Saturday, 23 May 2020

Teeny Tiny Lockdown Oldhammer Part 3 - The Early Exchanges


And so to the action. Cry havoc and let slip the dogs of war.

The Orc army having won the scouting got to deploy most of their army after seeing the dwarf dispositions. To rub it in further the Orcs win the roll for first turn and elect to take the first turn.

(oops, noticed I hadn’t included the Rock Loba in the deployment map on the last blog – I’ve added it below).



Orc Turn 1

So early in the battle, no troops are within initiative range and so we move on to the command phase.

Out on the left flank Boriz Da Yooslezz lived up to his name failing his command roll for the Orc Boyz and his turn was over.

Grom Da Fatbastard also failed to order up the ogres, however out on the right Graterak succeeded on her command rolls and the Boar Riders and the Wolfboyz moved forward.

Gratnakkers successfully moved up the majority of the centre, but due to the stupidity of the trolls failed to move them and they remained anchored to the table edge, gazing at mushrooms and local fauna.

The characters then moved into the positions shown (no I’m not doing arrers for the characters!)

There was no shooting nor combat to be resolved.

The Orc Centre Advances


Dwarf Turn 1

Frode Aleswiller successfully moved up his brigade into the farm to anchor the dwarf right.

Ozrim the Runesmith ordered forward the gyrocopters to force Graterak back to the Boar Rider unit. In Warmaster if your character is “overrun” by a non-character unit it must retreat to join a friendly unit within 20cm (10cm in this game) or your character is eliminated. This prevents players from having their characters running freely around the battlefield detached an unsafe distance from their forces.

Ozrim failed a second order for the gyros and the squadron was left with its proverbials in the wind in front of the orc cavalry.

King Gorin ordered up the centre including a double order for the cannon battery. Orders for the Hammerers fails and the command phase ends.

The gyro squadron however is now in range and blasts the Boar Riders and Graterak with their steam cannons driving them back out of initiative range. A roll that probably saves the squadron!

The Gyrocopter Squadron drives the Boar Riders with their steam cannons! 

Orc Turn 2

The Orc turn 2 was fairly disastrous from a command and control point of view. After measuring in the initiative phase the Boars confirmed they were just of out initiative charge range and couldn’t attack the gyrocopter squadron. From atop her Wyvern Brastrap, Graterak tried to order the Boarboyz into combat with the Gyros in the command phase but failed meaning the cavalry on the Orc right ground to a halt presumably while the tribes argued amongst themselves.

Grom managed to order up the ogres down through the village but both Boriz and Gratnakkers failed their orders and the Orc army otherwise ground to a disorganised halt.

During the shooting phase Graterak tries to cast “Foot of Gork” on the Gyros and fails!

The Gruntaz find themselves just out of initiative distance before failing their command roll



Dwarf turn 2

Ozrim orders the gyrocopter squadron into a position to attack the Wolfboyz. The tactics being that with their lower saving throw the Wolfboyz are more likely to suffer casualties at their hands.

Ozrim’s next order roll fails and the Rangers and supporting Warriors fail to move up.

On the right Frode’s division occupies the farm.

Gorin moves the dwarf centre up onto “Big Round Top” establishing the dwarf centre. The elite Hammerers are still misunderstanding their orders and have not moved into position.

In the shooting phase the Gyrocopter squadron kills one stand of the Wolfboyz and drives them back.

Having moved into position on the ridge the cannon battery engages in counter battery fire with the Rock Lobba. And the Orc artillery is destroyed!


Frode's Handgunners and Warriors occupy the farm
The dwarfs occupy "Big Round Top"


Three unsaved wounds and the Wolfboyz lose a stand of casualties!


More soon!




Friday, 22 May 2020

Lockdown Teeny Tiny Oldhammer - Before the Battle


I thought maybe in order to avoid confusion in what is happening in this battle report, I thought it might be helpful to as succinctly as possible outline how the rule mechanics differ from other rulesets you may be used to.

As Mr Priestley wrote while introducing the game back in March 2000:

“Warmaster is a game about the ability of the general to lead, rather than the warriors’ ability to fight.

