Lore Introduction – The Path to Glory (Slaves to Darkness)

Whispers in the dark

Pinpointing precisely when the first Slave to Darkness was born is difficult to achieve. Since the dawn of time within the mortal realms the Chaos Gods’ tendrils would reach through and warp reality, whispering dark thoughts to anyone who would listen. Khorne would urge Generals to strive for evermore glory, Tzeentch would encourage further study into the arcane, Slaanesh would speak of pleasure to aristocrats and artists alike, and father Nurgle would call out to those who lived off the land. It is when the first of these individuals gave in to the dark voices which lurked within and pledged themselves to these mysterious forces that the first Slave to Darkness came into the Mortal Realms.

A crippling defeat

Sigmar and his Pantheon were the all-powerful Gods who sought to shepherd all the races within the mortal realms. Aware of the existence of Chaos, they prepared for the eventual day that the Ruinous Powers would invade the mortal realms. As the age of Chaos began, the daemons poured in, slaughtering all who did not join them. At the battle of the Burning Skies Sigmar was betrayed by Nagash, and in turn was decisively defeated, retreating into Azyr. Those few who remained would either be forced to concede and accept the Chaos gods as their own or be slaughtered in the wake of their victory.

The Great Game

Tzeentch, Nurgle, Khorne, Slaanesh, and the Great Horned Rat though allied against Sigmar and the forces of order, are only allies of convenience when it suits them best. Otherwise, they forever compete within The Great Game, in which each god seeks to dominate the others within the realm of Chaos. This Game of course extends well within the mortal realms, where they constantly vie for control of land, resources, and followers.

Archaon the Everchosen

Perhaps the greatest encapsulation of the Great Game is no other than Archaon. The mortal champion of Chaos, accepting gifts from all gods, but pledging himself to none. Archaon is a mortal, who is speculated to have lived for eons, having ushered in the end of the world that was, and potentially having destroyed other realities since then. His ultimate goal is to pierce into the realm of Azyr, and destroy the last bastion of Order and Sigmar along with it.

The Dark Master

Belakor, the first Daemon Prince to have ever existed, as Archaeon, has existed since the formation of the world that was. Indeed prior to the existence of any Everchosen having been crowned, the ruinous powers would compete over his soul as they now do for Archaon. Belakor would go on to betray the Gods, in an attempt to serve his own purposes, and would in turn fall right into their trap. Cursed to forever crown the Everchosen, but never become him, Belakor lives in a state of pure envy. Envy of the great Archaon, to whom so many swear their loyalty. Belakor, seeks to usurp Archaon’s place within the eyes of the Chaos Gods, and return himself to the glory of his past.

Lore Introduction – Raiders from the Deep (Idoneth Deepkin)

Welcome to the first in a new series of articles where we run through the lore of the Age of Sigmar factions.

These are intended to give you a little flavour into the faction, and hopefully give you an understanding on what drives them.

The World That Was

The story of the Idoneth begins way back in the world that was, right after the forces of chaos forced their way in, and right before they ultimately conquered it. During this time there was a sect of Aelves who worshipped the god known as Mathlann. God of both sea and storm and known as the lord of the Deep, Mathlann was primarily worshipped by sea fairing Aelves, and explorers. When the Chaos gods began to consume the souls of all living creatures, Mathlann sought to protect the few he could from them, and so he took a contingent of his followers and hid them at the deepest depths of the oceans. Despite this, Slaanesh could sense more souls still, and would root out each remote enclave one by one until every single aelvan soul was devoured.

The Age of Myth

During the age of Myth, what remained of the Aelvan pantheon awoke, and sadly Mathlann was not amongst those who survived. Teclis, Tyrion, and Malerion awoke in a world which lacked any Aelves to rule over, and as such devised a plan to capture Slaanesh and pry the souls from his gullet. Each of the three main gods would receive a share of the souls, and Teclis would be the first to receive them. Those souls which were first pulled from Slaanesh, turned out to be those of the idoneth. Those original souls would come to be known as the Cythai.

