WIP Wednesday – More Griffon

This isn’t really a work in progress.  However, it’s something I’ve been meaning to do.  Never mind the fact that I have nothing that I’m working on currently to show off.  :-)

Now, quite a few months ago now I had gotten a new photo backdrop and done a review about the difference it made in my image quality.  Shortly after I had gone through and taken pictures of about half of the models in my High Elf army.  I never edited and posted them though!!  This first batch is now available in the Pictures section of the website under “Jon’s Stuff”.  I’m going to create some posts pointing out a few of them so I can speak more to a few particular models.

A while back I had painted a pair of High Elf Griffons for Templecon/Onslaught GT.  One was a Prince, the other was my Noble BSB.  I wanted to do these first because a) nobody uses Griffons and b) a fellow gamer had asked me to post some close up shots of them.  Sorry it took so long to get these out!!

These both come from the Island of Blood set.  For the Prince I cut the banner off of the lance, the BSB got to keep his strange lance-banner.  Other than that they are pretty much straight from the box.  I’m really not that into doing modeling/conversions, I just like to paint.

The paint scheme is relatively simple.  The body and the basecoat on the wings were done with an airbrush using various shades of browns.  The wings and feathers then got a wash, and a progression of about 4 drybrushes all the up to white.  I used a detail brush to pick out the very tips and some feather strokes in white as well.  The rider was painted by hand.

I did use pictures of birds for color reference.  I’m no bird expert so I can’t tell you exactly what I used as a reference but google images was great for finding some sample images.  For example, I used that to figure out how the eyes should look, and what a realistic wing color pattern would be.  One thing I always struggle with is contrast, something to make the model really pop.  That’s why I went all the way up to white on the highlights.  It seems a bit crazy, but that final highlight is relatively small and it really helps separate out the shades from the highlights.  If the shade color was darker that wouldn’t be necessary but the medium brown really needed to get serious highlighting to avoid looking muddy.

Well that’s my explanation.  On to some pictures!

Solstice 2015 Results!

SolsticeAnd so, as Morrslieb finally reaches it’s zenith, blotting out Mannslieb and the Sun, the world takes on a greenish hue that grows more intense as the Forces of Disorder wreak havoc all around civilization.  The Heroes of Order and all the good people look up in awe and horror as their vision darkens and their nightmares take shape.  The Solstice is at hand….

Team DisorderTeam Disorder narrowly squeaked out a victory at the Solstice event.

Here are the results:
Team Disorder Battle Points:  263
Team Order Battle Points:  247

Player Results:

Team Order
Name Army Battle Points Awards/Recognitions
Peyton Shipman High Elves 70 Savior Of Light
Todd Silber Wood Elves 65
Chris Lovell Empire 45
Kevin Spear Bretonnia 40 Favorite Player
Greg Person Vampire Counts 27 Favorite Army\Betrayer of Disorder
Team Disorder
Name Army Battle Points Awards/Recognitions
Kyle Brock Skaven 69 Bringer of Darkness
Jon Vanase Daemons of Chaos 60
Charles Slayden Tomb Kings 52
Pat Hill Dark Elves 47
Chris LaBelle Dwarfs 35 Betrayer of Order

This was the my first event I have ever hosted, I really enjoyed putting it all together and watching it all pan out.  Everyone who participated was really awesome and I enjoyed watching the hilarity of their games.  Not sure I haven’t heard that much laughter and shenanigans at an event.  Though maybe it’s always there and I never noticed it as much as a player because I’m too focused in my current match.  Hosting an event does offer a different perspective on the game and community.  But I digress, I really do hope everyone that came had a good time and I do want to do thing again, but mostly that depends on what 9th edition brings.  Perhaps in the darkness of Morrslieb, the war drums will sound again….

WIP Wednesday – Movement trays

Although movement trays are not typically that exciting for me they are a big deal this week.  I haven’t had a lot of time lately for hobby, so to be able to sit down for a couple of days to build and paint these has felt good.

