Monday, 22 August 2011

Battle of the Sarcophagus

Drawn by a source of magical power, Saargash's warband made their way through the forest until they came to a clearing. In the centre was a ruined and crumbling mausoleum decorated with Slaanesh runes and icons. Their path had been guided by Slaanesh himself. But Saargash's elation turned, exquisitely, to anger as he saw that another warband had arrived first.

Saargash beheld the strange site of a Dark Elf warrior bearing the rune of Nurgle.

Back away,” the Champion called out. “We have no quarrel, but this find is ours.”

Slaanesh protects and rewards his own,” Saargash called back.

So be it,” was the Dark Elf's response.

A pack of ghouls crawled out from the Temple. Bellowing a challenge, Saargash's brothers charged forward, cutting down ghouls left and right. The ghouls were easily defeated and scattered, capering back into the Temple. Saargash's brothers pursued into the Temple, but before he could call them back, a goat headed sorcerer stepped out from the ruins. A ball of fire leaped from his hands, striking Saargash's brother Rahm in the chest. He fell to the ground. Skurn bellowed in anger as the Dark Elf climbed back to the ruins to face him.

Seeing his brother outnumbered and with himself and his beastmen still some distance away, Saargash used his power to call down a mystic mist, obscuring the temple. The rest of the warband rushed to the ruins, but, by the time they reached it, the Champion and Sorcerer had fled.

Saargash commanded his beastmen to open the sarcophagus and they were engulfed in a cloud of dust. Stepping out from the ruins, still clad in the tattered remains of his robes, was an undead Sorcerer of Slaanesh. It shrieked out an inhuman cry and struck at one of the beastmen, who staggered back. But they stood firm. Saargash leaped forward and struck the creature twice with his blades. It collapsed in a pile of dust and bones. As the champion collapsed, Saargash snatched up his sword, which glowed with Chaos Power.

Holding the sword aloft in triumph, Saargash smiled as Slaanesh bestowed a new reward. A musky perfume emanated from his body, binding to his will all who dared approach. Skurn and Rahm, who had not been badly hurt, were also rewarded with spears scavenged from the wreckage and new emotions: a fierce hatred of men and dwarfs.

Reward: Musk

Booty: 2 Spears, Chaos Weapon (Magic Thief and Swiftness)

Followers Reward: Chaos Attribute (Irrational hatred) for the Centaurs

New Followers: None


* * *
Saargash's warband, fully assembled and painted

This was the first test of the Realms of Chaos rules and my randomly generated warband and saw Saargash Champion of Slaanesh take on my little brother's decidedly eccentric Nurgle warband, lead by a Dark Elf Champion and consisting of a unit of Ghouls and a Chaos Sorcerer with the head of a Goat. I won't write about it in too much detail in case he decides to write about it on his own blog, but if he does I will add a link.

We had decided to play a scenario from the Lost and the Damned book which saw our two warbands contesting control of an ancient sarcophagus. MLB won the dice roll which put him in control of it at the start of the game. He sent his Ghouls out ahead, trying to use nearby swamps as cover. Unfortunately for him, he underestimated the reach of my Centaurs who charged and quickly sent the Ghouls scattering (they break automatically if defeated in combat).

At this point we hit some difficulty with the rules. In third edition Warhammer, fleeing units are not wiped out of caught, they just keep running with the enemy getting a free strike against them. However, it was less than clear whether both units kept running each turn or only in their own. Rather than pursue one remaining ghoul all the way across the table, I elected to take a leadership test and hold my centaurs back. However, this left them dangerously exposed in the middle of the ruined tower that housed the sarcophagus. MLB's Wizard immediately blasted one with a fireball taking him out of the game.

Although I was in the stronger position, I was concerned about losing both centaurs and was pretty sure that the Dark Elf Champion could do some serious damage to me even if I was confident of beating him. So I dropped a mystic mist on to the tower, blocking all line of sight for three turns. At this point MLB decided discretion was the better part of valour and we agreed his warband could slip away.

With the battlefield mine I could open the sarcophagus and roll on the random table to see what it contained. Unfortunately, I was immediately attacked by an Undead Chaos Champion. We randomly generated the champion, who turned out to be another Slaaneshi Sorcerer, and gave him one reward and one attribute, which ironically turned out to be skull face. Fortunately years of undeath had taken its toll and Saargash was able to take him out. This landed me a free magic weapon with two chaos properties - magic thief which absorbs the power of other weapons and swiftness which boosts initiative.