Right from the start I set out to create a game about huge armies fighting over vast landscapes; a game in which snaking columns of warriors might march along dusty roads towards a vista of farms, villages and towns. Where flanking forces can gallop out of their general’s sight and reappear (perhaps) at the enemy’s back. And where artillery pieces must be laboriously dragged to within range of their targets.

Big tabletop landscapes: roaring rivers rather than piddly little streams, fortified towns rather than pokey houses, and enclosed valleys and rolling hills rather than the usual flattish field punctuated by a lonely tree.”

For my ACW battles I’d been using the Fire and Fury ruleset from about 1991 or 1992, basically (ahem) before I was even born. So the concept of my army not doing exactly what I wanted (point and click as I call it) was not alien to me. I’d even tried to adapt Fire and Fury to play fantasy games with my 6mm Irregular miniatures armies. In Warmaster a stand represents 200 to 250 man-sized troops. So a unit represents maybe 750 warriors.

A reminder of the table

My Battle report map!


The Mechanics

Like many modern rulesets Warmaster is divided into 3 main phases. Rick would usually describe these simply as “move, shoot, fight”.

An overview of the phases can be summarised thus:

Movement

Initiative moves – troops within 20cm of an enemy may either evade (move directly away from) or charge their nearest enemy

Command phase – The general, heroes and wizards can order any troops that did not move by initiative within a certain range up to a maximum of 3 times by rolling under their command rating on 2D6. The order range of the general is the battlefield, heroes 60cm and wizards 20cm. Distance and other factors cause penalties and ordering a unit 3 times in a phase is difficult and rare and not often risked. Like Blood Bowl there is jeopardy to failure. Any commander failing to issue an order is spent for the phase and a failure by the general causes the command phase to end.

Character movement – characters move, join units etc. Flying units up to 100cm. All other characters 60cm.

Shooting

Missile troops, artillery and magic. Missile troops must fire at their closest enemy. Armies usually have access to only four spells. Magic users are not death stars in this game but available spells do give each army a bit of fluff. Missile fire is underpowered in Warmaster, primarily being used to drive back and disrupt the enemy and strategically control areas of the battlefield rather than being particularly effective at destroying enemy units.

Combat

Melee – Up to two rounds of combat can be fought in the combat round depending on melee results. The winner of a combat is based on wounds inflicted and supporting troops (the equivalent of a rank bonus) and the winner can choose whether to pursue, stand or fall back.



The Role of Characters

Although very important to the game, characters are not able to fight on their own and take on whole units, even if mounted on a dragon or similar. But by joining a unit a character can add attacks and/or terror to a unit it fights with. Very useful if you are prepared to take the risk, as a unit that is destroyed in combat takes its character with it!

Most players base their characters on round bases in order to make them visually differential from standard troops on their 20mm x 40mm stands.



House Rules

As I pointed out in my last post. My table is significantly smaller than the 6ft x 4ft recommended size. As such I have made some adjustments to movement, command and shooting distances. Halving movement and command distances and cutting shooting distance by a third. To summarise:

Initiative distance is 10cm

Artillery in regular formation moves 5cm per order

Infantry in regular order moves 10cm per order

Cavalry in regular order moves 15cm per order

Wizards maximum order distance is 10cm

Heroes and Runesmith order distance is 30cm

Order distance penalty is -1 per 10cm.

Artillery range is 40cm

Missile troops and flame cannon range is 20cm

Goblin infantry and Wolfboyz range is 10cm.



In addition I am using the “slow” rule from Warmaster Ancients. Any troops with a 4+ save has a -1 penalty to any subsequent order after the first per command phase.



Deployment

There was a point where I was determined to make this a scenario based game. I even got out some wagons to make it a version of Spring Hill from the Franklin/Nashville campaign. But something (cider) made me forget, and this turned into what Andy Atom Taylor would call: “A focking nahstee tare-oop”.

So It’s just get all the toys on the table and kick off right? Wrong.

So we have something awesome called the “Scouting phase”. A one off event at the start of the game which decides on deployment and first turn etc.

Normally this would involve secretly writing down units which you were prepared to deploy in your scouting force. Units such as flying units, light cavalry and rangers being worth more and other troops being worth less on a sliding scale. When revealed the scouting value is added to a dice roll (usually 2D6) and the highest score “outscouts” the enemy.

