Goblin Green Bases Hobby Merch

Want to walk around town sporting an obscure 90s tabletop miniature hobby reference that no one will ever understand? Then you need some Goblin Green Bases-themed merch.

Check out our Goblin Green Bases merch on TeePublic

On there, you’ll find t-shirts, hoodies, caps, mugs, stickers, magnets and more. In the infinitely rare chance you bump into someone as stuck in the past as you are, it’ll probably be the finest moment you’ve had this side of the millennium.

Check out our Goblin Green Bases merch on TeePublic

Goblin Green Bases: A Brief Background

Goblin Green bases were a hallmark of Games Workshop miniatures, particularly in the early to mid-90s. This distinct basing style involved painting the bases of miniatures with a bright, saturated green colour known as Goblin Green. The technique was popularized through Games Workshop’s own painting team, known as ‘Eavy Metal, and was prominently featured in White Dwarf magazine, their flagship publication. Here’s a deeper look into the significance and appeal of Goblin Green bases:

Historical Context and Technique

  1. Standardization: In the early 90s, the hobby of miniature painting was still developing standardized techniques and styles. Goblin Green bases provided a uniform look that helped tie together various armies and models in photos and in play.
  2. Materials and Methods: Typically, the base was first painted with Goblin Green paint. To add texture, a mix of PVA glue and sand was often applied before painting. This created a simple but effective grass-like appearance.
  3. Photographic Consistency: For White Dwarf magazine, consistency in miniature presentation was crucial. Goblin Green bases ensured that regardless of the model or its primary colour scheme, the bases would create a cohesive visual theme across various articles and battle reports.

Appeal and Aesthetic

  1. Vivid and Bold: The 90s were characterized by bright, bold, and saturated colours in many aspects of culture, from fashion to graphic design. Goblin Green bases matched this trend, making the miniatures visually striking and easily noticeable.
  2. Contrast and Highlight: The bright green bases provided a stark contrast to the often dark and gritty miniatures of the Warhammer universes. This contrast helped the models stand out, making their intricate details more noticeable.
  3. Nostalgia and Community Identity: Many hobbyists who grew up with White Dwarf magazine and early Warhammer models have a deep nostalgia for the Goblin Green base. It became a symbol of the early days of the hobby, creating a sense of community identity among long-time fans.
  4. Complementary Colors: During the 90s, Warhammer models were often painted in saturated, high-contrast colours. The bright greens, reds, blues, and yellows of the miniatures were complemented by the equally vibrant Goblin Green bases. This created a cohesive and appealing aesthetic that resonated well with the visual tastes of the time.

Evolution and Legacy

As the hobby evolved, so did basing techniques. The introduction of more sophisticated basing materials and techniques, such as resin bases, tufts, and advanced texturing methods, gradually led to a decline in the use of Goblin Green. Modern miniatures often feature more realistic and varied basing styles, reflecting diverse environments and adding to the overall narrative of the models.

However, Goblin Green bases still hold a place of fondness for many veteran hobbyists. Some continue to use the style for its nostalgic value, while others incorporate elements of it into more modern basing techniques as a nod to the past. The bright green base remains an iconic and instantly recognizable part of Warhammer’s rich history, symbolizing a formative era in miniature painting and gaming.

Titan Hydrocarbon Industry: A New Sci-Fi Setting

Saturn’s biggest moon, Titan, is one of the most fascinating places in our solar system. With its thick, nitrogen-rich atmosphere and surface lakes of liquid methane and ethane, Titan presents an eerie yet captivating world that starkly contrasts with our own. The Cassini-Huygens mission unveiled its complex weather system and revealed landscapes eerily similar to Earth’s, with vast dunes, river channels, and possible cryovolcanoes. NASA’s Dragonfly mission is set to return to Titan in 2034. But until then, much of this world remains shrouded in mystery.

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This mixture of fact and mystery makes Titan a brilliantly flavourful sandbox for a futuristic sci-fi setting. Imagine if human colonisation led to a booming hydrocarbon industry that (quite literally) fuelled man’s exploration beyond the boundaries of the Kuiper Belt. And then, as these space capitalism narratives generally do, it all gets torn apart by corporate entities and warring factions. What remains is… a brilliant place to get your miniatures on the tabletop and roll some dice.

The Factions

Based on my own miniature collection, here are the initial factions who’ll be shooting it out under rust-coloured skies.

The Ethane Frontier Corporation: One of the major players in the Titan Hydrocarbon Industry and the only company to survive the war. They fight to clear out or eliminate all other factions from the region. Typically, they use a mixture of androids and mercenary companies to do their fighting.

The People’s Government of Red Mars: Communist Mars has the biggest human population in the solar system, and the government will do anything in its power to secure Titan’s hydrocarbon infrastructure and resources.

Titan’s Remaining Human Survivors: Millions of people still live on Titan, ranging from former industry workers and their families to criminal gangs and maddened cultists.