Saargash also got enough victory points to roll for his first Chaos Reward. I initially got Chaos Armour, but decided this was a bit mundane, so I refused it in favour of rolling on the Gifts of Slaanesh table .His first reward: Musk, which forces enemies to pass a Will Power test before they can attack him. Though its biggest bonus was that I wouldn't have to convert Saargash to use it. My centaurs also generated a new chaos attribute and irrational hatred, though the one hit by the fireball suffered a chest wound and lost a point of toughness. I will have to model a burn in someway. Sadly, I didn't get any new followers this time.

One aspect of this style of campaign gaming is how much more you worry about losing models. I have been playing one off games for so long that the thought of preserving my troops for future battles didn't occur. In retrospect, I was foolish to leave my centaurs so exposed. On the other hand, MLB was seriously lucky in that none of his Ghouls suffered any permanent injuries.

Friday, 12 August 2011

Mantic, Games Workshop and Substitute miniatures

An editorial on Tabletop Gaming news has had me thinking. The article talks about the virtues of Mantic Games 'non-competitive' approach to wargaming, producing models than can easily be substituted for existing Games Workshop ones and allowing you to produce armies compatible with both companies games. Its a good article, but what I found fascinating was some of the comments below. Most notably:
Please show me one single model that they’ve produced that isn’t a direct analogue of a Games Workshop model. I don’t see Mantic making anything other than a token effort to produce a set of rules so their lawyers can point to them and say “Look – we’re not trying to horn in on Games Workshop’s IP – honest!” They’ve put no effort into producing any sort of background or context for the miniatures, and definitely haven’t come up with any new concepts of their own as far as miniature design.
From Guinny. I'm going to take a look at this, not to pick on him specifically, but because it neatly reflects and attitude I've seen before and because its an interesting point of discussion. I've seen this attitude a lot, suggesting that Mantic are attempting to rip off Games Workshop and suggesting that there is something unethical or immoral in their approach.

Firstly, its worth noting that Games Workshop are not exactly slow to send out cease and desist orders when they feel their IP is being infringed. That Mantic have been left alone suggests that Games Workshop don't feel they have any kind of case on this score.

While it is probably true that most, if not all, of Mantic's releases can be substituted for similar Games Workshop ones, its worth looking at exactly what they are producing: heavy armoured dwarfs, elves with bows, Orc warriors, skeletons, zombies, ghouls, vampires. All of these are standard fantasy types, you could just as easily accuse them of ripping off Dungeons & Dragons. If they really were stealing Games Workshop's IP you would expect to see copies of their more distinctive creations. Where are the Gyrocopters? The Varghulf? The Arachnarok? The closest they get is the Abyssal Dwarfs, and that's more filling a niche that Games Workshop set up and have largely abandoned.

The supreme irony for me, though, is that producing models of standard fantasy archetypes is exactly where Games Workshop started and I regard this as very much a good thing.

Wargaming remains a niche hobby, while Fantasy and Science Fiction are very broad genres. Only the most successful and visible properties are every likely to be licensed for official wargames, which is why we have games for Lord of the Rings, Star Wars and little else. The advantage of producing a game based on archetypes, or even cliches, is that players can bring whatever they want to the game. Warhammer is a world that takes many of the high fantasy stereotypes popularised by Tolkein and developed by his imitators, and adds in gothic horror and a concept of Chaos that owes a debt to Michael Moorcock and H P Lovecraft. If you are a high fantasy fan, its not hard to take your favourite novel, comic or film and use it as inspiration for your Warhammer army.

For the most part companies seeking to carve out a niche within the niche of Fantasy Wargaming have tended to either reinterpret the archetypes (Chronopia, Confrontaion) or actively move away from them (Malifaux, Wargods, Anima Tactics). Mantic are different, in that they have decided that they can do the archetypes as well as Games Workshop or better.

