MY WARBAND, MY STORY – MARTIN’S NORTHERN ALLIANCE WARBAND Part 2

By Mantic Games

[Ed’s note – Reader discretion advised for Martin’s gruesome story… particularly if you’re a Ratkin player] This was a fun game. What would later become a fun community activity, Gooja had just invented ‘Bat the Rat’. His two Snow Troll comrades, Vorst and Brina, were roaring with laughter as they pitched up another Ratkin for their Prime, Gooja, to smash into the distance with his gory club.

The Ratkin swarm were determined to capture the Power Stones of Chill but their efforts were almost comedic. The few Northern Alliance that remained were enjoying themselves as again and again the rats came… *Bop* another Ratkin corpse was sent into the distance. *Bop* Gooja caught that one just right and sent it low and spinning into a Brute and they both exploded into a pink mist. As a real test Gooja wanted to see if he could take out the Ratkin Shredder. “Find me a big one,” he grunted, and Brina readily obliged. A Hackpaw was bludgeoned in the head with her crude rock weapon and was thrown up high *BOOOOOOOOOM* the Hackpaw was hit with such ferocity that it broke apart on its journey of death.

Korres the Ice Queen chuckled as she absorbed the magic from the power stones. Those Ice Trolls certainly enjoyed their work….

Hey everyone, Martin here once again with another tale from the Vanguard. I have just about finished my 400 points of Northern Alliance force ‘The Children of the Reaper‘ (just the Ice Naiad and Half Elf Berserker to finish) but they are now ready to go for a campaign here at HQ.

As we all do, I have been theory crafting different warbands non-stop for the past few weeks and I am particularly looking forward to trying out one particular set up. It may be great, it may be absolutely hopeless but it will  definitely be a fun one to try out. Especially against Rob, who has been thinking up some absolutely obnoxious 200 point lists.

So here it goes… 

Snow Troll Prime (54 points)

Snow Troll (34 points)

Snow Troll (34 points)

3 Elf Clansmen (33 points) – to support each troll

Ice Queen (32 points) – to Knock Down anything nasty using Winter’s Bite

Ice Naiad (12 points) – useful for Pinning enemies down

I will also give the Ice Queen a Lucky Charm for a re-roll (1 point).

The idea would be to keep heads down using the archers and Ice Queen, giving the trolls enough time to reach their targets and smash face. I am a subtle kind of bloke aren’t I? 🙂

Full Company Roster

So the 400 points for my Northern Alliance company is as follows. I’ve added a few pieces of equipment to boost those key characters, adding both range and Crushing Strength where possible. Unfortunately the Half Elf Berserker had to step down from the roster.

Snow Troll Prime Command/Large Heavy Weapon
Healing Herbs
60
Thegn Command 39
Ice Elemental Large 47
Frost Fang Cavalry Large Heavy Weapon 38
Snow Troll Large 34
Snow Troll Large 34
Elf Clansman Grunt 11
Elf Clansman Grunt 11
Elf Clansman Grunt 11
Ice-Queen Spellcaster Ophidian Book of Secrets 40
Ice Kin Hunter Support Long Bow 29
Ice Naiad Warrior 12
Huscarl Warrior Heavy Weapon 18
Dwarf Clansman Grunt 8
Dwarf Clansman Grunt 8

So I think I’m ready for the staff campaign! Announcement should be soon! Also, make sure you don’t miss a whole week of Vanguard live streams, starting at 4pm (GMT) on Monday (October, 22nd).

Cheers,

Martin

The post MY WARBAND, MY STORY – MARTIN’S NORTHERN ALLIANCE WARBAND Part 2 appeared first on Mantic Blog.

Original Post

 

October Newsletter

*|MC:SUBJECT|**|MC_PREVIEW_TEXT|*

Wyrdos,

With ramping up the release of the Other Side, chugging away at the Malifaux Third Edition beta, and trying to keep Waldo from destroying the design room, we’ve had a busy last few months. But there’s no sign of us (or Waldo) stopping any time soon.

In this month’s newsletter, we’re covering The Other Side’s Kickstarter fulfillment, reopening the M3E beta, releasing the latest issue of Chronicles, checking in on Iron Painter’s progress, looking at the latest digital releases for Through the Breach, and more. 

The time has come. Thanks to Adeodatos opening up a few handy portals, The Other Side is reaching doorsteps. It’s fantastic to see the social media posts of packages arriving and models already being painted. We’re just as excited about getting them on the table as all of you are!

If you didn’t get the chance to Kickstart The Other Side, you’ll have the chance to get your hands on Allegiance boxes shortly. Retail shipments will begin very soon. In the meantime, make sure to check out the short story that takes place just after the battle of London broke, either on our website or in this month’s Chronicles. 

The Malifaux Third Edition beta has been moving along swimmingly. Thanks to our dedicated playtesters who are providing regular battle reports and feedback, we’ve made tremendous progress. There’s still some more work to be done, though, and we want to make sure that your thoughts are heard.

With that, we have re-opened the beta signups. If you didn’t have the opportunity to apply last time, now’s your chance. Make your way to the application page now! 

In this month’s Chronicles, things get a little spooky. 

