Saturday, 26 July 2014

Book Review: Darkness Rising - Book One

Greetings fellow bookworms. Waaay back when this blog first saw the light of day and I created my 'About' page, I wrote somewhere in the blurb that The Eternal Wargamer blog would primarily be a venting point for my Games Workshop gaming related shenanigans, but may also include the odd post that was about a film or programme I had seen or a book I had read if I felt that they were worth talking about. It's time I made good on that threat...welcome to my library.



This is the first book review I have ever written outside of the confines of the schoolroom, and I am not any kind of 'industry professional', but I do like to read, and I have studied the English language and literature. I am also trying to write a bit myself, and I have found that writing with any kind of real seriousness makes you look at the whole process in a different light. As a review, please don't expect this to follow a recognisable format for such articles; any resemblance to accepted 'book review' standards are purely coincidental. This is just a few words about a book I have enjoyed, and hope you might too.

The book I want to tell you about is the first in what is currently a series of four books, which collectively are called 'Darkness Rising', and written by a chap named Ross M Kitson of the UK. Book one itself is called 'Chained'. Before getting into my thoughts on the book, a smattering of basic facts about the story. It's a Fantasy Fiction tale which takes place in a unique yet familiar setting. In other words, the author has created what I came to realise quite quickly was a pretty detailed environment, but which incorporates many of the fantasy staples we know and love, allowing us to reconstruct the world in our minds without giving us a headache. The reproduction of the setting I created in my own mind is one of magic, monsters and rogues, with enough of our own real world history inspiration thrown in to make it amply believable.

'Darkness Rising' is well written in my humble opinion, and that's coming from someone who has become increasingly critical of other peoples work of late. The style is one that appeals to me, and is full of little details that hint at the amount of work that has gone into the creation of the characters and the various nations and realms in which the action is set. We are presented with a fully fledged world crafted as if by a skilled Games Master and story teller, and by the end of the novel, I was looking forward to seeing the story progress and reveal more of what has thus far only been hinted at.

The story follows a young girl sold into servitude by her parents, Emelia, and who finds herself tied to one of the great houses of the setting. She battles with inner conflicts, each facet of which tells us something about the world in which she lives. Emelia must come to terms with who she is, where she has come from and also where she belongs in a world where everyone seems to be cast as either life-bound servant or rogue beyond the protection of the realms highborn elite. Emelia must also learn to control the power within her, a wild and untethered power which must be mastered. This is a world where the denizens are strictly controlled, and power over magic and military might is jealously guarded by a greedy few. The high and mighty exploit the week for their own gain and position.

With the influence of a range of allies and adversaries, Emelia comes of age, while at the same time being swept along as the story evolves into what promises to be an epic confrontation between good and evil in later books. This first novel in the series is certainly the warm up that all great stories must have to set the scene for what must surely come later, and draws us in with tales of aloof mages, dark sorcery, griffon riding knights and carefree cutpurses. This story is the D & D adventure we all played out as young gamers brought to life as a full blown tale, and includes some interesting takes on some of the old Fantasy archetypes I haven't come across before.

The series is available both in paperback and in digital formats, and is highlighted as a '#1 Best Seller Epic Fantasy'! If you are looking for something to read, then I believe that Darkness Rising could be a refreshing change and certainly worth your time. It has been for me. I for one am ready to dive straight into Book 2, and will be back with a further review a little further down the road.

Until then gracious visitor, thanks for reading.

Saturday, 19 July 2014

Tales from the Battlefield... #1

Greetings Wargamers and Hobbyists and welcome to my Hall of Battles. The walls of this grand old room are hung with tapestries and paintings of the greatest victories of my armies. This new painting shows the Ogre Tyrant Grund Giantbreaker defeating the Lizardmen at the Battle of Mad Moor. Don't touch please; the paint is still wet...

