers but the earlier wounds had damaged his wings and he was unable to make the distance. The rest of the herd continued forward maintaining the battleline. The flock of harpies swept round the side of the orc archers. A lone Razorgor moved forward to tempt the orcs into doing something rash.
Although Wyssans was again successfully cast again on Cattleclysm, when Khazbar casually followed up by throwing the Amber spear at the nearby cavalry, it dissipated before reaching them, with one of the enemy shaman cackling. At that point Khazbar knew it would have to die.
Unable to contain themselves, with the Razorgor nearby, the Orc boys tried to get to grips with it but with a breakdown of communication the back ranks fell over the front and the charge ground to a halt.
The Orc shaman, in another show of cunning, again called on his God who this time scooped up the orc archers and placed them behind the beastmen hordes in a very threatening position. Worry lines appeared for an instance on Khazbars face before he hardened his gaze, determination overcoming his fear of the seemingly omnipotent Orc Gods.
The Orc ranged units again targeted the horde of Gor with the archers again failing to wound despite firing almost point blank into the rear of the unit. The Doom diver only managed marginally better, killing a single Gor.
The harpies let out a shriek and flew towards the flying goblins. In their eagerness they tangled up and fell to the ground well short of their target.
The Doombull, snorting with excitement at the blood to come, smashed into the side of the orc boyz and went to town killing 7 of them. Despite the slaughter, they remained steadfast and reformed to try and bring their overwhelming numbers to bear.
Bashor and his bodyguard reformed and moved forward to face the archers. Khazbar and his Gor moved further and were now in a position to threaten the enemy lines. The two chariots moved up to support and the two Razorgor were sent forward to get in the way.
The Ungor raiders, that had done nothing so far apart from avoid being killed by moving through the marsh, managed to beat all expectations and actually kill a wolf rider with shooting.
The Orc Boar riders could only hang on as they lost control of their mounts and they charged into the Razorgor, their animal instincts recognising and wanting to kill a corruption of one of their own. To the surprise of no one, the unit made short work of it.
The other Razorgor met a similar fate but at the hands of the Goblin cavalry. It didn’t go down easily and dragged two of their number down with it.
The Orc General, decided to make his move and moved up ready to charge the Doombull and support the block of boyz.
The elite Orcs again started infighting as their path to the enemy was blocked. Grashnik only needed to decapite a single orc this time to get the others in line. Gork then intervened and moved the unit closer to the enemy and clear of the backlog or friendly units (and in the process achieving Alistair’s secondary mission).
In a show of desperation, the arrer boyz finally managed to shoot something successfully (in this case 3 bestigor). They were supported by the Kamikaze goblin who flattened a further five when it impacted the unit.
The Blood drunk Doombull continued to carve through the orc boyz, his armour preventing any damage in return.
Sensing the pivotal moment had come, the forces of the herd charged where ever possible. The Gor horde piled into the flank of the Orc Boyz in support of Cattleclysm (we diced this to see if it was a front or flank as it was an even split to both).
The Bestigor horde tore into the arrer boyz and led by Bashor crushed the Orcs, slaying a full 17 of them before running down the remainder.
The two chariots charged the boars, squealing pigs were thrown into the air with the impact (we didn’t actually get to complete the combat due to time).
The shrieking harpies finally managed to make it into the goblins and the bird women quickly surrounded their prey (again we didn’t complete the combat due to time).
Both sets of Ungor Raiders again excelled themselves with one unit taking out another wolf rider and the other shooting two Big ‘Uns.
The mass of Gor in close proximity to the enemy shamans unnerved them enough that Khazbar was able to cast both Wyssans on the Gor horde and Savage Beast on himself, the detonation from the miscast merely killing a single Gor, Orc and putting a wound on the Beastmen BSB. He grinned as his body swelled with power and made full use of it as he personally cut down five of the pitiful orcs in front of him sucking in the pure essence released in their death. Zhurock planted the herd standard in the ground and added 3 deaths to the tally of Orcs. Cattleclysm, his wounds finally getting to him, slumped down and failed to cause any damage. The rest of the horde made up for the Doombull’s deficiency and butcher a load more Orcs. Even with the General nearby, the losses were too much for the boyz and they dropped their weapons and legged it for the hills. The Gor horde followed but crashed into the staggering Doombull, failing to catch the fleeing orcs.
Yet another really, really close game but unlike the match against Martin’s Dwarves this one went against me.
At the end of the game, the Bestigor had control of one of my quadrants (1 point for me) and the Big ‘Uns and Wolf riders had control of my other quadrant (2 points for Alistair). The Doombull blocking the Gor overrunning, meant that they missed capturing one of Alistair’s quadrants by a minuscule 1.5″ (you have to be wholly within a quadrant to capture it and frustratingly, they were slightly overlapping his two quadrants). This gave Alistair a win, by 2-1 points.
Dawn attack always presents a challenge with the random deployment and this game was no different. Even I was taken back by nearly everything going in one corner and of course most of Alistair’s was always going to go in the other. Reality meant that a good chunk of the game involved trying to get to the middle of the table in good order to even get into combat.
I knew that movement spells were good but I was taken aback with just how good the Hand of Gork was. Not only does it allow an out of turn movement but it also allows you to completely change a units facing, which I think is unique even among movement spells. Now I will say that the spell is tempered by having a random movement distance but Alistair rarely rolled under 18″ for this and almost every time it was used, it really disrupted my game and had me on the back foot. Even having a +2 bonus over him on dispelling, I was rarely able to stop the spell. It also allowed him to complete his secondary mission by moving the Big ‘Uns into my deployment zone (to capture the baggage). Moving his Boar Boyz out of range of my units helped prevent me getting my mission and threw my units out of position.