Creatures of Space: From the walking dead to the creatures of the warp, it isn’t just humans fighting it out on Titan. All other monsters and horrors are welcome here.

The Battle for Kraken Coast Hydrocarbon Refinery

data-drip-scenario

We played out the Data Drip scenario from the brilliant Sci-Fi Skirmish Scenarios book.

data-drip-1

A Martin Heavy Trooper opens fire on an Ethane Frontier Corporation Android.

data-drip-3

The Gasmen: A mercenary company hired by the Ethane Frontier Corporation.

data-drip-2

Martian troopers guard a data portal in the Kraken Coast Hydrocarbon Refinery.

There will be more coverage of this game in an upcoming episode of the Tabletop Miniature Hobby Podcast.

Space Saverz: A Portable Miniature Wargame in a Tin

A recent conversation with Mike Hutchinson on the subject of Chess 28 had me revisiting a recurring ambition: to create a “wargame in a tin”.

It was the thought of a grid-based system like a chessboard that stirred some ideas in my mind.

Now, I know, crucially, you can’t put a chessboard in a tin, (not unless it is a very big tin), but this was enough to get me started with a basic framework.

To back up a little, my daughter is the proud owner of a Farm in a Tin. Each time we’re out at dinner, the table becomes an agricultural utopia with little wooden sheep and cows grazing happily on the set’s felt mat. As I’m sitting there (usually on my 3rd or 4th pint), I start to think to myself, “Wouldn’t it be cool if there was a wargame in a tin?”

The finished “Wargame in a Tin” set

But I’m no game designer. I had no idea where to start. What I did have, though, were some core criteria:

  • Minimal components
  • Minimal dice rolling
  • No bookkeeping
  • A healthy balance of luck and skill
  • Infinite setup and scenario possibilities

That’s a lot to ask from one small tin. But, the thought of using a chessboard for a game other than chess had me reaching for the ubiquitous “Chess & Drafts” set in the cupboard. I had just recently painted up a set of single-figure trays from Warbases, and numbered each of them, so the game suddenly took shape in my head.

Early playtesting with a chessboard
  • Each player has six miniatures, numbered 1-6.
  • On your turn, you roll two D6. One is the “Activation dice”, the other is the “Action dice”.
  • The Activation dice tells you which of your miniatures to activate.
  • The Action dice tells you how many action points they have, either to move or shoot.
  • For example, if you roll a four, you can move two, shoot two, or move one, shoot three. Or, just move four.
  • Shooting results in an immediate kill – there are no saving rolls.
  • For each miniature you lose, you get a +1 to your Activation dice in your next turn.

That last addition was brought in to keep the game competitive to the end. Thematically, this could be depleted forces getting more and more desperate, powerful, or dangerous. Tactically, it means you want to avoid having any of your own guys too close together – the enemy’s last man standing can do a tonne of damage if they roll a six with a +5 modifier!

Some blocking terrain (the wee one’s wooden blocks) made it more interesting, and meant that no two games ever had to be the same. Then (and still thinking, “I’ll never fit this chessboard in a tin!”), I bought some plastic graph template sheets and cut them up into handy “dungeon tiles”.

The final iteration

I got some 10mm figures from Pendraken to form the two rival warbands. They are mounted on 15mm x 15mm bases.

Finally, I cut up and glued some felt to the inside of a tobacco tin. This will be especially handy for silent dice rolling in public places and generally not annoying anyone. I’ll just need some bubble wrap in there to stop the pieces ratting about during transportation. I’m also looking into magnetising the bottom of the bases.

A game of Space Saverz

So there you have it, my very own “wargame in a tin” – Space Saverz. Sci-fi, space and all that, combined with… well, saving space. You get the idea.

Event Cards for Solo/Co-op Rank & Flank Battle Games

I’ve been thinking about ways to incorporate the flavour, narrative, and cooperative fun of a game like Rangers of Shadow Deep into mass fantasy battles. Here, instead of playing against one another, two players can take charge of one army against an opposing force controlled by the game’s “AI”.

Most rulesets usually have their own solo modes built in now, and this isn’t an attempt to write a new game. My thinking here was literally to create a set of event cards that could be drawn between each turn and work with pretty much any system, from Warhammer Fantasy Battles and Kings of War to Hobgoblin, Oathmark, and Mayhem.

rank-and-flank

If you’re playing a game that doesn’t have any solo rules, then John Lambshead has come up with a cool system in his Sci-Fi Skirmish Scenarios book that I think could be adapted well to the movement of regiments. This involves rolling for each unit before it moves.

  1. they panic and move backwards
  2. they stop and move into any nearby cover
  3. they move straight down the table
  4. they move down the table at 45 degrees right
  5. they move down the table at 45 degrees left
  6. they charge anyone within charge range

More explanation is given by John in his book (which I’d highly recommend), but this offers a really good starting point if we want to avoid a wall of troops moving towards our own in an entirely predictable and methodical fashion.