The winner of the scouting phase chooses the table edge to deploy on and then must deploy their scouting force (usually 20cm from the table edge but in this case 10cm). The loser of the scouting phase must then deploy their entire army for the opposition to survey, before deploying the remainder of their force.

Brilliant isn’t it?



In this case, I couldn’t keep the scouting secret from myself. There was the option of committing the orc scouts and then drinking a bottle of brandy. Then committing the dwarf scouts the next day with my memory wiped. But I decided to randomising the scouting force with some Excel (RAND) trickery and a D6 number of scouting units.

The results of this were that the orcs and gobbos committed 5 units and the dwarfs 4.

The Orc vanguard consisted of: Goblin Infantry (0.5); Black Orcs (0); Boar Riders (1); Wulfboyz (2); Shamanka on Wyvern (3) = 6.5 + dice roll of 7 = 13.5

The Dwarf vanguard consisted of: Dwarf Warriors (0); Rangers (2); Cannon (0); Gyrocopter Squadron (3) = 5 + dice roll of 8 = 13.

The orcs win the scouting.

I now try to put myself in the head of the orc general. I don’t want the dwarfs to have the northern table edge. I don’t want the dwarf commander to gain the hills for his artillery with his left shielded by the river and forest, nor to be able to anchor his right flank on the village. So the orcs select this table edge.

So the orcs set up their vanguard units.

Apologies if the maps are hard to read. If you click on the maps you should be able to zoom in and read the troop descriptions!

"W" is Graterak on her Wyvern!
Having won the scouting the Orc Vanguard deploys first.


Gorin's dwarfs now need to deploy their entire army. I deploy the artillery in the centre hoping to move it onto the ridge to dominate the battlefield. Frode is tasked with advancing into the farm and using it as an anchor for the dwarf right flank.

Although it should be totally obvious what all dwarf units are, please note that "X" is the gyrocopter squadron, "G" is the general King Gorin, "R" is the Runesmith Ozrim and "H" is the hero Frode.
The Dwarfs Deploy


And now once they can observe the dwarf deployment the Orcs deploy the rest of their army. A unit of orcs and the Giant "Wee Jock Poo-Plop McPlopp" deploy on the flank on the East side of the river.

The labels on the characters are "GH" Goblin hero (Grom the fatbastard); "GS" Goblin Shaman (Skidmarkz); "Gen" (General - Gratnakers) and "OH" (Orc Hero - Boriz)

The rest of the Orc and Goblin army deploys


LET BATTLE COMMENCE!

Here. Shortly.

See you soon.



Wednesday, 20 May 2020

Lockdown Teeny Tiny Oldhammer - Introduction


Big apologies to both of my readers for again being quiet for a while. A fair amount of time has been spent on trying to get Mrs Street repatriated which has been a pain in the proverbial.


While finishing off a couple of Warmaster units I thought it might be fun have a little solo game. My table at home is not particularly large, being only 4 feet by about 30 inches. It’s just not big enough to be wheeling Warhammer units around, but a small game of Oldhammer Warmaster is more than possible. I know what you’re thinking; Warmaster is surely “Middlehammer”. But that is forgetting the first rule of Oldhammer. That is that anything Street touches is Oldhammer by default. Yesterday I drank a pint of Old Rosie. By association it automatically became “Oldhammer Rosie”. It’s like the Midas touch but without having any actual practical use.


In addition, the command and control mechanic of Warmaster means that it lends itself to solo play a little better than point and click fantasy rulesets. So I set up the table to get a game going.






I feel that here I must insert a Newoldhammer™ caveat. When I first started doing the odd blog I expected that it would only ever be read by fat blokes in their forties and fifties.


Now I’m inclusive as the next man (unless that man is Priti Patel); anyone is welcome here – but under 14s please note. Although every care has been taken in this text to remove traces of offensive combinations of short vowels and harsh consonants, some may still be found in older posts. Also beware that traces of less offensive things than words, such as war, violence, rape, mutation, blood, gore and slaughter may also be found.


Stay Alert – Control Words – Save Yourself



Back to the fun.


I chose a rather classic dwarf versus orc and goblin clash for the battle. I had just finished off a cavalry brigade for the orc and gobbo force containing a unit each of Boarboyz, Wolfboyz and Gobbo Chariots and I wanted to use these. In true Oldhammer style I had no interest in making the game balanced, and just threw out everything I had onto the table and made some house rules to distances and other things which I will detail later (probably in another post).

