A lot of us started wargaming with Games Workshop and have stuck with them ever since.
Therefore I’m hoping that this article may introduce you to other wargames you may not have heard of, while giving you a brief synopsis of the game itself.
All of the following games are from companies which both produce the rules, and sell the miniatures for that game.
Kings of War (Mantic Games)
Kings of War is thought by many to be the successor to Warhammer Fantasy, and features many of the same armies (with slightly different names. E.g. Ratkin instead of Skaven).
“Kings of War is a table-top war game that allows you to play epic fantasy battles in the world of Pannithor. You and your opponent will pit your wits and armies against each other in a battle of tactics, a contest of skill and an explosion of magic and steel.“
However, be aware the price point for these models are pretty much the same as Games Workshop with a pack of twenty models costing £32.50 in the UK.
The models are well crafted and look stunning. Some of the range is still in metal.
Skyrim – Call to Arms (Mordiphius)
For fans of Skyrim there’s Call to Arms by Mophidius.
“The Elder Scrolls: A Call to Arms is an adventure wargame set in the world of Tamriel. Gather your heroes and venture into Draugr haunted tombs and ruins, searching for treasure and glory. Or, fight the Civil War as the Stormcloaks and Imperials battle for the future of Skyrim.“
The advantage of Skyrim: Call to Arms is that it also has a solo play method for gaming.
While not a massive battle game like Warhammer AoS or Kings of War, the game focuses more on small skirmish games and dungeon delving.
The models will set you back roughly £40 for a pack of 12. But the quality is on par with both Mantic and GW.
A Song of Fire & Ice (Cmon)
This is the official Game of Thrones miniatures game which has been licensed to Cmon.
“A Song of Ice & Fire: Tabletop Miniatures Game is a competitive miniatures game for two or more players. Each player controls one of the Great Houses of Westeros, commanding battlefield units, recruiting legendary Heroes, and manipulating the political stage, in the attempt to claim the greatest prize of all: The Iron Throne.“
The miniatures are excellently detailed, however they are mono-pose. The starter set which includes 50 Lannister miniatures and 43 Stark Miniatures can be found on various websites including Amazon for about £100.
The game also incorporates deck building and list building into its five different game modes.
Warmachine/Hordes (Privateer Press)
“WARMACHINE is a fast-paced and aggressive 30 mm tabletop miniatures battle game set in the steam-powered fantasy world of the Iron Kingdoms. Take control of an elite soldier-sorcerer called a warcaster and his mighty warjacks–massive steam-powered combat automatons–as you battle to destroy the enemy warcaster.“
Warmachine and Hordes are relatively similar and involve smaller armies. It’s a great system for those looking for lower model counts. The models are really nice and would make great painting projects on their own. Just look at the below Warjack model….
However a model like the above will set you back around £70 with the rest of the range costing between £30-£70 for a box.
Frostgrave (Warlord Games)
Warlord Games are quintessentially Games Workshop ex-employees. With Rick Preistley being among their number. They have a large (and excellent) historical range of figures, but also some fantasy with offers in both Warlords of Erehwon and Frostgrave.
“Warlords of Erehwon is a fantasy based game designed for 28mm tabletop warfare. The gameplay is built around the D10 system developed for the science-fiction game Beyond the Gates of Antares and also using the praised order dice mechanic first used in the Bolt Action WW2 rules.“
Warlord Games miniatures are not as finely detailed as other manufacturers out there, but what they lack in detail they make up for in value. A box of 20 plastic models from Warlord will set you back around £20 (half of what GW charge nowadays).
Next week, I’ll go through five non-GW science fiction games as an alternative to Warhammer 40,000.
I’ve been writing my own set of Napoleonic war game rules for a while now, the idea for which has been formulating inside my head for roughly three years.
There are many, many different sets of rules for Napoleonic wargaming, but none of them quite got to the itch I was feeling for the period. I wanted a wargame, which was accurate to the time in terms of weapon ranges, unit movement and formations. As well as having a command and control structure that could fairly accurately represent the command structures of the time.
The biggest issue, is that I want all of these thing, but I also want the game to be fairly simple and quick to play. I therefore set about writing my own set of rules, which I’d also wanted to do for some time.
Below I’ve set out a brief overview of the rules and how the game mechanics work. If people are interested further in the game development, then I may post further articles on the subject in the future.
The game is designed to be played on a 6′ x 4′ table, with 30cm equating to roughly a mile of battlefield.