This, combined with the following event deck, could bring in a whole new level of chaos, unpredictability, and challenge to a solo or co-op mass battle. In order for it to work, you’d just need to assign a number to each unit, then have a dice on hand to roll and see which unit is going to be affected.

Solo/Co-op Rank & Flank Battle Game Event Deck

At the beginning of each turn, draw one card.

1. Missing Orders

Confusion reigns as orders fail to reach a unit on the battlefield.

“Where are our orders? We’re stranded out here!”

Effect: Roll to determine which friendly unit is affected. This unit must miss its next turn and cannot move, attack, or perform any actions. If applicable to your game-specific system (GSS), it may still defend itself if it is being attacked.

2. Frenzied Unit

One of your units becomes frenzied and uncontrollable, fighting with reckless abandon.

“Madness has taken them! They charge with no regard for strategy!”

Effect: Roll to determine which friendly unit is affected. This unit remains under your control but follows the AI system’s actions for the opposing army for the next two turns.

3. Blocked Horn

The commander’s musician’s horn is blocked with mud, requiring immediate assistance.

“Blast it! The horn is useless. Get someone here to clean it!”

Effect: The nearest unengaged friendly unit to the command group must move towards the command unit and spend one turn in base contact, unable to perform any other actions until the next turn.

Yes, this is a bit of a farcical one, but it riffs off the “incompetent leaders” theme that often forms the basis of Joe Abercrombie’s stories.

4. Ranged Ambush

An unseen force launches a ranged attack from off the table.

“Arrows from nowhere! Take cover!”

Effect: Roll to determine which friendly unit is affected. This unit suffers a ranged attack with damage determined by your Game Specific System (GSS).

5. Panic

Panic spreads through a unit, causing them to flee from the nearest enemy.

“Panic has seized them! They’re running for their lives!”

Effect: Roll to determine which friendly unit is affected. This unit spends the next two turns moving directly away from the nearest enemy unit and cannot attack.

6. Supply Line Shortage

A disruption in the supply line means no ammunition for ranged units.

“We’re out of arrows! Hold your fire and prepare for melee!”

Effect: All friendly ranged units cannot fire this turn but can still move and engage in melee combat.

7. Animosity

Tensions flare between two friendly units, forcing them to stay apart.

“Keep them separated, or they’ll be at each other’s throats!”

Effect: Roll to determine which two friendly units are affected. These units must remain at least 20 inches apart for the rest of the game.

8. Targeted

The enemy focuses all its efforts on a single unit.

“All enemy eyes are on us! Hold the line!”

Effect: Roll to determine which friendly unit is affected. All enemy forces target this unit exclusively for the next two turns.

9. Terrified Horses

An unseen force terrifies all horses on the battlefield.

“The horses are spooked! They’re bolting in all directions!”

Effect: All friendly cavalry units move in random directions this turn. Roll for each unit to determine their movement.

10. Misinformation

False orders cause confusion, leading to a unified but misguided movement.

“We’ve been misled! Everyone, move out!”

Effect: All friendly units must move in the same randomly selected direction this turn, regardless of their current situation.

11. Halted Movement

The commander calls for an immediate halt to reassess the battle strategy due to new intelligence received.

“Hold your positions! We need to rethink our strategy.”

Effect: No friendly units may move this turn, except those already under another effect. Units can still shoot and engage in combat.

12. Inspired

A heroic deed or rallying cry inspires a unit to greater feats of strength.

“For glory and honour! Forward, brave warriors!”

Effect: Roll to determine which friendly unit is affected. This unit receives a significant boost to its combat effectiveness for the remainder of the game.

13. Enemy Reinforcements

The most recently defeated enemy unit returns to the battlefield.

“There’s more of them on the horizon!”

The most recently defeated enemy unit is restored to the table as reinforcements, deployed at the enemy’s table edge.

14. Drunkenness

A unit is found drinking on duty, impairing their abilities.

“They’re drunk! They’ll be useless in this state!”

Effect: Roll to determine which friendly unit is affected. This unit’s stats are reduced for the remainder of the game.

15. Primary Objective

A critical order is received to eliminate a specific enemy unit at all costs.

“That unit must fall! All efforts on them!”

Effect: Roll to determine which enemy unit is the target. This unit becomes the player’s primary objective until it is defeated.

16. Friendly Reinforcements

The most recently defeated friendly unit returns to the battlefield.

“Reinforcements have arrived! We’re not done yet!”

Effect: The most recently defeated friendly unit is restored to the table as reinforcements, deployed at your table edge.

17. Impending Doom

A report indicates enemy reinforcements approaching from behind.

“Enemy reinforcements from the rear! We need to fall back!”

Effect: All friendly units must now attempt to escape off the (randomly determined) top left or right corner of the table.