With 9th edition (or whatever it gets called) around the corner will I need these trays anymore?  That’s yet to be seen I guess.  In the meantime I had already purchased them, and I needed 2 for the Solstice event this weekend so I figured I might as well paint them up.  These trays are for my Daemons of Chaos army.

Tomorrow I’ll drybrush and add some tufts and they will be good to go.

2015-06-17 21.44.00

Age of Sigmar: Alleged Rules Sighting


-These are just rumors. As you know, the standard cry in the nerd-i-verse is: “pics or it didn’t happen.” We have no pics. But I think that this very well might have happened.

-I have been keeping tabs on this guy’s posts at BOLS and Dakka Dakka over the past week. (Listen: my girlfriend is in NYC for the week and I am fiending for warhammer news. I don’t have a problem; you have a problem. You clicked on this page, didn’t you?)

-The rumor leaker’s few posts on the forums seem modest and unassuming. It seems to me that he isn’t reacting in a troll-ish way in his posts. I mean, obvious troll is obvious, right?

-Hastings (a very reliable rumor monger on Warseer) said of this block of text:

Quite a bit of that actually ties in to what I’ve heard, I wouldn’t be so quick to poopoo it.

I find some of it a bit self conflicting – i.e. only skaven and exdwarves have guns – but then later on mentions goblins do too?

I wouldn’t be too surprised to see a lot of this come to pass.”

-Lastly, I would say that the central claims of this wall-of-text-rumor fits in well with my expectations for the Age of Sigmar: huge fluff changes, huge map changes, racial realignment, new aesthetics for each race, huge pantheon of gods, focus on handfuls of highly detailed miniatures, humans are no longer impotent, names of races like Lizardmen, Elves, Dwarves, and Orcs are changed, etc.

Time will tell if this is true, but we are close to the date of the release now. I expect leaks like this to continue over the next three weeks. Hold on to your butts.

(Written by “SinaLeibniz,” a poster from Germany).

No, no, no. No square bases, no rank and file, no two game systems.


I had the chance to look thoroughly through the proper Age of Sigmar rulebook (the one that consists of three books) yesterday evening. Spent my time with the three books and ignored the novel in favour of the real interesting things. So I cannot fill in the blanks there. But maybe I have the opportunity to look at the rulebook and novel again and hopefully the age of sigmar box, too. But now I have a way clearer picture what’s coming and I’d like to share with you because I am very (!!!) excited, but I cannot provide any photos for obvious reasons. So if you don’t believe me, I don’t blame you. But please don’t attack me personally.

– Title of the rulebook is: Age of Sigmar: a Warhammer strategy game
– first the basics (most of which are already known):
– full fledged rule system; no skirmish game – meaning not restricted to low miniature count: 50 models on average, way lower possible, in general you use units but you can field an army consisting of only single models
– everything is on round or oval bases (there paragraph that explicitly allows legacy and diorama bases, though);
– 2 books: the rules (rules and scenarios) and compendium (pictures, unit cards and fluff)
– there are unit cards for every (as far as I can see) old unit in the second book, including warhammer forge models and most or all special characters. Some units get the full treatment with a small fluff text, pictures of the actual miniatures and rules, some units get only rules with nothing more.
– all new rules with complete new mechanics: think not of 40k 2nd -> 3rd but Warhammer 8th -> Bloodbowl, very compact and fast paced, huge emphasis on individual champions, magic and gods (don’t know how powerful, but these have the most rule pages)
– no photos (and no artworks except some very generic drawings) of new miniatures except a couple chaos and human miniatures that are very likely from the Age of Sigmar box.
– all the races are in, but some are clearly favored. There are few pictures of beastmen and lizardmen for example and some units like steamtanks, gunpowder units (Skaven and new-dwarfs use them still), etc. can only be fielded as mercenaries from a different world or summoned units (in case of most special characters, there is even a picture of a Teclis painted in ghost colors)
– the tech level is between and ancient roman empire and early medieval times, lots of nomadic barbarian tribes, etc. But judging by to the age of sigmar miniatures the armour design draws only a little bit from history and is has a very stylized high-fantasy design instead
– there are lots of different people, races, gods and lots of different alliances. The world is a lot more open minded than the old one, Empire-Orc Alliance would be unthinkable, but a human-waaghkin force is nothing unusual in this setting

