2019-12-08

Frostgrave Gnoll Warband

The painting goes ever on and on. This time something non-historial and non-piratey (no, I'm not just a Blood & Plunder blog, appearances aside). Instead, it's Gnolls for Frostgrave. And Frostgrave: Ghost Archipelago. And wherever else a bunch of hyena-dog-men can make do. Always attempt to make models as multi-use as possible.


All in all, it's 22 gnolls, with a variety of weapons. For the games currently planned, I doubt I'll ever field them all at the same time. For further utility, they can either be used as non-player wandering monsters (bags of XP), or form a coherent crew for a player. Basing has been kept intentionally simple, with just plain dirt and a bit of dry grass. Works equally well on warm, barbaric islands and in cold, abandoned cities.


First up, the low-level, mediocre threats. These would be crewmen in FG:GA and Thugs (spotted ones) and Thieves (stripes) in FG. Most weapons are also heavily rusted, not getting enough care and/or getting cast-offs from the bigger and fiercer gnolls.


Next up, a pair of raiders (Treasure Hunters, Tomb Raiders), running around with speed and a plethora of weapons. These hounds have better, less worn weapons than the thugs and thieves, and even some old bronze blades found in the ruins, still surprisingly sharp.


Of course, sometimes picking up a shield to help you avoid getting your skull bashed in is helpful. Therefore, 4 of these fellows. One of them has dark greyish fur and skin, signifying an inherently stronger foe (always useful to have easy visual distinction between almost similar models). As with the raiders, weapons are better taken care of, and occasionally sharp bronze treasures found.


Although a shield can be useful, sometimes you just have to rely on bashing the others head in before he does yours. For that, grab a big sturdy axe, or a long spear (with a nice, bronze cleaver as spearhead!). Once again, one stronger dog goes in shades of grey.

 
In case prey refuse to get close to you/let you catch them, some ranged weapons can be useful. Three shades of archers (sandy with brown spots, plain brown and a surprisingly wolflike grey, for increasing danger and strength), and one rare crossbowdog.


To lead this pack, someone with a good bark is needed. Call him Alpha, Captain, Heritor, Chieftain, or just "Will hit you if you dun do as 'e says", he can have many names. And of course the strongest wolf has an almost pure black fur (and a missing eye that doesn't seem to slow him down any), as well as a honking big sword (and a smaller sword. And a shield. And...)

In a caste for themselves are the mages and shamans, signified by their almost albino white fur, going ever purer with age and experience. The apprentice is more of a very light grey, while the master mage is next thing to white in these dirty circumstances.


As a unifying mark, a significant portion of them have dabbled a crude, red cross on their shields or clothes, to signify their packs for anyone who sees them, gnoll or non-gnoll/interloper/dinner.

In case anyone is curious (and because I want to remember for myself, in case I expand them), I noted down which colours I used for the various fur shades. All colours were Vallejo Model Color

  • Thieves and Thugs have Iraqui Sand fur with Mahogany Brown markings (spots for the Thugs, stripes for the Thieves).
  • Brown-furred gnolls have Mahogany Brown fur, with either Tan Earth or (Game Color) Parasite Brown bare skin.
  • Grey-furred ones have Grey Green fur with some Medium Sea Grey bare skin portions.
  • The Leader have Black Grey fur, with a little bit of Grey Green skin showing.
  • The Shamans have Deck Tan fur and skin, with the Master Shaman getting a White drybrush over it.

That's one more new years promise (2 years delayed), and one project closer to starting on some of my newer ideas. I hope they offer inspiration.

/Fool Out.

2019-12-01

Blood & Plunder Fluyt

It only took me half a year, but another Blood & Plunder ship has been finished. I seriously need to up my painting time for these. Especially since my effective painting time isn't all that long, it's just that I keep procrastinating and painting smaller stuff (painting gods know how that will work with the Galleon)


Anyway, one fully armed bathtub Fluyt is now done and ready to battle it out on the table. Painting inspiration is somewhat from Kalmar Nyckel, with my usual judicious application of "this color seems nifty here".


The jack (front-most flag, for us not so nautically inclined) was a bit of a rushjob, but it will do for now. And until such  time that I manage to decide between red och orange on my dutch flags, she will get to fly both.


As is usual, I have of course given her a female name, Amelia in this case (as it is suitably dutch-sounding... and close enough to Maarten Tromps ship, Aemilia). Historically, there should have been a painting here, but until I trust my freehanding skills, I will go with names.


The interior is relatively sparse in various shades of wooden browns. My first try with a lighter deck color, and... I think I like it, will have to do similar with more ships.


Of course, it doesn't feel right to have an empty ship. Much better when she's filled up with dutch seamen. Also allows us to get a sense of her space. Just for fun, I drew up an almost fully WYSIWYG 300 points list.


