Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Thursday, November 10, 2011

Getcha' Rats Here!


The bell tolls for my Skaven. Yes, after countless battles and many victories, it's time I said goodbye to the little ratmen. Since I moved recently, I've been weighing in on my collections of stuff and make decisions on what I actually use. The Skaven have been on the shelf for almost a year now and I have no desire to swing back to them. So, instead of giving away the army like I did with my Empire, I'm putting it up for sale. I want to make sure that its going to someone who is going to use it, because its a nice army.

I'll be breaking everything down here and if you are interested, you can contact me at impossibleblock (at) hotmail.com about pricing. If you want more photos of the units or characters, I can do that too. These guys are taking up space that can be used for my other interests. Priced to move here, people.

If you feel weird about money exchanges, I am looking for Eldar stuff and Space Marine stuff. If you got something I might be interested in for a trade, just shoot me an e-mail.

Everything is fully painted (including those yellow eyes) and based. I can also break up things, like the big units I can make smaller (instead of 50 rats, two units of 25, etc.). Without further ado, my Skaven:

Army wide shot (not pictured: two Doomwheels


A unit of about 20 to 25 Clanrats

30 rat block of Giant Rats of Many Colors, 4 packmaster including the Character Packmaster


Big block of 50 clanrats

Block of 24~25 Plague Monks


10 Plague Censer Bearers (these guys are awesome BTW)

My two commanders: one with an Ogre Mount, the other on a Warlitter

5 Plague Wind Globes (I think I have another 8 or so unpainted)

More character: the BSB, Rat-hound mount, and Warplock Engineer

10 Gutter Runners, converted from Plague Monks

And a Screaming Bell/Plague Furnance that's been magnetized fully

There are a few things that are not pictured: I also have two Doomwheels, a converted Warpfire Thrower, a Rattling Gun, and an pretty much a whole Island of Blood set that is un-built.

Rather than list a price, if you're interested, shoot me an offer. I'm willing to haggle. I have a price in mind but it's geared to sell so I can make space. I can also break up the sets if you just need like 5 rats for whatever reason. Contact me at impossibleblock (at) hotmail.com for more details. Thanks everybody.

Monday, June 7, 2010

Ogres and Escalating

Warhammer 40K had kind of worn on and I wanted something different. Warhammer Fantasy filled that need of renewal perfectly. I wanted a quick army that could build fast and was straight forward as possible. Enter the Ogres.



Ogre Kingdoms are larger than man-sized people who live up in the mountains. Practically every unit has the 'Dogs of War' special rule. This means you can normally field an Ogre unit in any other army that has 'Dogs of War' as a rare unit. Ogres are all S4, T4 and have 3 Wounds a piece. And that's a core choice.

Also built into every Ogre is the Bull Charge. If an Ogre charges more than 6 inches (since its movement value is 6, they have a full charge range of 12 inches), each Ogre in contact gets an impact hit. Plus every Ogre in the second rank grant +1 S to the impact hit.

Big dudes, cool rules, lot's of wounds. So what's the draw back? They are very expensive points wise. A normal Ogre Bull is between 35-43 points depending on how you outfit them. So if you want two ranks of Ogres, you're pumping a lot of points into one unit. The other issue is survivability. Ogres are T4, yes, but have crazy low armor. Ironguts have Heavy Armor but wield great weapons so they have to balance. Their magic, while really funny sometimes, is usually pretty weak. All Gut Magic spells cast on a 3+ but that also means dispelling is usually pretty simple.

I'm still excited about seeing Ogres in 8th Edition. I loved my Ogres when I got started. With the rumors of an additional attack at the end of combat from larger models, the old Ogre list is starting to creep back into my mind. I can see it now: the 3x3 formation of Ogre Sized units running down small units and taking their lunch money. With the additional rumors of Ogre Sized models in the second rank getting up to 3 attacks instead of an additional 1, that's quickly becoming 3 Impact Hits at S6, 18 attacks at S4, and another possible 3 Stomping Attacks at S4. Start adding command and heroes to units like that and Ogres get a new lease on life.

I first started out in Fantasy with an escalation league with my Ogres. Escalation leagues are a fantastic way of starting a new army or even a whole new game system. So if you're thinking you want to get into Fantasy when the new edition comes out, try an Escalation league. If there's enough interest I'll post on how to run one effectively for Fantasy. And remember, a lot of GW's already have the new book. Some of them are even going to be running some demos of the new rules in the coming weeks. Ask them and see if they're hosting a preview night. Until then, stomp ya laters! 