Army building
– you pick one or more gods that determine the theurgic or magic schools (don’t know what the difference is, sorry) you can use and how your champions get power-ups during the game. You can take several gods, but they have to be from the same pantheon – so no nurgle-sigmar armies, but Nagash-Morr is possible.Then you choose whichever unit you want – from every race. There is no limit as far as I can tell.
– The only mechanic that I have spotted that limits the useful choices somehow is that most spells and special rules only affect units with certain traits, the powers of Grimgor (magic and gods are always connected, each lore has a patron god that grants the power) affects only mortals or enemy units in the proximity of mortals.
– There are only rules for one pantheon in the rule book, all the other gods and pantheons are only mentioned in the fluff
– Guardians of Regalia, a conglomerate native spirits and gods and lately some new gods, the incarnates Grimgor, Gelt and Nagash, there are thousand of gods and their relevance changes over time and in different regions, but there are seven big gods that have seven schools of magic associated with them and have rules in the book
– Geshemet or Gesheket or something like this (male and female, fertility, natural disaster) is the head of the pantheon, the other six gods are dual pair of good and evil:
two death gods: Nagahs and Morr
two smith and labour gods: Hashut and Gelt
two war gods: Grimgor and Myrmidia
– five other pantheon get a page of fluff each, and additional minor pantheons/deities are mentioned in the fluff. The big five are Chaos, Sigmar, Cuth’adai (elven gods), Exoatl (old ones) and the triumvi-rats (Horned Rat + 2 more)
– all characters can earn favor of their gods and get promoted just like the chaos champions until they reach apotheosis, this is also a huge mechanic in the game + you can field gods or at least their avatars, but only three incarnates have rules in the book

– there is only one ruleset (don’t know what is in the AoS box, but in the book there is no distinction between skirmish mode and battle mode or something like this)
– rules have nothing to do with the old warhammer rules,
– profile is: Melee, Range, Might, Armour, Initiative, Resolve, Wounds, values from 1-6, lower is better
– simple turn sequence: initiative -> player 1 unit 1 moves, shoots, casts -> p1 unit 2 moves, shoots, casts -> … -> player 2 moves, shoots, casts -> melee
– players roll always against each other, for example Melee vs Initiative and Range vs Initiative, Might vs Armour
– units regenerate all lost wounds at the end of the phase
– both sides in a melee fight simultaneously, winner can roll to fight instantaneously another round until one side is extinct or one side chooses to break from the combat
– there is no moral system or combat resolution whatsoever, but unit can be bounced back
– units use a 1” 40k formation without any facing
– magic spells are all one-use only, when you use it, you have to discard the card
– you can collect ascension points throughout the game and spend the point to buff your champions, mechanic depends on your god(s)
– unit costs points as before, you are not allowed to field multiple units of the same kind unless the former unit have full strength – there are all kinds of unit sizes from 1-3 to 3-15 (that’s the highest I have seen), but you can field lots of different 1-man units
– you don’t buy champions, a set number of models are automatically upgraded to champions, but you cannot exceed the limit
– there are rules for different weapons, magic items, war engines, monsters, special rules, etc and a large section for scenarios and terrain, larger than the actual rules

game is set on world Regalia that is connected with other young realms through portals of the old ones. Young realms are realms that were populated by the old creators and were guided on similar historical paths. They were untouched by chaos but this has changed since the arrival of sigmar (as a new faith) and archaon (as an actual emissary in flesh and blood)

there is no explanation (or just a brief one so that I have missed it) how this all came to be, just a description of the history of Regalia (and to a lesser extent some neighbouring realms)