Base sizes are set to 40mm wide, with a base representing a Battalion of Infantry, a Squadron of Cavalry or a Battery of Artillery. These bases are banded together into larger units known as Brigades. Brigades are ordered around the battlefield by Divisional Generals and the Commander-in-Chief of your army.
The game is not a traditional igo-ugo system and instead relies on coloured chips which represent your generals actions for that turn, of which there are thirty in the game. For example, at the start of the game there may be five red chips representing General Wellington’s actions that turn, and five blue chips representing Napoleon. Depending which chip is drawn allows the relevant player to act.
Players then activate units and other Generals inside their army by sending orders to them on the tabletop, these orders represent the objective that the unit has been assigned. Once assigned to an objective, the unit can only score victory points for being near that objective. They cannot score victory points for being near an objective they have not been assigned to.
Generals and Brigades have command ratings, with a combination of the two determining the roll a player will need to use that unit that turn. For example, a Brigade of British Infantry may have a command value of 4 and a British General may have a value of 5, meaning that the player would need to roll 9 or below on two D6 to use that unit, that turn.
All units and Generals have five actions as standard, however these can be modified by how far away the unit is from the General and also by how much the command roll was failed.
Once units are activated, they may move and fire using their actions that turn.
If you want to know more about Clausewitz, then please let me know in the comments below and I may summarise different aspects of the game in future articles.
After reading @rightangle79‘s excellent article on his games of Warmaster a week ago it made me think of the Warmaster armies I used to own when it was first released in 2000.
Unfortunately these were sold in my early twenties to raise money for beer tokens at university.
But I have the urge to return to the game, more so after recalling what a great ruleset it was.
But where to start? Which faction? And where shall I get the models from?
Those who know me, know that I’ve always loved the Dwarfs in Warhammer Fantasy, and this is both because of their lore and their units. Who doesn’t love half naked dwarfs screaming in rage and trying to take down the biggest beast on the battlefield?
But where to get the models? Looking at the original metal sculpts on eBay had me terrified. I’d have to sell a kidney to get hold of an army worth now. That left me with third parties. Here I was spoilt for choice, just typing in 10mm Dwarfs had thousands of hits. But one particularly caught my eye, excellentminiatures.com.
They have army bundles for every faction all at the 1,000 point mark, and the sculpts on these are stunning. In fact, they’re so good I would argue they’re better than the GW originals.
So I found the Dwarf bundle and made a purchase. At £85 for an entire army I think they’re also fantastic value for money.
In the bundle I receive!
Gunner Regiment (Thunderers)
Bezerker Regiment (Troll Slayers)
3x Warrior Regiments
King and Bodyguard
They’ll probably arrive next week, and I’ve not been this excited about receiving new models in a long time.
Following Dave and I reviewing the Sisters of Battle Codex on our YouTube channel earlier this year, I decided that with the release of the Sisters Combat Patrol box, I thought it may be an idea to go through whats in the box and then select some units to expand the force to 1,000 points.
The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.
In the Sisters Combat Patrol box you’re given;
10x Battle Sisters
4x Sisters Repentia
All of that for £85, which is bought separately would cost roughly £170.
On top of this we’ll add the following units;
Dominion Squad £35 (this will also buy you a unit of Celestians)
Retributor Squad £32.50
This will cost you an additional £151, alongside the cost of the Codex for £30 the entire army will set you back £266!
However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £200.50! That’s a saving of £66!
To sign up to the SCN Hobbies mailing list, email Sarah on firstname.lastname@example.org.
The list above brings us with upgrades to 1,000 points and the list will be as follows;
Vanguard Detachment (3CP) Order Convictions: Order of the Bloody Rose
For your Canoness I would make her the Warlord and make the whole detachment part of the Order of the Bloody Rose. This allows you add 1 to the attack characteristics of models with this conviction when they Charge, are charged or make a heroic intervention. Extra attacks are always nice! So let’s lean in to this slightly and give the canoness the Blessed Blade and the Wrath of the Emperor Relic.
The Blessed Blade gives the Canoness a +2 strength, -3 AP Damage 2 close combat weapon, while the Wrath of the Emperor replaces her Bolt Pistol with an 18” range pistol able to fire 4 shots per round with strength 5, -1 AP and 2 damage. That packs quite the punch, especially considering the Canoness can now make 5 attacks instead of 4 when they’ve charged or have been charged.
Don’t forget that CORE units within 6” of the Canoness will be allowed to re-roll 1’s on their to hit rolls when making attacks as well. This means she’ll be handy next to your Arco-Flagellants when they make it into combat.