Monday, May 24, 2010

Four Pillars of Great Success (7th edition)



In 7th edition, there's many ways to win. Everyone has their own formula to what makes an effective army. Fantasy is one of those beasts where you can still take the weaker units of your army, so long as you can use them effectively, you might pull the win. Fantasy functions best when you can blend the abilities of your individual units together. It's called "synergy": the product is greater than the sum of the two parts. There's a few things that I try to remember when I play any fantasy army.

There are four principles that were taught to me that really improved my game: Deployment, Combat Resolution, Don't Fight a Fair Fight, and Psychology.

Deployment is the fastest way to lose in WFB. In the current Fantasy edition, Player A places a unit, then Player B places a unit. This goes back and forth until everything is down. Then the Heroes and Lords are placed and the game begins. This style of deployment let's you react to what your opponent does. It also let's you pick off smaller units with stronger ones, put your cavalry in a good charging lane, figure out how to get into a flank charge, etc. If you don't deploy well, or worse, rush the whole deployment phase, the game can be over before it begins.

Combat is decided by who can generate more resolution than the other side. You do this by killing other guys, standard bearers, battle standard bearers, complete ranks past the first (up to 3), outnumbering your opponent, flank and rear charges. It's very rare that all these elements will be in the same combat at once, but I've seen some crazy things happen in combat. If you have a unit that can't generate combat res through killing other guys, you have to give it ranks or a banner. If that unit can't really get ranks because its expensive, it better be able to kill some stuff. Combat orientated units need to be able to generate combat res somehow, or you're just wasting points.

Don't Fight a Fair Fight. THIS DOES NOT MEAN CHEATING. It means picking fights you can win. I'm not going to send my lone unit of gnoblars against a block of Chaos Chosen, even though I still managed to pass my Break Checks on double 1's two times in a row. My nickname was 'Gnoblar Leadership' for a while at the local shop. Now, a fair fight is usually one-on-one, head-on with equal numbers. That's not what you want. You want to hit units from the front and the side in the same round. You want to bring that fast, strong unit to smash up that 10 man archer unit. This uses the other two principles together. Deploying correctly, or at least well enough, and figuring out how to get a unit to win in combat let's you take out units and make it look easy.

Psychology is extremely strong in the current edition. Demons of Chaos and Vampire Count players will tell you. Fear and Terror change the game dramatically. Forcing your opponents to take multiple Leadership Checks in a turn is another way to utilize psychology. Low leadership units suffer the most against psychology, but an unsupported strong unit can suffer even more. Units that are Immune to Psychology are the first response when it comes to armies built around Fear/Terror units. ITP units are great but come with their own problems. In 8th edition, the rumor mill has been churning with changes to Fear and Terror, specifically making them not the devastating forces they are today. I've had many a combat lost by 1, and be forced to roll double 1's instead of normal Leadership minus 1.

These are just some general guidelines I follow when putting together an army for 7th edition WFB. Do you do something different? What mantras do you follow for Fantasy?

Tuesday, May 18, 2010

True Purpose

I want to get into a little bit more about what I really want to do here. Like I've stated below, I love WFB. Its a challenge regardless of what the conditions are for the fight. It's not about who you bring to the fight as it usually is with 40K, but about how well you control your army. Even the big nasty units can be taken down by a well executed plan with lesser units.

I have only played in 7th edition. I know, I know. A lot of people are going to have issues with someone whose view of the game is narrowed by the fact they didn't play in previous editions. But I've played a lot of 7th edition. I help out at the local GW teaching people from the 40K to learn how to play WFB. With 8th edition coming out, I want to see how the game really changes. With the rumors floating around the net about the up-coming edition, I'm pretty excited. I don't want to go into all the rumors that are out there, but I will hit on some of them.

As a final note, we don't what will actually be true until the book comes out. So until then, grab some salt, dust-off a flame-shield, keep an open mind, and enjoy the ride.

Fresh Start

After thinking about it for a while, I've finally decided to actually make an account of some of my Warhammer experience. I've been playing a little over a year, which isn't much compared to some people. I started out in 40K but I quickly got hooked on Fantasy when I picked up the Ogre Kingdoms. Since then I've started a Skaven, Empire, and most recently, Wood Elves. I like the weird armies that have a lot of character. I think the real enjoyment of the game comes from having a good time with the people you play against. If both players have a blast, neither side feels like they've lost something, except maybe an hour or two.