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A place for random posts about painting and modelling miniatures for historical, fantasy, and science fiction tabletop games.

Monday, July 21, 2014

WHFB CAMPAIGN: FEAR & LOATHING IN THE LAND OF MILK & HONEY

Or How I Learned to Stop Worrying and Love the Mutation

This is a rough draft of my idea for a Narrative Campaign for Warhammer Fantasy Battle 3rd Edition.
BACKGROUND
On the edge of the civilized lands lies a secluded valley that bestrides the well-ordered lands of men and the howling wilderness of chaos.  A frothing ribbon of whitewater divides the valley in half and is the demarcation line between the settled lands and the wilderness. For centuries the forces of Order and Chaos have fought over the valley in a never ending struggle.
There are two major settlements in the valley, one a wellspring of light, the other a sinkhole of chaos. Each is a beacon calling out to the followers of Good and Evil to come and do battle.
A TOWN CALLED HOPE
This fortified town is located in the West Bank and has been the rallying point of all good folk for as long as anyone can remember. The town is ruled by the Council of Captains and protected by the well-trained, well equipped Company of the White Lion.

Elf archers, dwarf axe men, halflings cooks, and human fighters walk around its streets. Many join up to form Free Companies to go and do battle against the forces raiding out of Fort Doom or attempt to drive out the monsters from the countryside. This is the starting point of all Free Companies.
THE GRIM DARK FORTRESS OF DOOM  
This mighty fortress is located in the Outer Banks and has survived storm and siege for hundreds of years. Thousands of goblinoids, cultists, beastmen, ratmen and demons have marched through its gate. Currently it is ruled by the Dreadful Lord Penny, a Champion of Chaos. All kinds of evil beings, living and undead, can be found here. Often they will come together to form War Parties to raid the West Bank.
CAMPAIGN MAP


MAP KEY SCENARIOS
A. Crone’s Tower – A trio of crazed witches and their minions are terrorizing local farmers. Rumors are that they have accumulated a great trove of treasure.
B. Dragon’s Den – A black dragon has come to the valley and brought his treasure horde with him. He has been attacking both factions in the valley.
C. High Bridge – Fortified bridge controlled by the forces of Hope
D. Troll Bridge – River crossing currently controlled by the Troll Brothers Bud, Weiss, & Serr
E. Hydra Swamp – A fearsome hydra and other fearsome creatures inhibit this swamp.
F. Low Bridge - Fortified bridge controlled by the forces of Hope
G. The Beastly Hills - Fortified bridge controlled by the forces of Doom.

CAMPAIGN TURN

1. Each Player secretly writes down which mission they want to attempt and gives to the GM.
2. GM Resolve order of actions
3. Players Play Scenario
4. GM Calculates and Distributes Victory Points
5. Players Update there Warband Roster
6. New Turn, Repeat Step 1 

Mission Table


ID
Name
Object
Min1 Pts
Max 2 Pts
A
Which Witch
Attempt to capture or kill one of the witches of the Crone Tower
200
500
B.
Dragon Slayers
Attempt to kill the Black Dragon Naranoth and steal his treasure
200
750
C
Capture the Bridge
Attempt to capture and hold an heavily fortified  Enemy Bridge
300
U3
D
Troll
Bridge
Attempt to slay the Trolls and capturing their bridge.
300
600
E
Swamp
Hunt
Hunting dangerous monsters in the Hydra Swamps for glory and money
200
600
F
Beast
Hunt
Hunting dangerous monsters in the Beastly for glory and money
200
600
G
Raid (Supply)
Launch an raid into enemy territory to attack supply caravan and store houses
200
600
H
Raid (Rescue)
Launch an raid into enemy territory to attack an enemy prison camp
200
600
*
Ambush
Attempt to bushwhack an enemy Warband traveling in your territory
300
600
The End Game Scenario
I
Scout
Scout the enemy position in preparation of Invasion
Requires: Control of Bridge
600
1,000
II
Attack
Launch a full scale invasion of the enemies territory
Requires: Successful Scout Mission previous Turn
Requires: Baggage Train
1,200
U
III
Siege
Besiege the enemies home base
Requires: Successful Attack Mission previous turn
Requires: Baggage Train
2,000
U

1. Minimum Army Size to attempt mission
2. Maximum Army Size to attempt mission
3. U = No Point Limit

Campaign Turn Rules

1. You can only selection missions in enemy territory if your side controls a river crossing. If the enemy controls all of the crossings then only Seize the Bridge and Local Missions can be selected

2. If 2 Warbands from opposing sides both chose the same mission (A, B, D, E or F), The Warband with Home Field Advantage can opt to Ambush the other Warband.
2a. Home Field Advantage: The Mission Objective lies within your territory.
2b. Roll 1d6: 1-3 Ambush is in Route, 4-6 Ambush at Objective Destination

3. If player(s) from one side selects The End Game Scenario, then opposing side must be the defender of that mission.

4. If one player selects the Seize the Bridge, Raid (Supply), the opposing player can use his one Warband or use an NPC force.

