Showing posts with label Zvesda. Show all posts
Showing posts with label Zvesda. Show all posts
Monday, 20 April 2020
Well thats just ruddy spivving!!
Hello all, just a quickie to let you know i have listed some more stuff on ebay, so if you are looking for a project to keep your self busy over this period of ...errr....oddness why not have a punt?. But before i show the lots its time for....
[フレーム]
I,ve been on a bit of a 90's noise binge of late....
You can find the following lots here on my ebay page (of doom), please peruse at your convenience.
30 Years war 1:72 Swedish cavalry. Most are Revell but i think the odd one or two may be Mars knock offs as i brought them in a job lot.
Some Zvesda and Imex 1:72 Vikings.
HaT 1:72 Gallic warriors.
A random mix of HaT 1:72 el Cid bits, some converted for fantasy gaming.
I also have some Dark Alliance and Caesar fantasy stuff i could be persuaded to part with if you ask nicely.
While i am in full on spiv mode i thought i would point you in the direction of the fantastic Silver Rain art studios facebook Art work page, its run by the Amazing Mrs Sprinks as a showcase for her work, much of which is for sale (commission work has been mentioned), Stuff like this:
Pop over for a browse and drop her a like or two if you are so compelled.
......'till next time.......
Labels:
Bloody spiv!,
eh?,
Hat,
mywifesgonnakillme,
sellin' the farm,
Zvesda
Sunday, 22 September 2019
A public shaming!.
Yep, you read the title correctly.......but first:
Before there was grunge.....there was Mudhoney!!!.
Right on to the naming and ruddy shaming (rant upcoming!).
My wife, the Amazing Mrs Sprinks was right, there i have said it!. Do i feel better.....well, sort of!. 'but what was she right about?' i hear you cry, well Mrs Sprinks has often been known to proclaim the mighty maxim 'DONT YOU HAVE ENOUGH LITTLE MEN BY NOW YOU WONDERFUL, BUFF, KINDHEARTED EXAMPLE OF A MAN?' (she may not use those words exactly). My normal response being to don the metaphorical smoking jacket and quip 'My dear, you simply cannot have too many of these wonderful little toys, for there is much to explore. Dont worry your pretty head about such things' for the record this response was never finished in its entirety and always ended in '.OWW!!'.
But i have finally come to the realization that she may have a point!. I know, pick yourself up oh fellow hobbiest and gurdle your loins, this next bit may require the use of smelling salts to plough through!. I had decided to sell off a few bits and bobs i was never going to get on the table to fund the purchase of some more 12mm goodness and to that end i decided it would be a good idea to organize my collection of 1/72 plastics to see what was surplus. I skipped to the hobby area (where Mrs Sprinks keeps the 'little men' out of eyeshot of visitors!) with a roll of plastic sandwich bags in hand to quickly execute said task and then put my feet up. Two hours later i had maybe sorted a fifth of my bits and run out of bags!. With hindsight this should have sounded the alarm in my head that all was not well. Another roll of bags and three days later the plastic goodies are sorted into sets ready to decide whats staying. It looked like this!:
Before there was grunge.....there was Mudhoney!!!.
Right on to the naming and ruddy shaming (rant upcoming!).
My wife, the Amazing Mrs Sprinks was right, there i have said it!. Do i feel better.....well, sort of!. 'but what was she right about?' i hear you cry, well Mrs Sprinks has often been known to proclaim the mighty maxim 'DONT YOU HAVE ENOUGH LITTLE MEN BY NOW YOU WONDERFUL, BUFF, KINDHEARTED EXAMPLE OF A MAN?' (she may not use those words exactly). My normal response being to don the metaphorical smoking jacket and quip 'My dear, you simply cannot have too many of these wonderful little toys, for there is much to explore. Dont worry your pretty head about such things' for the record this response was never finished in its entirety and always ended in '.OWW!!'.
But i have finally come to the realization that she may have a point!. I know, pick yourself up oh fellow hobbiest and gurdle your loins, this next bit may require the use of smelling salts to plough through!. I had decided to sell off a few bits and bobs i was never going to get on the table to fund the purchase of some more 12mm goodness and to that end i decided it would be a good idea to organize my collection of 1/72 plastics to see what was surplus. I skipped to the hobby area (where Mrs Sprinks keeps the 'little men' out of eyeshot of visitors!) with a roll of plastic sandwich bags in hand to quickly execute said task and then put my feet up. Two hours later i had maybe sorted a fifth of my bits and run out of bags!. With hindsight this should have sounded the alarm in my head that all was not well. Another roll of bags and three days later the plastic goodies are sorted into sets ready to decide whats staying. It looked like this!:
Millie the Wronghammer hound included for scale!.