On Regalia is dominated by hundreds of human kingdoms. Fast travel is possible through a number of stone circles that allows mages to open portal from one to another and a system of streams and seas under the earth that can be navigated by ship. There were a long period of peace curated by the Exoatl (Old Ones) that watched over the world from the North and Southpole. But then suddenly new faiths arrived, lots of human tribes started to pray to Sigmar and to conquer their neighbouring kingdoms. These lands are each independent, but are united in their faith to Sigmar. The history ends with the conquering of the Worlds Edge mountains and the crowning of the first emperor. At the same time, the first agents of Chaos arrived and began to corrupt the native people. A part of the Waaghkins rebelled against the old ones in favour of new gods, the Skaven arrived the first time, and in the south and east a death cult began to spread. The world is in turmoil. There are lots of unfinished story hooks so I think the story will be continued, but that might be wishful thinking.

humans are the majority in this world and they have kingdom and tribes everywhere, most of the known earth-inspired regions like cathay are there, but they are not described as fully flegded feudal nations but constantly changing petty empires and nomadic people ruled by warlords and champions of the gods. there are two factions of humans, the worshippers of sigmar and the polytheistic rest, both are not monocultural, but have different skin colors and cultures. Women fight beside men!

The dominion of sigmar is special, because they are the only ones that are reluctant to allow any other race than humans. They have only one god and their goal is to destroy all other gods and conquer their domains – for the greater good of the world of course. This has nothing in common with the Empire of the old world, except the heraldry, griffons are still en vogue. All tribes and city states and kingdoms are independent, the only common ground is their faith, the emperor is only a warlord with the purpose to expands the dominion towards the east. There a still knightly orders, zealots, witchhunters – so they retain some of their medieval flair but there are no state troops. There is no gunpowder, except from some dwarven imports, but they are known for using large warwaggons on their trek to the east. Kislec, Estalia, Araby, city states of Bretonnia, Norse and tribes of the Reiklands are part of the dominion. There are also some enclaves scattered across the world that are connected with magic portals

The Skaven arrived on their own on Regalia and are basically the same. Haven’t spent much time on them. They have now three gods called the triumvi-rat …..

Dawikorr (dwarfs) and Inneadim (elfs) have their own realms that are connected with Regalia. The Inneadim have outposts in America.

Dawikorr are only a legend on Regalia and nobody has seen them, but there are legends that they aid whorshippers of Sigmar in peril. They deliver the dominions of Sigmar with artifacts. They live underneath the world Karak Korr and guard the Soul Mill. Dawikorr have rules, so they can be fielded.

The Soul Mill is a huge machinery that allows minor deities to feed on the power of dead spirits or let them reincarnate or serve them as guardian hosts. It was built by the surviving dwarves of the old world on command of the Incarnates on a older machinery of the old ones. The dwarfs guard the soul mill and are aligned with Sigmar after the shattering of the Incarnates, but are under siege of the skaven that have found their way on this world and managed to steal two mighty souls that formed their new gods.

Inneadim whorship the dreamers, gods that have dreamt themselves, basically the elven gods. They live on their own world and protect the dreamchild. Under Araloth they founded enclaves on Regalia in search for the archelves, lost gods of their pantheon. They are a darker take on the elves, nightmare are as much part of their culture then dreams. They use necromancy and the death god Ynnead is at the centre of their pantheon. But they still live in symbiosis with the nature. The artwork shows an elf on a feathered mount, not like a chocobo, but more like a feathered raptor. the artbook shows pictures (and rules) from all existing elf armies.

Skaven and Dawikorr are the only races that use blackpowder, the rest of Regalia is on stuck on an ancient/medieval tech level. The Exoatl use magic techno gear. There is a certain level of anachronistic gear but it is not steampunk but powered by ancient magic. The only steampunk elements are in the Skaven and to a lesser extent the neo-dwarven fluff.

Chaos has no foothold in the north but is anywhere and consists of corrupted tribes and companies from every region of the world. The barbarian theme of the nomadic tribes is more associated with khorne than with chaos as a whole. Beastmen and demons are likely part of their faction because they are described in the same chapter (both in the fluff and unit cards), but demons can be summoned by everyone, so I don’t know for sure. And beastmen have very few pictures, so that’s a bad omen.