18. Out of Ammo

Supplies run out, and no more ranged attacks can be made.

“No more arrows! We’ll have to fight up close!”

Effect: No friendly units can make ranged attacks for the rest of the game. They can still move and engage in melee combat.

19. Out of Water

A lack of water causes fatigue and lowers effectiveness.

“We’re out of water! The troops are exhausted!”

Effect: All friendly units suffer a reduction in their overall abilities/stats for the remainder of the game.

20. Friendly Fire

Confusion leads a ranged unit to accidentally fire upon allies.

“Hold your fire! That’s our own men!”

Effect: Roll to determine which friendly ranged unit is affected. This unit fires at the nearest friendly unit, causing damage as determined by your GSS.

21. Old Comrades

A soldier spots an old comrade among the enemy ranks, leading to an unexpected truce.

“Is that you, old friend? We can’t fight each other!”

Effect: Roll to determine which friendly unit and which enemy unit are affected. Both units refuse to fight one another for the remainder of the game and cannot engage in combat against each other.

22. Corruption and Betrayal

One of your units turns traitor, joining the enemy ranks.

“Treachery! They’ve turned against us!”

Effect: Roll to determine which friendly unit is affected. This unit immediately becomes an enemy unit and will be controlled by the AI system for the opposition for the remainder of the game.

23. Offer of Alliance

A cunning offer persuades an enemy unit to defect and fight for your cause.

“Gold and promises sway even the staunchest of foes!”

Effect: Roll to determine which enemy unit is affected. This unit immediately switches sides and becomes a friendly unit, under your control, for the remainder of the game.

24. Scouting Report

A scout brings vital information about enemy positions.

“We have the intel we need. Let’s use it wisely.”

Effect: You may reposition one friendly unit or gain a strategic advantage as determined by your Game Specific System (GSS).

25. The Soldiers Due

Thanks to Cam in our Discord community for this one!

The army’s pay has been in arrears for months. Any time they defeat an enemy unit, they pause to loot the corpses.

“Now let’s see what he’s got in his pockets, shall we?”

Effect: After defeating an enemy unit roll a 1D6.

1-3: The victorious unit misses its next turn as it stops to thoroughly search the defeated unit for coins and valuables. They may defend themselves if attacked.

4-6: The defeated unit was well-heeled! The attacking unit gets double movement next turn as they rush forward to see if more loot is to be had.

26. Encirclement Fear

Paranoia sets in as rumours of enemy reinforcements arriving from all sides spread through the ranks.

“They’re surrounding us! Stay close and hold together!”

Effect: All friendly units must group together and remain within 30 inches (adjust relevant to your preferred scale) of one another for the remainder of the game. Units outside this radius must move to join the group immediately. This excludes units already under another effect.

27. Stray Puppy

A stray puppy wanders onto the battlefield, causing a temporary ceasefire as everyone tries to ensure its safety.

“Hold your fire! There’s a puppy on the field!”

Effect: All combat ceases for this turn as units ensure the puppy’s safety. No units can engage in melee or ranged attacks, but they can still manoeuvre. Combat resumes once the puppy is safely out of sight.

28. Discordant Melody

The enemy’s musicians play a horrendously out-of-tune cover of “Mustang Sally,” disrupting your forces’ focus.

“What is that noise?! Make it stop!”

Effect: All friendly ranged attacks must now be directed at the enemy command group until they are eliminated. Units without ranged attacks are not affected by this event.

Mike Hutchinson Talks Hobgoblin, Chess 28, & the Rule of Carnage

It’s embarrassing to think that the Tabletop Miniature Hobby Podcast has hit 80+ episodes without having Mike Hutchinson on. That said, it was well worth the wait, and the timing was definitely right, with lots of cool new projects in the pipeline.

Mike’s hobby origin story, as well as his thoughts on Gaslands and A Billion Suns, have been well-covered elsewhere. For an excellent fix on that front, I’ll point you to two episodes of the Paint All The Minis podcast (here and here).

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And, speaking of podcasts, Mike co-hosts a superb show of his own with game designer pal Glenn Ford. Rule of Carnage is essential listening (or viewing!) for anyone in this hobby. It’s a true masterclass on games design, and has led to the pair writing an academic textbook on the subject, too!

Mike’s rank-and-flank fantasy battle game Hobgoblin is the Box Office topic right now, and I took the opportunity to learn more about it before my inevitable purchase. He’s also been tinkering with Chess under the “Chess 28” banner and has created a new open-source ruleset called Flagstone.

Mike runs a Patreon to help support his income now that he’s gone full-time into game design. It’s brilliant news for our hobby that Mike’s brain can be put to work around the clock now, so be sure to help keep the jar topped up with fluid.

A Massive Game of Warhammer! (16k+ Points on a 15′ x 6′ Table)

With thanks to the almost biblical-sounding quartet of Ed, Mark, Luke, and Jason for putting this post together.

