Campaign Game II – Gobs of Gobs

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“Gyorgy, what blood do you sense?”

The creature sniffed at the air and turned its bestial head uncertainly to and fro.

Vaszoly bared his teeth, all sharpened to match his canines. “We cannot march further now, brother of my hearth. Although Tengri’s bright face is veiled by the clouds in this land of mist, Angya’s golden hair will burn us still.”

Hooked claws dragging on the boggy earth, the Varghulf turned to follow into the stone cave where they sought solace from the sun. Skeletal servants marched behind, stepping mindlessly over the squig lures set into the ground and sending up a spray of spores.

Da Head Squiq Wrangla waved a hunk of rotten flesh in front of the frenzied herd. Live or dead, no different – squigs’ll ‘ave a go at it.

Gyorgy sniffed again…green blood. His already poor vision went red as he hurled toward the tree-line, taken over by The Beast.

After rolling a result to Fear Night Goblins at the end of last game, I of course ended up playing Night Goblins again. The terrifying aura of the undead would carry no advantage here – however many of the enemy were already Immune to Psychology via various vectors.

My list for this battle is buoyed by 100pts of experience earned from the campaign, as well as again accounting for a few extra points of price drops as yet unrecognized in Battlescribe:

++ Standard (Vampire Counts) [1,109pts] ++

+ Heroes +

Vaszoly - Vampire [187pts]
. Blood Dragon Vampire: General, Hand Weapon, Shield
. . Magic Items & Vampiric Powers: Blademaster, Dragonhelm, Honour or Death
. . Wizard Level 1
. . . Lore of Necromancy VC 1: 1. Vanhel's Danse Macabre

+ Core +

Bat Swarms [120pts]: 4x Bat Swarm

Hunchbacked Servants - Crypt Ghouls [60pts]
. 10x Crypt Ghoul: 10x Skirmishers

Dire Wolves [60pts]: 10x Dire Wolf

Fell Bats [42pts]: 3x Fell Bat

Skeleton Warriors [160pts]: Musician, Skeleton Champion, Standard Bearer
. 27x Skeleton Warrior: 27x Hand Weapon, 27x Light Armour, 27x Shield

Skeleton Warriors [150pts]: Musician, Skeleton Champion, Standard Bearer
. 25x Skeleton Warrior: 25x Hand Weapon, 25x Light Armour, 25x Shield

The Drakenhof Deadshots - Skeleton Warriors (Ranged) [70pts]
. 10x Skeleton Warrior: 10x Crossbow, 10x Hand Weapon

Zombies [60pts]: 20x Zombie

+ Rare +

Gyorgy - Varghulf [200pts]

I had the goal to keep the three characters themed somewhat distinctly at these early stages (eventually everything I own will be in the list). Vaszoly, with his origin story as a duellist, has been outfitted with suitable Bloodline Powers. His childhood friend Gyorgy accompanies him, although Gyorgy has long since succumbed to the beast within. The Skeleton Crossbowmen are ancient plastic models that I had to dust off with a toothbrush, and fielded entirely for comedic effect.

This opponent took an alternative tack with the theme, investing heavily in squigs and squig accessories. Herds, hoppers and manglers made an appearances, and some horrible little spidery Skulkers scouting the field.

Turn 1:
The Nasty Skulkers scuttled from the trees, scouting in front of the undead lines and ready to sling some sharp stuff.

Slavering for battle, the Dire Wolves, Bats, Wolf Riders and Squig Hoppers all Vanguarded out into the fray.

Face to face with the fearful fiends, the Wolf Riders failed their Animosity check and fell to fighting their friends.

The Squig Hoppers flew out in front with a boing of 17″. Flat-footed, the Mangler Squig failed to follow.

Gleaming with a green glow from the gobs of gathered Goblins, Da Wrangla blasted off a Great Green Spite at the Dire Wolves, flaying fur and flesh from their feral forms. Bolstered by his success, he attempted to fix a Vindictive Glare on the foe but the Winds of Magic got some grit in his third eye.

Vaszoly’s Hunchbacked Huns decided to show the Skulkers how scuttling was done, killing five to three and sending them scurrying.

Gyorgy the Varghulf launched across the field and into the Squig Hoppers, tearing them apart and continuing into the herd. Fanatics flung from the Shaman’s mob stopped short of connecting.

Slow and steady, the Skeleton Crossbowmen skewered 2 squigs.

Turn 2:
Settling their differences, the Wolf Riders returned to make a nuisance of themselves and the Skulkers rallied and reverted to what they do best (skulking).