Waaghkins: orcs, goblins and are the servants of the old gods and live in a strict caste system, orcs are the manual laborers. There is a new race called nigmos: a tall and slender priest caste. Waaghkins travel the undersea, a system of flooded caverns that connects the whole world, on longboats and do the dirty work for the Exoatl. There is an artwork of the three different kinds of greenskins (no squigs and snotlings mentioned): an ork in very strange armour, very front heavy, textured like a symmetric turtle shell, he wields is an axe with multiple disc shape blades, goblin looked like a viking but has a futuristic looking handgun, the third was taller than a ork, female, slender – probably a nigmo. But in the photos of actual miniatures only show the old orc style. There is a subfaction of waaghkins that changed allegiance from the old gods to grimgor incarnate and are much more ferocious than their cousins.

undeads, deamons and spirits, and guardian hosts are used by every faction of the game, necromancy but not summoning is common in the dominion of Sigmar. The Inneadim are famous for their use of animated constructs. These things are not a big taboo in Regalia. However the most fearsome necromancers are (obviously) employed by the Empire of Nehekhara (which is not a desolate wasteland and has no egyptian vibe but is a rich and green country and feels more babylonian to me) and their death gods. But there is no Undead faction per se anymore. Vampires are called Necrarchs now.

Guardians hosts are troops that were granted by a god from another realm or the realm of the dead. They are living beings and have free will, but were brought to Regalia on the command of a deity.
– Lizardmen are not gone. There is a race called Servants of the Exoatl that guard the pole portals on flying pyramids, but no drawings and no fluff page (other races and tribess get at least half a page). They get unit cards for their old units (which confirms that they are simply lizardmen with a new name), but instead of beautiful pages with pictures like the rest of the bunch they get a simple list in the appendix of the compendium book.

Beastmen get the same lowkey treatment, but ogres get pictures and all, but I cannot say with which pantheon/faction they align. They are mortal, so you can use them in any the guardians of regalia army, but I don’t know if this is a stop gap solution or not.

Age of Sigmar box content:
Extrapolated from the pictures, they are the only new models. If you think you get 3-5 UNITS for each side, you are wrong. you get 10-15 (haven’t counted) CHARACTERS per side. Each model is really individual and it is in no way possible to field the majority of them as a visual coherent unit. It is late and this summary is long as it is, so I make this brief, but I will come back later and add some info on the miniatures. Chaos looks very similar to the old style except the berserkers, the Sigmarite Force is completely different.

Missionary Force:
3 Knights of the Order of Sigmars Blood, Roman looking armour but more bulky, leather Bands, swords and teardrop-shaped shields, champion is a woman
a pair of vigilantes: Male and female, leathercloaked, tricorn, 2 hand-crossbows
a hand full of heavy armoured warrior with different weapons and cloaks, almost knightly in appearance but completely over the top bulky, some have eagleshaped helmets
One hooded, chainmail wearing, hammer wielding girl
a bulldog
standard bearer: naked, chains that are hooked into the flesh, very archaic looking
one arabic looking guy with a two-handed scimitar and full armour
one guy in rags that wields a chain that burns at both ends, very impractical looking

Chaos Cult:
two outriders, basically chaos barbarians as we know them, but female
~5 berserkers: african looking, no armour, barefeet, clad in cloth stripes, two axes, bald and gaunt looking, not overly muscular, bone chain, both male and female
three pristesses: flowing robes, sacrifical ziggzagged daggers, skullmasks
two armoured harpies with spears and shields, crooked looking, feathered wings
at least five chaos warriors similar in appearance to the old chaos warriors, very dynamic fur cloaks and poses, one of them bigger on a larger base, all male as far as I could see
one large bloodletter, almost twice the size of a human
the leader has armour that looks like a chaos dwarfish, very babylonic, rides a demonwolf, a juggernaut, but with flesh and fur and spikes
some more viking-like infantry but with more chainmail
That’s only a broad description. Every model is highly individual.

Sorry for the chaotic nature of the info, I spent the evening writing this in a very fast manner. This is only the tip of the iceberg and I will come back with a little bit more soon – hopefully in a more ordered fashion. If you have a questions or need specifics and a topic, feel free to ask, maybe I remember something of use.