In true White Dwarf Style I will first introduce the armies to you.



Da Orcs and Gobbos



Da Commanderz


Gratnakkers – General: Command (8); Attack Bonus (+2) = 95 points

Boriz Da Yooslezz – Black Orc Hero: Command (8); Attack Bonus (+1) = 80 points

Graterak on War Wyvern “Brastrap” – Orc Shamanka: Command (7); Attack Bonus (+2) = 125 points (includes attack bonus and points of Wyvern)*

Grom Da Fatbastard – Goblin Hero – Command (7); Attack Bonus (+1) = 45 points

Skidmarkz – Goblin Shaman – Command (6); Attack Bonus (0) = 30 points



*Wyverns add a +2 attacks to a unit they have joined. A unit joined by a Wyvern causes terror. Wyverns can fly.



Total command structure = 375 points

Left to Right: Skidmarkz; Grom Da Fatbastard; Gratnakkers and retinue; Boriz Da Yooslezz

Graterak mounted on Brastrapp






Da Infantry Boyz


Note that for most units in Warmaster stats apply per stand and most units have three stands. All troops in the infantry section have a troop type of “infantry” except for the giant whose troop type is “monster”.



x3 Orc Warriors: Attacks (4); Ranged (N/A); Wounds (3); Save (6+) = 180 points


x1 Black Orcs: Attacks (4); Ranged (N/A); Wounds (4); Save (5+) = 110 points


x2 Goblins: Attacks (2); Ranged (1); Wounds (3); Save (0)* = 60 points


x1 Trolls: Attacks (5); Ranged (N/A); Wounds (3); Save (5+)** = 110 points


x1 Ogres: Attacks (4); Ranged (N/A); Wounds (4); Save (5+) = 105 points


x1 Giant: Attacks (8); Ranged (N/A); Wounds (8); Save (5+) = 150 points


*Goblins are assumed to be a rag-tag mix of combat infantry and shortbows and javelins. They have missile attacks but at half normal missile range to reflect this.


**Trolls are stupid and suffer a -1 command penalty when ordered. Trolls regenerate one wound in combat after full casualty stands have been removed.



Total Infantry = 715 points

x3 Units of Orc Warriors and x1 Unit of Black Orcs. The Black Orcs are front right with the read weapons.

Ogres, Trolls and x2 Units of Gobbo Infantry

"Wee Angry Jock Poo-Plopp McPlopp" the giant




Da Cavalry Boyz



All units are troop type “cavalry” except the Gobbo chariots which are troop type “chariots”. Er….Der.



X1 Boar Riders: Attacks (4); Ranged (N/A); Wounds (3); Save (5+) = 110 points

X1 Wolfboyz: Attacks (2); Ranged (N/A); Wounds (3); Save (6+) = 60 points

X1 Gobbo Chariots: Attacks (3); Ranged (N/A); Wounds (3); Save (6) = 80 points



Total Cavalry = 250 points

Left to Right: Gobbo Chariots; Wolfboyz; Boar Riderz

Gobbo Chariots




Da Artilllery



X1 Rock Lobba: Attacks (1); Ranged (3); Wounds (3); Save (0) = 75 points*



*A Rock Lobba consists of a single stand. A Rock Lobba can shoot at target that it cannot see on a -2 to hit penalty.


Total Artillery = 75 points

Da Rock Lobba




TOTAL ARMY VALUE = 1,415 POINTS







King Gorin Tallhelm the Grudgebearer’s Dwarf Expeditionary Force



Dwarf General and Commanders


King Gorin Tallhelm the Grudgebearer - General: Command (10); Attack Bonus (+2) = 155 points

Frode Gundersen the Aleswiller – Dwarf Hero: Command (8); Attack Bonus (+1) = 80 points

Ozrim Trommgibalchuf – Dwarf Runesmith/Wizard: Command (8); Attack Bonus (+1) = 90 points*



*Due to the times in which Warmaster was written (i.e. post 3rd edition) GW revisionism had stripped magic from the dwarfs. I have written some spells to “Oldhammer up” my Warmaster dwarfs but as one of those is “Summon Earth Elemental” and I definitely haven’t made one yet, I decided to use Ozrim as a Runesmith for this battle simply so that I could play the game a day earlier. A Runesmith is simply a hero that can dispel any magic spells within 50cm on a roll of 4+.