I would also give the Canoness the Warlord Trait Righteous Rage, which will allow her to re-roll hit rolls and wound rolls when in melee.
We’ll also give her Blessing as her Divine Deliverance, this negates one enemy units aura ability that is within 6” of the Canoness, however this is only done if after rolling 3D6 and the resulting roll being equal to or higher than the enemies Leadership characteristic.
This lovely woman is the ying to your Canoness’s yang, allowing CORE units within 6” to re-roll wound rolls of 1. Having her with the Canoness next to a unit dishing out a lot of attacks is always a good move. Having a bubble of our Canoness, palatine and Arco-Flagellants will make an opponent think twice. Once you look to expand beyond 1,000 points my next thought would be adding more models to your Arco-Flagellants.
Take her as is.
Having one of these guys in your list allows nearby units to benefit from his War Hymns, which grants them another attack. Which when combined with the conviction of the Order of the Bloody Rose will allow some of your units with the CORE keyword to make two additional attacks on top of what they would normally make (looking at you Arco-Flagellants). As well as this, he also has access to the Battle Hymns. Very squishy though so make sure you keep him towards the back of you Flagellant bubble.
Battle Sisters I’m inclined to leave as Bolter only and split into two units of five sisters each. These can then be used as objective cappers, they’ll have the ability to deal with the small unimportant elements of your opponent’s army but their primary use should be holding objectives or vital points of the battlefield. If the enemy shoots and focuses on these units then that frees up your heavy hitters and close combat specialists for the counter punch.
I would leave these as standard with their Arco-Flails, and try and make sure that they’re within 6” of the Canoness when they make it into combat so that they can re-roll 1’s for there to hit rolls.
There’s only three of these so the enemies fire will need to be drawn elsewhere for them to be effective, perhaps having some mean looking Castigator on the field may do the trick?
REPENTIA SUPERIOR AND SISTERS REPENTIA
I would also leave these as the basic set up. Again, like with the Arco-Flagellants you do not have many of these so try and entice your opponent into shooting some other more sturdy unit that can take the punishment until these lovely women make it into combat. Both these and the Arco-Flagellants are a great counter punch to enemy CC and also make great objective clearers which can be followed up by the Battle Sisters, who can lend some light fire support to these units.
These are your true fast attack and are great even equipped with the hand flamers. These are perfect for dealing hit and run attacks on larger horde units such as Ork Boyz, Imperial Guard Infantry and the like. Keep them in cover and make sure they get to their intended target to deal their damage. I would equip two Seraphim carrying two hand flamers each kicking out D6 shots which automatically hit their targets. That gives you on average 12 hits from flamers with on average 6 of those causing wounds on toughness 4 targets.
Although classed as heavy support this unit is ideal for taking on units in close support with its twin buzz blades and double Heavy flamers. With five wounds and toughness five it’ll also take some punishment before it falls down. Plus, with the Penitent Engine, Sisters Repentia and Arco-Flagellants you have redundancy in your close combat and your opponent won’t be certain what to choose first, meaning at least one of them will reach enemy lines.
It’s a predator tank, its got good armour and packs a punch from long range for an army which severely lacks in this area. Don’t expect it to last long though, your opponent is likely to target it from the get go, and that’s okay. Because if they’re focusing on the predator they’re not focusing on your combat heavy units closing in on them.
Make sure while it is on the table that it focuses on trying to remove the high armour targets that your other units will sill struggle with.
These, alongside your Retributors can almost be considered a secret weapon for the sisters. With their Holy Vanguard rule you can pop these in your rhino and they can make a free normal move before the first turn taking them closer towards the enemy. Why do you want to do this? Because you only have five Dominions in the Rhino, means you can fill out the rest of the transport capacity with Retributors with Heavy Flamers or Multi-Meltas to take out those pesky heavy armour targets or large horde mobs.
Equipping the Dominions with Storm Bolters will mean that they’re kicking out 10 shots a turn as well and can lay down some nice fire on the enemy’s units. Hopefully your opponent will ignore the rhino long enough for them to get close and pop that particularly nasty looking tank or flame that large group of Ork boyz….. Please shoot at my Castigator.
As mentioned, pop these in the Rhino and arm them with Multi-Meltas and they’ll pretty much turn anything they shoot into liquid metal once they open up. They may be a one use only unit once your opponent sees what they can do so try and hit them where it hurts on the first time of use.
You want this to remain alive as long as you have your Dominions and Retributors inside, otherwise it could be used to transport your battle sisters up to objectives further up the field. Use it as the workhorse of the army. Many players will use these as a transport for a single unit, but don’t forget to double back pick up others units and rush them over to other parts of the battlefield.