Age of Sigmar: Speculation Concerning Game and Model Design

Over the past six months or so, I have been fascinated by the rumors surrounding both the Warhammer: End Times campaign and impending “New Edition.” I put the title “New Edition” in quotation marks because it seems that the soon-to-be-released Warhammer: Age of Sigmar is going to bring with it more substantial chances than did the shift from, say, 7th edition to 8th edition. My guess at present? The Age of Sigmar is a familiar, Warhammer-like game. It will use the same dice mechanics, units will have traditional stat lines, and players will proceed in an “I go, you go” turn sequence with Movement, Magic, Shooting, and Combat.

Yet, I suspect there will also be big changes to Warhammer, some of which will cause players to quit the game in great numbers. I think that a substantial portion of the model range will go “direct-only” in the near future. I think that GW will rapidly release new models for the Age of Sigmar to replace the old, and somewhat defunct, range. I bet that the new army size for a 2.5 hour game (what is presently 2,500 points), will consist of far fewer models—perhaps something like 40-50 models total. On the whole, I think units will be smaller (2-5 models, rather than 15-30 models) and I think that it will be possible to play small games of Warhammer: Age of Sigmar that do not feel as clunky as do small games of Warhammer fantasy 8th edition.

And, lastly, I predict that this new game is going to be a big hit.

Many of us current players might strongly dislike this new game, much in the same way that lots of players strongly disliked 8th edition when it replaced 7th edition Warhammer. I imagine that lots of players will balk at the prices that GW charges for the new units, they will believe that the game lacks the tactical depth of 8th edition, and they will be incensed that GW has rendered their favorite armies (mostly) obsolete. Yet, I think that, in the end, this is going to be a very good change to a game that was presenting GW will huge problems. My sense, from reading forums and blogs, and from looking around at my FLGS is that new players do not start playing Warhammer fantasy as frequently as they start playing Warhammer 40k. This is somewhat perplexing if we attribute the lack of interest to the design of the models, the fluff, or the races in the game. Warhammer has great models, intriguing fluff, and iconic races (that are popular in LOTR, D and D, and even Game of Thrones).

So what gives? Why don’t people pick up Warhammer fantasy? I strongly believe this has everything to do with the movement mechanics of the game (which I quite like, myself) and the sheer size of the armies that are necessary to make the game look “cool” on the tabletop. Have you ever tried giving a friend a demo of Warhammer fantasy? How often do you have to tell them: “this is a lot cooler when you have more units on the table so that you can set up flank charges and command the board with war machines,” etc.? When players take a look at the price of a unit of 30 white lions or 15 black knights, and when they consider the time it takes to paint a single unit, they likely lose interest and opt for one of the other available tabletop games.

And on the topic of those other games. Do you know what Warmachine, Malifaux, X Wing, and even Warhammer 40k all have in common? They are, at base, skirmish-scale games. When I say “skirmish-scale,” I don’t mean simply games with a handful of models (although x wing and Malifaux fit that bill), I mean games that are played with something less than an “army-scale” collection of models.

I think that many players really do want games that require fewer models. Yes, large games of Warhammer are fun. But look how the meta-game has shifted in the past two years. Have you noticed the fact that many players bring “armies” to tournaments that consist of a cavalry bus, some war machines, a monster or two, and characters? Those armies are pretty close in scale to what I believe the Age of Sigmar armies will be.

As a painter, I am really excited about this change. New models (great!). A smaller-scale game (great!). New fluff (Fine by me, since I was not attached to the old fluff).

But, having said all of this, I totally understand why many of you reading this will not like the new game (if the above predictions prove true). You have plenty of good reasons to be upset at GW for tossing out fluff and models and rules and so on. But I do believe that there will be a saving grace to the Age of Sigmar, even for the players who want to hang on to 8th edition for a while longer. I strongly believe that you will be able to use your old armies in this new “edition/game.” Will they be optimal? Probably not. Will they include all of the same special rules, upgrades, and units? Probably not. But I think, in some way, players will be able to use old models. I think that the recently-unveiled armies featuring a mixture of round and square bases at Warhammer World’s reopening last month  were a nod to this fact.