5. If 2+ Warbands from the same side chose mission A, B, D, E or F, they can combine forces, but are not required too.

General House Rules                                                                                                

1. Skirmished Units are not affected by Animosity and do not cause Animosity.

2. Heroes can only inflict hits and wounds with models they are in base-to-base contact with.

3. Cannons only inflict 1 Hit per Rank

4. Catapults (All Types) Center Hole does damage at Full Strength, anywhere else on template is ½ Strength.

5. Models who fall in combat will need to roll on the Dead or Not Dead table after the end of the battle.

Dead or Not Dead

Roll 1d12
Rank & File
Heroes
War Machine
1 - 6
Just A Flesh Wound
Just A Flesh Wound
Just a Nick
7
Wounded
8
9
Captured
Wounded
Broke
10
11
Dead
Captured
Wrecked
12
Dead
Destroyed

  • Just a Flesh Wound /Nick – The model is ready to fight in the next Campaign Turn
  • Wounded/Broke – The model will miss the next Campaign turn and counts against your Points Total
  • Captured – The model is in an enemy camp, no longer counts against your points total, if rescued it will count towards your Army Total again.
  • Wrecked – The model is destroyed but the crew is alive
  • Dead /Destroyed – The model is dead or destroyed and will need to be replaced


Hero Captured or Killed

If a Warband’s Leader is captured or killed and they are the only hero In the Warband then the Warband will break apart and go their separate ways.

If there is another hero in the Warband he can take command and becomes the new warband leader.

Saturday, July 19, 2014

Some Finished Models

As the Summer Semester draws to an end, I have returned to the paint desk to pick up the paint brush again and start painting some miniatures again. If I am really lucky maybe in the next few weeks I might get a game of Oldhammer.

Reaper Bone Flesh Golem 




From Left to Right: 
Clan War Fire Shugenja
Reaper Bones Goldar, Male Barbarian
Ral Partha Female Human Form Greater Wolfwere





From Left to Right
Reaper Bones Treasure Pile
Reaper Bones Mocking Beast 
Citadel Wood Elf Beastmaster Bear





From Left to Right (1997 Citadel)
Wood Elf Archer 5
Wood Elf Archer 1
Wood Elf Archer 7
Wood Elf Archer 2




Thursday, July 17, 2014

Free Companies and War Parties - Part 2


Summary

After some feedback from others I revamped the Warbands Rules. These rules are a way to run small groups of miniatures for WHFB.

Here is a PDF copy of the Warband Rules: Warband Rules PDF

Changes 


One of the biggest changes was to how player's grow there warbands. I came up with two different methods.

Reinforcing your Warband   

        

As each Warband marches out to do battle and go adventuring, they will take losses, gain experience and rewards. There are two methods for reinforcing and upgrading your Warband.

The two method provide two very different gaming experiences


Method One: Direct Buy 



Models can be purchased with Victory Points earned in battle. Models can be selected from the Warbands Parent List, its Ally List or from a Mercenary List


Level Up Hero


  • Raise the level of One Hero up to the Next Step 
    • Cost: 50 VP + Point Difference Between Old Level and New Level



Add Heroes


  • 1x Wizard / Shaman (L. 5) 
    • Cost: 100 VP + Total Cost of Her
  • 1x Sergeant / Sub War Chief (L. 10) 
    • Cost: 75 VP + Total Cost of Hero
  • 2x Corporal / Senior Warrior (L. 5)
    • Cost: 50 VP + Total Cost of Hero

Add Rank & File



  • Add 3 Cavalry Models 
    • Cost: 50 VP + Total Cost of the Troops
  • Add 10 Infantry Models 
    • Cost: 50 VP + Total Cost of the Troops
  • Add 1 Standard Bearer 
    • Cost: 50 VP + Total Cost of the Bearer
  • Add 1 Musician 
    • Cost: 50 VP + Total Cost of the Musician

Add War Machines & Beasts

  • Add 1 Chariot 
    • Cost: 75 VP + Total Cost of the Chariot
  • Add 1 War Machine + Crew 
    • Cost: 75 VP + Total Cost of the Chariot
  • Add 1 Ethereal Host 
    • Cost: 200 VP + Total Cost of the Host
  • Add 1 Creature Host (Warhounds, Giant Rats, Giant Bats, etc.)
    • Cost: 100 VP + Total Cost of the Host
  • Add 1 Giant Size Model (Trolls, Giants, Centaurs, Hydras, Etc.)
    • Cost: 100 VP + Total Cost of the Model

Method Two: Random Recruitment

Players get one free roll on the Rank & File Chart at the beginning of ever Campaign Turn except the 1st Turn. Each additional Roll on the Rank & File or Hero Chart costs 100 VP.