“HOW IT ALL CAME TO BE…” – THE PREAMBLE

Just after Christmas, several members of the Bedroom Battlefields hobby community decided that it would be brilliant to put on a big multi-player game of Warhammer – the kind of thing that would look right at home in the pages of White Dwarf, back in the golden age!

A central location was chosen, with the majority of the interest parties being based in the UK, and community member Mark managed to hire his local village hall at bargain-basement prices – less than the price of a box of Age of Sigmar golden space marines for the whole day 😉.

Jason, Knocker-down of Internal Walls, answered the call to be the ultimate Games Master; not only providing two HUGE 8,000+ point Empire and Orc & Goblin Armies but also enough terrain to fill a 15’ x 6’ table!

Not content with providing sufficient 28mm miniatures and terrain to open his own GW shop, Jason also devised and prepared a fantastic baggage train ambush scenario, ‘Through the Barrow Downs’, that was full of fantasy flavour and fun surprises – all using the fast-moving Warhammer Fantasy Battle 6th Edition rules.

With the date set to Saturday 13th April, two more community members, Luke and Ed, jumped on board, travelling to Staffordshire from Yorkshire and Sussex for nine hours of pure retro Warhammer goodness. A day fueled by nostalgia, enthusiasm, packed lunches, some very nice alcohol-free Cava, (courtesy of resident sommelier Ed), and a multi-pack of Frazzles (which GM Jason requested on his rider).

“…AND HOW IT CAME TO PASS” – THE BATTLE REPORT BY JASON STOCKWELL

Entering the Barrow Downs…

Forward scout parties had discovered evidence of massed goblinoids on the main path. They estimated numbers in excess of one thousand… 

Engineering guild representatives decided to seek an alternate path through the Barrow Downs. Advance scouting parties were sent out to explore the possible paths and establish their threat levels. Many parties did not return. 

Of those that did, reports were made of large, heavily armoured Orcs in massed ranks advancing over the slopes. One long-disused path through the old river valley was estimated to have the least concentration of these foul creatures. But the guild must advance now as the Orc scouting forces had spotted the Empire scouts and had surely reported back. Who knows how many would concentrate their numbers, descending on these valleys in the days ahead? The guild scouts had not completed their work, but time was against the marching column, and a decision had to be made!

Once the column had reached the head of the old river valley, it was suddenly apparent that something crucial had been missed from the initial assessments; in the base of the valley, the river had dried up into a stinking marshy swamp. Fortunately, the bridge was still in place, but the orcs had started to crest the neighbouring hills. There was only one choice that could be made; the guild must dash to the opposite ravine and reach open country at the foot of the dwarf holds. 

With Sigmar’s will, the guild could only hope they could do so before reinforcements arrived.

Objective for the Orcs: capture supply wagons and gun limbers. 

Objective for the Empire: deny the enemy supply wagons or get them off the board at the north end of the road for victory. 

As a pre-game setup we randomly drew out some magic items from the 4th edition magic set, this magic set was the best magic system GW ever produced (in Jason’s opinion) and works brilliantly in other editions too. It was also used to draw for the wizards’ spells. Two commanders per side donned their hats of office and decided on their colleges of magic. Each side had a Level 4 magic user and a Level 2. 

Neither side knew what magic the other had until the game revealed it to them during play. Using the old power card system created a great sense of a game-within-a-game with some proper moments of tension waiting for reveals and lots of ‘should I do this now or not’ moments thrown in.

Magical highlights included: 

  • Double bluffs on power card betting to destroy enemy spells.
  • Whole units being rendered immobile through ice storms.
  • A thoroughly luckless boyar suspended in mid air for three turns!! He watched his unit of winged hussars run around like headless chickens and get cut down before he was released to run about, narrowly avoiding massed goblin artillery which missed him!
  • The giant Cromwell steam tank being raised in the air and held there by the very same spell!

The Empire deployment was predetermined; the Orcs could pick and choose where to send their troops in the respective deployment zones. Tactics would shift radically depending on Orc commanders’ choices. 

Other pregame moves included secret recorded deployment of scouts; where were they!?!? Oh bloody hell, they were hidden on the rocks at the end of the paths!!

After deployment, outriders got some free manoeuvres to put pressure on straight away. The warg outriders lept towards the mid-column, forcing a response immediately in turn one. The engineer guild outriders sped forward in the hope of bloodying the orcs’ noses and stemming the tide long enough for the head of the column to get off the bridge and make a proper show of itself. 

The wargs did their job perfectly; the Empire minced towards the enemy and missed every shot for two turns in their wild-eyed panic at finding they were utterly useless in real battle. They should have stayed at home for their sakes and, more importantly, for the sake of their comrades’ morale. It was pathetic watching them fail in such a mediocre fashion. They later died out of hand.