The larger decks have 2 units of 6 models each, with a commander on the rearmost full deck, while the subsection to the rear (the poop deck, unless I mangle my naval terminology again) only a single 6-strong unit. From this, we can see that the rearmost full deck is full (the subsection could probably fit a single model more), while the front deck have some space left... and the middle deck has plenty of space, one could probably fit another 6 models here without problems. Perfect space for some larger cannons...


And a swift change of flags, and she's suddenly belgian (Ostend Privateers, almost-dutch except under spanish command). Truly, she's a versatile ship.


And a somewhat shitty joke to finish us off. Sorry, but I've been itching to make this joke for a year by now...

Now I just need to figure out how to best transport Amelia. The (very) tall stern structure makes my usual boxes insufficient...

/Fool Out

2019-11-14

Blood & Plunder Battle Report - Logwood Cutters vs Scottish Militia

Another week, another game. And this time, I remembered to take pictures as well. Because we were both tired and it was an evening, we decided to go with just 100 points and a simple kill-em-all scenario.



The baptism of fire for my Scottish Militia:
Experience Commander
7 English Militia
7 Musketeers (with Plug Bayonets)
4 European Militia Cavalry


Also the first time for my opponent using some of his newly painted frenchies (as compared to his usual englishmen) with the Logwood Cutters:
Untested Commander
6 Flibustiers
6 Freebooters
4 Boucaniers




Deployment was equally easy, 15" opposite corners. I didn't quite manage to get the entire battlefield in the picture below, there were some more forest "on top".


The Scottish have the bottom corner, with Cavalry nearest the forest, Militia next to the big house, and Musketeers in between in a firing line. Logwood Cutters have Flibustiers ready to run up to the big house, Freebooters hiding behind them and the smaller house, while the Boucaniers are hidden in the forest just out of shot (sneaky ones, them Boucaniers).


First thing that happens, the Cavalry is beset by some kind of annoying creature in the forest, and are forced to fall back (Yay, events). Luckily, they're Cavalry. Threat is dealt with (at the cost of gaining a fatigue), they then swiftly move forward.


But they don't quite manage to get into cover before the cheeky Flibustiers rushes forward and downs one.


The Scottish soldiers, not the least bit deterred, counteradvance into almost pike range, and fire a volley. Sadly, only a single Flibustier dies, the rest managing to dodge.


The Scottish Militiamen decide to be sneaky, and with encouragement from the commander, charge through the house, and into the Flibustiers.


Who, by a combination of Brawlers (because Scots) and general good rolling, are wiped out to a man. Woops?


Of course, retaliation is not far away. The Freebooters of the Logwood Cutters cut down 2/3 of the militia while they're in the open (I was expecting to be protected by an ongoing melee...)



And all of that was just Turn 1. Starting close to each other certainly speeds up the action.


Turn 2 start with the Militia being wiped out. Technically, I guess one man makes it, but routs due to suddenly having too much fatigue and no friends, but eh.


Otherwise, it's maneuvering. The Logwood Cutters gather in the forest (insert joke about treehugging pirate lumberjacks here), while the scots go in/around the big house.


Horses can't go into houses, but I think the cavalry wish they could.





Turn 3, it's time to do what Scots do best. Que the bagpipes, move out in orderly lines, fire a volley at point blank range into the Boucaniers. Buggers can't dodge it all...


And then? Mount bayonets, and charge! 3 dead Boucaniers, and one dead Commander, later... the Logwood Cutters player interrestingly chose to pass (wanting that delicious last activation of the turn).


Cavalry then moves up. Incidentally, I am honestly impressed by the speed of the cavalry, going all over by dint of having effectively 3 actions for movement each turn, one (or two, with quick) of which is free and therefore doesn't count for fatigue. And that is on 3 out of 4 card suites.


And then the freebooters finally get their chance for some revenge. Two Scottish Soldiers fall, but the rest stand firm.



Turn 4, the Cavalry finally get their chance for glory... only for the Freebooters to pull out their emergency pistols and gun them all down...


Their actual shooting manage to thin down the Scottish Soldiers by one, and make them shaken. But Resolve 4 and an Inspiring Commander, means it doesn't stick around, and they can advance back with a Command Point.





Turn 5. One card each. 13 of Clubs means the Scottish get to activate first (I was not expecting that, but I guess most things beat Ace of Clubs).


The bayonets are still mounted, so there's only one thing to do. Charge!


Over turns 5 and 6, all but one of the freebooters are downed, with no Scottish casualties. The last one decides to just surrender, it can't get more embarrasing than this (presumably, he does not know Scots...). There were some atrocious rolls involved for the Logwood Cutters in that last melee.