My plan (such as it was) to engage single units while ‘chaffing’ up others, worked well and in each combat my troops overwhelmed his but time was against me and these games were about scenarios not kills and Alistair played a good game and secured the win and his secondary object, maximising his points.
Overall it was a fun but slightly frustrating game (mainly down to the deployment) and leaves my qualifying in a precarious position. At present I lead the group with 42 points, however I’ve played all three games and the others in the group have only played 1 game a piece. Luke is second on 26 points and Alistair is third on 23 points. This puts them both in a strong position and another solid win could easily put them above me. Still, if I do go out, it allows me to concentrate on the Blood Bowl league (and just administrating this competition).
The cut off for the group stages is the 2nd February and I know Luke and Alistair have their game booked for later in the month, so I will just have to wait and see what happens in the group (though if Luke doesn’t clean up, i’ll be surprised, so I suspect the only question is who gets the second place spot).
I’ve posted a number of pictures in a previous post showing my full Norse Team: The Gronn Fjord Raiders (Gronn means Green in Norwegian by the way) but i’ve already repainted the edge of the bases of all the players and written their names on the bases (the repainting was to allow the names to stand out more). The names were instead of numbering them as some of the team, such as the throwers, didn’t have anywhere obvious to add numbers (bar the codpiece).
I also added various white ‘chalk’ lines to some of the players bases (after seeing something similar online). I quite like the way it breaks up the plain grass bases I normally style miniatures with (examples below).
The lighting isn’t brilliant as my bulb went but the bases show up fine.
I’ve also submitted my team for the BB league to Commissioners Pete and Chris and have taken a chance in taking minimal players and an even more massive risk by taking only one reroll. Probably something i’ll regret as having less than 12 players and 2 re-rolls is always ‘chancey’.
The reason for doing this, is to allow me to take the maximum number of large guys and berserkers. With the exception of the 3 large guys the entire team comes with Block which should help to offset the lack of rerolls and I’ve taken an apothecary to try and ensure key players survive! I have a feeling the reroll will always be used on failed ball pickups though (at least until I get the sure-hands skill).
The Ulfwerenar are STR 4 with Frenzy. A great combo but like many bigger players, it can take a while for them to skill up, hence you really need them in from the word go to maximise the chance for MVPs. Although Block is likely the most obvious skill to take on the first level up, I am tempted with Mighty Blow (MB) as that will help with gaining skill points more quickly through injuries. The issue with that is the lack of rerolls in the team to mitigate the lack of block…
Normally I wouldn’t have taken the Troll and instead taken another re-roll, however I really like the model so that was the overwhelming factor in taking it (and like the Ulfwerenar, it can also take ages to level up so getting it early can also help). Unlike other big guys he doesn’t get the MB skill to start and instead gains claws. This helps to mitigate high armour and with the FAQ changing the wording to the skill means it is again viable when using it with the MB skill (which is always the first skill up unless you are fortunate enough to roll a double, in which case block is a no brainer).
The Berserkers are key players for the team, though with Frenzy they are another player that can be pulled out of position if you are not careful.
It is worth noting that in previous editions nearly all the above players would likely have been given the ‘piling on’ skill early on to help break armour and cause more casualties. In this edition it’s an optional skill (being allowed by our commissioners) but it has been hit by a giant nerf bat. Not only do you have to use a team reroll every time you want to use it but it now also can’t be combined with the claws mutation or the Mighty Blow skill. Yes it may have been overpowered before but now I struggle to see a place for it.
The Runner was included instead of a thrower on the grounds that he is a more versitile player. Many players dislike the Thrower on the Norse team if only because he doesn’t start with surehands. I like having the option of a passing game but the Runner can be used in a multitude of ways and doesn’t just have to just play a catcher role, hence I’ve included him first.
The linemen are completely disposable at the starting level and the aim is to only level them up to perhaps the first upgrade (if possible), unless they get something really good (which normally means a doubles roll) as I want to avoid unnecessary increases to the team value and all scoring/increases to players should be concentrated on the specialist players.
With the new club Bloodbowl league fast approaching I finished off repainting my old Norse team and the new additions to the team (in the form of 2 Ulfwerners, a snow troll, linemen and an Empire Great Cannon crewman as the coach (to allow me to argue the call!).
I have a few items still to do with them, I want to add a couple of white lines onto some of the bases to simulate the chalk lines of the pitch (something I saw on a google image but looked pretty good). I’m also going to pick up a white pen to write the names on the bases. I think I prefer this to putting numbers on the players.
I did paint the full 16 figures on the team, even though I haven’t yet finished deciding on the starter roster.
On one hand I really want to have a minimum of 12 players, an apothecary and 2+ rerolls but this limits the number of non-linemen I can field. On the other hand I really want to include the 2 Ulfwerner and Troll in the starting roster, though this means I would struggle to field more than 11 players (but would have the compulsory apothecary) and would also lack any number of reasonable rerolls. Decisions, decisions!
The humans are the classic GW norse miniatures. The Ulfwerner are by Willy Miniatures (purchased from a Spanish company called Comixininos). The Snow Troll was from Gaspez Arts (an Italian company). Both specialise in Blood Bowl miniatures.
So without further preamble I present the Gronn Fjord Raiders.