It was at this point i realized i may have a problem!.
So, it is with head bowed i admit i am a hoarder of plastic with far more minis than i will ever use, its no wonder i can never stick to one project with all this nagging away at me for a go on the table!. So the first step to recovery they say is admitting you have a problem. Check. The next one is to get ruthless and sell off the stuff that is surplus.! Lummie, that may be a huge task!. So i will be chucking a few batches of stuff on the 'bay to shift it in the next few weeks, looking to keep only what i will actually use in projects (and what i can realistically paint in one lifetime!). However there are two things i will do first. First, dear readers of this bobbins, is to show the bits for sale here first for you guys before they hit ebay. You guys put up with my cruddy blabbings so its only right you get first dibs (although i may be simply enabling some of you!). If you fancy any of it leave a comment and i will get back to you. Twhit:
Caesar Libyan Warriors
Zvezda Persians
Zvezda Austrian Pikes and muskets one full set on sprue and some odd bits.
Dark Dream Studio Landsknechts
Red box 16th cent Italians
Revell Normans
A f**ktonne of Mini Art Medievals. (my legs not included!)
Red box and Orion Turkish troops.
The second thing is to say that if in the time you have been reading this blog you have seen any bits you think you would like feel free to leave a comment and i will see what can be done.
.......'till next time......
Labels:
20mm,
Ceaser,
Dark Alliance,
mywifesgonnakillme,
rantish,
Red Box,
sellin' the farm,
Zvesda
Saturday, 27 October 2018
Baby steps to a brighter tomorrow!!!
Just a quick update to let you know what i have been busying my child like brain with when im not babbling on here. There have been several Y.E.P (Yay, Evidence of Progress) moments over the past week:
Y.E.P #1: I have been thinking about my new fast play pike and shotteeee(ish) system and have made some progress in putting the rules together. The test games have been positive and i have gone down the 'simple is always better than 10000000000 rules to simulate the same thing' route which is going well, but i am attempting to leave enough 'meat' on the bone of rule (which is not a thing i know before anyone starts :-)) to add character to the troops and shires without loosing the core of 'good tactics over spammy list gaming*....god i hate spammy list gaming!).
Y.E.P#2: I have almost finished basing up my first shire force:
A little pic of the Fossestershire force as it stands, i had to do them first as i already had the troops to do the curmudgeonly old bastards (they are stuck in the past so i had a good excuse to use up some medieval bits for the militia troops). Mr Philotep made the suggestion of using flags which got the ol' brain (such as it is) ticking over. Paint was a no go considering how small the flags would be and an experiment with sharpies left rather a lot to be desired!. So in the end i went with the old standby of tape. The flags are strictly table top standard but they work ok for what i'm after.
Y.E.P#3: The recent ebay haul has payed for the following:
A big thank you to all who had a cheeky bid on my sales page (more delightful bargins finishing Monday if your interested) and Mr Otep who relieved me of a large quantity of El Cid goodness (thank you sir!). This gives me all of the basic troops i have been needing to sort out the Shires (and a few other bits too).
So, all good at the mo, onwards to basing Crivenshire methinks!.
.....'till next time....
* Spammy gaming: Pouring over army lists looking for rules loopholes and combinations of troop types that will give any advantage in a game with no regard for game balance, your opponents fun or the tone and flavor of the force you are picking.
Y.E.P #1: I have been thinking about my new fast play pike and shotteeee(ish) system and have made some progress in putting the rules together. The test games have been positive and i have gone down the 'simple is always better than 10000000000 rules to simulate the same thing' route which is going well, but i am attempting to leave enough 'meat' on the bone of rule (which is not a thing i know before anyone starts :-)) to add character to the troops and shires without loosing the core of 'good tactics over spammy list gaming*....god i hate spammy list gaming!).
Y.E.P#2: I have almost finished basing up my first shire force:
A little pic of the Fossestershire force as it stands, i had to do them first as i already had the troops to do the curmudgeonly old bastards (they are stuck in the past so i had a good excuse to use up some medieval bits for the militia troops). Mr Philotep made the suggestion of using flags which got the ol' brain (such as it is) ticking over. Paint was a no go considering how small the flags would be and an experiment with sharpies left rather a lot to be desired!. So in the end i went with the old standby of tape. The flags are strictly table top standard but they work ok for what i'm after.