That said, Games Workshop are hardly unique. Wargames Foundry, Wargames Factory, Renegade and Black Hat miniatures all have ranges of fairly traditional fantasy models, and thats just off the top of my head. The difference is that these ranges are one among many and don't have the profile of Mantic. Consequently they avoid the charge of 'ripping off' Games Workshop. Not to mention Avatars of War, which is far more explicitly aimed at Games Workshop players than are Mantic.

There's a venerable tradition in producing miniatures and games that can 'substitute' for a wide variety of source material not lucky enough to have a licensed game of its own. I am a fan of anime and manga, and there is a not insubstantial overlap between wargamers and that particular community. However, Japan has no home grown wargames industry at all, surprising when you consider the enthusiasm for model kits and miniature figures. Consequently, there are almost no licensed wargames based on Japanese IP, Privateer Press' Voltron is the only example I can think of. This has left a gap in the market for companies 'inspired' by the manga/anime aesthetic, notably Anima Tactics and Soda Pop miniatures.

Some companies have gone much further to attract the attention of gamers seeking unlicensed products - Doctor Who is a case in point. Black Tree Design still has a range based on the 'classic series' that ran between 1963 and 1996, but the only miniatures based on the recent series were produced by Character Options, who produce the Doctor Who action figures, and were clearly aimed at children. They were small and not well detailed, though plenty of gamers have gotten good mileage out of their Daleks and Cybermen. However, the free, unofficial Doctor Who miniature game remains available to download and both Heresy and Crooked Dice have a range of figures that in no way resemble the Doctor, his allies or enemies.

But the crucial question raised by the above comment is 'would we want it any other way?' I can understand why Games Workshop might have an issue with Mantic games, though they couldn't easily criticise without being accused of hypocrisy, but why would gamers? If you don't like what Mantic has to offer fine. Games Workshop products are still widely available. But surely all gamers benefit from an industry that is able to produce unlicensed substitutes for expensive or non-existent products?

Wednesday, 10 August 2011

In answer to a question...

My last post attracted a rather interesting comment from Itinerant:

"I've got a question that doesn't have much to do with your entry. But I couldn't find an email for you...and I suppose it's a reflection type of question. Anyway,

I've only played WWII mini gaming and a couple of Future War Commander. The whole fantasy side of things (and Samurai) fascinate me. However, I must say that I don't understand the appeal to the style of gaming. Moving big blocks of troops for optimal position, then moving together for melee (close combat, etc) and then withdraw or take ground. It seems some what stale...

I'm not quite sure and I must be wrong, because fantasy and ancient battles is pretty popular so there must be more to it.

Can you tell me what appeals to you about this style of gaming vs more mobile shooting style of modern/sci fi gaming?"

I hope Itinerant will forgive me, but given that it was off topic and it raises an interesting question I thought I would attempt to give it enough space to tackle properly. The question made me think more about what makes motivates me to play certain types of games, though I'm not sure the answer will be very helpful.

For me wargaming has always been about the miniatures and the concepts first and foremost. I started out as a Games Workshop player and what attracted me to their games and miniatures was a combination of their imagery and the way that was presented in the miniatures. The Warhammer and Warhammer 40,000 universes were always strikingly visual places with a kind of dark excitement that appealed to a teenage mind.

I started out as a Warhammer 40,000 player, because my friends were. My first armies were for Warhammer 40,000. I came to Warhammer somewhat later, largely because I felt I was missing out by ignoring a whole other range of miniatures. I bought the rulebook without having even tried a game, the notion of whether or not I might like it never really entered my head.

So if asked the question "what appeals to you about this style of gaming?" the answer is nothing. Which is to say, it wasn't this style of gaming that appealed to me, it was a desire to collect, paint and use a certain style of miniature.

This has always been my approach to wargaming - Fantasy, Sci-Fi or Historical. If I see a particular miniature or a particular image that appeals to me I will buy it and build an army around it. My choice of units is based more around finding a particular miniature of concept appealing, rather than any tactical consideration. I can often find myself acquiring a large number of miniatures without thinking about how they might work on the table, because that has always been a secondary concern.

Not that this is necessarily a sensible approach. I have found myself acquiring a large number of miniatures for games I hardly play because, when I finally got round to looking at them, I found I didn't like the rules.

Strangely, I also have very little interest in miniatures that don't belong to a specific game. Although, these days, I am more a collector and painter than player I still prefer to collect armies rather than individual miniatures.