Oh, and one last thing before I get out of here. I keep reading on forums, especially on warseer, that people are very curious about the new artistic direction for the Age of Sigmar game. Why wonder? I think we already know where the aesthetic of the miniatures is headed. The pictures below are examples old and new Warhammer. The pairs hardly look like they belong to the same army. I would wager that the new models that come out in July, August, and September of this year look a hell of a lot like the End Times models, but with some new races (Humans and Elves?!?) added to the mix.


99120201006_WarriorsofChaosNEW01 99120201028_Skullreapers01


rat ogres






Pictures from the 2015 Unplugged GT.

Pictures from the 2015 Unplugged GT.

Random shots from the event.

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A selection of some of the armies.

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And the awards.

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Solstice 2015 (A one day event)

Hey all! Jim here, I’m very excited to announce that I’m going to be hosting my very first one day event!   (PDF Available at the bottom of the post)

Solstice(A Send Off to 8th Edition)

This is a Warhammer Fantasy team event which pits the forces of Order against the forces of Disorder to decide the fate of the world. Will the sun rise to announce the Solstice or will the world be forever shrouded in darkness?

As with the changing of the seasons, so must the rules. In my opinion, Warhammer Fantasy 8th edition is by far the best edition GW has published thus far. So I see it fitting to celebrate 8th edition by playing it as close to the natural un-comp (Pre End Times mind you) state of the game. Please join us in the fun and celebrate the “Spirit of the Game” as we look forward in anticipation to 9th edition… Unless it comes out prior to this event, then let’s just have some fun!

When: June 20th, 2015
Where: The Portal – 60 Hilliard St, Manchester, CT 06042
Entry Fee: $15.00
Spots available:  28
Register to: Jim Ellsworth – jkellsworth@gmail.com
Registration date /Lists due by: June 1st/June 15th

Points: 1250
Number of Rounds: 4
Time per Round: 1 hour and 30 minutes
Paint Requirement: None

Sportsmanship: Pass/Fail; if “Fail” must provide thoughtful reasoning. The offending team will suffer -5 Battle Points.

 Teams: Teams are decided by which army you choose when you register, see below for the factions. (Neutral Armies can join either Order or Disorder to ensure an even number of armies per side)

Order Disorder Neutral
Bretonnia* Beastmen Ogre Kingdoms
Dwarfs Daemons of Chaos Tomb Kings
High Elves Dark Elves*
Lizardmen Orcs & Goblins*
The Empire* Skaven
Wood Elves* Vampire Counts*
Warriors of Chaos

*If the teams are still unbalanced even with Neutral Armies, I reserve the rights to re-arrange the teams to make sure they are even.  As uncertain as these times, even the most unlikely armies will stand together and fight Disorder, as others are corrupted and aid in the destruction of Order.

Betrayer: 1 Betrayer per side (VPs earned go to opposing team), the Betrayer will be selected in secret, who will it be?

Objective: Team with the most total Battle Points after round 4 shall be declared victor.

Tentative Schedule:

Arrival time: 9:00am
Round One: 9:30am – 11:00am
Lunch: 11:00am – 12:00pm
Round Two: 12:00pm – 1:30pm
Break: 1:30pm – 1:45pm
Round Three: 1:45pm– 3:15pm
Break: 3:15pm – 3:30pm
Round Four: 3:30 – 5:00pm
Voting and Awards: 5:15pm – 6:00pm

Army Comp:
(I did say “as close to the natural un-comp state of the game” right?)

– Pre-End Times Army Comp (25% Lord & Hero, 25%+ Core, 50% Max Special, 25% Rare).
– No special characters, End Times or otherwise.
– No End Times armies.
– Blight Kings, Morghasts, Skullreapers, Stormfiends and Wrathmongers are allowed.
– Beastmen may use Marks from the Legion of Chaos End Times book.
– Tomb Kings may use the Crumble rule from the Nagash End Times book.
– Lore of Undeath is not allowed.
– One core unit must have full command.
– The Allies rules will not be used.