Da Head Squig Wrangla had something wrong with his head, forgetting the words and most of the dance steps needed to cast the Great Green something something. He did however have a pocket full of Squig Lures to hand out. Dangling his Double-doin’ Doodahs, he dabbled in a double cast with his special shroom die. It proved to be a spicy one, starting a stomach-ache to supplement his migraine.

Slicing at Gyorgy’s side, the Skulkers managed to find a soft spot. Enraged, Gyorgy stomped six squigs, and set off in pursuit when they headed for the hills.

Vaszoly doesn’t know much magic but he knows a good xylophone tune, and Vanhel’s Danse Macabre ushered some Skeletons into the Skulkers, finishing them off. The Zombies sat on top of the Mangler Squig, losing the maximum amount of casualties. It didn’t matter.

Turn 3:
It was Wolf vs Bat as the chaff clashed and the Squigs turned around for a second chance at chow.

Despite Gyorgy’s violent blows, he couldn’t find any viable blood to replenish his vigour, and was covered by a carpet of ferocious fungus. Continuing their campaign, the Squigs careened into some Skeletons, chomping enough of them to cause a complete crumble.

Turn 4:
The newly replenished Zombies lurched into the main Goblin horde alongside the Bat Swarms and despite being cut down to two remaining, they were able to scoop out what was left of the Shaman’s brains.

Almost all of Vaszoly’s osseic entourage were crunched up by the hungry Squigs as he was out of position to participate in the fight.

Turning to fight, Vaszoly valiantly vanquished several Squigs and Squig-fanciers, but suffered too severe a defeat due to the deaths of his Skeletons and was himself chased down by the Squigs.

Turn 5/6:
Having finally reloaded, the Skeleton Crossbows shot down the remaining Wolf Riders.

Nothing was left to reach the Crossbows and they somehow failed to crumble while failing to kill anything else, leaving them the only survivors for the Vampires.

Vaszoly tore the biting beasts from Gyorgy’s hide and dragged him snarling towards the cave. The Goblins had won the night, but were hesitant to complete the rout while their leader was injured.
“Come Gyorgy, you can fight no more, there is no time – you are a bat out of hell and must be gone when the morning comes…we need your senses to lead us through the darkness.”

The result was a massacre of the Vampire Counts. Being the second game of the season however, no roll on the injury table was required according to our rule pack – instead we each got a spin on the Spoils of War table at -1 modifier and both rolled a Regiment of Renown. My opponent bestowed the fearsome Squig Herd unit with Always Strikes First.

After much deliberation, I decided to be sensible and award my Regiment of Renown to Gyorgy the Varghulf (so that I wasn’t locked in to taking the Crossbowmen every game), adding Armour Piercing (1) to his stat-line. Impressed with their performance relative to my expectations though, the Skeleton Crossbows were informally upgraded to the Drakenhof Deadshots, and rewarded with a command group and a custom banner.

Please join me for the next game in the series as King Lwyd of the Barrows embarks to reclaim his homeland and find his final resting place.

INTRO | I | II | III | IV | V

Campaign Game I – Gobs in the Fog

INTRO | I | II | III | IV | V

From the diary of Phineas Storch (prodigal genius) – 1st day of Nachgeheim

The spectral figure from my dream is now fully manifest. Beneath the grinning skull, his robe conceals a locked box weighed down with heavy chains. The ghostly vision he shows me…standing alone above the graves of all those who failed to recognise my genius…the future is foggy, but the spectre beckons and I follow.

After 3 nights in this sodden and savage land, I might consider myself a fool for believing there was knowledge to be found here…were that not an impossibility. Recalling the miserable words uttered by the wretch in Marienburg: “the Emissaries of the Shadowlord…seek them at the stone circles of Albion…when Ghyranek fixes his gaze upon them” – it seems I have 20 days until my next opportunity. As any halfwit knows, Ghyranek is the name the Northmen give to the beloved moon of Morr, whose wise face I have seen through the instruments of the Azure College.

Until then I shall seek cover in the farmstead my pets have located for me – it is rife with mold and has nice shallow earth. There are some green-skinned vermin (goblinus crepusculus) scurrying around. Their feeble intellects should prove no hindrance for my creations.