None of this is terribly helpful if you want to know the appeal of formation heavy, mass battle historical and fantasy games. So, with that in mind, I have tried to consider what it is about games like Warhammer that have kept me playing while others have fallen by the way side.

There is a simple visual appeal in seeing rank upon rank of troops lined up. Even if at 28mm scale units of miniatures are far smaller than any historical one, the effect of ranking them together in blocks serves to make them look larger and more imposing. There is a sense in which a ranked up army looks more ready to take on the world. But fundamentally, this is still an aesthetic consideration.

All I can say is that I had never drawn a sharp distinction between ranked up fantasy and ancient wargaming and modern and sci-fi wargaming. All wargaming is fundamentally about maneuvering groups of troops into the most advantageous position, attempting to bring force to bear at your opponent's weak points. Nor is it necessarily the case that modern/sci-fi gaming is more mobile. While individual troops may have more freedom of position, due to the looser formation requirements, games can bogged down in protracted fire fights in which neither side attempts to approach the other.

So I don't have a simple answer to the question. All I can say is that the differences between ancient/fantasy and modern/sci-fi wargaming have never really mattered to me and that is the appeal of miniatures and concepts that bring me to a game more than the rules.

Sunday, 17 July 2011

Change for the Better?

In my previous post, looking at an old issue White Dwarf, I commented on the lack of material for new players and the way in which most articles were mysterious, even impenetrable, to anyone not already steeped in Games Workshop background lore. This has lead me to reflect a little on my entry into the wargaming hobby and Games Workshop in particular.

Back in the 1990s there were fewer Games Workshop stores about, but still plenty, and, once I had discovered White Dwarf it wasn't hard to track one down. My first experiences were simulatenously enthralling and baffling. Whilst Games Workshop of old did maintain gaming and painting tables to support players, the carefully pitched sales routines with intro games were still well into the future. Games Workshop was also a much more diverse company selling a number of gaming systems: Warhammer and Warhammer 40,000; Space Hulk; Epic; Advanced HeroQuest; Blood Bowl; Dark Future. Even Warhammer Fantasy Roleplay, board games like Talisman and Dungeon Quest, and the child friendly troll games had space within the store and, usually, a range of miniatures to go with them. There was no easy division of the store in Warhammer, Warhammer 40,000 and Lord of the Rings.

It didn't help that branding was also more diverse. Each individual race for Warhammer or Warhammer 40,000 had its own blister pack design, with separate designs for Epic and Blood Bowl, also broken down by race. Boxed sets, though usually strikingly designed, were similarly diverse, with only small references to games systems and logos unique to that particular box. Often they would have rules references on the back of the boxes that referred to earlier editions of the games, which further added to the confusion.

The rules were also not well organised. Most games were sold as boxed sets, with the notable exception of the big two, Warhammer Fantasy Battle and Warhammer 40,000, both of which were sold as rule books. For Warhammer there was also the Warhammer Armies book, which contained all the army lists for 3rd edition except individual Chaos Powers (which were in Realms of Chaos), so getting started wasn't too hard. Warhammer 40,000, in contrast, was a mess.

There was no consistency at all to the way rulebooks were presented. The majority of army lists started out as White Dwarf articles which were later collected into two books: the Warhammer 40,000 Compendium and the Warhammer 40,000 compilation. The former had lists for Space Marines, Squats and Imperial Guard, the latter Eldar and Genestealers, though it also had supplemental material for the Space Marines. The Orks were strangely well supported, with two huge, hardback rule books: "'Ere we Go" and "Freebooterz". Chaos was, again, covered by the Realms books. Then the designers started tinkering with the basic rules of Warhammer 40,000 without releasing a new edition. They rewrote the vehicle rules and released the Vehicle manual to cover the changes, then they rewrote the close combat and many of the weapon rules and released the Combat manual. By the end of 1st edition the only rules you would actually use the main rulebook for were movement.

Then there was the packing of the models, which often failed to reflect the way they were used in games. For example, Eldar Aspect Warriors were fielded in strict squads of five (except Dark Reapers who got three), initially this was how they were sold, but Games Workshop then started selling them in packs of four. Exarchs, meanwhile, were sold in packs of two identical models. The packs were much cheaper back then, but you were still left with redundant models you couldn't use. Warhammer was little better, I once bought a goblin regiment pack containing 12 models. It was a bargain at the time, but while most of the models had swords and shields, four were equipped with bows, rendering them unusable as a single regiment.