  • Messing with Malifaux: Take a trip down memory lane and revisit some old favorites in M2E!
  • Smilin’s Easier Than Frownin’: Two thieves find themselves caught within the crosshairs in their latest heist job. 
  • Tricks N’ Treats: Celebrate Halloween with a Waldo pumpkin stencil and a Wyrd coloring page.
  • Community Highlights: Interested in trying out a tournament? Here are some tips and tricks to get you started before the first round begins. 
  • Zepplin Transcripts from Beyond the Breach: A brief glimpse into the King’s Empire after the battle of London broke.
  • Old Bones: A Bultungin reawakens, only to find that the bones of those she loved are missing from their graves. 
  • Earthside Dossiers: Take a deep dive into the Cult of the Burning Man’s Commanders, Adeodatos and Fenton Brahms.

You can find the latest issue of Chronicles for the low cost of FREE on DriveThruRPG!

Iron Painter is in full swing. We are in the process of wrapping up the third round as this newsletter is being written, and have seen a ton of excellent pieces in each round. This last round was particularly spectacular. There are still two more rounds to go, and we can’t wait to see what you all come up within each category. 

If you’d like to see the submissions thus far, stop by the forums and check out the Iron Painter 2018 Gallery!

Don’t be an angry curmudgeon like the guy in the image above. We’ve got even more good news in store. Three new additions to Through the Breach have been released on DriveThruRPG! You can find The Badlands Invitational, Above the Law, and Northern Sedition in PDF format by clicking their links.
 

October Releases

 

WYRWS019 Wyrdscapes – Pathways $50.00
WYRWS018 Wyrdscapes – Haunted Spires $60.00
WYR21097 Alt Rogue Necromancy $35.00
WYR21094 Alt Graves and Tannen Box $25.00
WYR21099 Alt Ototo $15.00
WYR40151 Abyssinia Allegiance Box – Prince Unathi $90.00
WYR40156 Electrocutioners $45.00
WYR40251 Cult of the Burning Man – Adeodatos $100.00
WYR40254 ECB Black Ops $45.00
WYR40201 Gibbering Hordes Allegiance Box – Stormsiren $100.00
WYR40205 Yarazi $45.00
WYR40101 King’s Empire Allegiance Box – Charles Edmonton $90.00
WYR40106 South Wales Borderers $45.00
WYR40001 The Other Side – Core Rules $60.00
WYR20731 Gwyneth Maddox $11.00

Wyrd has a variety of media available for free to everyone.

  • Every Wednesday, a new wallpaper is available on our website for Wallpaper Wednesday. There is a large collection of Malifaux options available, as well as a variety of options for some of our other games.
  • We have a free ezine available, Wyrd Chronicles. The Chronicles have stories, hobby articles, RPG adventures, and more! Be sure to check out this magazine, currently available on DriveThruRPG.
  • Waldo’s been getting into the design room in the middle of the night as of late. Every Wednesday, he’s releasing leaks, spoilers, and other goodies. 
  • Every other Thursday, we release a free podcast called the Tales of Malifaux as part of our Breachside Broadcast. This podcast goes through the Malifaux fiction one story at a time, starting all the way back to the first book in the first edition. It’s a great way to catch up on our old stories or go through them again.

We’ve been moving forward at breakneck speed, which makes it hard to believe that the year is already nearly over. There’s still yet one more con on our schedule this year, and we hope to see you there at PAX Unplugged at the end of November!
 

Original Post

 

Wyrd Chronicles Vol.

Happy Tuesday Wyrdos! Wyrd Chronicles Vol. 38 is now live! This Is Halloween.

  • Messing with Malifaux: Take a trip down memory lane and revisit some old favorites in M2E!

  • Smilin’s Easier Than Frownin’: Two thieves find themselves caught within the crosshairs in their latest heist job. 

  • Tricks N’ Treats: Celebrate Halloween with a Waldo pumpkin stencil and a Wyrd coloring page.

  • Community Highlights: Interested in trying out a tournament? Here are some tips and tricks to get you started before the first round begins. 

  • Zepplin Transcripts from Beyond the Breach: A brief glimpse into the King’s Empire after the battle of London broke.

  • Old Bones: A Bultungin reawakens, only to find that the bones of those she loved are missing from their graves. 

  • Earthside Dossiers: Take a deep dive into the Cult of the Burning Man’s Commanders, Adeodatos and Fenton Brahms.You can find the latest issue of Chronicles for the low cost of FREE on DriveThruRPG!

You can also head over to our forums to discuss the latest Chronicles! 

Original Post

 

Privateer Press Seeks Resin Caster

By Privateer Press

About Us

Privateer Press, Inc. (privateerpress.com) is an award-winning publisher of games and game supplements based in Bellevue, WA. We produce the acclaimed WARMACHINE® and HORDES® tabletop miniatures wargames, the Monsterpocalypse® pre-painted miniatures game, the Iron Kingdoms® Full Metal Fantasy and Iron Kingdoms® Unleashed roleplaying games, the Undercity™ and Widower’s Wood™ adventure board games, and the LEVEL 7® survival-horror board game line. We also produce the Formula P3™ hobby tool and paint range in addition to the other products in our catalog. We are focused on producing the finest gaming products on the market today as we continue to build and expand the richness of our games and settings. We are in search of great people who are enthusiastic about producing engaging and enjoyable experiences and who can appreciate the inherent beauty of giant steam-powered robots smashing each other to pieces.