No Rest for the Wicked

After escaping both from Teclis and Slaanesh, the Cythai found themselves within the throes of a new horror. The combination of Corruption from Slaanesh, Purification ritual from Teclis, and the lack of a God to draw from led the majority of Idoneth to be born with Waning souls. Many of their offspring fail to live past infancy, and those that do (the Namarti) , have drastically shortened life spans. Some would be born with proper souls (Akhelians) and this disparity between the two would go on to form the basic structure of Idoneth society. To ensure their survival something would need to be done. Adapting the magic that Teclis had taught them they would form a new school of magic revolving around the removal of and transmutation of souls. Unfortunately, the souls of Sea life would not be enough to sustain that of an Idoneth body for any more than a couple of days, the only alternative was to seek out greater prey. The Idoneth would form raiding parties that would ascend from the depths raid coastal settlements taking with them the souls of the fallen back to their enclaves. To ensure secrecy, the Idoneth would weave spells to erase the memories of survivors.

Painting Mephrit Dynasty Necrons

I wasn’t planning on starting the new year with a new army, but I wanted to test out a colour scheme before I started work on the Hierotek Circle Kill Team and then Games Workshop went and teased the rules for Boarding Actions. Thus I found myself gluing together the Necrons from the astonishingly good value Warhammer 40,000 Recruit Edition and picking out a colour scheme which started out by selecting the shiniest of metals to really push the Terminator vibe.

I’m pretty happy with the result, which took me about a week of short bursts in the evening and then a chunk of my Saturday (which was mostly devoted to edge highlighting). Here are the paints I used:

I started by priming using the Gloss Black, and then base coating the entire mode with Chrome. I used an airbrush or both of these stages. It’s a tool that lets me prime indoors and without fear of problems from temperature or humidity, and apply the Vallejo Metal Color range as a base coat quickly and smoothly. Substitute your preferred rattlecan or brush on black primer and then brush on the Chrome if you don’t have access to an airbrush.

Next up, give a light coat of Nuln Oil to the whole model to give it some depth. You can skip over the gun and other parts where the metal will be painted over.

Paint the gun Black, then gently dab White Ink into the recesses where the orange glow will come from. This is to give a bright colour to apply the orange to. Ink flows very easily so you can use capillary action instead of carefully painting the tiny gaps. Just add more ink until it flows into the next chamber. Do the same thing with the recesses between the ribs.

The various bits of wiring (such as the connection between the gun and the body and some damaged cables hanging from some of the torsos) also needs a white coat as do the scarabs’ central balls, but they don’t lend themselves to the ink method; use the regular White paint instead.

Once dry, apply the Fire Giant Orange to the white areas. It’s a speed paint, so use the same capillary action method for the guns and use a generous amount elsewhere. Finally use a tiny dot of Flash Gitz Yellow to create a point highlight.

Use Emerald for the face masks, the scarab wings, and the shoulder plates as well as the panels that make up the Royal Warden’s cloak (take care to leave the connectors in plain metal). Apply a tiny amount of Nuln Oil to the masks to shade the eyes and mouths so they have definition. Then go in and edge highlight with the Pale Blue. Use the Pale Blue to paint the stripe up the Royal Warden’s face too.

All the remains are the bases. I used Buff to base coat them, then applied Apothecary White to the rocks before covering the surfaces with Armageddon Dunes which I then highlighted by dry-brushing with Buff. Watch out for the single, tiny scarab that one of the warriors has perched on their tactical rock. Use the same paint scheme as the rest of them for that little fella’.

Add your preferred varnish to protect your paint job, and magnetise the bases for storage and transport if you are so inclined and you can call these Necrons done.

Gallery

How to Play: Black Powder 2nd Edition (Part 1: Introduction)

An Introduction to Black Powder

Black Powder is a game system produced by Warlord Games and written by Rick Priestley and Jervis Johnson. As the introduction to the rules says:

Black Powder is a game for militarily inclined gentlemen with straight backs, bristling beards and rheumy eyes that have seen a thing or two. If tales of battle and glory in days-gone-by stir nothing in your breast, if the roar of cannon does not quicken the pulse and set a fire in the belly, then stop reading forthwith. Ours is not an adventure to be embarked upon by the faint hearted. Put down this book and be glad that you have spared yourself the discomforting spectacle of grown men attempting to relive the great conflicts of history with armies of toy soldiers.