The problem for new players was that it wasn't clear where you should start. There were too many games and no clear advice, not even an introductory leaflet. I'm sure the store staff would have assisted me had I asked, and I'm sure plenty did. But the staff did not, at that time, trained to approach new gamers and ease them in.

Things started to change as Games Workshop introduced fourth edition Warhammer and second edition Warhammer 40,000. They started to move to consistent branding, focused on easy to read rules with good introductory rules and realigned their supplements to focus on individual armies. Things weren't perfect, they still sold Warhammer infantry in packs of four, with command groups in threes, making it unnecessarily hard to put together a regiment, and some models described in army lists weren't released until sixth or even seventh edition, but, at last, there was a clear path for the new player. It's probably no coincidence that it was then that Warhammer and Warhammer 40,000 really took off with my friends, who had been reluctant participants at best until then.

Of course, in retrospect, it was also the point for many that Games Workshop started to go downhill. The diversity and creative freedom, as well as a White Dwarf magazine with useful hobby material, started to drift away. Arguably GW went too far in the opposite direction, focusing on an endless cycle of new players at the expense of the veterans.

It's not just Games Workshop that has changed of course. The industry as a whole has become more focused and, I would argue, more professional. As technology has advanced, graphic design has gotten easier and rulebooks are better printed and presented than before. Most fantasy and sci-fi games offer starter sets of one sort or another and starter rules have become easily available through the Internet. Historical wargaming also seems more accessible now, with more appealing rule books and companies more willing to provide starter armies. The internet is naturally a first port of call for the budding new wargamer.

I have been wallowing in nostalgia a bit these last few weeks. Don't get me wrong, it has been enormously enjoyable to revisit old White Dwarfs and rule books as I prepare my Chaos Warbands, but it is easy to slip on Rose-tinted spectacles. The hobby has changed greatly in the last twenty years and it would be a mistake to ignore the positives and focus on the negative. One thing I can say, is that it is easier to start out as a wargamer than ever before.

Sunday, 3 July 2011

White Dwarf Retrospective - 121 January 1990

Today's post heralds the start of a new semi-regular feature (I hope). As I have mentioned a few times before, my Chaos Warband building has had me looking back over old White Dwarfs looking for images and inspiration. The amount that the magazine has changed over the time is striking, but what surprised me is how much I had forgotten about how it used to be when I first started collecting. With that in mind, I am going to take a close look at one issue a year until I reach the end of my collection and see if I can chart the changes as they emerge.

For my first issue I will be looking at the very first issue of White Dwarf I ever bought, issue 121 dated January 1990. This makes the magazine a little over 21 and old enough to drink in America, making me feel extremely old. Back in 1990 it cost the princely sum of £1.50. The cover image, by David Gallagher, reflects one of the main features, a preview of new Warhammer 40,000 Ork models and rules, and depicts two Ork warbands meeting accidentally and violently. It became a very well used image, appearing on the front cover of the plastic Space Orks boxed set, the Epic Ork Invasion set and the cover of the Ork rule book 'Ere We Go.

Starting at the beginning of the magazine, one of the most striking things is the absence of a list of new miniatures and prices. Instead, almost at the start of the magazine, is a listing of Games Workshop stores (a very short list) and after a few pages of adverts we reach the preview page = Culture shock. This very wordy column offers information about expansions for Space Hulk, Epic and Bloodbowl as well as Games Workshops slightly bizarre foray into Heavy Metal music production with a news item about the band Bolt Thrower. The feel is very haphazard, with Games Workshop willing to talk about products still some time from release, in contrast to their modern emphasis on controlled news access.

The major news preview comes later in the magazine however with an 8 page preview of new Ork models and the 'Waagh the Orks' background book for Warhammer 40,000. By modern standards, its quite an odd preview. There are no detailed design notes, information about rules or anything approaching a release schedule. It doesn't even focus solely on one game, with material about Epic mixed in with Warhammer 40,000. Games Workshop appear to be previewing a change of aesthetic to their orks more than anything else.