The player must pay VP for the Total Point Cost of the Models.

Rank & File Chart (Good)

Hero & Wizard Chart (Good)
Roll
No.
Type

Roll
Type
1

Dwarfs

1
Dwarfs
2-3
1d3
Ironbreakers

2
Wizard L. 5
4-5
1d4
Crossbowmen

3-8
Hero L. 5
6-9
1d6
Warriors

9-10
Hero L. 10
10-11
1
Sappers

11-12
Hero L. 15
12
1
Cannon

2
High Elves
2

High Elves

2-4
Wizard L. 5
2
1d3
Silver Helms

5-8
Hero L. 5
3-7
1d6
Warrior Kindred

9-10
Hero L. 10
8-10
1d6
Archers

11-12
Hero L. 15
11-12
1d6
Merchant Company

3
Wood Elf
3

Wood Elf

2-4
Wizard L. 5
2-4
1d4
Warrior Kinband

5-8
Hero L. 5
5-6
1d3
Lord Bowmen

9-10
Hero L. 10
7
1d4
Wardancers

11-12
Hero L. 15
8-10
1d6
Archers

4
Imperial
11-12
1d4
Glade Runners

2-8
Hero L. 5
4

Imperial

9-10
Hero L. 10
2-8
1d8
Infantry

11-12
Wizard L. 5
9-10
1d4
Border Horse

5
Halflings
11-12
1d4
Kislevites

2-10
Hero L. 5
5

Halflings

11-12
Hero L. 10
2-10
1d8
Militia

6
Ogres
11-12
1d6
Scouts

2-12
Hero L.10
6

Ogres

7
Nippon
2-12
1
Mercenaries

2-4
Hero L. 5
7

Nippon

5-6
Hero L. 10
2-4
1d4
Samurai

7-12
Wizard L. 5
5-6
1
Ninja

8
Norse
7-12
1d8
Ashigaru

2-8
Hero L. 5
8

Norse

9-10
Hero L. 10
2-8
1d8
Warriors

11-12
Hero L. 15
9-10
1d4
Berserker

9-10
Level Up
11
1d3
Ulfwrenar

1-4
Level Up Leader
12
1d3
Dwarf Troll Slayer

5-6
Level Up Sub-leader




Rank & File Chart (Evil)

Hero & Wizard Chart (Evil)
Roll
No.
Type

Roll
Type
1

Chaos

1
Chaos
2
1d3
Chaos Warriors

1
Sorcerer  L. 5
3
1
Minotaur

2-4
Champion  L. 5
4-5
1d6
Beastmen

5
Champion  L. 10
6
1d2
Centaurs

6
Knight L. 15
7-8
1d6
Goblins

2
Dark Elves
9
1d3
Dwarf Berserker

1
Wizard L. 5
10-11
1d6
Dwarfs

2-3
Hero L. 5
12
1
Dwarf Mortar

5
Hero L. 10
2

Fimir

6
Hero L. 15
2-6
1d3
Fianna Fimm

3
Fimir
7-12
1d6
Fimm Warrior

1
Dirach Wizard
3

Orc & Goblin

2-5
Fimm Warlord
2-4
1d3
Bigguns

6
Meargh Wizard
5-6
1d4
Arrer Boyz

4
Orc & Goblin
7-9
1d6
Boyz

1
Orc Hero L. 5
10-12
1d8
Gobbos

2
Goblin Hero L. 5
4

Dark Elves

3
Orc Hero L. 10
2-3
1d2
Doomdrakes

4
Goblin Hero L. 10
4-8
1d4
Warriors

5
Orc Shaman L. 5
9-10
1d3
Doomsteads

6
Goblin L. 5
11-12
1d3
Witch Elves

5
Skaven
5

Skaven

1
Seer  L. 5
2-7
1d8
Clanrat Warrior

2-4
Hero  L. 5
8-9
1d3
Gutter Runner

5
Hero  L. 10
10
1d2
Plague Censer Bearers

6
Hero L. 15
11
1d2
Plague Monks

6
Undead
12
1
Flamethrower Team

1
Necromancer L. 10
6

Undead

2
Necromancer L. 5
2-4
1d4
Death Riders

3-4
Hero L. 5
5-7
1d6
Skeleton Warriors

5
Hero L. 10
8-9
1d4
Grim Reapers

6
Hero L. 15
10-12
1d8
Zombies

7
Giant
7

Giants


Ogre L. 5
1
1
Giant

8
Hobgoblin
2-6
1d2
Ogre Merc

1-3
Hero L. 5
8

Hobgoblins

4-5
Hero L. 10
1
1d6
Mourngul Renegades

6
Hero L. 15
2-5
1d3
Hobyars



6
1
Hobhound Handlers