Total Command Structure = 325 points

Runesmith Ozrim Trommgibalchuf; King Gorin with his Grudgebook and Retinue; Frode Aleswiller



Dwarf Infantry


x3 Dwarf Warriors: Attacks (3); Ranged (N/A); Wounds (4); Save (4+) = 330 points

x1 Dwarf Hammerers: Attacks (3); Ranged (N/A); Wounds (4); Save (3+) = 110 + 50 points*

x1 Dwarf Rangers: Attacks (3); Ranged (1); Wounds (4); Save (5+) = 110 points

x1 Dwarf Thunderers: Attacks (3); Ranged (1); Wounds (4); Save (6+) = 90 points**

x1 Slayers: Attacks (5); Ranged (N/A); Wounds (4); Save (0) =  80 points***

x1 Gorin’s Longbeard Huscarls: Attacks (4); Ranged (N/A); Wounds (4); Save (4+) = ???****



*In order to reflect the Elite status of the Hammerers they have been given a magical standard. The “Banner of Shielding” costs 50 points and gives the unit a 3+ save until the unit suffers the loss of a stand. After which the banner ceases to work and the unit refers to its usual dwarf warrior save of 4+

**Thunderers use of the arquebus means that enemy shot by the unit suffer a -1 save modifier.

***Slayers must use initiative to charge if possible. Slayers may not use initiative to evade. Only one Slayer unit can be included in a brigade. Slayers are never driven back by missile fire. Slayers are immune to terror. In addition to these rules, Slayer units’ entire purpose is to lose their lives in glorious combat. If any stands of slayer units survive a battle then their opponent receives victory points for them. If the slayers are wiped out the opponent scores no points for them.

****The Huscarls represent Gorin’s personal bodyguard made up from members of his extended family and his oldest and most loyal warriors. This unit is made up of just one stand and they always remain within 15cm of Gorin. They only accept orders from Gorin and cannot be ordered by other Dwarf commanders. While the Huscarls remain on the table they are the only unit Gorin can join.



Total Infantry = 770 points

Warriors and Hammerers. The Hammerers are Bottom Right
Slayers and Thunderers screened by Rangers
Gorin's Personal Bodyguard




Dwarf Artillery and Machines


The Gyrocopter squadron has a troop type of “Machine” while the other units obviously have a troop type of “Artillery”.


x1 Cannon Battery: Attacks (1); Ranged (2+bounce); Wounds (2); Save (6+) = 90 points*

x1 Flame Cannon: Attacks (1); Ranged (2D6); Wounds (2); Save (6+) = 50 points**

x1 Gyrocopter squadron: Attacks (1); Ranged (3); Wounds (3); Save (5+) = 75 points***



*Cannon battery consists of 2 stands. No armour can save against a cannon. The shot can potentially pass through a target unit and hit a unit behind the target.

**Flame cannons have a reduced range to normal artillery and have a random number of attacks. Rolling a double means you must roll on the “something has gone wrong” table.

***Gyrocopter squadrons can fly. Consists of a single stand and cannot be brigaded with other units or joined by a hero.

Dwarf Cannon Battery
Flame Cannon
Artillery Brigade
Gyrocopters




Total Machines and Artillery = 215 points


TOTAL ARMY VALUE = 1310 POINTS



So armies assembled I’ll see you soon for the scrap.

Friday, 20 December 2019

Warmaster Ancients - Buidling a Gallic Army

What the hell? Street posts nothing for a year and then we have to put up with 2 in 2 days? What trickery is this?


Aside from playing a fair bit of Warhammer; Fire and Fury ACW amongst other funzies it is no secret that I love a bit of Warmaster. One of many masterpieces from Rick Priestley the original game was previewed in White Dwarf in 2000 under the tagline "WAR ON A NEW SCALE".

"War on a New Scale" - An epic battle on the front of the Warmaster Rulebook

The concept was that rather than the "a punch up in a pub car park" of the 1:1 scale Warhammer, that claimed to be a "mass battle" game but actually usually only ended up with company sized engagements - Warmaster would represent huge armies representing tens of thousands of warriors per side.