Introduction to the new Orks

There is a lot of new rules material in this issue, much of which is White Dwarf specific, not a preview for a new game or supplement. The major preview material is 'the Gifts and Magic of Nurgle' article which would be reproduced exactly in the Realms of Chaos: the Lost and the Damned book, but it would be usable to any player with a copy of Slaves to Darkness and keen to start a Nurgle warband. In addition to this we have a quest for Advanced HeroQuest, the more 'advanced' dungeon-crawl spin-off to HeroQuest which I have written about before, rules for Chaos Terminators in Space Hulk (the first of a two part article) and one part of an ongoing series for Warhammer fantasy Roleplay. The last details part of the city of Marienburg and was intended to be collected into a supplement, but was ultimately never completed (the Marienburg supplement released years later by HogsHead publishing contained different material). This was not uncommon for Games Workshop at the time who would often release material in White Dwarf before collecting it together, sometimes they didn't get round to releasing the full collection.

The 'Eavy Metal pages, a show case for painted models, seems quite chaotically assembled, with pictures of whatever the studio painters have been working on regardless of any consistent theme. There are a few images of soon to be released miniatures, but these are almost thrown away, mixed in as they are with conversions and already available models A particular highlight is a page of heavily converted Titans by John Blanche. Also of interest is the two pages of dense text given over to explaining how the miniatures were painted and converted. Even if it mostly just describes the colours used, it is still welcome and helps to elevate the pages above simple eye candy. The 2D counterpart to 'Eavy Metal is Illuminations, a 4 page article given over to showing off the art work of Kev Walker which, perhaps surprisingly, is entirely black and white.

The Lack of colour throughout is quite jarring. Most of the magazine, and all of rules material is in black and white, including half the Ork preview. Colour is reserved for where it is most necessary, Eavy Metal and, no not Illuminations, but adverts. It seems very odd to see non-Games Workshop adverts in White Dwarf, even if they are decidedly unusual - a play by mail roleplaying for example. This issue also features two large double-page ads for Talisman and Bloodbowl. These are actually useful introductions to the games and available materials, but were sadly not used again in the magazine.


This is unfortunate as there is very little for new players. At time I was enamoured by the Ork preview and spent ages pouring over rules and tables in Realms of Chaos without having a clue what they were for. It was a good thing for Games Workshop that I had this mind-set, because there is nothing to ease in the new players or introduce the games. This would not be so bad these days, when Games Workshop stores are fully geared up to introduce new players to the hobby, but back in the early 1990s Games Workshop stores were slightly baffling and intimidating places for new players.

So in summary, the issue contains lots of useful rules content for several different games so there was probably something of interest to most players. On the other hand, diversity of games material means that you would have to be pretty committed to Games Workshops full range of products to get use out of all of it. Also, as valuable as the content is to an experienced player, it is actively confusing to a new one. While it may have been my introduction to Games Workshop hobby, it was a somewhat confusing one to say the least.

Tuesday, 21 June 2011

Make do and mend

One side-effect of revisiting the old Realms of Chaos warband rules is that I have found myself trawling through back issues of White Dwarf looking for examples of warbands and models. The process has been illuminating about the way in which the wargaming hobby and Games Workshop in particular have changed over the years. The most obvious difference being the price.

Back when I started gaming in 1990, Games Workshop charged a standard £2.99 for a metal blister pack which contained, on average, 3-5 metal models. It didn't take very long for them to put up their prices, within a year they were £3.99 a pack, but even then it seems ludicrously cheap by modern standards. First issue of White Dwarf I ever bought contained a special offer deal for a 2,000 point Dark Elf army. This deal got you 84 metal models for £50. A modern Dark Elf battalion boxed set now costs £60 and gets you 53 plastic models.

It's actually very difficult to say with certainty how much something has increased in cost in real terms. Inflation has a huge effect as does the price of certain raw materials. Another factor is changes to game rules. I may be wrong, but my impression is that armies have gotten bigger since the 1990s (while points costs have gotten lowwer) which effects the overall cost of collecting an army quite apart from the cost of the individual models.

I bring all this up, not as a way to bash Games Workshop for putting up the prices, but because it made me remember my early experiences gaming. For a while now I have been commenting on blogs and message boards expressing my view that GW are in danger of pricing their customers out of the market, particularly given that their market is mostly teenagers. Oddly, looking at these old prices has lead me to revise my view.