But not to worry! The orcs had decided they hated themselves, and a round of terrible animosity rolls (cheers, Luke!) had the effect of showing us one unit of Uruk-hai really disliked the pikes in front of them. They killed the whole regiment to an orc. 👍

Lee, the giant, bravely died on a steam tank and, in his death throes, fell on it to damage its hull quite disastrously. 

The head of the column had largely collapsed by Turn 4, but no wagons had been captured. Plenty had been blown up by misfire rolls or by enemy artillery. The only chance for the orcs to gain victory was to capture one of the central war wagons. Enter the valiant Hussite hero, known here as Stalwart Stan, who thoroughly saved the day by being the most impossible nut to crack against a horde of black orcs. Completely improbable defence was made!

In other news, a load of spiders had found the empire surprise of a howitzer hidden in a supply wagon, manned by two arachnophobic halflings!

The rear of the Empire column had finally started to catch up when two things happened: the night goblin reinforcements arrived. Took a look. And half of them ran away! 🤷🏻‍♂️

The night goblin reinforcements were just about to lure the Empire to turn and face them. BUT! As the Empire came about, the Stargate activated and some strange looking fellows arrived with magic staffs and blasted molten fire upon everyone in sight!

Finally, alas, the elven host sent to scout out this unusual orc activity by their high elven master, stumbled across the beleaguered Empire column too late to aid any victory. 

The result was an inconclusive engagement; neither side gained victory, neither side lost everything. The first big engagement of the Wizard’s War has concluded. The dwarfs are unsure if business with the Empire can be as reliable as it once was.

The Orcs had proven their capabilities in war, now the continued advance into the Count’s border territories can begin. Three areas are now under threat from orcish invasion, 

  • The Norscan sea ports at the river mouth were relied upon for fishing, which fed the populace of the northwestern plains. 
  • The dwarf mines of Mount Zee-Da-Guld, responsible for the stable imperial mint. Losing this would force the count to dangerously destabilise his currency and many peasants could starve in the resulting inflation. Not to mention the loss in trade from the very miffed dwarfs who expect their mine protected by the counts forces!
  • The sacred Temple of Amon Hen is at risk of falling to enemy hands. Such a wealth of ancient artefacts and power would surely be a boon to any necromancer wishing to rob the graves of millennia in the temple crypts. Rumours of armies buried alive long ago exist around that holy place’s history. 

To be continued…

“WENT THE DAY WELL?” – REFLECTIONS FROM THE PARTICIPANTS

Jason, Empire co-commander, said, “The scenario turned out very well. It had a few options of tactics for both sides and would allow us to replay it and get a very different game each time. I would try to link up the Empire forces next time, and use the wagons as defensive points to rally around. Weaken the Orc forces then attempt a breakout manoeuvre later in the game to dash a supply wagon or two to the finish line. I found the game thoroughly enjoyable and flowed really well, it was great to meet chaps who like to game narratively and it made it a winning experience of a tabletop battle spectacle for me. I look forward to the next engagement in our tale! The roll out mats from Lidl recommended by Dr Spork are a winner! We used only 5 in this game to make a 6×15 foot board. A 6th mat exists which would give us a 6×18 foot table but we would need more players for that!😉. Finally, sorry I ate all the Frazzles, chaps. They were lovely though!”

Luke, Orc co-warlord, said, “I came to this game not knowing much about Warhammer 6th edition, I haven’t played in years and my hobby time is aimed more toward the collecting and painting side, so I was a little apprehensive about joining a massive game like this! Thankfully Jason was a great teacher/Games Master and pointed us all in the right direction. My first impression of the table was that it was so massive that we wouldn’t have enough men to fill it, but on cue jason produced box after box of stacked units (on movement trays for our convenience!).  Ed and I worked together on the side of destruction with an army of Orcs & Goblins. Ed was a great player and a quality team mate, we talked through the options on deployment and his familiarity with the game’s principles really helped me immerse myself in the game. The game was thoroughly enjoyable and watching our miniature army perform pitched battles against the backdrop of an expansive and visually appealing gaming table really made it something special. Some of the highlights (or lowlights!) of the game for me was when the orcs managed to charge their own unit of pikemen (and wipe them out) in a badly rolled moment of animosity; when a stone thrower misfired and all the crew were tragically lost; and then near the end when one of the objective wagons looked like it it could be rallied and potentially give the imperial army a victory point,  Ed’s trebuchet performed a superb shot across the table and destroyed it in its thundering tracks. Well, ‘if we can’t have it, no one can!’. Overall it was a great experience with a great group of people, thank you Mark and Jason for inviting me, and I’m really looking forward to the next one!”