So heft your muskets and prepare for battle. The library or billiard room will serve as our battlefield, or else some similarly spacious and secluded refuge. Ensure that children are put to bed and lie safely beyond earshot. Secure the doors against the intrusion of womenfolk as yet unfamiliar with the conventions of war. Ready your armies for the long march to glory.

And finally, let us remember that the ideal accompaniment to the journey may be found in good brandy, fine cigars, and the companionship of like-minded enthusiasts.

Black Powder 2nd Edition (2019)

Black Powder covers the Horse and Musket period from 1701 (War of the Spanish Succession) to 1898 (Second Sudan War). Most commonly you’ll find players use the system to refight engagements from the Napoleonic Wars or the American Civil War.

I personally believe that Horse & Musket games come in one of two formats. Either simulation, where the rules will try and accurately represent a battle of that period in minutiae. Or in a more ‘Arcade’ format, where an approximation of the overall battle is given.

The game itself can be played at most miniature scales, with the smaller scales adding to the big battle feel of the game you’re playing.

Black Powder in 6mm – Image from Irregular Wars

Black Powder doesn’t have miniature removal and instead uses markers to show the status of units. Units are usually made up of 4 stands and these will be arranged to shoe what formation a unit is in. Units are usually at a battalion/squadron level, but you can use Units to represent larger formations such as Brigades.

So if this time period interests you and you have a specific war in mind, Black Powder may be the system for you.

To give you more of a taster, we’ve put together a number of articles covering the basics of a turn in Black Powder which, should give you a feel of how the game plays.

Top Three AoS Lists for SoCal Masters

This is the Top Three AoS Lists for the SoCal Masters Grand Tournament that took place in Texas, USA on 7th and 8th January. It involved 10 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Beasts of Chaos
– Army Subfaction: Allherd
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Dragon Ogor Shaggoth (155)**
– Spells: Hailstorm, Sundering Blades
1 x Tzaangor Shaman (135)**
– General
– Command Traits: Dominator
– Artefacts: Blade of the Desecrator
– Spells: Vicious Stranglethorns, Wild Rampage
1 x Grashrak Fellhoof (150)**
– Spells: Savage Dominion, Wild Rampage

BATTLELINE
10 x Ungors (65)***
– Brayhorn
– Banner Bearer
– Ungor Blade and Half-shield
10 x Ungors (65)***
– Banner Bearer
– Brayhorn
– Ungor Blade and Half-shield
30 x Tzaangors (525)***
– Twistbray
– 2 x Icon Bearer
– 2 x Brayhorn Blower
– 4 x Tzaangor Mutant

ENDLESS SPELL
1 x Wildfire Taurus (70)
1 x Ravening Direflock (30)

OTHER
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
6 x Tzaangor Enlightened on Discs of Tzeentch (360)*
1 x Tuskgor Chariots (65)*
5 x Grashrak’s Despoilers (150)**

CORE BATTALIONS:
*Bounty Hunters
**Warlord
***Expert Conquerors

TOTAL POINTS: (1980/2000)

Danny: Beasts of Chaos are finally running scared….of their new book. Because it contains at least the possibility of them being balanced.

In the meantime, you have something like this. In case you’re unfamiliar with how BoC work, let’s just say they do everything, with loads of bodies that punch above their weight (thanks to the Herdstone which gives rend that stacks by battle round and a 4+ rally emanating in an increasingly large aura by battle round) coming in from board edges when you least want them to.

For those who are experienced in such matters, let’s look to the innovations in this list. Well, it takes Grashrak Fellhoof and his merry band of Despoilers for a spin, on loan from Underworlds – who allows Brayherd units (i.e. most of the stuff in the list) to get…+3 to their movement…and a tasty spell for d3 mortals and +1 to hit for all units into that target. In true BoC fashion, that would probably be good value enough on its own but the 5 Despoilers in tow act as a bodyguard/ablative wounds too.