The £50 army looks like a good deal to modern eyes, but the thing is, I couldn't afford it and neither could any of my friends. Maybe if we saved pocket money for months, but that wasn't going to happen. We used to buy models in fits and starts where we could and, like most teenage boys with limited patience, our focus was on low cost high impact models. It's no wonder Games Workshop started focusing on special characters, for a few pounds you could buy a single model as powerful as most units.

When my friends and I first started playing we used to improvise, using experimental rules from White Dwarf, proxying models, ignoring minimums and maximums, all so we could get in a game. In the early days we didn't even have the right dice and used to employ spinners or rolling odd number of six-siders to get the effects we needed.

Back then GW didn't produce much in the way of scenery, a few trees and fences, but certainly not the big plastic boxes of today. But if they had I doubt we would have bought much of it. Why spend money on scenery that you can spend on models? So we used anything to hand: books, video cases, polystyrene packaging and lego trees. I remember one memorable game of Warhammer 40,000 in which Eldar took on Space Marines in a 'Mountain Pass' made from the gap between the sofa and the coffee table. I even played one opponent whose Tyranid army was two-thirds paper counters.

My point is that for teenagers everything is too expensive, from video games to trainers. Miniatures are no different. Most teenagers have no source of income beyond their parents it didn't stop us then and I doubt it would now. While I would have jumped at Mantic Games cheap plastics had an equivalent existed, high prices were not going to push me out of the hobby.

It's a point that adult gamers can easily forget. Games Workshop may be at the pinnacle of high priced miniature companies (and I emphasise may), but this is an expensive hobby across the board, expensive in both money and time. It takes a level of dedication and commitment, possibly even a touch of obsession, to make something of it in the first place. The teenage audience that Games Workshop focuses on has this in spades, even if it doesn't have much money. I had forgotten just how keen I was to get my miniatures and get in a game, even if I couldn't afford to spend the kind of money I do now. With all that in mind, I wonder how badly Games Workshop's prices really will effect their audience? Perhaps, as long as they keep the quality up, price is less important than I thought.

Sunday, 12 June 2011

Chaos Warband 2 - Saargash Warpscarred

In a tiny backwater on the edge of the Empire, a poor farmer's wife gave birth to a baby boy with a single eye in the centre of his forehead. Terrified of the taint of Chaos and the consequences to herself and her family she begged her husband to take the child and dispose of it. Her husband agreed, taking the baby into the forest, but when the moment came he found he couldn't bring himself to murder his son. Instead he abandoned it, reasoning that nature would take its course and offering a silent prayer to any watching God. The prayer was answered..

A Chaos centaur, hunting in the forest stumbled across the infant. A helpless human child would normally be no more than an easy meal for a centaur, but this one saw the child's single eye and recognised him as a gift from the Chaos Gods. He took the child back to his tribe where he was raised among the Centaurs as one of their own, naming him Saargash (meaning gift of fate or fortune).

As the child grew he displayed signs of magical power and the Centaur's counted themselves blessed. Taking Slaanesh as his patron he assisted the Centaurs in the raiding. However, spoiled by his Centaur 'parents' he became increasingly arrogant and vain, demanding the other Centaurs treat him as a superior and provide him with tributes and gifts. Many of his tribe resented this, but more troublesome was his frequent attacks on human settlements, born from a desire for vengeance against his true parents. With Saargash drawing unwanted attention, many started to speak out against him.

Open conflict was only avoided when Saargash announced his intention to leave the tribe and seek his fortune as a Champion of Slaanesh. Secretly, he had long tired of the Centaurs limited ambitions. Two of his centaur 'brothers' joined him in his quest and formed the first members of his warband.

Saargash's first destination was a clearing inhabited by a small band of beastmen. The Centaur's had had dealings with them before, trading plunder for alcohol and weapons that the centaurs were too clumsy to construct themselves. Saargash intended to trade for supplies, but when he approached the camp a more sinister idea came to mind.