Y.E.P#3: The recent ebay haul has payed for the following:
A big thank you to all who had a cheeky bid on my sales page (more delightful bargins finishing Monday if your interested) and Mr Otep who relieved me of a large quantity of El Cid goodness (thank you sir!). This gives me all of the basic troops i have been needing to sort out the Shires (and a few other bits too).
So, all good at the mo, onwards to basing Crivenshire methinks!.
.....'till next time....
* Spammy gaming: Pouring over army lists looking for rules loopholes and combinations of troop types that will give any advantage in a game with no regard for game balance, your opponents fun or the tone and flavor of the force you are picking.
Labels:
20mm,
A call to arms,
dead kings,
eh?,
nonhistorical',
Red Box,
sellin' the farm,
Zvesda
Monday, 21 August 2017
Sprinklings of fear....Getting the kids in on the act!
In my last post i mentioned i was going to float the idea of a campaign to the sprinklings (well sprinkling 2: Son of Sprinks and sprinkling 3: the Revenge anyway, although Sprinkling 1: the Spawning did do some of the wonderful photography included in this post). They not only failed to glaze over and dribble while i was explaining what that meant to them but to my surprise jumped at the idea!. We set about coming up with some ideas for games and i let them ransack my mini collection to pick their forces ( my nerves will never be the same again!). Having settled on forces of their choosing ( Undead for Sprinkling 2 and an Egyptian(ish) force for Sprinkling 3 because they had an 'AWESOME GIANT SNAKE!!!!!', more of which later) we sat down to come up with an idea for a background and drew a campaign map. This one as it goes:
I had fun doing this i have to admit!.
The basic premise was that an old necromancer was banished to the Castle of Death by the old King of the City of peace. The King has now passed away and his son crowned. This has prompted the Necromancer to summon his forces and have a go at the old 'overthrow the King and take the throne for your own evil ends' game!. Each place on the map represents an area a game could take place in, working from the first meeting of the two forces in the wonderfully named Plane of Mid-Death (because its in the middle according to the Sprinklings). Winning a game allows you to 'push back' the enemy one area towards their capital (for example if the Undead win at the plane of mid death the next game will be at the Oasis of palm etc. Each area will be contested by using a scenario written by me (i.e. rubbish!) and can only be played once to avoid the 'yo yo' effect between two areas. The campaign is over when a player looses a game for his capital ( The City of Peace and the Castle of Death) or if all other areas have been fought over by winning in the final area.....or when one of the Sprinklings has a paddy and refuses to take part any more!.
So far lots of fun has been had (and the rules i strung together are holding up to the stress of battle at the mo which is a minor miracle!). We have played the first two games......
THE PLANE OF MID DEATH!
We began with a basic line 'em up and kick them in type game to get us all into it, i wont go into too much detail but it went sort of like this:
The forces of the City of Peace out looking for undead to (re)murder!. They have a leader (called Pher-o i think), 2 units of Warriors, some archers and the AWESOME GIANT SNAKE!!!.
The minis are a mix of Ceaser and Zvesda, i think the cobra may be papo but im hazy on that one. The forces of the City of Peace are all based on yellow bases with a black trim.
The deadly Necromancer himself inspects his forces!. He has a leader called Dee Ceased, A unit of undead Knights, some warriors and a unit of Marsh Zombies.
They are all Dark Alliance minis and are based on black bases with white trim.....and of course a sinister and chilling mist that is not cotton wool, its mist....... honest!.
The picturesque Mid Death, just before lunch. On a Friday.
I would do a big write up but this picture shows off the generalship, cunning stratagems and tactical wonder pulled off by both leaders:
PILE IN!!!!!!!
Im just kidding they had loads of fun despite giving Dad brain ache while he tried to de-tangle the multiple combats across the table!. In the end Dee Ceased fell attempting to fend of the Snake and his mates leaving the Plane safe in the hands of the forces of peace!.
'Dead again, what am i like?!'
That meant the next game was at the Swamp of Doom as the forces of Peace pressed on towards the Castle of Death!. For that game i set up the table with patches of marsh that was impassable to all troops except Marsh Zombies. The forces of Peace had to get one unit out of the Swamp by moving off the Undead table edge, the Undead had 5 turns to stop them doing so....however, all the undeads Marsh Zombies were left off table and Sprinkling 2 wad given some 'Marsh Markers' that were tokens to be split up between the marsh sections on the table. These were used to set up zombie units in the marshes, hidden from the other side. Three of the markers represented zombie units and the rest were decoys to represent the fact that the enemy would have been weary of the marshes but not know if anything was in them or not. In his move phase the undead player could flip over any of these markers and reveal them to the opposition. He could then deploy any Zombies revealed in the area of marsh ready to be used that turn!. This did allow a small amount of suspense but sprinkling 3 was not too bothered by the hidden Zombies, he just wanted to kill anything that moved regardless!.