Scoring – Win/Lose/Draw: 15/5/10 Battle Points
*please note if both players are able or not able to complete the main objective by the end of the game, then the end result is a Draw, unless specified.

Round 1
Deployment: Follow the deployment rules for Blood and Glory on page 148 of the Warhammer Fantasy Rulebook.
Victory Condition: Be the only one to have at least one unit containing fortitude in the opponents’ deployment zone at the end of game.

Round 2
Deployment: Follow the deployment rules for Battle Line on page 144 of the Warhammer Fantasy Rulebook.
Victory Condition: Have the most Fortitude within 6” of the center of the board. Equal or no fortitude in the center results in a draw.

Round 3
Deployment: Follow the deployment rules for Meeting Engagement on page 149 of the Warhammer Fantasy Rulebook.
Special Rules: After deployment, each player must select one of their opponents unit champions as the Traitor, the Traitor gains a 4+ ward for the duration of the battle.
Victory Condition: Eliminate your opponents Traitor by the end of the game.

Round 4
Deployment: Follow the deployment rules for Blood and Glory on page 148 of the Warhammer Fantasy Rulebook.
Victory Condition: Reduce your opponents Fortitude to 1 or less to break their army; breaking opponent doesn’t end the game. However, a broken army no longer benefits from the rules for “Hold Your Ground” or “Inspiring Presence”.
Secret Missions

At the beginning of each round, the players will be handed a secret mission that is not to be revealed to their opponent until after the last turn. The team that completes the most secret missions will receive a bonus next round. Here is a list of Secret missions:

– Assassinate:  BsB, (Defaults to General if army doesn’t have a BsB)
– Assassinate:  General
– Assassinate:  Mage, (Defaults to General if army doesn’t have a Mage)
– Have the most captured table quarters, requires a unit with fortitude in a quarter where there are no enemy units with fortitude.
– Have the most captured terrain pieces (hills, forest, swamps, ruins and buildings). These can be captured by having the most fortitude within the 6″ of the terrain piece. Units containing fortitude cannot claim multiple terrain pieces.

Secret Mission Bonuses

After round 1 each member of the team that completed the most secret missions in the previous round receives a bonus for the next round. The player must select and show their opponent which bonus they will use before the game begins (before table side is chosen, deployment, spell selection…)

– +1 to roll for first turn
– Trade one spell roll for a randomly (D8) sig spell from different lore
– Decide who deploys first
– Automatically win “Roll for Sides” roll
– Have opponent reveal their secret objective
– +2 Battle Points

Game Awards
(This will depend on the number of players in attendance)

– Savor of Light (Best of Order Team by BPs)
– Bringer of Darkness (Best of Disorder Team by BPs)
– Favorite Army
– Favorite Opponent

Hope to see you guys there!

PDF version:  Solstice 2015

Painting Assassinorum: Execution Force, Part I

Hey guys,

I bought Assasinorum: Execution Force last Saturday. This is the new GW boxed game wherein a group of four Imperial Assassins try to well, assassinate, a Chaos sorcerer who has plans to cast a spell that will rip apart some part of the galaxy. It’s a cooperative game where 1-4 players control the Imperial Assassins, while the game itself controls the Chaos troops. Wait, why am I giving you a description of this game when you can just read it yourself on the GW website?


Since buying this puppy on Saturday, I have been assembling the models and painting like a demon. Over the coming days, I aim to post pictures of my progress. In this entry, you can see the 15 cultists and 3 chaos space marines that I have assembled and based.

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As you can see, I used a mixture of basing materials to recreate the damaged imperial building that is the theme of the game board tiles. Here you can find some cork, diamond plate pattern plasticard, waffle pattern plasticard, wire mesh, and barbed wire. I am pretty happy with the results of this, but it means that the bases will take longer to paint than they might otherwise.

Also, I should mention that I elected to prime these guys with GW’s Mournfang Brown.

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I have never really used this before, but it is proving to be a real time-saver. The red color and the flesh color go over the primer in one coat. It normally takes two with chaos black primer. But, you guys will see the results of that in the next part of this series.