We are a hard-working crew who derive satisfaction from a job well done. We work in a fast-paced, results-driven environment, and we seek a highly motivated individual with AMAZING attention to detail to support our production of high-quality miniatures in our resin casting department.

Essential Duties and Responsibilities

The resin caster is a full-time entry-level position. The primary duties are to assist the production casting team. These duties include but are not limited to:
• Demolding cast parts
• Conducting QC checks on demolded parts
• Solving problems with casting
• Adjusting machine settings for optimal performance
• Preserve mold life through careful demolding
• Achieve daily quota for parts produced
• Assisting with special projects as required on an as needed basis
• Other duties as necessary

Qualifications:
• Must be able to work in our Bellevue location
• Capable of working both individually and collaboratively
• Acute attention to detail
• Upbeat and positive attitude
• Strong work ethic
• Action oriented and able to complete tasks quickly
• Able to multi-task
• Must be able to stand, lift and bend for 8 hours each day
• Must be able to lift 50lbs
• Great problem-solving skills

Benefits
• Medical
• Dental
• Product

Start Date: Immediate
Compensation: This is an entry-level hourly position.


Application Process:

1) Prepare a resume of no more than two pages. The filename of the resume should be your first and last name separated by an underscore, and it must be in .doc or .PDF format. Example: John_Doe.doc
2) Compose a cover letter of no more than one page. The filename of the cover letter should be your first and last name followed by “CL”, all separated by underscores. The file must be in .doc or .PDF format. Example: John_Doe_CL.doc
3) Send your resume and cover letter to jobs@privateerpress.com, and make sure the subject line says “Resin Caster—[your name].” Example: Resin Caster—John Doe.

No

Original Post

 

Privateer Press Seeks Warehouse Clerk

By Privateer Press

About Us

Privateer Press, Inc. (privateerpress.com) is an award-winning publisher of games and game supplements based in Bellevue, WA. We produce the acclaimed WARMACHINE® and HORDES® tabletop miniatures wargames, the Monsterpocalypse® pre-painted miniatures game, the Iron Kingdoms® Full Metal Fantasy and Iron Kingdoms® Unleashed roleplaying games, the Undercity™ and Widower’s Wood™ adventure board games, and the LEVEL 7® survival-horror board game line. We also produce the Formula P3™ hobby tool and paint range in addition to the other products in our catalog. We are focused on producing the finest gaming products on the market today as we continue to build and expand the richness of our games and settings. We are in search of great people who are enthusiastic about producing engaging and enjoyable experiences and who can appreciate the inherent beauty of giant steam-powered robots smashing each other to pieces.

We are a hard-working crew who derive satisfaction from a job well done. We work in a fast-paced, results-driven environment, and we seek a highly motivated individual with AMAZING Customer Service Skills to support our production of high-quality miniatures.

Essential Duties and Responsibilities

The Warehouse Clerk is an entry-level position. This position is mostly focused on pulling orders. Duties include but are not limited to:

  • Achieve the weekly packing goals
  • Pull orders in the proper sequence
  • Work at a good pace in order to meet goals
  • Get completed orders ready to ship
  • Random QC of items packed recently
  • Stack pulled product in an organized manner on the tables
  • Maintain a clean workstation, clean other areas as requested
  • Load outbound pallets onto trucks
  • Daily trash removal
  • Complete various tasks as requested
  • Unload trucks/containers as needed
  • Move things around warehouse as needed
  • Work in an efficient manner
  • Minimize idle chit chat

Required Skills and Proficiencies

Qualifications:

  • Must be able to work in our Bellevue location
  • Capable of working both individually and collaboratively
  • Highly organized with an acute attention to detail
  • Upbeat and positive attitude
  • Strong work ethic
  • Action oriented and able to complete tasks quickly
  • Able to multi-task
  • Good problem-solving skills
  • Must be able to stand, lift and bend for 8 hours each day
  • Must be able to lift 50lbs

Benefits

• Medical

• Dental

• Product

Start Date: Immediate

Compensation: This is an entry-level hourly position.

Application Process:

1)     Prepare a resume of no more than two pages. The filename of the resume should be your first and last name separated by an underscore, and it must be in .doc or .PDF format. Example: John_Doe.doc

2)     Compose a cover letter of no more than one page. The filename of the cover letter should be your first and last name followed by “CL”, all separated by underscores. The file must be in .doc or .PDF format. Example: John_Doe_CL.doc

3)     Send your resume and cover letter to jobs@privateerpress.com, and make sure the subject line says “Warehouse Clerk—[your name].” Example: Warehouse Clerk—John Doe.

No

Original Post

 

Waldo’s Weekly – Youko Hamasaki Reveal

Hey Wyrdos,

Waldo managed to weasel his way into the Beta. We kicked him out pretty quickly, but before we did, he managed to print off a few of the new stat cards. After throwing some “distractions” (don’t worry, Kyle will recover), we grabbed most of them back. He managed to keep a hold of a few, and said he would only give them back if we let him talk about one for Waldo’s Weekly.