The stage is set for the first Battle Report of the Tasmanian Blood in Albion campaign of 2023. My first opponent ‘C’ has presented the forces of Night Goblin Warlord “Giznit” – with a suspiciously low number of goblin models. My list was as follows:

++ Standard (Vampire Counts) [1,005pts] ++

+ Heroes +

The Ghost of Geheimnistag Future - Cairn Wraith [85pts]
. Magic Items: The Casket of Ages

Phineas Storch - Necromancer [150pts]: General
. Magic Items: Forbidden Rod, The Cursed Book
. Wizard Level 2
. . Lore of Necromancy VC 2: 3. Gaze of Nagash, 4. Raise Dead

+ Core +

Conjoined Creations - Fell Bats [42pts]: 3x Fell Bat

Skeleton Warriors [160pts]: Musician, Skeleton Champion, Standard Bearer
. 27x Skeleton Warrior: 27x Hand Weapon, 27x Light Armour, 27x Shield

Skeleton Warriors [150pts]: Musician, Skeleton Champion, Standard Bearer
. 25x Skeleton Warrior: 25x Hand Weapon, 25x Light Armour, 25x Shield

Re-animated - Zombies [118pts]: Musician, Standard Bearer, 36x Zombie

Spare Parts - Zombies [90pts]: 30x Zombie

+ Special +

Corpse Cart [120pts]: Unholy Lodestone

Former Alumni - Spirit Hosts [90pts]: 2x Spirit Host

N.B. the extra 5 points is to make up for the reduced cost of Fell Bats – at time of writing, Battlescribe had not yet been updated.

Giznit’s horde consisted of two large units of Night Goblins, two Doom Diver Catapults, four Stone Trolls and a Warlord on (in?) a Squig. The game was played on a slightly reduced 4’x4′ table size to accommodate the small points allotment.

Turn 1:
Phineas surveyed his skeletal servants. “Summon surplus” he surmised: seven skeletons scrambled from the sod.

The trolls, who don’t know much but they do know several uses for bones, slunk forward and crunched the newly risen minions into powder.

Seeing a batlike silhouette fly past the moon like some kind of signal, the Doom Diver cracked his knuckles…they had been practicing bat. Once airborne, he clicked and chittered and badly flapped, echolocating his way into one of the flying fiends.

Turn 2:
Floating through the wall of the farmhouse, the Ghost of Geheimnisnacht Future beckoned to the Warlord Giznit before charging towards him. Blue lights flared in his eye-sockets as he opened the lid of the Casket of Ages but found out the hard way that goblins (and squigs) don’t have souls to be captured. Giznit’s magic wotzit swung through the dark robe and dispersed it into a fading mist.

After settling a dispute over who was Bat-goblin, the prevailing Doom Diver clipped his wing on a tree and spun like a boomerang, taking out both remaining Fell Bats in an arcing trajectory. Buoyed by their success in obtaining calcium, the trolls continued forward into the main unit but stopped after one skeleton each to pick their teeth.

The ghostly host, revenants of Phineas’ former classmates who he brought back over and over to prolong his revenge, moaned and wailed towards the Night Goblins, whose flailing Fanatics failed to impact the ghostly figures.

Turn 3:
Sneering at the simpletons who spun and sputtered, Phineas commanded a troop of Zombies to shuffle on top of a Fanatic, only needing nine of their rotting bodies to bog up the chain.

Chuckling, he opened the Cursed Book, flipping to the page for Doom and Darkness. The already-dim Trolls felt their vision and thoughts become even dimmer, fleeing in disarray as one of their number received a slice from the sword of a Skeleton.

As Giznit boinged around the farmhouse toward the rear of the line, Phineas felt about in the aether for an aura of restless souls. The farmer, it seemed, had been a serial murderer of his neighbours and the fresh earth in the farmstead strewn with their skeletons. A dozen rose to block the Squig’s path and held fast against Giznit’s prods.

Further failure followed from the other Fanatics as they fell short of their mark.

Turn 4:
The Trolls continued legging it to the safety of their cave – their hide might be stone but their hearts and brains were mush.

The Spirit Host of Former Alumni failed to frighten the goblinoid foe, who frankly didn’t understand. Their haunting unsuccessful, they faded back into limbo.

The remaining Fanatics took on the form of a savage Southern Wastes Devil and tornadoed through a copse of trees before being crushed by the trunks.

Owing to the success of the earlier tactic, the Doom Divers were now pretending as skeletons instead of bats. This faired poorly for aerodynamics, although they did end up being realistically dead.

Turn 5:
Muttering curses, Phineas turned to another page in the Cursed Book – unleashing the Curse of the Midnight Wind on the Night Goblin horde. Bolstered by this success, he turned the Baleful Gaze of Nagash onto the fleeing Trolls, dissolving one’s flesh and reclaiming the looted calcium. The others found this perplexing enough that they needed all of their silicon brain cells to concentrate and forgot that they were fleeing – however instead of fighting, they were paralysed by their Stupidity and took no further part in the battle.