Beyond the usual ‘borrowing’ of the best stuff from the new Tzeentch book, the list also includes a token Tuskgor chariot. You don’t see those every day! But for 65 pts it’s a 10″ move, 6 wound on a 4+ piece with minor chip damage – but it’s 65 pts and moves 10″, who cares what else it does. The things BoC have access to for under 75 pts never ceases to amaze me.

Wishlist from the new book: change everything. Yes the models are old and ugly but their rules don’t need to match.

Of course – kudos to the general, as no army can win without skill. And there’s a lot to remember with BoC.

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Gregory Brewer 3/0/2

Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: Waaagh!
– Triumph: Inspired

LEADERS
Orruk Weirdnob Shaman (90)
Spells: Da Great Big Green Hand of Gork
Megaboss on Maw-krusha (480)*
General
– Boss Choppa and Rip-toof Fist
– Artefacts of Power: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Bash ’Em Ladz
– Bonding: Krondspine Incarnate of Ghur
Orruk Warchanter (115)*
Orruk Warchanter (115)*

BATTLELINE
Orruk Ardboys (85)*
Orruk Ardboys (85)*
Orruk Gore-gruntas (340)**
Jagged Gore-hacka
Orruk Gore-gruntas (170)**
Jagged Gore-hacka

BEHEMOTH
Krondspine Incarnate of Ghur (480)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 1960/2000

Brett: Two things Ironjawz don’t love; huge screens (that they don’t clear on the first attempt) and lots of rend. Beasts bring both. Greg bounced back from a first round loss to the eventual winner before losing again in the 4th round to Kruleboyz (KB). Mortal wounds can be an issue for Ironjawz and 21 Boltboyz in 2 x 9 and a 3 man create some problems. Greg’s tried to increase damage output by taking Bash ’em ladz (+1 to wound rolls) but it’s not reliable with the high casting value. This list trys uses the Mawcrusha and 6 Goregruntas as the dynamic damage combination with the Krondspine as a 3rd threat/pining piece. Unfortunately, screens and MW shooting is a tough ask for a melee army. With poisons and MW those Boltboyz are removing a pig or two with Unleash Hell.

Other than his 2 losses though Ironjawz punished his opponents. Krondspine works great in the list either pining something important or distracting attacks from the Mawcrusha. 6 Gore gruntas have likewise proven to be a good foil to the Mawcrusha either supporting a push on one flank or allowing board wide pressure. Teleporting ardboyz is another effective distraction opportunity. Everyone knows the alpha strike but the inclusion of Krondspine and the larger Goregrunta unit give more subtlety and give options. It’s a matter of choice whether you take the Shaman for the teleport or not, it’s a very effective distraction/scoring mechanism.

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Allegiance: Stormcast Eternals
Stormhost: Hallowed Knights (Scions of the Storm)
– Mortal Realm: Ghur
– Grand Strategy: Take What’s Theirs
– Triumphs: Inspired

Leaders
Gardus Steel Soul (150)*
Lord-Castellant (155)*
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Spell: Celestial Blades

Battleline
5 x Vanquishers (110)*
5 x Vanquishers (110)*
5 x Vanquishers (110)*

Units
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1
4 x Stormdrake Guard (680)**
Drakerider’s Warblade
– Reinforced x 1

Core Battalions
*Battle Regiment
**Bounty Hunters

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 116
Drops: 3

Brett: If there is one thing Stormcast have in spades, other than dragons, it’s Battleline units. Vanquishers are seeing some more use but usually a single unit, taking 3 is a bit of a risk but worth it if there are horde armies around. Drop one onto an unprotected objective and even if your opponent removes them they will attack on death, they have the Thunderstrike keyword as well give their Blaze of Glory an extra dice. Easier to shift with only a 4+ but damaging to deal with. No holy command is shown but if it was Call to Aid (likely) then that dead unit is going to return (only once per battle). Otherwise we have Gardus for a 5+ ward within 12″ and the Lord Castellant (who we’ll probably be seeing even more often as a Galletian Champion). Generally he’d put both buffs (+1 to save and +1 to wound) on a unit before it was sent into harms way.