The game attempted to bring more sophisticated and streamlined mechanics into fantasy gaming from historical games. The units moved via "orders" rather than "point and click" movements. And the units themselves didn't represent the 30 to 42 figures represented on the stands, but rather hundreds of warriors. Although the base size for a single "stand" was always 40mm x 20mm the base sizes tied in with Warhammer.

A unit of Chaos warriors or Orcs would consist of 30 figures and perhaps represent 600 warriors. Units based on 20x20mm bases in Warhammer would have more figures. Humans and Elves for example would be 36 to a unit and would perhaps represent more warriors on the battlefield - perhaps 720 (20 warriors to one figure is a fairly standard historical mechanic). The number of figures wasn't important, it doesn't matter how many figures are represented - the important thing is the footprint of the stand, and units usually consist of 3 stands.

Although in production for 13 years from 2000 to 2013, Games Workshop (perhaps in this period in their most cynical corporate period) never supported the game to the level it really deserved according to those in the know (such as the author). This is a shame as the miniatures sculpted for the game are some of GW's finest, by a who's who of Oldhammer sculptors, resulting in the fact that they demand a premium on the second hand market even though many third party manufacturers make great proxies to those with the patience to look.

I have promised a couple of people that I will do a 28mm conversion ruleset based on 100mm x 50mm movement trays (8 Orcs per stand or 10 dwarfs / humans etc) and I promise this will follow at some point. This will be designed for those 12 foot by 6 foot 28mm games we often see at Bring Out Your Lead with 15,000 points a side that take 8 hours to reach turn 4. With Wamaster this kind of 28mm game could most likely be nailed in 4 hours.

I often refer to Warmaster as "Kings of War for adults". Yes I am blocked from the KoW fanatics page. I am as proud of that as a progressive band was proud of being banned from selling records in Apartheid South Africa.



Anyway...

I have posted bits and pieces of my burgeoning fantasy armies on Facebook, and a fast orc tutorial on this very Blog. However on this occasion I want to discuss Warmaster Ancients.

Warmaster Ancients was published as part of the Warhammer Historical Range and to all intents and purposes was a Warmaster second edition. It dialled down the over-powered "shock" cavalry and introduced Blood Bowl-style "skills" as special rules for certain troop types. As far as I am aware a second edition of Fantasy was written and handed in by Mr Priestley largely based on Ancients - but he was told they were not going to publish and probably never will. A fairly large worldwide community keeps the game alive with a living rulebook.

So being the foolish, impulsive type - I entered a Warmaster Ancients tournament at the Bad Moon Café in Borough in London in  the middle of January. I was encouraged in this foolish decision by other Warmaster players and the promise of fresh pizza and ale from the Kernel brewery.

Then I remembered.

I didn't have an Ancient army in 10mm.

So I headed over to Adler Miniatures and got one.

As my local gaming club now meets in the Uxbridge Conservative Club, I simply couldn't think of a better way to represent them by playing as the French. So I bought a very nice bunch of Gauls. These will double up as a McDeath led Albion army for fantasy.

Ancients has a lower tourney points total than Fantasy (1,250 compared to 2,000) but the troop types are more basic. There are obviously no expensive giants or dragons, ogre mercenaries or trolls or dwarf cannons. So my army isn't going to be any smaller really.

In Warmaster heroes are not Death Stars but rather a token from which you make your orders. They can join units and give bonuses in combat but on their own they are simply overrun in combat. Any army must commit a certain amount of points on heroes. A general for instance is as you might expect compulsory.

To differentiate generals and heroes from standard units with their rectangular bases, most players base the commanders on round bases. This isn't compulsory at all but most people do it. In the UK our coins are the cheapest way of basing and 2p, 1p and 5p are often used and are actually cheaper then plastic and MDF. They are also magnetic for those using magnetic sheet lined cases as a travel solution.