A few weeks ago, after suffering yet another defeat at the hands of my arch nemesis, 'Dave', at our local club, I started a series called 'Where did it all go wrong?', which was meant to be about going over the detail of battles I had lost in an effort to better understand why and how, and hopefully avoid the same results in the future. Well, it worked, because I have played two games since, one each of 40K and one of Fantasy, and won them both...

Now we know of course that this fragile state of affairs can't possibly last, but while it does, I'm going to take the opportunity to talk about the high point of my last game in a new series I have dubbed 'Tales from the Battlefield'. Think of it as an arse covering excercise. Now, whether I win or lose a battle, I have a series to cover it.

So then, this first post in the series I will unofficially dub 'The Unstoppable Force vs The Immovable Object', which in this case is about the moment my Ogre Irongut unit (Including full command group, my Bruiser Battle Standard bearer and Grund Giantbreaker my Ogre Tyrant) move forward into a position to be charged by a block of Saurus Warriors.

First, a little scene setting. This game was 3500 points per side, Ogres and Nurgle Damons allied on one side vs Wood Elves and Lizardmen allied on the other. As this was a fairly large battle, we decided to just keep it simple and play it Pitched, particularly as we had a less experienced Fantasy player commanding the Wood Elves. Seeing as my Ironguts were being shot at by multiple units of Woodies, all with poisoned arrows, and the Guts were too far away to make a charge into the Saurus themselves, I moved them forward as far as I could to force the issue, and make the enemy either charge me or be charged themselves next turn.

At the same time as this showdown was being set up on one side of the field, on the other, a horde of Plague Bearers led by Epidimus was squaring off against a block of Temple Guard including a hero and Battle Standard. The chances were that these two combats would decide the outcome of the battle.

The next turn comes around, and units charge in on both sides of the field. Two decisive combats are initiated. My Ironguts may have been charged but they are big boys and can handle themselves I thought to myself. My only concern was causing enough damage to get through the Lizardmen's Steadfast and Cold Blooded. Then around comes the Magic phase. Our opponents roll well on the winds of magic. They cast Wissens Wildform on the Saurus block my Ironguts are facing. Not what I wanted, but we let it through, conserving our small dispel pool for countering Flesh to Stone, which my team mate was confident would destroy his Plague Bearers chances against the Temple Guard if it got through.

"Not the end of the world" says I, "not with my Tyrant in the fight and no enemy characters."
"Yeah," says my team mate, "You'll be fine. I'd be in real trouble if those Temple Guard got +2 toughness..."

Next they decide to cast Flesh to Stone. Not on the Temple Guard, but on the Saurus block my Ironguts were fighting. Our dispel roll was short. Damn.
Now you can imagine my consternation, and the feeling of guilt on the face of my team mate as I found my Tyrant's unit facing a unit of Saurus Warriors four ranks deep with Strength 5 and Toughness 7. With only the Wildform in play, they were wounding my Ironguts on 3's but being wounded on 3's in return, and I had my Tyrant and far more attacks. Now my models were wounding on 5's, even with Great Weapons, and going last to boot!

After some consideration about whether to activate the Dragonhide Banner this turn, or wait until next turn when Wildform would have ended making the Saurus easier to wound next turn (though it was a waste either way because the banner does far more for your unit the turn they charge, not when they receive a charge!), I decided to go for it. My logic was that I needed to do as much damage as possible in this first round just to make sure I was still there for a second! So the Dragonhide Banner kills 2 Saurus Warriors, but just as importantly, makes them strike last (simultaneous with my Ironguts) for the next two rounds of combat.

This is where I decided that I was very pleased with how I had equipped my Tyrant. Extra hand weapon, Greedy Fist magic item, and Giant Breaker Big Name, giving him six attacks at Strength 7. I would be relying on him to do well. As it turned out, with a few wounds caused on each side and all the bonuses, the fight was a draw. Thank heavens for the single wound caused by a Stomp attack!
Breathing a sigh of relief, but realising that both Wissens Wildform and Flesh to Stone would still be in play in the next round of combat, in our turn my Tyrant knocked back his Potion of Strength, boosting his Strength to a mighty 10! In addition, I managed to get a unit of six Bulls led by my Butcher into the flank of the Saurus block. Things were looking much rosier, but with the boosted Toughness of the Saurus still in play, this was certainly not a done deal.