Sprinkling 3 shows his attitude towards Marsh Zombies!.
Anyway, the game went rather well, here are the potted highlights:
A swamp, Doom sold seperately!. (the square cards in the dark green 'marshes' are the Marsh markers for the undead).
The Peace loving goodies stormed forward, which looked like a great idea until it became clear that Sprinkling 3 had no intention to move forces off the table but to try to beat up any undead they could get their spears into!.
FORWARD!!!!!
Zombie Ogres emerge from the Marsh to smash the Knights of Peace!
The leaders tussle as more Zombies come forth!
The forces of peace make a breakthrough on the flank.....Only to charge back in next turn!.
The action ends with the last of the forces of Peace running for less smelly pastures and the Swamp in the cold dead hands of the Undead!
Both of the Sprinklings have been having fun with this and have been nagging like mad to play the next game, which will be ready for the next rainy day (which here in the U.K. will be any day you like!). So its onwards to the Oasis of Palm and an Undead ambush on the forces of peace! (cue scary organ music and demented cackling!).
Anyway......till next time.......
Wednesday, 12 July 2017
Mentally Terraforming: Tanks but no Tanks (AAR)
I admit this game has been a strange one to write up what with the prologue being split over the previous two posts (Down the bottom of this one and the whole of this one). However 'normal' service is about to be resumed as bellow is the whole bloomin' report and also the details of the scenario i made up and played!. This is also a bit of a first for me as its the first documented ding dong between Verland and the Guilds, which has been in the offing in my mangled brain for quite some time!.
The scenario
As the prologues suggest the game is set in the disputed state of Arradan in one of the many areas of no mans land that lay within its borders. A run away experimental Steam tank made by the Guilds has come to a stop and is stranded between two advancing forces intent on capturing it for their own ends!. The object of the game is to lay claim to the stricken tank and to drive off the enemy.
The rules
deployment: The opposing forces set up on opposite table edges according to the normal deployment rules. I used the basic Kings of War rules by mantic but whatever rule set you are using as long as the armies are set up on opposite table edges with a good area of open ground between the two.
The tank: The steam tank needs to be placed in the middle of the table an equal(ish) distance between the two forces. It is well and truly broken. The crew of the tank are inside trying to bodge anything they can to get it moving again. To represent the attempted fix the Guild player may roll 1d6 at the end of his turn and consult the table below to see if the crew have managed to do anything!.
1D6 roll Result
1-4 No luck!, the tank is still broken.
5 Fixed the cannon!, the tank itself is broken but the cannon is fixed, It
counts as a cannon with a 360 degree field of fire that the Guild player
controls.
6 Bodged it!, The tank may move up to 3 inches per turn and may turn up
to 90 degrees before moving. The cannon is still broken unless you have
rolled a 5 in a previous turn.
The tank may not charge into combat and may not fight in any way. If it is fixed in any way the opposing Verland troops may attack it as normal. It has 1d6 hits (determined at the start of each attack) and counts as having heavy armour (whatever that is in the system you are using, its Wronghammer, bodge it!). Should any attacking enemy reduce the tanks hits to zero it counts as broken again and will loose the cannon and/or any movement it may had gained.
Winning: The Verland force wins if it manages to get 1 unit of unengaged troops within 5 inches of the tank at the end of the game with no Guild forces within 5 inches of the tank. Any other result is a win for whichever force kills the most enemy troops.
The forces: I used 1500 point forces for each side to give a large(ish) game. Feel free to use any size you like. Its your game after all!
GENARAL FALLACS VERLAND REPO FORCE!
Rear left to right: Pike horde, Militia horde, Pole-arms horde.
Front left to right: Crossbow regiment, General Fallac on Quentin the great eagle (counts as General on winged beast), Scout sargent Fitzerran (counts as a Hero), Crossbow regiment.
From left: Border guard regiment (mounted sargeants), Royal Guard horse regiment (count as Knights with elite), Verland Knights regiment.
The verland force are based on red and white bases and are made up of minis by Red box, Mini art and Strelets.
COMMANDER ALRRANS GUILD RECLAMATION CREW!