Still there are issues, the Drakes have a lot of wounds but are hard to give cover from shooting, they can easily get out of buff range, redeploy can ruin charges and with high rend they will wilt. Evan recovered from 2 losses in the opening rounds, losing to a SCE list with a lot of shooting and Krondys (with Thudershock to wreck those charges and leave you exposed to the shooting). The second loss was to Maggotkin, damage output is a continuing issue for SCE and you don’t really want to be near them very long or the mortals pile up. Solid mobile list very reflective of where SCE is right now.

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Army Faction: Fyreslayers
Subfaction: Lofnir
– Grand Strategy: Masters of the Forge
– Triumph: Inspired

LEADERS
Auric Runemaster (125)*
General
– Command Traits: Avatar of Vulcatrix
– Artefacts of Power: Volatile Brazier
– Prayers: Heal
Auric Runesmiter (135)*
Runic Iron
– Prayers: Prayer Of Ash
Celestial Hurricanum with Celestial Battlemage (290)*

BATTLELINE
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Coal-heart Ancient
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Flame-scale Youngblood
Auric Runeson on Magmadroth (320)*
Ancestral War-axe
– Mount Traits: Lava-tongue Adult
Vulkite Berzerkers with Fyresteel Handaxes (170)*
Karl
– Hornblower of Grimnir
Vulkite Berzerkers with Fyresteel Handaxes (170)*
– Karl
– Hornblower of Grimnir

ENDLESS SPELLS & INVOCATIONS
1 x Runic Fyrewall (40)
1 x Horrorghast (40)
1 x Molten Infernoth (40)

TERRAIN
1 x Magmic Battleforge (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1970/2000

Alice: There’s really only two ways to build Fyreslayers: Berzerker spam and Magmadroth Spam, but it comes with the territory of having a limited number of models.

That said…this one is interesting. Lofnir lets you bring Magmadroths as battleline, and juices them up to boot with extra wounds and mount traits. They’re a solid work horse monster that can do some solid damage output and horde clearing, a task Fyreslayers frequently struggle with. The Runesmiter and Runemaster support the army with powerful prayers, including the important Infernoth for Mortal Wound output and the Fyrewall to protect important units and objectives. Also key, the Runesmiter can tunnel a Magmadroth in 9″ away from the enemy, with bonuses to charge thanks to a supercharged rune granted through the army’s Heroic Action.

The Celestial Hurricanum is an interesting ally, it helps cover two of the Fyreslayer’s biggest weaknesses: Lack of Wizards and Ranged Mortal Wounds. A solid choice for artillery support. Rounding it off it can cast the Horrorghast, a powerful way to clear out a few extra models from large hordes by blocking Inspiring Presence.

Final Tournament Placings

Book Review – Fire Made Flesh

A Necromunda story by Denny Flowers

Before I begin, jus a quick thank you to Peter for designing our new Featured images. I like the simplicity, but also that it brings many of our articles under a common theme. Ta Peter! Do let us know what you think of them on our Discord.

My reading over Christmas was limited with family and time off for a new addition to the family, but I did manage to get Fire Made Flesh by Denny Flowers finished – and I love Necromunda stories.

Black Library

From the book:

The Fallen Dome of Periculus, once a hub of sanctioned commerce and illicit dealings, is lost no more… and the prizes it holds are sought by noble, Guilder, and hive scum alike. For Tempes Sol of the Guild of Light, Periculus is an opportunity to not only prove his superiority over his superstitious peers but also to see the end of Lord Silas Pureburn, Keeper of the God-Emperor’s Eternal Flame, bringer of fire and faith to the rioting masses, and his most hated rival.

But Periculus did not fall by chance. Dark secrets lurk in its shadows – forbidden archeotech, twisted creatures that feast on flesh, and an insidious rage afflicts all who dwell inside its confines. As madness and violence erupt within the fallen dome, the legacy of Periculus threatens not only to consume the underhive, but ultimately Hive Primus itself.

Necromunda (like Imperial Guard books) are amongst my favourite of the Warhammer 40k universe, because they involve (mostly) ordinary humans just trying to survive in the Grim Darkness of the Far Future where there is only war. It makes the characters much more relatable than the super warriors of the Space Marines, or the intrigue of the Eldar. With all that said, what was Fire Made Flesh like?