Ed, Orc co-warlord, said, “What a fantastic day of gaming. My first time playing Warhammer Fantasy Battle and we went straight to a roughly 8k point massive battle. Thankfully with Jason’s calm and helpful guidance and knowledge of 6th ed WFB the whole day was a breeze. Once the board was built and the armies prepared the teams were chosen. Luke and I both wanted to play the Horde and ambush those measly little hummies! The animosity between the orcs was on display early on as they broke ranks and killed each other before a move could be made. Whilst this internal animosity was prevalent on the table it never came between the players, who all added moments to the battle with the choices they made and the spirit in which they played the game. I learnt the importance of positioning units in the game, that movement can make or break a battle plan before contact with the enemy, that the magic system in 4th edition rocks and that a well timed use of an artefact can turn back even the greatest knights in the realm. I look forward to the next opportunity to play with Jason, Mark and Luke, who all brimmed with enthusiasm for the hobby and were great fun to spend the day with. Sorry I had to cut and run at the end, next time I promised I will stay and help pack up!”

Mark, Empire co-commander, said, “Well. What an amazing experience! This was my first time playing Warhammer for over 30 years, and quite possibly my first time playing by anything close to the rules! Great fun was had by all, and the visual spectacle of this amazing game is going to lodge in my memory for years to come. Who said big games are dead?!”

Song of Blades & Homebrew, & Talking 28 Magazine

If you’ve come across 28 Magazine before, you’ll know about its striking aesthetic, stunning artwork, and incredible photography. On this episode of the Tabletop Miniature Hobby Podcast, I’m joined by editor Sampsa Nylund to find out more about 28, not just as a magazine, but as a community.

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There’s also an audio battle report of a slightly homebrewed version of Song of Blades & Heroes. I set the scene for this scenario a few weeks ago (see Telling Stories in Your Miniature Games), and it was time to get down to it and roll some dice.

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A big thanks to Warbases for sponsoring this episode. Here’s a pile of their single figure movement trays.

Warbases single figure movement trays

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I’ll be using them to identify monopose or similar-looking miniatures in warbands for things like turn order and wound tracking. No more dice following them round the battlefield!

Chaos Reborn

As for our game, the focus was on Rannveig Whitebeard and his Reavers, who had travelled South from Norsca to Morbid Moor, escorting the evil Hierophant X’ulthar the Abhorrent on a mission to summon Az’Rath the Blackhearted.

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Morbid Moor is an isolated and sinister settlement on the forgotten edges of the Empire. Built on and around the shrine of Az’Rath, its residents worship him. Utilising the talents of their young shaman Jimmy Shadowcaller, they, too, seek to complete their own summoning ritual.

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And so, a fight it was.

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A (Sort of) Blades & Heroes

Here’s how it all worked.

  • Instead of Quality rolls to activate, it was a deck drawing system to clearly define the turns
  • At the end of each turn, an Event card was drawn (see events below)
  • At the end of each turn, both players rolled a D6 for the summoning ritual
  • The first shaman to hit 21 completed the ritual
  • Both players then rolled off to see who had recruited Az’Rath, with the summoner getting a +2
  • There were no wounds, pushing back, or knocking over – you lose a combat, you die
  • Each miniature had two activations per turn
  • All miniatures (except the wolf) moved a short stick’s length.
  • All villagers and both shamans were unmodified in combat
  • All marauders were +2 in combat
  • Az’Rath and the wolf were +3 in combat

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Event Cards

An event card was drawn before the beginning of a new turn. The deck contained ten cards, five of which were “no event.”

Here are the actual events:

Wolf

A massive wolf leaps from the darkness, attacking the next character whose card is drawn. Place them in base contact on the standing stone side.

Storm

The dark clouds can hold their weight no longer, a torrential downpour soaks the landscape, reducing visibility and turning the ground into a boot-sucking bog. Reduce activations to 1 in this turn.

Laughter of the Dark Gods

The Gods are amused by the events unfolding below and watch on with interest. They decide to test someone’s faith. Draw the next card and roll a D6. On a 1-3, the character is struck dead by lighting. On a 4-6, they are blessed with a combat bonus (+2 for villagers, +1 for marauders)

Blessed Stone

The nearest character to the stone is blessed with a combat bonus (+2 for villagers, +1 for marauders)

Cursed Stone

Any characters within a long stick’s distance to the stone are blasted back in a straight line to the table edge or nearest obstacle. They take no damage or face any further penalty.

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Telling Stories in Your Miniature Games

Do you ever glance at your miniature collection only to see a story materialising in front of your eyes? This happened to me recently, and I’ve since been trying to organise it into a fun and workable game. Here are the main players, as well as some background on the setting.

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Rannveig’s Reavers

Rannveig Whitebeard and his Reavers have travelled South from Norsca to Morbid Moor, escorting the evil Hierophant X’ulthar the Abhorrent on a mission to summon Az’Rath the Blackhearted.

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Az’Rath the Blackhearted

Az’Rath the Blackhearted was a legendary Champion of Chaos who was slain on this site many thousands of years ago. Some say he was killed in battle, whilst others claim he was struck down by the Chaos Gods themselves due to his arrogance. Tonight, dark stars have aligned to enable a summoning ritual.