With that, we are happy to introduce the new Ten Thunders Master, Youko Hamasaki. 

As a reminder, Youko is still in beta testing, so some of the Abilities and Actions discussed in this article might change between now and M3E’s release. With that disclaimer out of the way, let’s see what this mysterious woman has in store for us.


Youko Hamasaki is the new proprietor of the Qi and Gong, the most widely-renowned brothel within the Little Kingdom (if not all of Malifaux City). While she might not appear imposing at first glance, Youko has her delicate fingers upon the pulse of the city and is adept at gathering information, secrets, and blackmail.

Youko’s Keyword is “Qi and Gong,” as most of her thematic models are drawn from the employees of that establishment. Each Qi and Gong model has the Leverage Ability, which gives its controller a Pass Token at the start of the Turn… provided that the opponent has one or more revealed Schemes. Furthermore, the model can discard a Pass Token when performing a duel to gain a positive flip to that duel.

Leverage lets a Qi and Gong Crew play mind games with their opponent right from the very start of the game. As soon as the opponent reveals a Scheme to score Victory Points, the Qi and Gong crew is going to gain a whole pile of Pass Tokens that they can use for activation control, initiative bonuses, or fate modifiers. Is it worth scoring early and risking such a swing in power, or is it better to wait to reveal Schemes, which gives Youko’s crew time to counter them?


Youko’s ability to control the flow of the game doesn’t stop there, however. After an enemy model Activates within 6” of her, her Informants Ability allows her to look at the top card of either player’s Fate Deck and then gives her the option of placing that card on the bottom of that player’s Fate Deck. This Ability serves double duty, allowing Youko to either discard her own undesirable cards or to ensure that the opponent’s high cards end up getting buried back in their deck.

She also has Calm Demeanor, which allows her to draw a card whenever an enemy model within 6” discards a card. So long as Youko is near the battle, she’s going to be benefiting from the opponent’s misery.

Though fragile at only 10 Health, she is protected from enemy aggression by Disguised (which prevents her from being the target of Actions generated by the Charge Action) and Serene Countenance (which gives any Attack Actions targeting her a negative flip). She might not be durable, but she’s got plenty of tricks in her sleeve to avoid all but the most dedicated assassins.

Youko’s most impressive Action is most likely her Bonus Action, Backroom Dealings. It targets an enemy model and forces them to reveal their hand, giving Youko a glimpse into her enemy’s plans. The “Risking It All” trigger further punishes the opponent by letting you guess a suit before the reveal, which in turn damages the enemy model for one damage per card of the named suit in the opponent’s hand. This can be particularly damaging against summoners who often stockpile cards of certain suits. Her other trigger, “Shady Dealings,” reinforces her crew’s Leverage Ability: for each of the opponent’s unrevealed Schemes, they must discard a random card.

In addition to this formidable weapon, Youko also possesses Blackmail, which gives an enemy model the option of discarding up to two cards. For each card they don’t discard, Youko’s crew gains a Pass Token, providing further fuel to Leverage. Even if the opponent doesn’t care that Youko gains Pass Tokens, they may want to discard a card anyways; her “We Own You” trigger lets her force the target to take an Action… provided that the opponent discarded one or fewer cards.

Backing up her Blackmail capabilities is Riddles in the Dark, an amusing little Action that gives the target Distracted +X, where X is equal to the difference in the number of cards in each player’s hand (to a maximum of Distracted +2). This works whether Youko is up or down on cards, making it quite useful.

Rounding out her skill set is Information Network, a simple Action that lets her draw a card without having to flip any cards, and an Exotic Weapons attack that does average damage… unless she can get a model alone and declare the “No Witnesses” trigger, which allows her to deal +1 damage and ignore Armor if no enemy models other than the target can draw line of sight to her.

All in all, Youko Hamasaki is an interesting addition to the Ten Thunders roster, providing them with a true control Master who is more than capable of controlling the flow of information during the game.

WaldosWeekly_10.17.2018.jpg

 

 

Original Post

 

Erin Celtic Myth from the collection of James Morris

It is my pleasure to present to you all a treat.  In conjunction with our offer on the whole 28mm range of Erin miniatures and the game book and boxed set this week some pictures of the fantastic collection of James Morris.  Featuring Fomori, Fir Bolg and Milesians as well as some fantastic backdrops and scenic set ups you can really feel mythical Ireland come to life.  See the whole range
Here are all of the images along with some information about each one for you.  Additionally the super backdrops in the photos come from Jon Hodgeson Maps and can be found at that link.  We finish with a little about the Erin game and what makes it stand apart for lovers of Celtic Mythology.
The Formori are the sea dwellers who come to the land to conquer, with little in the way of lofty ideals, it is for avarice and cruelty that they quest. The first image above shows you the mighty King Culach lord of all Fomori with his magical sword.  A huge miniature standing 65mm tall from code ER14.
The second image shows you Champions of the Fomori!  They are led by the mighty Hero Norc who is second only to King Culach among the devils of the sea (standing 50mm tall and from pack ER15).  Next to him a champion with a great two handed iron sword (from pack ER12) and a warrior Fomori with long sword (28mm tall and from pack ER11).  Quake sons of man!
This third picture is Ethniu the summoner.  Rumoured to be a daughter of Balor or perhaps even Culach she wields terrible dark forces in the aid of the foam cresters.  A one piece miniature from pack ER13.
Forth in pictures we have the warband of the Fomori having just emerged out upon the land from the cold dark waters.  Warriors either side of a Champion ready to strike down the Fir Bolg when the horn sounds for battle.  Packs ER11 and ER12.
Fifth in line this photograph is one of the Warrior Gods of Erin.  A queen of battle magics with control of the very birds of the air.  An ally to man.  Find her in pack ER22.
Stepping in sixth are the strong and skilful Sun Warriors who raise their swords for those worthy.  Often the sworn enemies of the Fomori as water dulls the brilliance of the sun.  From pack ER24.