At this point in the game and after something of a lacklustre start, my dice decided to wake up. Combat continued in our turn (after failing to boost the Strength of my Ironguts with a Maw spell), everybody got to make their attacks, starting (after Strength 5 Impact Hits from the Bulls) with my Tyrant, who smashed something like 4 or 5 Saurus with his Strength 10 attacks (I had been saving the Potion of Strength for the Treeman Ancient, but needs must). By the end of the round, with a worse than average showing from the Lizardmen, my two units had killed all but three models, and without Steadfast, not even being Cold Blooded could save the Toughness 7 Saurus from needing 'snake eyes' to stay in the fight.

The Saurus broke and ran, but with my dice having decided that their work was done, the Ironguts failed to catch them, falling short about 2", though they ran the fleeing unit down next turn and picked up the points (including for the Skink Priest that was in the unit), and for a total loss of about three Ironguts from my unit (of eight I started with).

There you have it. For a while it looked like my prize unit would be undone by a supercharged unit of Saurus Warriors, but they ground it out and Grund Giantbreaker got himself some Lizardskin boots. I should say that the Plague Bearer unit also defeated the (decidedly unenhanced) Temple Guard. You're welcome buddy!

That's it for this post, I hope it at least gave you an entertaining couple of minutes out of your day. Let's hope I lose another game soon so I can write something more constructive...


Thanks for reading.

Sunday, 13 July 2014

6th Edition 40K - A £40 door stop?

Greetings wargamers and hobbyists, and welcome to my library. Some of these books used to be worth something. Maybe a few still are...

A few weeks ago, while playing what has turned out to be my very last game of Warhammer 40,000 using the 6th edition big rulebook, one of my club mates (who I am guessing prefers the functionality of the compact version of the rules rather than the version that is so thick that even Luis Suarez can't bite through it) joked about what I was going to do with my now worthless door stop of a 6th edition rulebook? This is a question I have heard repeated many times over the last few months, as 7th edition approached out of the ever shifting haze of rumours, and after it finally landed.

Over the last couple of weeks it has got me thinking about all those old rulebooks and what happens to them, about the ones that end up propping up coffee tables, the ones that go on eBay for a hundredth of what we paid for them, and of those that simply end up as landfill. Oh, and of course the ones that end up at the backs of shelves and cupboards and in lofts the world over, bemoaning their all too short time in the limelight. What ever will become of those I wonder...?

Well I am on my 4th edition of Warhammer Fantasy and 6th edition of Warhammer 40,000 (why the disparity in the number of editions of each game I wonder?), and I still have most of the rulebooks, Codices and Army Books I have accumulated in that time. Yes, on the face of it, versions of the rules that are a decade or two out of date are not all that useful, but earlier this year I found myself fishing out all the versions of the Warhammer Fantasy rulebooks I could find, because I wanted to gather together as many different scenarios I could to use in campaign games at our club, with suitable tweaks to make them 8th compatible of course.

As I looked through those older publications, I came across more and more things of interest, like a Warhammer 'Tournament Scenario', two or three versions of campaign rules and magic item tables, sections on making your own scenery (which of course we almost never see in Games Workshop publications these days), and even rules for different kinds of in-game weather effects in the old Dark Shadows campaign booklet. That is of course without counting all the maps that came with issues of White Dwarf over the years, and all the great material in publications such as the Storm of Chaos campaign book.