Turn 6:
In a fluster, Phineas flung himself into the fray. All but one of the Skeletons had their bones cracked by the clubs of the greenskins.

It looked as though the curtains might be closing on this quest before it had barely begun but with moments to spare before daybreak, the Night Goblins got the creeping willies and fled from the Zombie masses. Giznit flailed at the Corpse Cart but couldn’t quite get the hang of how to kill it.

Both adventurers survived the clash and the dead will rise again.

From the diary of Phineas Storch (prodigal genius) – 2nd day of Nachgeheim

Fie! The foul fungoids fell upon my forces from out of the fir forest. Were it not for the former farmer’s fancies we would have faced failure! For now they have fallen back but I fear further forays against me. And the greatest gall: my ghostly guide is gone at the hands of the Great Goblin. Perhaps my dreams will return…


The conclusion was a minor victory for the Night Goblins as neither side managed to break through the line.

My foe earned a Relic (think of these like Stars in Mario Party – a way of keeping an overall score) and rolled a 6 on the Spoils of War chart, earning ‘The Glitter of Gold’ – a free magic item next game worth 20 points.

As the loser, I rolled a 1 on the Ignominious Defeats table for the result: ‘A Sound Beating!’ – I now feared Night Goblins for the next game.

With both Leaders surviving, no wounds or grudges were taken.

INTRO | I | II | III | IV | V

Blood in Albion

INTRO | I | II

INTRO

Dark forces stir in the mists of Albion. The local WHFB community has scraped together a cohort to play a year-long campaign using a modded version of the Blood in the Badlands rule set. More than a dozen players starting with 1k point armies are going to eventually (we hope) build to 6k+ mega matches by the final season.

Because of this, I have chosen to field Vampire Counts as this is the only army I can get past 6k points without using named characters and/or proxies (still some unit filler in the skellingtons though).

If unfamiliar with the Blood in the Badlands book, the premise is as follows. Each player creates 3 characters: 1 leader and 2 lieutenants. These characters can then pick fights with the other players, then roll on a chart to determine outcomes – bonuses for the winners such as a free magic item or an upgrade for a chosen unit, demerits for the loser e.g. your general has Stupidity next game.

A smaller campaign would use a map such as Mighty Empires to track battles and progress, but this is unfeasible for the number of participants so we will just be coming up with our own narrative for now and may use the map later down the track.

Here are the three characters I have chosen, with a bit of hastily and drunkenly scribbled backstory:

Vaszoly the Blood Dragon

LEADER:

Vaszoly’s soul entered the world before men had two names. It left the world 28 years later, but Vaszoly remained – bested in a duel by a stranger who had impugned his honour, but not before Vaszoly’s blade grazed a drop of dark blood from the stranger’s cheek. For his mastery of the duel, he was ‘rewarded’ with a second chance. Having scoured the known world for his Promethean creator, Vaszoly the Blood Dragon hopes to find him hidden in the mists of Albion: does he wish to restore his honour or to meet his true death, or does he truly desire answers?…

King Lwyd of the Cairn

1st LIEUTENANT: King Lwyd remembers he rode a chariot and sang songs in the valley. He remembers being buried in his eternal resting place with his horses, armour, and cupbearers – to drink with the gods in the land of the young. Thousands of years later what was left of his essence was wrested from these halls and returned to his wretched form in its boggy tomb to serve the will of Nagash. Freed from the control of the Great Betrayer, he wishes to resume his place among the kings of the barrows.

Phineas Storch (prodigal genius)

2nd LIEUTENANT: As a boy, Phineas Storch never cared for the daytime – preferring to lure moths through his window with candlelight only to impale them with pins and watch their futile struggles for life as he slowly plucked off their wings over the next few days. The jeers and jibes of the other lads slid from Phineas’ shoulders like rain on a leaf as he knew that someday he would see their names on headstones. The young prodigy was
forced to flee the Imperial College of Apothecaries and Physicians after the dormitory mascot was returned to life after 3 days in the ground by a technique Storch described as “elementary” (the element being the Wind of Shyish in this case). Although now a powerful Necromancer with nothing left to learn in the Old World, Storch is still spurned by his sinister peers for his snivelling superiority complex, and unwelcome at the annual Dark Kabal Ball. He travels to Albion with Vaszoly to seek knowledge (and perhaps acceptance) among the Dark Emissaries, servants of the Shadow.

With this cast of characters, I will be writing narrative pieces to accompany each Battle Report, to be posted in the coming months. I hope you will join us for Blood in Albion.

INTRO | I | II