The seventh and eight pictures are of the Fir Bolg the travelling warriors who came to Erin fleeing monsters of which they will not speak.  Skilled with spear and sword they will carry off their prizes given the chance.  Miniatures from packs ER6 and ER7.
If you are keen on playing the Heroes of legendary Ireland then check our the Erin game HERE which can be had as a book or as a book with miniatures in a game pack.  
The legendary time of the Invasion Cycle in Ireland or as she was called Erin. Create a Warband led by a Hero and a number of Champions and a group of followers. Recruit Enchanted Animals and Monsters along with abilities and Druidic Magic to assist you in your stuggle. Choose from the evil Fomori devils of the northern seas, the magical Sidhe faerie warriors of the deep ground, the Fir Bolg warriors of great strength, the Nemedians stag headed men of the forests or lastly the Milesians the human celtic who would come to populate all of Erin.
Erin 2nd Edition has an easily learned 2D6 based rules system that is scenario driven with a normal game lasting between one and two hours in play. The game book features full rules, no need for expansions, create and advance your characters and creatures using a full points and warband and hero generation system. Also a full Druidic Magic system and all needed rules for Chariots, Horses, Gods, Enchanted Animals and Monsters. A full and detailed narrative of the history of Erin and sections detailing the nature of each of the five main peoples of Erin. Includes three made scenarios and a short section for inclusion of a fictional Roman Invasion of Erin. Generate scenarios, the landscape and even the weather and then use the mini campaign section to manage your warband between games.  The Rule Book or The Game Pack which is the rule book and sixteen miniatures along with 2D6 dice. Miniatures are a Sidhe Warband and a Fomorian Warband. Complete starter game pack.
Thanks for Reading,
GBS

Original Post

 

K175

The Longline Light Strike Vehicle (LSV) was born out of an Urgent Operational Requirement (UOR) for a fast lightweight strike platform for use behind enemy lines. Built and tested in the run up to the 1991 liberation of Kuwait for the purposes of ‘Scud Busting’ deep behind enemy lines.
Designated Ground Mobile Weapon Platform (GMWP) by the MOD the LSV was a tubular space frame vehicle with torsion bar suspension derived from Volkswagen parts. Powered by a 1.9 ltr petrol engine of flat 4 configuration and rear mounted for low centre of gravity and handling.
Mk1 vehicles were rear wheel drive, Mk2 (only 5 produced) were 4 wheel drive and Mk3 were 4 wheel drive with a re-designed rear end build around a 1.9ltr VW TDI diesel engine tilted to one side to reduce its overall height.
In practice the vehicle was found to lack the carrying capacity for long range desert operations and after the conflict the vehicles were passed on to 24 Air Mobile Brigade where full road legal lights were added as well as strengthening the frame and up-rating the suspension.
This kit covers only the 2 wheel drive SAS variant as tested at the time of the Gulf War. This vehicle had a crew of 2 sitting in fibre glass bucket seats and had a .50 cal HMG fitted in a Vinghog soft mount.

Designed by Rob Tearle, this kit is our first to have been almost entirely designed in a digital format allowing us to 3D print highly detailed and robust masters. Many thanks to Tim Perry for his boundless enthusiasm for good design and all things 3D printed and to Ian Young who’s brilliantly preserved vehicle was made available for us to research.

Original Post

 

Zeppelin Transcript from The Other Side

Hey Wyrdos,

With The Other Side’s release, we thought that it might be a good change of pace to take a peek into its world. Below is a transcript from the perspective of the men and women of the King’s Empire who piloted the zeppelins floating above London after the battle broke. This short story is an exclusive glimpse into the Other Side that you won’t be able to find anywhere else, including the core rulebook!


King's Empire logo - brown.png

Partial Transcription of reconnaissance reports from Recon Wing Galliant. Compiled by Communications Group Kent, Signal Division, at the request of HRH King Edward VII, being a summary of reports from IMFS Andover, IMFS Aggressor, and IMFS Bellicose. Signal Division wishes to apologize for the inconsistent nature of these reports, as events unfolded more quickly than could be captured via the aethervox. All speculation is the work of Signal Division, Cyphers Branch, and must be taken with a measure of wisdom.