I found it interesting to look at how the the hobby has changed over the years, how different styles of models and paint schemes have come and gone, how incarnations of a well known special character have evolved across the editions, and also which things haven't changed all that much. These days we have maps that depict the length and breadth of the Warhammer World, and the points of origin of the Ogres of the Mountains of Mourn, the Great Wall of Cathay and the domains of the Dragon Emperor, and the locations of all the Temple Cities of Lustria, whereas once we had just maps of the Old World, with just hints of what lay beyond the western oceans and the Worlds Edge Mountains.

Though the rules within any given tome that is no longer the current rules set may have limited worth, that doesn't mean that all those wonderful old rulebooks are entirely devoid of worth. There are some gems to be had if you just take the time to look. How about some easily updated siege rules? Or some skirmish game rules for those dramatic inter-battle encounters? Or even just some inspiration for a one off scenario - it's all there somewhere...

Oh, and an old BRB is pretty good at holding doors open too.


Thanks for reading.



Thursday, 5 June 2014

Games Workshop and Organised Play

Greetings wargamers and hobbyists, and welcome to the Hall of Battles. I could spend hours in here reading all the combat honours and action reports...

Today I would like to talk briefly about organised tournament competitive gaming and casual gaming. I have chosen to specify tournament gaming rather than organised play as a whole, because there are other kinds of organised play, like campaigns, which are not competitve in the same manner as tournaments, and tend to work very differently.



One thing I would like to say about it is an indirect response to a comment made by a host on a podcast I listened to recently that covered the same topic. The comment that was made, which I am sure was absolutely true for the speaker and their immediate gaming group, was that most gamers want to play tournaments. I personally have not found this to be the case when speaking to gamers, and in fact I ran a poll not all that long ago on a popular forum site asking gamers the following question:


What kind of games do you play?

1. Club/'garage'/casual gaming only?

2. Organised tournaments/Competitive events only?

3. A mix of both?


The result was about what I expected it to be. Out of over 90 votes cast, slightly more than half did not play any organised competitive or tournament games, about 45% played a mix, and only one voter said they played only organised tournament games. Does this reflect your gaming experiences as well?

So although we might hear an awful lot about tournaments and competitive gaming on podcasts, this taken in isolation might lead us to think that the tournament scene is bigger than it really is, it just happens that most podcasts I listen to are either tournament centric, or at least discuss them on and off. This is all fine and dandy of course, because tournaments are a popular part of the gaming scene, and tournament organisers and gamers both put huge amounts of time and effort into making them successful. Which leads me to my next point of discussion...

First, I will apologise in advance for what may sound like a rant, but listening to the '11th Company' Warhammer 40,000 podcast made me this way.

You wouldn't buy a 1.0 litre engine runaround and then complain that it won't win at Silverstone, no matter how many flame stickers you plaster along its bodywork, so why are a minority of players of Games Workshop games (primarily 40K - so there is a chance this might change as the new edition settles in, but the point stands) complaining that some games don't work in a tournament environment because the game and armies are not balanced?

Fair enough, we can hark back to the old days when Games Workshop did support tournaments in one form or another, but apart from their own local events run at Warhammer World, this is no longer the case. It's clear that the games aren't sufficiently balanced to allow straight forward no-comp tournament play without everyone ending playing one of a very small number of different armies because those armies are currently 'the shiz', yet some people seem to be implying that it's down to Games Workshop to fix this so that people can play what is intended (in its current incarnation) to be a dramatic but ultimately casual form of gaming as some kind of ultra balanced game that ensures that the general wins the battle and not the army. 

It is after all a game with multiple random elements, so the level of control a player has over what occurs in a game will always have its limits.

You cannot make a square peg fit in a round hole, at least not without making some necessary modifications to it first. So who's responsibility is it to make any game suitable for fair and balanced tournament gaming when the game doesn't necessarily play that way 'out of the box'? 

Well the answer to that is simple. Me. You. All of us that play and have a vested interest in getting what we want of a game. If the manufacturer has no interest in making the changes that you want them to make, then you have the freedom (with the proper amount of reasoning and productive debate and analysis) to make those changes yourselves. In fact the 'Big Rule Book' for 40K actually says that you should do this, that the printed rules are a starting point for us to build on in any way we wish to make the game what we want it to be.