It begins with Periculus being discovered by a Goliath gang, but unlike the game of Necromunda this is not about the gangs, or a gang war – it is about other denizens of the underhive – from pit fighters to ratskin scouts, from Pureburn to Tempes Sol (from the upper-hive). Lord Silas Pureburn puts all his resources into ensuring any archeotech found in Periculus benefits him. But he’s not the only one in the hive interested in the new location and hivers come from far and wide to make their fortunes.

This is a great little book, with one shortfall – there were just too many characters for me and too many interwoven plots for me to follow all of them. That said it was still a fun read and a must read for those who lie Necromunda – however it probably wouldn’t be a good introduction into the world of Warhammer 40k.

Rating: 3 out of 5.

— Declan

Check out the full list of Book Reviews we’ve done on Woehammer here

Hobby Update – Dwarf Blood Bowl Team

11 Dwarf Blood Bowl Players

Day four of my Blood Bowl updates and the last one for a while. So I finished with a strong team – Dwarfs!

You can check out my Orcs, Skaven and Human teams from previous days if the tough little blighters are not your thing!

As with the other teams the Dwarfs were assembled and so just needed a spray undercoat and they were ready to go. I decided to go a little different for these guys and use a metallic base – Retributor armour. And, as everyone who follows cricket will know – green and gold go together; so the off-colour was chosen as well!

Blood Bowl Dwarf Team

The box set comes with 6 Dwarf Blocker Linemen, 2 Runners, 2 Blitzers and 2 Troll Slayers. Unfortunately the Troll Slayers have a single connection to the base, and one of mine broke. So in keeping with my intent to keep things quick I’ve put it to one side and will return to it later.

6 Dwarf Blocker Linemen
2 Blitzers
Troll Slayer and 2 Runners
The Full Team

As I mentioned above the base of the models is Chaos Black and then a very heavy drybrush of Retributor Armour for the bright gold look. I have then picked out a few of panels in Leadbelcher, to get a little contrast.

The hair is Wild Rider Red for the Troll Slayer (got to have bright orange hair for a Troll Slayer) and then grey, brown and black for the other models.

And the under armour/cloth is Warboss Green – a great colour with good coverage over black and the gold.

I really like how they’ve come together and the spotty green flock on the bases make them a little different from the other Blood Bowl teams I’ve already painted.

How do they play?

Dwarfs have Block – lots of it! So your guys are not falling over too often and ‘Both Down’ results don’t result in a turnover – great news. But there is a downside – Dwarfs are expensive with the Linesmen costing 70,000 each (compared with 50,000 for most non-Elf teams), and they are slow (movement 4 for the Linemen). You’ll need to defend in depth otherwise the quicker teams will have scored 3 times before you get enough space to make it through.

Whatever you do, when you get the ball, don’t give it up – you’ll need it and you need to keep your opponent away from it! This all makes Dwarfs a good team, but difficult for beginners so don’t worry if you lose a few games – they are a great team once the skills start rolling in.

Woe Points and Hobby Bingo

This also contributes to two of the methods I’m trying to use to reduce the pile of shame or potential! Woe Points is -11 for this group (so -23 so far in 2023) and another square of Hobby Bingo which I’ll ask Peter to update for me!

Buying a Box

You can pick up a box at Element Games (UK), or at Not Just Gamin’ (US) and support Woehammer(*); or pop into your FLGS.

— Declan and Eeyore

(*) affiliate link

Hobby Update – Human Bowl Team

12 Human Blood Bowl Players

Regular readers and followers of my update will know I’ve recently finished two Blood Bowl teams, and this update is a third. And it’s a return to another classic – this time with Humans.

These were also already assembled and I decided to do these in traditional colours – or at least predominately… so I opened up another my commonly used colours and went with – blue!

Blood Bowl Human Team

The box set comes with 6 Human Linemen, 2 Throwers, 2 Blitzers and 2 Catchers.

6 Human Linemen
2 Throwers… including Golden Boots!
2 Catchers
2 Blitzers
The Full Team

The Blood Bowl teams are (so far) all great fun to paint. These required a little more work, because I needed to do the underarmour/cloth first and decided to do this in red as a different contrast to the traditional bone/white options.