From rear: 2 Cannon, Commander Allran (general on horse), Pike and shot horde (a pike horde with the Ra and Special of an Arquebusier regiment).
Front: Enforcer regiment (count as foot guard with the Ra and Special of an Arquebusier troop), Pike and Shot horde (see above), Swordsmen regiment (count as shield wall).
From left: Two Guild lancer regiments (count as Knights)
The Guild forces are based on Red and Yellow bases. The force is made up of minis by Zvesda, Ceaser, Revell, A call to arms and Red box.
THE TABLE
Another quiet day in the peaceful wastes of Arradan. (photo taken from the Arradan tourist board archive).
SET UP
The center with the stricken Steam tank in the middle, Verland to the Left and the Guild force on the right.
The Verland battle line ready to attack!
Crossbows and Knights watch the left ready to spring into action!.
In response the Guild forces form a gun line in the center.
The scenario
As the prologues suggest the game is set in the disputed state of Arradan in one of the many areas of no mans land that lay within its borders. A run away experimental Steam tank made by the Guilds has come to a stop and is stranded between two advancing forces intent on capturing it for their own ends!. The object of the game is to lay claim to the stricken tank and to drive off the enemy.
The rules
deployment: The opposing forces set up on opposite table edges according to the normal deployment rules. I used the basic Kings of War rules by mantic but whatever rule set you are using as long as the armies are set up on opposite table edges with a good area of open ground between the two.
The tank: The steam tank needs to be placed in the middle of the table an equal(ish) distance between the two forces. It is well and truly broken. The crew of the tank are inside trying to bodge anything they can to get it moving again. To represent the attempted fix the Guild player may roll 1d6 at the end of his turn and consult the table below to see if the crew have managed to do anything!.
1D6 roll Result
1-4 No luck!, the tank is still broken.
5 Fixed the cannon!, the tank itself is broken but the cannon is fixed, It
counts as a cannon with a 360 degree field of fire that the Guild player
controls.
6 Bodged it!, The tank may move up to 3 inches per turn and may turn up
to 90 degrees before moving. The cannon is still broken unless you have
rolled a 5 in a previous turn.
The tank may not charge into combat and may not fight in any way. If it is fixed in any way the opposing Verland troops may attack it as normal. It has 1d6 hits (determined at the start of each attack) and counts as having heavy armour (whatever that is in the system you are using, its Wronghammer, bodge it!). Should any attacking enemy reduce the tanks hits to zero it counts as broken again and will loose the cannon and/or any movement it may had gained.
Winning: The Verland force wins if it manages to get 1 unit of unengaged troops within 5 inches of the tank at the end of the game with no Guild forces within 5 inches of the tank. Any other result is a win for whichever force kills the most enemy troops.
The forces: I used 1500 point forces for each side to give a large(ish) game. Feel free to use any size you like. Its your game after all!
GENARAL FALLACS VERLAND REPO FORCE!
Rear left to right: Pike horde, Militia horde, Pole-arms horde.
Front left to right: Crossbow regiment, General Fallac on Quentin the great eagle (counts as General on winged beast), Scout sargent Fitzerran (counts as a Hero), Crossbow regiment.
From left: Border guard regiment (mounted sargeants), Royal Guard horse regiment (count as Knights with elite), Verland Knights regiment.
The verland force are based on red and white bases and are made up of minis by Red box, Mini art and Strelets.
COMMANDER ALRRANS GUILD RECLAMATION CREW!
From rear: 2 Cannon, Commander Allran (general on horse), Pike and shot horde (a pike horde with the Ra and Special of an Arquebusier regiment).
Front: Enforcer regiment (count as foot guard with the Ra and Special of an Arquebusier troop), Pike and Shot horde (see above), Swordsmen regiment (count as shield wall).
From left: Two Guild lancer regiments (count as Knights)
The Guild forces are based on Red and Yellow bases. The force is made up of minis by Zvesda, Ceaser, Revell, A call to arms and Red box.
THE TABLE
Another quiet day in the peaceful wastes of Arradan. (photo taken from the Arradan tourist board archive).
SET UP
The center with the stricken Steam tank in the middle, Verland to the Left and the Guild force on the right.
The Verland battle line ready to attack!
The Border guard and Royal guard ready to sweep the right flank.
In response the Guild forces form a gun line in the center.
The horse prepare to take high ground on the flank.
The swords form a reserve to warn off any attempt to turn the gun line.
IN TO ACTION!
The Guild horse waste no time and advance as far as they can on the Guild left ready to take the hills overlooking the tank.