I appreciate the amount of risk taken by organisers of large tournaments, of the financial outlay for running a big event and the awful consequences of making a substancial monetary commitment to an event that might fall flat and leave them severely out of pocket if it doesn't work out. 

I am not suggesting for one moment that they should have to just suck it up, but at the end of the day, the guys running an event have control, and have the power to make the changes they feel are necessary to address flaws with a rule, a unit or an army. In fact most tournaments already excersise that power when they think up 'composition' packages and their own considered scenarios for their event, all of which is intended to make the event more balanced, so why would an organiser not go a step further and simply change a rule if the majority of gamers agree that it should be changed?

In an age of instant global communication, where I can converse online with an endless variety of gamers and hobbyists at any time of the day or night, would it really be that difficult to ask the tournament playing community 'hey guys, I'm thinking we should change re-rollable 2+ invulnerable saves to a maximum of 3+ re-rollable, whaddya think?' Go ahead, put your rules pack out there and see what people think of it. If the problems are as pronounced as people seem to think, then surely any form of half decent fix will be welcomed?

Perhaps it would be too difficult and would be too great a risk for an organiser to shoulder, but I think I need to be convinced on that score.

Now although I hear a lot about the tournament scene, in UK, Australia and New Zealand, the US and Canada, I choose not take part in tournaments. They are just not an area of gaming that I am interested in. I play wargames because I love the narrative element, and the progression from one encounter to the next, which is not typically something I would expect to get out of tournament play, and given the stats that came back from the poll I talked about earlier, I am not alone.

Tabletop wargaming is a broad hobby encompassing multiple engaging and equally valid elements, so nevet let anyone tell you what form your enjoyment of the hobby should take. The whole point of this rant is to reinforce the idea that it is our hobby, not the manufacturers. They may take our money, but they'll never take our freedom (!) to make the games we play what we want them to be. For all the time people seem to spend waxing lyrical about how abysmal game designers are at their job, who's to say that we can't just take the advice already given and change what we want to? 

People might say that changing the game is ok within your own gaming group, but not across the entire community. Well why not I say? If enough people agree, it can work, all it takes is communication. We are already a global community aren't we? Why is ok to say a rule doesn't work but not be prepared to go ahead and change it?

Anyhow, that's me done for this post. A game is what we make it, because we are the gaming community. If Games Workshop has decided not to have involvement with with the wider tournament scene, then be bold and make the changes necessary to get what you want out of competitive gaming. There's no point waiting till hell freezes over and Games Workshop to come out with a tournament edition (they're just rumours!) because at least at the moment, it's not their thing.

Thanks for reading.

Saturday, 31 May 2014

The Next Big Games Workshop Question...

Greetings wargamers and hobbyists, and welcome to my post room. This of course is where all my gaming and modelling purchases arrive from far and wide, and I am pondering whether I am likely to have to knock out a wall and expand 'Goods in' into the walk-in weathering suite next door...

What I am talking about, which is of particular significance to players of Games Workshop games, is the recent release of the 7th Edition of the Warhammer 40,000 rules set.



There are two conversations going on at the moment about the release of the new rules: one relating to the rules themselves, whether a change was necessary and whether the new rules set is better or worse than 6th edition, and the second relates to the timing of the release itself. This is because historically each new edition has come around roughly four to five years after the last, with a couple of exceptions; there was only a year between 1st and 2nd edition Warhammer Fantasy, and six years between 6th and 7th, while there was a six year gap between Rogue Trader (Warhammer 40,000 1st edition) and the 2nd edition of Warhammer 40,000.