I then went over the armour panels in Caledor Blue which has great coverage over most colours – including the rough bits of red I’d left behind. In this team I also decided to add a few different colours and skin colours – so there are some different colour shoes (including Golden Boots), and some darker skin players to add much needed variety.

How do they play?

Humans are the other original team, with the Orcs painted recently and they are the definition of all-rounders. They have reasonable armour, can participate on the line of scrimmage and pass and catch (although be wary of high agility teams intercepting the ball).

The catchers are the most fragile of the players and so are likely to not be involved in all the drives, but if you can keep them alive there’s always the possibility of a quick score as well as the ability to break into any Orc ‘cages’ that your opponent may have set-up.

Woe Points and Hobby Bingo

I also get credit for this with Woe Points and Hobby Bingo… so that is -12 Woe Points already and a square ticked off.

Buying a Box

You can pick up a box at Element Games (UK), or at Not Just Gamin’ (US) and support Woehammer(*); or pop into your FLGS.

— Declan and Eeyore

(*) affiliate link

News – Final Weekend of 4 for 3 at Warlord Games

Warlord Games have entered the final weekend of their 4 boxes for the price of 3.

This covers many of their game systems, such as Bolt Action, Konflict 47′, Black Powder, Epic Battles, Hail Caesar and a lot more.

If you’re looking to get into and of these gaming system then this is definitely one way to do it that would save you a lot of money!

Hobby Update – Skaven Blood Bowl Team

14 Skaven Blood Bowl Players

Hot on the heels of the Orc Blood Bowl Team being completed, I decided I would try to get a few more teams finished… and next on the pile was always going to be the Skaven. I’ve loved the Skaven Blood Bowl team since the 2nd Edition (the original one, not the reboot!) as it is the polar opposite of the Orc team.

Low armour, good agility and 1 turn touchdown scoring Gutter Runners (with a few skills and movement increases. What’s not to like.

Blood Bowl Skaven Team

The box set comes with 6 Skaven Clanrat Linemen, 2 SkavenThrowers, 2 Stormvermin and 2 Gutter Runners. I added to this 2 Rat Ogres for a bit of beef in the team. Also who doesn’t like Big Guys?

6 Skaven Clanrat Linemen
2 Stormvermin
2 Skaven Throwers
2 Gutter Runners
2 Rat Ogres
The Full Team!

I painted these using elements of ‘Slap Chop’ for the skin and black cloaks and then ‘battle ready’ for the armour. I’ve not done purple/pink and yellow before and I think it works well for a small force – not sure how I’d feel about it on a full Skaven army in Age of Sigmar or The Old World though. May be a bit too comic for that.

The skin is Volupus Pink (contrast) and the armour is Averland Sunset with a wash of Iyanden Yellow. Yellow’s are much better than when I started gaming and this is a great combo. Makes me wish we had these colours when I painted Empire – always liked Stirland (Green and Yellow).

The Rat Ogres were a suggestion by one of my Hobby Buddies – Chris Denmark. They are the Rat Ogres from the old Warhammer starter set – Island of Blood – which featured Skaven against High Elves. I used them here without conversion – just a change of base shape. I have used a slightly larger base than used in most Blood Bowl models but as long as they don’t stand next to each other too often it should be fine to have a little overlap of the squares.

How do they play?

As mentioned above Skaven are fast… lightning fast. The Throwers combine very well with the Gutter Runners to produce some very quick touchdowns and I’ve been 3-0 up with Skaven before half-time in games under the previous edition.

With mutations they are also a team that opens itself up to converting if you want to, or buying small expansions from Forgeworld.

The Rat Ogres provide a little extra bulk, but they can be a liability as they can be easily surrounded and brought down as the Gutter Runners rush through the gaps – be careful of teams that like to foul like Goblins and Snotlings – they can take out the big guys surprisingly quickly.

Buying a Box

You can pick up a box at Element Games (UK), or at Not Just Gamin’ (US) and support Woehammer(*); or pop into your FLGS.

— Declan and Eeyore

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PS – These don’t count towards my ‘Woepoints‘ in 2023 because I actually finished them between Christmas aand New year 2022!