Going through the Gallic list I decided on the following army:


Command Structure:

General with Vercingetorix upgrade = 125 pts
(command value = 8; command range = 100cm; adds +2 attacks to any unit he has joined; all leaders and subordinates within 20cm of the great Gallic Warlord can issue orders at his command value of 8)

x1 Warlord = 60 pts  
(command value = 7; command range = 60cm, adds +1 attack to any unit joined)

x2 Chieftans @ 30pts = 60pts
(command value = 7; command range = 20cm; adds +1 attack to any unit joined)

Total Command Structure: 245 points


Rank and File:

x2 Bodyguard Infantry @ 55 pts = 110 pts
(Move = 20cm; Attacks = 3; Wounds = 4; Armour = 6+; *special rule = WARBAND)

x13 Warrior Infantry @ 35 pts = 455 pts
(Move = 20cm; Attacks = 3; Wounds = 3; Armour = 0; *special rule = WARBAND)

x4 Foot Skirmishers @ 30 pts = 120 pts
(Move = 20cm; Attacks = 1; Ranged Attacks = 1; Range = 15cm; Wounds = 3; Armour = 0; *special rule = WARBAND / SKIRMISH)


x3 Noble Cavalry @ 80 pts = 240 pts
(Move 30cm; Attacks = 3; Wounds = 3; Armour = 5+; *special rule = WARBAND)

x2 Mounted Skirmishers @ 40 pts = 80 pts
(Move 30cm; Attacks = 1; Ranged Attacks = 1; Range = 15cm; Wounds = 3; Armour = 0; *special rule = SKIRMISH)

Total Rank & File = 1,005 points.
Total = 1250 Points.


Please note that the stats are per stand. So a unit of bodyguard infantry (3 stands) rolls nine dice in combat if it doesn't have charge or pursuit bonuses or terror or flank/rear penalties. It will lose a stand every 4 wounds and has armour of 5+ which is its saving throw.


So how am I progressing thus far?


VERCINGETORIX:

The mighty Gallic Warlord who united the Celtic chieftains to deny Caesar.

I'm a huge fan of the late Angus McBride's work. As a child my dad had countless Osprey books with his colour plates. So I tried to base my General on this piece from "Gallic and British Celts".


One of the great things about Warmaster is the ability to make your rank and file or command bases in a diorama style. I've based the commander on a plastic base slightly larger than a 2p. This means that my opponents can allow me 1mm leeway in my command range measurements or can insist I measure from a specific point (such as the tip of Vercingetorix's sword or the top of the standard).

I've used 3 cavalry figures and a semi naked chap with a standard running alongside. I was a bit worried about the mix of a foot slogger on the same base as the cavalry at first but I don't think it looks too bad.


     Yes I have used tweezers to straighten out that banner since I noticed it in the photo

I had wanted to do everything on Vercingetorix in the same colours as Lionel-Noel Royer's famous painting (fist pic in this post), but the ivory coloured cloak and white horse did not translate into 10mm miniatures. 

This command base was painted with standard acrylics by various manufacturers with oils on the horses. The shields are Adler decals designed for their own miniatures.


x2 CHIEFTANS:

Quite simple these chaps. When I started the first unit I was sticking to the GW method of 12 humans to a stand and therefore 36 to a unit. I noticed that when I looked at other scales and other Gallic armies that the warriors were based slightly less dense. I've therefore cut it down slightly to 9 to 10 per stand to give the warriors a slightly looser formation without making them look like skirmishers. A three stand unit is now around 27 to 30 per unit. That left me with a couple of leftover chaps. I stuck them to 5ps and these are my x2 "chieftains" which are ranked as "subordinates" - the lowest command bases in my army.

Painted with standard acrylics by various manufacturers. The shields Adler decals designed for their own miniatures.


Unforgiving close-ups. The 5p base rims need another coat!


x2 MOUNTED SKIRMISHERS:

"Lightly armed mounted tribesmen armed with Javelins"

Adler are one of my favourite - no scratch that - they are my favourite small scale manufacturer. I have way more than is normal of their 6mm ACW stuff. However one criticism is that the weapons (spears and swords) are realistically thin. This means they can be very delicate.

To prevent any issues later I decided that in the skirmish units I would replace the cast-on javelins with brass wire. It does end up making the casts look clumsier than they are but they are going to be transported and played with so I thought this would save me ball-ache in the future.

With hindsight I wish I'd based them in twos and therefore 6 to a unit to massively differentiate them from my Noble cavalry but it's done now and I'm not rebasing when time is of the essence!