0636, 1st June, 1906 – IMFS Bellicose, under the command of Sir Jacob Ellingray, and with the escorts Andover and Aggressor in support, was dispatched to London to investigate reports of a deluge and subsequent catastrophe. Early reports are harrowing, and unworthy of speculation. Sir Jacob has ordered all hands to stations, and all weapons primed. “We fly to the King!” he declared prior to departure. (Ellingray may have been the wrong man for the job. His service in Africa and the Oceanic colonies, while worthy of praise, did not prepare the man for what waited in the skies over London) (-Admiralty redaction- It won’t do to be casting dispersion over the heroes of the Empire. Especially now. Strike this and all other disparaging remarks from the final report.)

0712, 1st June, 1906 – Bellicose reports fair skies and light winds, good visibility. Winds to the east at 3 knots, barometer 17.5k and rising. Air Wing Kent inbound to London. (Early reports that some sort of channel-bound hurricane, previously unmarked and preternaturally sudden, are not supported by these readings. Further reports from Andover, redacted here, indicate a heavy fog over London proper, terminating in the vicinity of West Kingsdown and Seven Oaks.)

0825, et al – Bellicose – Sir Jacob has ordered Andover to the west and north, while Aggressor remains behind with Bellicose to provide support. The fog that blankets London is impenetrable at this altitude. Andover will head directly for Kensington, while Bellicose investigates the entrance to the Thames, where the worst flooding is suspected. The rest of Air Wing Kent is awaiting the arrival of the army.

0845 – Bellicose – Reports of flooding vastly underestimate the disaster. London is gone. The wreckage of buildings and bodies cover the surface of a vast and shimmering inland sea. (Ellingray’s time at Oxford betrays him here. His initial estimate overstated the destruction. For want of a better phrase, Sir Jacob imagined his words in the history books, and dictated them to his vox operator as such) We await reports from Andover as to the well-being of the King.

0915 – Bellicose – The King lives! Long live the King! Andover established visual communication via signal flag with Buckingham Palace shortly after 0900. HRH has refused extraction, and the docking moors have suffered some sort of damage. Andover’s report on the matter is folly, as Captain Hourst insists the moors have become the habitat of giant wasps. (Again, Sir Jacob underimagines what he sees, and overimagines his capability of addressing it.)

0930 – Bellicose – Previous reports verified. Andover has engaged a swarm of hostiles with light rifle and shot from the portside batteries. Marines have been ordered to the deck. She is preparing to be boarded.

(There is a significant gap in reporting for the next fifty minutes. What follows is a compilation of speculative reports based on after action debriefings, ship’s logs, and an account from witnesses on the ground. Regular reports pick up at 1022, when Sir Jacob re-establishes control of Bellicose’s command deck)

0935 – Details unclear. Andover is swarmed and set adrift. Its progress takes it over Buckingham, where witnesses describe a desperate battle on the decks and upper causeways of the anti-ballast. The swarm lifted suddenly from Andover and flew east toward Bellicose.

0957 – A single garbled message dispatched from Bellicose, warning of hostiles inbound and requesting aid from Aggressor. Aggressor’s commander orders the cutter to come about and open fire. A brief and violent struggle follows, during which Bellicose is overwhelmed. Aggressor prepares to accept survivors.

1009 – As quickly as the swarm attacked, it withdraws. The enemy seems to follow no rhyme or reason in their tactics. Ellingray was forced into the ward room with his officers, and only regains the deck after his Bo’sun and the ship’s royal marines secure the quarters. His report, which follows, downplays the severity of the loss.

1022 – Bellicose – IMFS Bellicose reports all hands secured, and the attack repelled. Heavy casualties. Contact with Andover re-established. All escorts ordered to rally to Bellicose in preparation for withdraw. (Admiralty countermands Ellingray’s instructions, ordering him deeper into London. The army is preparing for an assault, and need information about the enemy’s composition and strength. Out of respect for Sir Jacob’s standing in the peerage, we have redacted the precise exchange between Bellicose and Air Station Kent.)

1045 – Bellicose- Andover and Aggressor have formed up on Bellicose and are prepared to drive deeper into the skies over London. A brief flag exchange between the two wounded ships indicate the fighting has cost them both dearly. Andover especially is operating on a skeleton crew. Reinforcements from Aggressor shore up her defenses. The trio proceed toward the only landmark they can find; the dome of St. Paul’s, miraculously still intact, and towering over the wreckage of a drowned London.

1112 – IMFS Aggressor takes the lead as Bellicose and Andover limp along behind. The bulk of the Royal Air Force Southern Command has taken up position on the outskirts of London, awaiting the Air Wing’s final report, and Admiralty’s permission to proceed. A transcript of vox communications between Aggressor and Bellicose, overheard by Air Station Kent, follows.

Aggressor: We have St. Paul’s in sight. Command wishes to know how we are to proceed.

Bellicose: Carefully, Aggressor. Keep your eyes up. What is the condition of the cathedral and surrounds?

Aggressor: The cathedral is intact. Ludgate hill is dry and crowded. Forward observer post reports masses of civilians at the doors of the cathedral. Attempting to signal them now.