In the center the guns roar.....targeting the unfortunate Militia!, the whole gun line pour shot after shot into the volunteer troopers!. Their nerve almost deserting them they just about hold on but are wavering, remaining in a disordered state!.
KABLOODYBOOM!!!!!!!!
Hearing the thunder of hooves in the ruins the Swords advance to cover the flank.
In response the Verland line attempts to push forward, however the disordered Militia block the Pole-armed troops path meaning only the Pikes and the hero can get forward!.
Not exactly a steady advance!.
On the Verland left the General and Knights advance to cut off the Guild Lancers. The crossbows on the hill open fire. On the other flank the Verland horse prepare to charge!.
'Prepare to Charge!!!!, mind the dice!!!'
Seeing the Verland pike advancing the Guild guns roar!, The pike take a pounding but hold fast!.
On the flank a Lancer regiment charge the Verland knights while the other regiment advances on the hill.
The crunching charge of the Lancers causes the brave Verland Knights to rout!.
On the opposite flank the Verland horse smash aside the Guild swords. In the center the Militia finally restore order in their ranks and advance freeing up the Poles to also move towards the steam tank.
The crossbow regiments re-position themselves to fire on the Guild lancer regiments damaging both!.
New Verland smokey crossbows in action!.
(I classed the Verland missile troops as crossbows to make them less powerful than their opposite numbers as both forces have black powder but the Guilds are more advanced in its use!)
.Seizing his chance while the Missiles rained down on the lancers General Fallac drove Quentin into the flank of the closest enemy regiment.....
Causing no damage whatsoever!!!.
In response the Lancers pivoted and crashed into the Great eagle destroying it and its rider!. The other Lancer regiment charged up the hill into the crossbows who although badly damaged stand in the face of the onslaught!.
On the left the Enforcers and a cannon turn to fire at the Horsemen sweeping around the ruins but failing to stop the advance.
The main gun line continue to pour fire into the advancing enemy. The pike again get the worst of it and eventually rout!.
Inside the Tank the crew finally manage to fix the cannon!, Much whooping and backslapping can be heard from the machine, confusing all that hear it!.
The rout of the Pike horde left the Verland center weakened so the Pole armed troops made for the Steam tank and charged it but fail to do enough damage to break it again.
The horse charge headlong into the cannon and smash it to splinters!
Things take a turn for the worst for the Verland force as the Lancers charge the crossbows again wiping them out leaving the left in the hands of the Guild horse, the other lancer regiment double back towards the tank.
W-W-W-W-WIPEOUT!!!!
In the center the Pike and shot horde break ranks to attack the Militia routing them too!.
And worst of all the Enforcers throw themselves at the Royal guard horse busy smashing the cannon but do minimal damage.......
......but when the Royal guard test to rout they roll a double 6!, automatic rout!. The Verland forces loose 3 units in one turn!. TThen the crew in the tank manage to fix it again meaning it can now move and fire!!.
The Verland Border guard charge the victorious Enforcers but fail to do much damage. The pole armed horde charge the Tank again damaging it enough to undo all the good work of the crew, who can be heard sobbing and cursing in equal measure!.
'I think its the boiler!'
Seeing the battle go against his side Scout sargeant Fitzerran chooses to try to regain some momentum for his troops and charges the closest Pike and shot horde!.......Because hes not cleaver!.
'aaarrrrggghhhhh!!!! WHAT THE HELL AM I DOING!!!!?????!!!!'
Not surprisingly he failed to do enough damage to rout them!. With the battle drawing to a close the pike and shot horde charged Fitzerran back but failed to do any damage!. A regiment of Lancers move closer to the tank in order to contest it as an objective. The last action of the game of note saw the Verland Border guard rout the Enforcers but it was too little too late!
The battle draws to a close.
At the end the tank lies between the Verland pole-arms and the Guild Lancers, the Verland force is all but broken and so is forced to withdraw without their objective. Once again the Guilds have proved that their superior fire power and training win out over tradition and heart!.
Well that was alot of pictures!. I may move away from the Mentally Terraforming stuff for a bit. I have big plans for the next post.....something about a challenge.....i seem to recall some quotes somewhere along the line....... I just hope it comes together quicker than the saga detailed above!!.
Anyhow, thank you for taking the time to read this chapter of my silly little corner of the interweb....till next time!.....
Labels:
20mm,
A call to arms,
AAR,
Ceaser,
Guild Alliance,
Kings of war,
Miniart,
Red Box,
Verland,
Zvesda
Subscribe to:
Comments (Atom)