Wednesday, February 24, 2021

Children of the Spider Queen

This is a project I keep picking up and putting back but I've finally made some major headway. These are all old Marauder Dark Elves that I've managed to finally finish.











In addition to the elves I've painted a Reaper spider demon to go with them.

Only thing left is a trio of crossbowmen.

Wednesday, September 23, 2020

Morgoth

 Its been quiet around here and I've been low on miniatures inspiration but I have managed to pull it together and get this fellow done.

This is my take on Morgoth, the first Dark Lord. I used a Ral Partha/Citadel Giant Troll Champion. I substituted his axe with a hammer and made a crown for the silmarils.



The orcs beside him are 28mm Goblins from Oathmark Miniatures.

Tuesday, August 11, 2020

Morgoth's Horde

 

Benchmark post #2: Orcs

This is the Orcish half of the Middle Earth's First Age project. The orcs tend to paint up faster and I'm not doing much in the way of conversion to them. However, I need to paint about three times as many Orcish troops as I do Elves to keep up with the point values.

Sidenote about Oathmark and my opinion on Orcs: Oathmark differentiates between Orcs and Goblins. Its mostly a performance difference, which kind of falls in line with my feelings about the Orcish folks as a whole. I donI've always felt that the terms used, Goblin, Orc, and Uruk Hai, are just different names for basically the same creatures but are more indicative of their prowess and abilities. Goblins would be equal to Militia type troops, Orcs are the Regular army and the Uruks are your Huscarl types. 

This is what I have completed at this time.

The bulk of the army is made up of Goblin Foot. These are the Oathmark plastic Goblins. Apologies for the sub par image. I have 30 or so of these done with a goal of eventually doubling that 60 goblins arrayed in three units of 20. The only change I made on these from the plastic kit was changing out the various shields from the kit for some more regimented round shields.


Orc Archers. These are from the old Grenadier Fantasy Warriors line and were sculpted by Mark Copplestone. Great figures and I'm really glad they are still around.



Copplestone Orc Blades.



These are my Uruk Hai. These are 15mm armored trolls from Khurasan Miniatures. 


A unit of Goblin Warg Rider Scouts. I used the Oathmark plastic riders here but mounted them on to Games Workshop's Middle Earth Fell Wargs.


Here are the heavier Warg Riders. Again I used the Oathmark riders but mounted them on to the GW Fenrisian Wolves.


This is Gothmog, my lord of Balrogs. I used a Fire Giant from the Norse themed board game Blood Rage. I added the whip using some wire and green stuff.



Here's the whole bunch for a group shot. With the Balrog this is about 1400 points. So we're staying pretty even with the Elves for now.







Spears for Fingolfin

A year ago, or maybe a bit more, I did started a small First Age of Middle Earth project with the intent of making an Elf warband as well as an Orc warband for skirmish gaming using Dragon Rampant or some similar rules.

With all the extra personal time I've had due to the current situation I expanded that project into a true army raising for the much larger scale Oathmark and perhaps To the Strongest rule sets. So I'm back to work converting and painting Elves and orcs with the goal of making a 5000 point value army, in Oathmark terms, of each.

Below are pictures of what I started with and have accomplished recently.

Elves


A unit of  archers. Converted from Tanatus miniatures Saxons with Elf heads from White Knight Productions.


Three small, 10 figure units of spears. The goal is to expand these to one 20 figure unit and two 15 figure units.  These like the archers were converted from Tanatus miniatures Saxons and White Knite heads.


Elven knights. I used Aventine Miniatures Alan Horsemen here and mounted them on Perry War of the Roses Agincourt horses.


Here is the host as it stands now at a point value of about 1350 points. Elves are far more expensive point wise than orcs so the figure count for this army will be considerably smaller than that of the Orc horde as we'll see in my next post where I detail the Orcs and their progress to date.


Monday, September 9, 2019

In which it all comes together... Part 2

Part 2 in our series rushes us headlong into the denouement. Again, using the Fistful of Lead rules (primarily the Horse and Musket rules for their simpler handling of Shock) from Wiley Games.

The villagers, reinforced by military elements and some very resourceful Gentlemen of Magick, have taken it on themselves to purge their land of the evil that is Earl Hugo Musgrave. Only recently returned to a land on the brink of war, Earl Hugo's attempts to fortify his Manor House came to a low, half completed stone wall with a lower ring of temporary field fortifications.

The Villagers knew that with a press of force and some well placed ladders they could overwhelm the defenders. The defenders felt confident that could not happen.

The overview of the table showing the bastle style fortified manor house and a timber framed gate house protected by low walls and field fortifications.

A closer look at the manor house.