The fact that 7th edition of 40K has come just two years after 6th has raised questions of some concern to gamers: did 7th edition come out so soon because 6th had a small number of issues that needed to be addressed, and so it was a one-off quick update? Did Games Workshop need a money spinner and so decided to produce a new rules set early? Finally and most significantly - is it because two years between editions will be the new norm? Given the phenomenal and comendable rate at which Games Workshop have been releasing Army and Codex books and supplememts over the last year or so, I am sure no one can doubt that they are capable of doing so.

Personally, I hope it was the first option. Though 6th edition was certainly not a 'bad' edition, there were some things that needed tweaking, and early signs are that 7th edition is a better rules set. However if it turns out that a new edition of the core rules for Games Workshop games will be released every two years for both of their signature games, then I think we may well see the end of that special breed of multi-army players, of which I am one.

I play five armies in Fantasy and six in 40K, and I think that players owning and playing more than just one army is probably pretty common, but with the rate at which Army and Codex books have been coming out, I am sure we can all agree that keeping up has become rather draining on the old bank balance, because it's not just the books, it's the supplements and new models too. While I think that the rapid release schedule is better than the glacial pace of releases were used to have, it has been bordering on too fast, and has probably crossed that line a few times as well. 

For it to even be worth updating a book for an army, there will be changes to rules, units, options and list building possibilities, not to mention new models, and all of this means it can take weeks or even months to really get used to a new Army Book or Codex, without even considering supplements like Escalation and Stronghold Assault. When we factor in a change in the core rules every two years, I feel it can become very difficult to maintain more than a handful of different armies to any real depth of familiarity and knowledge, and so players who own as many armies as I do are more likely to concentrate on a smaller set of armies, and might leave other armies gathering dust on the shelf because they simply don't think they'll get around to using them before the next edition of the game is due out.

My concerns could prove to be unfounded, even if we do end up with a new major rules set every two years. Perhaps I'm just used to only having to spend £50 on a new Rulebook twice or three times a decade instead of double that. I guess only time will tell on that score. Maybe most people only actually have two or three armies and not eleven like me...

So, the Big Question is 'how frequently are we going to see a new edition of a major game from Games Workshop in future?' The answer impacts both how long we have to get used to and actually play an edition, and the practical value of each new rulebook we buy.

What do yo think the answer will be?

Me? Like I said, I hope 7th edition is a blip, and we will be back to 4-5 years between rules sets. I think that Games Workshop would spend their time and effort more productively going back to and reinvigorating their Specilalist Games Range, maybe release some new campaign supplements for all their games, hell, why not a Global Campaign or an entirely new race for 40K or Fantasy? All of these things would be preferable to a new edition of 40K or Fantasy in half the time we have become used to, especially if that also means new army books and codexes in half the the time as well, that really would make multiple armies unmanageable, and result in a reduction in my overall spend with Games Workshop, not an increase.

As always, thanks for reading...

Wednesday, 21 May 2014

While You Are Out: Sprue Cutters Union #29

Greetings wargamers and hobbyists, and welcome. The Sprue Cutters Union is back!

It's been a while for sure, both since my last post and since the last topic provided by the Sprue Cutters Union high command (Jon over at The Combat Workshop), but now things are all in order and ready to roll. There will however be a change to the SCU posts (Sprue Cutters Union), which is that topics will be issued for consumption monthly rather than weekly.

I am happy enough with this myself, and am very pleased that Jon has been able to accommodate the Spruecutters in among his new schedule. Also, this leaves me with more time to post more gaming related topics and get some more painting and modelling done myself! There will be plenty to talk about, as I have recently picked up the new Dwarf Army Book (get ready for some truly classic models appearing in this very blog), and a new edition of Warhammer 40,000 is right around the corner!

With the introduction out of the way, let's move on to this month's topic:


"How do you keep in the hobby when you are away from the workbench?"


Now Jon has asked the Union to talk about the ways in which we stay connected to the hobby when we aren't actively 'cutting sprue', like research or collecting supplies for or inspiration for our next project. Well in order for me to answer this question, I have had to begin by asking myself "what is my hobby?".