One unit has oils on the horses and for the other I used contrast paints. As I can't tell the difference from the photos or three feet away I made the executive decision to use contrast paints going forwards due to the time pressure. Apart from the metallics everything else is contrast paint for speed reasons.

Again - no I didn't freehand the checks. They are Adler's own decals.

Some crushed seashell on the bases.


x2 Units of mounted Gallic Skirmishers


NOBLE CAVALRY:

"Wealthier and better equiped warriors fighting on horseback - armed with long swords, spears and javelins. Carrying shields, with many wearing mail and helmets."

There will be three of these in total but I only have one unit done to date.

Warmaster Ancients dialled down the "shock" nature of cavalry. To put it simply in Fantasy all cavalry is "shock". That means it is based with the 20mm edge being the front rather than the 40mm edge. This may not sound like much but it gives cavalry the advantage when it attacks of concentrating three stands of attacks against 2 stands of an infantry unit. 

This provided me with a quandary. This gallic army will also provide me with a fantasy Albion army led by McDeath. I just need to add in a giant or two, some ogres, maybe some eagles etc. The noble cavalry will be my Albion cavalry also...but this means that they will be based facing the 40mm edge for ancients and the 20mm for fantasy. What to do?

My solution was to buy some 20mm square bases from Precision Wargames Supplies and I based my cavalry in twos on these steel bases. I then cut some 20mm x 40mm bases from thin magnetic sheet.

I can now base these for both games simply by rotating the steel on the magnetic sheet.

The steel bases were £0.15 each which I thought was good value. Especially as it saves me £5 buying a new unit and hours of painting.

Only another 2 units (24 minis) to do.

Front view of the Noble Cavalry

Rear view for those of you that like that sort of thing

Showing the basing orientation of Ancients on the long side of the base

The difference for Fantasy basing. Denser and more impactful

More concentrated in Fantasy. Typically on the charge getting in twice the atacks of the opponent


INFANTRY SKIRMISHERS:

"Young or poorer individuals armed with bows, javelins or slings."

The skirmishers in a Gallic army are generic and have the half range rule (15cm instead of 30cm missile range). As such as I have decided to go with x4 units and as Adler do a variety of skirmish sculpts I have done a unit each of slingers and bowmen (each can be used in Briton or Germanic armies) and x2 units of Javelins. In my army all skirmish units have the same stats.

I have used 4 to a base for the slingers and Javelins and 5 to a base for the bows. The extra space lets me do a bit more terrain stuff on the base. The Javelins need a bit more work but are nearly table ready.

All four generic skirmish units

A unit of bowmen with javelins behind

Slingers with Javelin support

For speed these units were painted with contrast paints. The rocks are either crushed seashells, bashed Woodnland Scenics rock moulds or tiny stones collected from the canal tow-path in West Drayton.


BODYGUARD INFANTRY:


"A band of professional warriors armed with long swords and shields, many wearing chainmail and helmets."

I'm allowed a max of 2 of these units in a 1250 point list so I'm taking them both. They will be my only elite infantry and my only infantry with a saving throw that won't die ridiculously quick. That saving throw is still only 6+ but you have to take what you can.

Although Adler make heavier Gauls I chose to put a mounted commander on the command stand to help identify the elite units for my oponent in a game. This is similar to to one of the command strips of the elf army and I felt a nice doff of the hat.

I only have one unit finished with one unit WIP.

The mounted chieftain should help differentiate the bodyguard units on the tabletop.


WARRIORS:


This is the hardest part. I need to complete x13 units. So at the time of writing I have x3 completed and 1 nearly there (as well as most of the second unit of bodyguard).

x1 of my units is a naked fanatic unit (Gaesatae) which in my Gallic army will count as standard warriors, but in a Briton unit can be used as fanatics.

So another x9 of these units to do in about 3 weeks.

All done in contrast paints with Adler decals for the shields.

Ah...the joy of cutting out decals with nail scissors

A brigade of Gallic infantry (x4 units in base to base contact)

Probably not historically accurate but I had some Roman heads and a Roman Eagle spare lol.


So I now just have x11 infantry units and x2 cavalry units plus a Warlord command base to do.

And about 3 weeks.

Wish me luck.

No really...wish me luck.