As I mentioned earlier, my next steps would be to look at expanding the Arco-Flagellants into possibly a ten strong unit. Beefing up the close combat element of the army is always a good shout, and you know a second Castigator would always be a nice distraction for your opponent.
I would also seriously consider taking some Celestian Sacresants, as with these you’ll find that they make perfect bodyguards for your characters as enemy units are unable to target them. They also come with a 4+ invulnerable save.
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
So I decided I would bite the bullet and dive into Age of Sigmar fully, having previously prodded around at the edges of the game since its release back in 2012.
Having been an Order player through and through in fantasy, the Dwarves and Humans have always appealed to me, but with the recent release of AoS 3 and the Kruleboyz I found my eye wandering to pastures new.
The new look Orruks with their Lord of the Rings-esque vibe appealed to me along with the awesome new Orruk leader included in the Dominion box set.
I swiftly managed to pick up two halves of the Kruleboyz from the Dominion boxed set from various members of our local gaming community and have been poring over the moulds ever since.
Then at at a suggestion from Dave a Path to Glory campaign idea started to form for the guys at Woehammer, I jumped on the bandwagon along with the rest of the guys.
Admittedly I may not be able to play as regularly as the others, but its an opportunity to paint and hopefully get some games in anyway,
I had looked at various points sizes and decided that 1,000 points would be the best place to start for my force. I found that at 600 points I would be able to include very little in the way of units and the games wouldn’t feel as cinematic to me.
So where to start? Well every army needs a leader and who better to lead the army than Gollok Spleenchewa (Krusha of sumfin’ or ‘uvva). Gollok is a Killaboss on Great Gnashtoof, which means I get to paint up the centre piece of the Orruks from the Dominion box.
Next I needed some troops, and choices are thin on the ground here with either the Gutrippas, Hobrots or Man-Skewer Bolt Boyz. In the end, I decided that I would run two units of 10 Gutrippas, and perhaps in the future reinforce one or both of these units with additional Orruks. These units I named “Raggrogg ‘an iz Stikkaz” and “Gorlogz Sneaky Boyz”.
But I wanted some shooting to back these lads up in combat and provide my army with some long range threat. So I stuck in a unit of Man-Skewer Bolt Boyz . I named these the “Gnashwater Man-Skewerz” after the settlement the army hails from.
What to include next? I decided that the Swampcalla Shaman with Pot Grot (this point onwards known as “Zolhag Grotthrottler”) would be a great shout, as he can give a unit of Orruks poisoned weapons on 5+ instead of 6+ as well as also being able to cast Boggy Mist giving nearby Orruks +1 on their charge and run rolls and enemy units -1.
This brought me to a grand total of 805 points. To finish of the force I opted to take two units of 10 Hobgrot Slittas which cost 190 points. These units will be used as chaff and distraction as they don’t benefit from any of the abilities that the rest of the Orruks in the army have. Going with my rule of naming all these units, these would be called “Grolbokz Slittaz” and “Da Gnashwater Runtz”.
On the admin side of things I chose to take a settlement as the single territory I was allowed which I named Gnashwater, and this was purely for narrative reasons to give the army somewhere to call home. I named the fort Gnashwater Fort, because I was starting to struggle with the names…..
As a core enhancement I chose to give my Warlord (Gollok Spleenchewa) the Battle-Lust trait, this allows him to re-roll run and charge rolls, hopefully meaning that he will get into combat when he needs to, especially if performing a charge inside the Boggy Mist that Zolhag Grotthrottler can call upon.
As a quest I chose Scout fertile lands, which gives me the option of adding another territory pretty much after the first battle.
Starting in August the guys at Woehammer are taking part in their own Path to Glory campaign. However is one with a twist, as we’re going to incorporate an actual 3D map!
Right now, the guys are all deciding what armies they should play, as well as what starting size they’d like to be (as well as getting ready for Carnage next weekend). It’s been agreed that it doesn’t matter what starting size you pick, but if you fight a smaller army, then you must pick units from your roster to suit that size battle.
The game will also be using fog of war rules, so each player will be given a number of options as there starting location, which they then list in order of preference. Once it’s been revealed which starting location they’ve been given, each player will be shown the territories bordering their own and battle can commence.
Battles will take place in the same manner as a normal Path to Glory game, and players can claim territory from spending glory points after a game. However, once players have decided what they want that territory to be (i.e. Old Fort etc), then it remains as such even when taken over by another player.