The answer to this question has changed a little over the twenty-plus years that I have been involved in miniature collecting and wargaming, with the advent of things like the Internet, and then eventually the ability to take that wealth of information with us wherever we go.

Where one day in the past the hobby consisted of buying, assembling and painting miniature soldiers, and then using them to take part in 'Little Wars' either at home or at my local gaming store or gaming buddy's homes, it has evolved to also include more writing (campaign material, background fluff, army list generation and of course, this humble blog), and trying to be an active part of what has become a thriving internet and social networking community spanning the globe.

I think that I am fortunate that the various elements of my hobby allow me to talk gaming with hardcore tournament stalwarts, but also discuss the finer points of weathering and composition with modellers and painters that focus exclusively on the visual feast of dioramas and display pieces, and finding interest right across the spectrum.

There is it then. With so many aspects to what consititutes 'my hobby', I am able to keep my hand in when I am away from HQ:
I tend to take a fishing tackle box with me to work, so that at lunchtimes I can sit in the canteen and paint or work on assembly and conversion projects. I find a tackle box has enough room for about a dozen models or so, and twice that number of paints, plus brushes and small modelling tools like files.

In addition to this, I have a 7" tablet (the perfect size for keeping with me pretty much anywhere) which has on it all of my pre-selected complete army rosters and lists of different scenarios and missions for games. It also has on it all my digital rule books and campaign stuff, so that I can work on army lists, campaigns, blog posts and even my novel on this one handy gadget. I always have at least one Codex or Army book in my work bag, and usually a campaign note book too. I used to have an issue of White Dwarf in there as well *grumble, grumble, grumble*

Between the practical hobby goodness carried within my trusty tackle box, and the digital awsomeness that resides on my phone and tablet, I can partake of whatever aspect of the hobby takes my fancy at any given moment, and with internet access via my portable wifi, doubly so. This is why I think that being an all round hobbyist is such a boon.

Some hobbyists only paint and model, so background material, list building and campaigns are of lesser interest. Others only game, in which case they need not only a table, rulebooks, scenery and plenty of time, they also need a whole extra person! No matter where I am, I can take part in my hobby. Even driving in the car I get to listen to wargaming podcasts, so whatever happens I'm covered.

So how do you manage to keep in touch with the hobby when you are away from the workshop?

For anyone who hasn't come across the Sprue Cutters Union (#spruecutters) before, it's what we refer to as a 'blog carnival', which is a series of complimentary blogs which tackle the same topic title from the perspectives of their individual writers. 

At the bottom of each SCU post, I will include links to the articles already posted by other Union Members on the topic, and a link to the 'topic hub', which is where members post the links to their articles over at The Combat Workshop - my favourite thing about the Union is getting to read the views of other hobbyists with different interests talking about the same topic - links below!



And finally, if you yourself write any kind of miniature modelling blog, then perhaps you would like to consider joining the Union? All it takes is the dedication to produce one article per month on the topic of the moment, and include links to other members articles at the bottom of your own post as I have done. All you need to do is keep an eye on The Combat Workshop or any of the member blogs for details of the next topic!


As always, thanks for reading.


P.S. I recently felt it in my water that there must be a new Bretonnian Army Book on the horizon, and after being inspired by Wayne Kemp of the Heelan Hammer podcast, I started building my own pair or Trebuchets. Here's the progress:

Friday, 16 May 2014

Where did it all go wrong? #1

Greetings fellow wargamers. Over recent months playing games of Warhammer 40K, Warhammer Fantasy & Blood Bowl at my local club, I have been trying to spend a little time post-game analysing where I have failed in games I have lost, be it army selection, deployment, target priority or whatever. I must admit, a big part of this is about trying to convince myself that I am not as bad a player as I might think in the moments after a defeat, because if I can identify where I made mistakes, I can improve my game. 

At least I won't have to talk about Blood Bowl defeats in this series - so far at least!