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Morbid Moor

Morbid Moor is an isolated and sinister settlement on the forgotten edges of the Empire. Built on and around the shrine of Az’Rath, its residents worship him. Utilising the talents of their young shaman Jimmy Shadowcaller, they, too, seek to complete their own summoning ritual.

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I talk some more about the miniatures, the story, and the scenario, on the latest episode of the Tabletop Miniature Hobby Podcast.

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A Recent Game of Planet 28 (via Sci-Fi Skirmish Scenarios)

We also played a game of Planet 28, using the Strut Your Stuff mission from Sci-Fi Skirmish Scenarios. Again, full details on the podcast, but it was good fun.

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A group of mercenaries led by Agent Jake Ette were sent to a long-dead industrial world to retrieve a corpse raising (and weaponising) device.

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But they weren’t the only ones coveting this artefact. The space necromancer Skully and his band of revenants had their eye sockets on it, too.

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Skully was backed up by warp priest Mal’Gorath the Voidbinder. His Chain Lightning spell was one of the new AI-generated traits and abilities we tested out in this game.

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Rictus, Bones, and Marrow represented the group’s “muscle”, even though theirs looks to have long since rotted away.

Latest Paintjobs (via Ral Partha)

On another note, some miniatures have just left the painting table.

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Mr Pumpkin Spiced Latte was bought from Ral Partha.

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As was my 15mm cannon and crew.

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15mm Houses

Finally, the first of my 15mm houses from Alternative Armies have been painted up, too.

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Remember to get your answer in for our next Question of the Month episode!

The Snotling Project

It was snotlings who pulled me into this hobby. It all started with a packet of ‘Goblinoids’ Citadel Combat Cards. I loved the look of every miniature in that deck (I’m not even sure I knew that they were miniatures at that point), but I was particularly taken by the loveable trio of Snoti, Fungus, and Bogi Dungbreath.

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Fast forward a year or so, and I spot a copy of White Dwarf in my local newsagents. It’s issue 166 (October 93), and I’m excitedly flicking through the pages, wondering what whole new universe I’ve just discovered. I get to the mail order pages at the back and I can’t believe what I’m seeing.

Snotlings!

Ten minutes of pleading with my mum and we’re on the bus home with the magazine open in front of me. It would be a year or two yet before I’d actually own any snotlings of my own, but at least I now knew what they were, where they came from, and that you could collect them.

When I did finally get my own base of snotlings, I probably did the worst ever job of all my childhood miniatures. The base was the wrong way round (it seemed logical because the snotlings fitted into the little holes), and I dunked the entire thing in sand once they were all glued in. It looked absolutely hellish.

I got more of them further down the line, and my job on them wasn’t much better. Fortunately, some of those snotlings survived the sands of time (if not the sands of basing), and I recently had the opportunity to strip them and try to make them presentable for the first time in their long lives.

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I’ve been building a goblin warband led by Jareth from The Labyrinth, and these guys will slot nicely into his greenskin ranks.

I also have a Nurgle warband and was happy with the way my Nurglings turned out. It inspired me to get cracking with the snotlings and do something similar.

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I’ve used large round bases for them – the entire warband are on rounds – and added some 3D-printed mushrooms and toadstools I bought on Etsy.

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There are also a couple of new miniatures in the mix. The two goblins with the standard come from Knightmare. The wee snake-charming goblin was a free gift with an order from somewhere, but I can’t for the life of me remember where. If you know where it’s from, please let me know.

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I’m looking forward to finishing off the basing and getting them undercoated. I’ll use this post to provide updates and fresh pictures when I have them.

Smooth Sailing: First Fleet of Armada Ships Completed

I’m now the proud owner of a fully painted fleet of ships to play Armada with.

I’ve never painted boats before. I went for a quick “bright, bold, basic” approach. I enjoyed the process.

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The ships are Man O’War proxies from Etsy. A Royalist Galleon, three Royalist Corsair Ships, and three Royalist Buccaneers.

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I got some Armada-appropriate sized MDF bases from Warbases and used Vallejo Plastic Putty to create the sea effect.

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I’m using the Asurmen Blue contrast paint on the water, dry brushed with my old pot of Skull White. That’s also a mid-90s Regal Blue around the edge.

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Being a narrative gamer, I’m taking lead from Henry Hyde’s Imagi-Nations and creating my own European seafaring nation from the age of sail – Maritonia.

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That means coming up with a bit of background fluff and naming each ship. Maybe even the Admiral and Captain of each ship, too.

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My 2D terrain, 6mm terrain, and 6mm trees have come in handy for creating decent wee islands.

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I have a rival fleet to paint now, alongside my ongoing 15mm armies project. But I’m now more than 50% towards getting a game of naval combat on the table. I am looking forward to it.