A site dedicated to bringing Hordes and War Machine together into a home-grown campaign setting
Showing posts with label Scenery. Show all posts
Showing posts with label Scenery. Show all posts
Wednesday, 12 March 2014
Friday, 20 July 2012
Battle For The Devil's Skulls
The Devil's Skulls rise from the ground at arcane hotspots allowing the Warcasters or Warlocks that control them to boost their mystical might.
Here, the Circle Orboros and Khadoran forces clashed, closing on the hideous Temple of Skulls.
Druids slunk through the shadows, pushing forward then pulling back in a delicate feint.
... drawing the Khador Men-o-War out of position.
Three Khadoran Warjacks built a terrifying wall in front of their Warcaster.
But that didn't slow the advance of Kaya Wildborne and her Wold Guardian.
An Argus sped forward to eliminate the Widowmakers lying in ambush but was cut down by rifle fire.
But this too was a feint of sorts. A Woldwyrd floated onto the Temple's platform and hurled mystical energy at the enemy Warcaster.
And the Wold Guardian strode forward. Once again, Sorscha had strayed too close to the front lines.
The Wold Guardian pummelled her already wounded body until she was beaten to submission.
Here, the Circle Orboros and Khadoran forces clashed, closing on the hideous Temple of Skulls.
Druids slunk through the shadows, pushing forward then pulling back in a delicate feint.
... drawing the Khador Men-o-War out of position.
Three Khadoran Warjacks built a terrifying wall in front of their Warcaster.
But that didn't slow the advance of Kaya Wildborne and her Wold Guardian.
An Argus sped forward to eliminate the Widowmakers lying in ambush but was cut down by rifle fire.
But this too was a feint of sorts. A Woldwyrd floated onto the Temple's platform and hurled mystical energy at the enemy Warcaster.
And the Wold Guardian strode forward. Once again, Sorscha had strayed too close to the front lines.
The Wold Guardian pummelled her already wounded body until she was beaten to submission.
Wednesday, 11 July 2012
Assassination Run
Retribution of Scyrah (Tim) vs Khador (Gill)
Withdrawing to nearby village, the Khador forces rally and
make a counter strike against the Retribution of Scyrah, taking up firing positions
in the graveyard and creeping forward between the buildings. However the
Retribution assault is devastating and though a missed opportunity allows the
Dragoon horseman to get back into the fight perilously wounded when he could
have been dispatched, the battle is ferocious.
The assassin run planned involving the Retribution Fane
Knight is balked by a well-placed Bombard shot but Kommander Sorscha
overestimates her ability and strays too close to the enemy lines. Leaping
forward and sucking her into range with his telekinesis, Adeptus Rahn unleashes
a blast from his power gauntlets which is followed by a cascade of explosive
power from his Battle Mages.
Barely before it began, the battle is ended as the Khador
forces scatter once more.
| Man-o-War Drakhun |
| Adeptus Rahn, Battle Mages, a Phoenix and a Hydra |
| A Manhunter |
| The Phoenix & Hydra get into position with their Arcanist in support |
| Man-o-War Demolition Corps |
| Widowmakers |
| Battle Mages |
| Fane Knight |
| Kommander Sorscha & her Juggernaut |
| Battle! |
| And the final assassination gambit |
Wednesday, 4 July 2012
Scenery Showcase & Campaign Ruminations
And here we have the board set up for my next game,
utilising the Games Workshop Walls & Fences, GW trees and a bunch of
armature and lichen trees I made myself from parts bought from Hobbycraft and a
railway model shop.
The idea is that one force is making their way up this
sunken road when they are ambushed by another faction.
I’ve been thinking of dropping the campaign plan and
replacing it with something completely different.
I’m going for a model that will see the factions working
through several levels t5o get to the centre of the island. They will need to
be successful at one level to push toward the standing stones at the centre.
Basically at Level 1 the factions be at the edge of the
island and will fight one another to gain a beachhead. At subsequent levels,
they will battle inland.
The idea is that the focus is on gaming and character progression
(through Warjack bonding) rather than on too laborious in terms of map movement
or story.
As per usual I will tend to use narrative scenarios to keep
it varied and interesting, tweaking them depending on how far into the island
the forces have reached.
And I remembered the most important rule of planning a
campaign:
Getting
playing is the first objective!
I can come up with the detail as I go.
So the first game is going to be Cryx versus Khador and
should be starting off tomorrow night. My wife and I tend to play our games over
a day or three.
Meanwhile I should be able to post pictures of my newly
painted Cygnar warjacks in a day or two.
Stay tuned!
Subscribe to:
Posts (Atom)