Unbeknownst to the villagers, Earl Hugo's coven of witches had chosen this very evening to perform a great summoning that would, if successful, bring forth a great and dark lord to aid them in their cause.

For activations I printed up my own set of cards using the Wiley games format. Based on some scans I took of a reproduction 16th century card deck.

As the villagers make their approaches the hounds of hell are unleashed to worry at their flanks. A group of riders sallies forth from the manor house and starts to loop around to the other flank.

The army has sent some dragoons and cavalry to aid the villagers. All have dismounted. The light cavalry have formed a storming party and will assault the gatehouse with a petard. If all goes well they will blow the gate off and have an easy run to the manor house.

The assault commences!

Dragoons on the right flank are tasked with picking off the wall defenders. Suddenly they are flanked by ravening abominations that seem to literally spring from the ground.

The ladder crew pushes forward under heavy musket fire.

The petard is "hoisted" to the gate and secured in rapid fashion.

The Sergeant commanding the Dragoons is struck down and dragged down into a pit by the last surviving abomination.

The ladders reach the first line of defenses.
Meanwhile the petard has blown the gate and attackers storm through. One group stays near the gate to hold it against the devil hounds they can see headed their way.

Earl Hugo unleashes his Dark Riders from the manor house to stop the attackers pouring through the sundered gate.

One lone rider makes it past the dragoons fire to harry the assaulters with pistol fire.

The Devil Dog Barghests make their attack but are stymied by musket fire from the rear guard.

Meanwhile, behind the Manor, the great summoning has gone better than expected. The great Dark Lord has arrived. The witches squeal with delight and all start to jabber like hens, begging their boons of him. With a wave of his hand he turns the witches into swine. He then resurrects the sacrifices made to tempt him here and moves to the great pit from which the abominations had earlier climbed out of.

Seeing his plans thwarted Earl Hugo decides to make his escape and sallies out with the leader of his Dark Riders and his faithful familiar the dog known as Parson Pyrites.

The Dark Lord rasises an army of the Dead from the pit and forms them into lines of battle.

As attackers pour through the sundered gate they are met by villagers clambering up their ladders. By this time the defenders see that their days are numbered and start to think better about remaining on the field of battle.

The rear guard puts paid to the Barghests.

Parson Pyrites holds the gate to allow his master time to retreat. He lets forth with a tongue of Hell Fire that puts several of the attackers out of the fight.


Earl Hugo vaults the wall, musket and pistol balls whizzing by. One strikes him but maintains his horse and rushes on, intent to make good his escape.

The leader of the rear guard runs up the revetment and takes a final shot at Earl Hugo, his aim is true and his shot makes a breach in Earl Hugo the Devil couldn't close.

As the defenders routed from the field and their leader lay dying on the ground, the Villagers and their Military supporters started to question the sense in holding the field against such a great evil as this devil and his army of the dead that now faced them.

Just as it came to the tipping point the Demon waved his hand in the air in a summoning gesture. All the recent dead lying about the field of battle rose, and flocked to him. The demon turned his gaze to the East and in a great booming voice he called out to his flock: "Now we make for London children, and I shall claim my seat in Parliament!"

With that the demon strode off to the East, ending our players worries as to what to do.

For now.

Wednesday, September 4, 2019

Im which it all comes together...


I ran two games in a Witchfinder General setting at Pacificon this weekend past. We used the Fistful of Lead rules (primarily the Horse and Musket rules for their simpler handling of Shock) from Wiley Games. These are great rules for a convention game as they are very easy to teach and play moves quickly.

 In the first game Earl Hugo Musgrove, the local Lord has exacted a tithe of flesh from the local villages and sent his troops and Vile Abominations to collect. Earl Hugo has recently returned from a long trip to the continent and brought with him a collection of vile mercenaries and even viler personal habits. It is whispered that he consorts with the Devil himself  AND holds for Parliament in this newly started Civil War. 

The villagers enlist the aid of the newly arrived Royalist forces as well as various adventurous individuals that quickly come to their aid.

Here below are some pictures from the game.

Dragoons on the flank.

Clubbemen and Villagers guard the bridge.

A witch makes a flying pass.

Dark Riders

The Witchfinder and his men guard the footbridge.

A with's eye view of the bridge.

Several attempts to cross the bridge were made by the forces of darkness but all were repulsed.


The witch made a bombing run on the footbridge stunning several defenders. One or two were able to return fire and bring her down.

A Barghest makes an attempt to cross at the foot bridge.

The combined forces of Good were able to hold off the the forces that beset them and force the invaders into a retreat.


This is a sample of one of the event cards, some good, some bad, that would be played whenever a player activated on a Joker.