Bellicose: Thank God! As long as St. Paul’s stands, there is still a London! (Again, Ellingray is doubtlessly aware his words are being overheard) Prepare to stand to and accept—

Aggressor: Sorry to interrupt, Bellicose. There’s something wrong with the crowd. They seem unresponsive. They’re just standing, staring up at the dome, with their hands to the sky. Shellshocked, perhaps. Away teams are preparing—

Transmission is cut short by violent static. Radio operators at Kent Station and Oxford suffered damaged equipment from the electromagnetic backlash. Backup stations followed the rest of the conversation when it resumed mid-report.

Aggressor: —blinding. Some kind of weapon. Anti-ballast compromised. Repair crews dispatched. Bellicose, are you reading?

Bellicose: Bellicose here. We have eyes on the target. Some kind of light erupted from the dome. Did it strike you?

Aggressor: Unclear. We have—brief radio silence (Cypher Station Kent insists we include the fact that the aethervox operator transcribing this exchange swears on her life that she could hear whispering voices during this interruption.)—fifteen, possibly more. Fires along the anti-ballast. Captain has ordered emergency maneuvers and full power, but the engine room is not responding. We are making due with manual control.

Bellicose: Aggressor, there are figures along your topkeel. They look like… like they’re on fire. (By this point, Ellingray has abandoned the vox and secured his place in history. Witnesses and survivors report the Lord Commander was already on his way to the life vessels, marines in tow) And the crowds around St. Paul’s… my God, they’re burning! They’re—

(long silence)

Aggressor: Bellicose, are you transmitting? Several portals have opened up along our maindeck. Pitched fighting in the engine room. Fires along the gundeck, and the crews are reporting damage to the anti-ballast is critical. Deploying—

Andover: Aggressor, this is Andover. We have sighted bright lights inside the hull of Bellicose. She’s either on fire or… or… God, I don’t know what. But nothing burns that color! Suggest you abandon course and return to Kent.

Bellicose: —have it in our hands. It’s in our hands! God, the veins are turning to light! My hands!

Aggressor: Bellicose, repeat prior transmission! We have away teams prepared to offer assistance. Is your deck secure?

Andover: Aggressor, strongly suggest turning back. Turn back, I say! Bellicose is lost!

Aggressor: There’s something outside… outside the door. I can see…

Andover: Aggressor, what is—

Aggressor: Shut up and listen. This is it for me. I just want you to listen… It’s a doorway made of fire. There are shadows inside of it… no… coming out of it. They’re here. They’re—

Witnesses on the ground report seeing Bellicose wheel sharply, clipping Andover before plunging into the waters around St. Paul’s. There was no further communication from Aggressor. She drifted south, eventually settling among the fields of Dover, her decks empty and crew missing. They were never recovered, and their fate remains a mystery. As for IMFS Andover, the first zeppelin to tangle with the London threat was the only to survive the fight. When Bellicose fell, Andover turned and made for home, her captain deliriously spouting about burning figures and the murmuring deep.

While this report offers little insight into what happened in the skies above London that day, it is the hope of Admiralty that it will reflect well on the men and women who gave their lives in service to the Empire, and lift the spirits of its fighting forces in the days to come. Long live the King.

  Click the image above to download the PDF version of this story!

Click the image above to download the PDF version of this story!

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Criterion

By Privateer Press

Criterion is a narrative league for WARMACHINE & HORDES that celebrates the fifteenth anniversary of WARMACHINE by putting the players right in the action of some of western Immoren’s best-known battles throughout history. From the rebellion against the Orgoth to the First Cygnaran Civil War, players will relive these historic moments on the tabletop in their own way, no matter which Faction they bring to battle.

Wins and losses are not tracked in Criterion, as this league is purely for the fun of the game, but participants can earn special prizes, including special WARMACHINE 15-year anniversary patches and coins.

Criterion rules can be found here.

Prize kits can be purchased through distribution, or our online store (viewable only when logged into a registered retail account) here.

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My Warband, My Story 2: Rob’s Goblins

By Mantic Games

In the gloom of the setting sun, Gritter could just see the baggage train trundling down the forest track. Hidden among the shadows of the trees, the goblin warband would be invisible. This is where Gritter felt most comfortable – tucked away in the embrace of darkness, ready to spring upon his unwitting enemies. Forget the grime and blood of the battlefield, he preferred the quick slash of a hidden sword emerging from the dark.

His sharp ears picked up the sound of the horse’s hooves plodding on the mud, while the Basilean Men-at-Arms chatted casually about their lives back in the Hegemony. Gritter spat as they complained about the stale bread they had as rations, while wishing for their comfortable beds back home. Gritter’s stomach rumbled at the thought of any food and he couldn’t remember the last time he had slept in an actual bed. So long as the cave was dry, he could sleep anywhere.

Behind him the Fleabags began to growl as they picked up the scent of the nearby horse. Gritter hissed at the Rabble to keep their steeds quiet. They needed the element of surprise if they hoped to overpower the Basileans quickly and grab the supplies. Grogger had tasked him with disrupting the supply line to the nearby Basilean encampment and Gritter was keen to please his King.