With his centaur brothers in front, acting as bodyguards, Saargash strode into the clearing chanting arcane words and raising his hands in strange and obscure gestures. The confused beastmen rose to their feet ready for attack, but then something strange happened. The beastmen started to dance around the clearing in a stupor. They dropped their weapons and ignore Saargash and his warband. As the dance reached a crescendo, Saargash's brother stepped forwards and thrust his spear into their leader's heart. The dance ended immediately. The Beastmen, confused and leaderless, saw that Saargash was a mighty champion and falling to their knees submitted to him. Saargash simply smiled.

The Warband of Saargash Warpscarred – Champion of Slaanesh

Saargash Warpscarred – Champion of Slaanesh (Level 15 Human Wizard)


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WS

BS

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A

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INT

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4

5

1

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4

1

9+2

9+2

9+2

10+3

Chaos Attributes: One Eye

Magic Level: 2

Power Level: 23
Spells: Level 1: Acqueisance, Cure Light Injury, Hammerhand,
Level 2: Pavane of Slaanesh, Mystic Mist, Cause Panic

Equipment: 2 swords

2 Centaurs


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A

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8

3

4

4

3

2

3

2

7

7

7

7

Equipment: Hand weapons, Shields

Saving Throw: 6+

5 Beastmen


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1

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6


Equipment: Hand Weapons and Shields. 1 carries a banner, 1 carries a drum.
Saving Throw: 6+

After I had written up the details of my last warband, it occurred to me that I hadn't written anything about the process that created it. I had forgotten that just because I had a copy of Realms of Chaos to hand, it doesn't mean everyone did. So for this warband I will explain how it was created.

I started with my champion and rolled on the Starting profiles table. This got me a human, hardly surprising as this is the most common result though Chaos Dwarves and Dark Elves are also a strong possibility. Having generated a human, I rolled again to find out what type and got lucky rolling up a Level 15 Wizard. The level 15 refers to the number of bonus points added to the standard human profile, so my wizard has a total of 15 bonuses.

Next I chose my patron God. As a wizard, Khorne was right out and I already had a champion of Nurgle. Tzeentch would have been an obvious choice for a Wizard, but my little brother had generated a Tzeentch warband so I decided on Slaanesh. My choice of patron determined my champion's Mark of Chaos, for Slaanesh this got me a +1 bonus to my champions willpower and a random chaos attribute. For the latter, I had to roll on the gargantuan d1000 Chaos attribute table and got 1 eye. This doesn't do much except reduce his ballistic skill, but at least he didn't lose a leg or an arm.

My next step was to generate starting equipment, as a level 15 wizard my champion got d6+2 points to spend, but I only got 3. As a Wizard, my champion couldn't use armour or a shield without reducing his ability to cast spells, so I simply bought him two hand weapons so he could benefit from an extra attack. Finally, I generated my Champions magic points and spells. A level 15 wizard can cast up to level 2 spells, and has three at each level. I had to take the level 1 and 2 Slaanesh spells and then picked a selection from the Battle Magic list that seemed interesting.

With my champion generated, I had to roll for his followers. My first roll got me d4 centaurs. I rolled a 2. This left me with an unusual warband, a human wizard leading a pair of centaurs and it took me some time to think up a background story that made sense. I was inspired by a passage in the Realms of Chaos section on beastmen that described how mutant children are sometimes abandoned by their parents and raised by beastmen. If beastmen could do it, why not centaurs and so Saargash Warpscarred was born.

A little while after this my brother and I decided we would give our champions two rolls on the followers table as this would make for more interesting battles. My second roll got me 5 beastmen who automatically got a standard and a musician.

Saargash's warband ready for painting


For the body of Saargash Warpscarred I used an Empire Flagellant, my brother and I had acquired a box as he had ended up with 4 Chaos Cultists as his starting followers. The torn and bedraggled robes seemed to suit a champion who had grown up in a forest and probably had to scavenge and make his own clothes. I replaced the weapons with two swords from my Beastmen box. As a Champion of Slaanesh, I wanted Saargash to start out reasonably good-looking so I used a spare head from the Bretonnian Knight boxed set, using greenstuff to cover up his eyes and add a new one to his forehead.

The warband was fairly simple to put together. I already had a beastman boxed set and used spare parts from the Chaos Marauder warband to give them a standard and a musician. For the Centaurs I decided to use Centigors, grabbing two from Games Workshop mail order before they convert them to finecast.