So, this is part one of what I hope will be a series of posts that are realtively short and to the point, and I hope that both I and other players can learn something from my misfortune. Welcome to the Debriefing Room.

SETTING THE SCENE

Game: Warhammer Fantasy
Armies: Warriors of Chaos vs Skaven
Points Limit: 2500
Scenario: The Watch Tower


This was my favourite combat of the battle! Double Giant for the win!


HOW DID I LOSE?

I lost when the game ended at the close of turn 5, immediately after the remaining models (13) in my unit of Chaos Warriors was removed by the Curse of the Horned Rat spell, leaving the unoccupied Watch Tower in the hands of the Vermin Lord that had cast the spell.

WHAT SHOULD I HAVE DONE DIFFERENTLY?

Ok, assuming the game would finish at the close of turn 5 like it did, there are three mistakes I have identified which could have changed the result of the game.

The first might well have shaken things up, and this relates to the demise of my Daemon Prince on turn 3. Quite simply, I moved him into a position where he could cast Cacophonic Choir and hit the greatest possible number of units, including a Doomwheel on 3 wounds which I expected to die when hit by 2d6 hits wounding on 4's with no armour save, and the Skaven Warlord's unit. I threw six dice at the spell, scored exactly 24 (without Miscasting), and my opponent had already used his Dispel Scroll earlier in the game. He threw seven dice to dispel and scored 24. Nuts.

The Doomwheel charged the Daemon Prince, I rolled a 1 for his Charmed Shield, and the Prince was toast. I hadn't planned at all for what the situation would be if the spell didn't go off, because I had max dice to use and there was no dispel scroll. What I should have done was either charge the Doomwheel in my own turn with the Daemon Prince and try and take off its last three wounds, or safer yet, fly to a position where the Doomwheel would be blocked entirely from charging or zapping the Daemon Prince due to intervening Skaven infantry blocks.

Second mistake. If I had remembered that I had a Dispel Scroll when my Chaos Warriors had first been targetted by  Curse of the Horned Rat (they were wiped out by the second casting of this spell), then the unit would have survived and I would have been holding the Watchtower at the end of the game. As it was, the second casting was cast with Irresistible Force, and that was that.

Third mistake. Even with forgetting to use the Dispel Scroll and losing the Warriors, if I had moved either or both the Battle Standard Bearer and Chaos Sorceror out of the Warrior unit and into the Watchtower in my turn 5 movement phase, I would have been in control of the tower when the battle ended.

WHAT DID I LEARN?

From this battle I learned a few things:

When taking an important action like casting a major spell or declaring a critical charge, consider what the consequences of that action not going off might be. What happens if the spell fails, or the charge falls short? If you are lucky, nothing damaging, if you are less fortunate, you could lose a major unit which could start the snowball rolling that dooms your army to defeat.

Always remember the tricks and special rules in your army, like using a Dispel Scroll when you really need to stop that game changing spell (if you can), don't forget your Magic Items effects, and if you have to write yourself a little note or put an elastic band around your wrist to help you remember, do it. Whatever works to stop you forgetting something that later proves signifcant.

Lastly, consider when it might be beneficial to have your characters abandon their bunker units. This might be simply to move them to a position of safety, it could be to threaten an enemy unit that would otherwise be out of your units threat area, or like my game, it could win you the battle by providing more targets than the enemy can eliminate before the last few grains of sand finally run out. Units are often used to provide protection for character models, but sometimes it is safer to have your character leave the unit while the unit provides a suitable diversion.

So, that's it for #1 of "Where did it all go wrong?". I hope it's been an interesting read. I've tried to keep it simple, and avoid getting into a situation where "you had to be there" for it to make any sense, and who knows, the things I have learned might also help you as well the next time you find your battleline in a bit of a fix.

Until next time, thanks for reading.





P.S. For anyone who hasn't seen them, I recently 'finished' my human Blood Bowl team!