Gritter gave two sharp whistles – alerting the Spitters on the opposite side of the track to ready their bows. Meanwhile, the cart continued to rumble closer. Suddenly, Gritter was disturbed by increasingly loud chittering to his left. He groaned, as he realised Kackle and Fitz were arguing again. Gritter had pleaded with Grogger not to make him bring the siblings along, but they had their uses. They were some of the most powerful spellcasters Gritter had seen – and their arguing only seemed to increase their magical abilities.

He furiously tried to catch their attention and order them to be quiet, but it was too late. A rogue fireball launched from Fitz’s wand and set a nearby tree alight. The horse whinnied in fright, almost toppling the cart behind it, and the Men-at-Arms drew their blades or loaded their crossbows. So much for the element of surprise, thought Gritter as he screamed ‘charge’ to the hidden goblins.

On the opposite side of the track, the treeline exploded. With a ferocious bellow, Dum the troll burst from the trees swinging his mighty club. It caught a Man-at-Arms square in the chest and sent him flying. Gritter chuckled – perhaps he still had a few surprises left.

Gritter’s Slinkers in all their unpainted glory. The Troll is still hiding.

Hello, it’s Rob here and, let’s face it, this was bound to happen. If you’ve ever heard me talking on podcasts or read some of my posts in the various Fanatics groups, you’ll know that my true love is goblins. Yes, I know I wrote those other blogs about Abyssals but secretly I really wanted to paint them green and pretend they were goblins. Anyway, with 400pts of Abyssals now safely in the bag, it’s time to start my next project – Gritter’s Slinkers.

If you’ve read the free rules, you’ll know that the goblin list in the rulebook comes with 8 unit entries. Overtime we’ll be expanding this list and a full goblin warband list is among the first batch of releases planned for Vanguard in 2019. However, until that wonderful time, the 8 unit entries in the rulebook still gives plenty of options, as you’ll see below.

COMMANDER

Ok, well this is quite an obvious one because there’s currently just the Biggit option available. However, that still gives me some options. Should I mount the Biggit to make him more powerful against smaller enemies? Perhaps a bow would come in handy? Particularly seeing as the Red Goblin Biggit miniature comes with a bow already. And that’s before you get to the other pieces of equipment, like potions or shields. However, I decided to keep my Biggit relatively simple and just gave him a Heavy Weapon to boost his Crushing Strength.

GRUNTS

As you might expect, the grunts for Goblins are very cheap. The standard Rabble comes in at 8pts and the Spitter costs the same too. I wanted to include at least six Grunts in my warband, so I could unlock two sets of commander, support and spellcaster options. With this in mind, I immediately enlisted three Spitters, which will be useful when it comes to Group Actions.

With the Rabble, I decided to mount all three on Fleabags (using the common mount equipment option). This will increase their speed to 7 – so they’ll be very mobile – but it also gives them a +1 bonus in combat against smaller targets. Goblins need all the help they can get in combat, so this should allow them to quickly dispatch other grunts.

With the Spitters and mounted Rabble now accounted for, I didn’t have any room for the Luggit Warriors… but they’ll most certainly be added into my Company for a campaign.

SPELLCASTERS/SUPPORT

Originally, I had planned to have two Mawbeasts in my warband because their Howl special ability is great for quickly getting around the battlefield and mobbing enemies. However, after looking at the goblin’s faction specific spell, Slink, I started to change my mind. Slink allows you to potentially re-activate a friendly model after it’s already been activated. This allows for some sneaky re-activation shenanigans, without the need for Force Fatiguing a model.

What’s more, with the Wiz’s Cackle ability, I can cast the same spell twice in one turn. This could allow me to reactivate two members of my warband. The only downside is, this spell hits on 6+ and is only within 6”, so the Wiz could be in harm’s way.

I also liked the other goblin faction specific spell: Shrivel. This can be casted against an enemy target, which then suffers a -1 modifier to any Melee or Ranged attack it makes for the rest of the turn. Again, considering that goblins need all the help they can get to survive, I thought this would come in handy.  The problem is that in a one-off campaign you can only give one faction specific spell to a spellcaster… so I just went for the easy option of two spellcasters so I didn’t have to choose.

Thought I better have at least one pretty picture in here.

LARGE

Finally, the last addition to the warband is a Troll. As you might expect, this is the heavy hitter of the squad. The Troll rolls 5D8 in melee and hits on 5+, so it should be able to do some damage. Plus, combined with the Wiz’s Slink ability, I’ve got the option to re-activate the Troll in the same round. Why take two trolls into the shower, when you can just Slink one?

Of course, this is all conjecture at the moment as I haven’t actually use the goblins. However, my mind is already brimming with possibilities for my lovely greenskins. The painting will start this week and I’ll hopefully have another update in a couple of weeks. Below you can see the list in full.

Unit Type Equipment Points
Rabble Grunt Mounted on Fleabag 13
Rabble Grunt Mounted on Fleabag 13
Rabble Grunt Mounted on Fleabag 13
Spitter Grunt   8
Spitter Grunt   8
Spitter Grunt   8
Wiz Spellcaster Lucky Charm 30
Wiz Spellcaster Lucky Charm 30
Biggit Command Heavy Weapon 40
Troll Large Heavy Weapon 37

 

The post My Warband, My Story 2: Rob’s Goblins appeared first on Mantic Blog.

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