A very bloody battle, with the Scots emerging victorious, 4 standing models to none.

Lessons learnt:

  • Cavalry is perfectly fine while Inexperienced, the free move action for being on horses and Quick mean they can still get 12" moves off almost every turn (just don't activate them with a Heart)
  • Flibustiers did a poor showing, but on the other hand, I swear by mine. Will have to be tried out a bit more, but they are somewhat of a glass cannon. They would have done better if they hadn't had a spot of bad luck when they needed good luck the most (getting wiped in turn 1... I felt almost embarassed)
  • Speaking of glass cannons, the Boucaniers did not do well. Got a few volleys off, but then got tied up in close combat and folded like a wet tissue. The dangers of short firelanes.
  • Militia with Quick and/or Brawlers can be absolutely lethal. I don't think they bothered to fire their guns even once, instead charging straight into melee and wiping a unit.




/Fool Out

2019-11-07

Blood & Plunder - Scottish Militia

Most of my latest haul has been painted. A whole lot of Blood & Plunder Englishmen and generic Europeans, with the intent of using them for the Scottish Militia list. Of course, they will be equally useful as actual englishmen, expanding my collection of such to a respectable degree.


This should be enough for various iterations of 200 point lists. Might have to expand with a few models, but not many.


First up, the militia, and the commander. English Militia models (and a few spare Freebooters), and will be equally useful as English and generic European Militia. The large unit is only 10, which makes them probably to most likely to get expanded to 12. The smaller unit of 8 should be fine as is, it would be rare to need two large units.


And of course, some more solid Soldiers. Once again, either generic European Soldiers or English Musketeers. Two units of 8 ought to be enough. Can be fielded with or without bayonets, and half of them have actual bayonets modelled on their belts. I am inclined to go with bayonets, for that scottish feel of the charge.

That finishes the core troops of the scots. Not that much to choose from, either cheap militia who's mediocre at range but might surprise in the melee, or more expensive soldiers who are decent to good at both range and melee. Or, preferably, a mix of both.


For support troops, there are three to choose between. First up, artillery. because sometimes, you just want to have the biggest gun on the field. These can also do double duty as Sea Dogs (or European Sailors), if one elects to leave the cannon behind.


And finally, there is the European Militia Cavalry. About as good at shooting (and avoiding being shot at) as their footslogging brethren, but horses do move faster, and allow them to carry a plethora of pistols as well.

I will admit to a bit of theorycrafting here, the combination of Brace of Pistols, allowing for rerolls to hit in melee, and Brawlers, where each 10 generates another dice to attack, is something I find great and hilarious (that's a potential 12 hits from 6 models, and a decent chance of at least one 10, which is always exciting). I guess I can't always just go by what is historical.


The scottish militia is quite fascinating, both historically and game-wise. The combination of Quick and Brawlers on all units should make them excellent at going in for a charge. I especially want to perfect the ability to charge forward, fire a musket volley at very short range, then charge in (preferably with bayonets mounted). At a first glance, they might also be one of the better Cavalry factions. They are limited on the amount of cavalry they can take, sure, but they have access to the cheapest possible (interresting, generic European cavalry is cheaper by 1 point per model than similar units in the major nations), while also granting it Brawlers, for an excellent punch in melee.


Naturally, I have initial lists designed for testing these fellows. First up, at 100 points (useful to learn the basics, and for shorter games on a weekday evening), the plan is to field
An Experienced Commander
7 Militia
7 Soldiers, with Plug Bayonets
4 European Cavalry Militia

I am as of writing this unsure if English Militia or European Militia is to be preferred (something to be tested on the field over the next few months), trading Resolve for a better Melee Save. Similar thing goes for European Soldiers and Musketeers, trading better Shoot Save (6 or 7), and taking less fatigue in melee for Resolve (5 or a fabulous 4!, making it unlikely to take any fatigue anyway). Gaming will tell.


For 200 points, the above list will be greatly expanded into
An Experienced Commander
10 Militia
6 Militia
8 Soldiers, with Plug Bayonets, upgraded to Veterans
7 Soldiers, with Plug Bayonets, upgraded to Veterans
6 European Cavalry Militia

Still the same problems of English vs generic Europeans, but this should allow the Soldiers to shine, being able to charge 12" with a spade, or 8" and a volley on the way. Militia will be more Fire Support and clean-up crew (and cheerleader, with the small unit of Militia partly there to be a fifth unit for cards).

Once these two lists have been tested to destruction, it's time to try alternatives.

  • Is an experienced commander needed, if fielding english units at 100 points, or are more bodies better?
  • How well can artillery be incorporated?
  • Are Sea Dogs or European Sailors even worth considering?
  • Characters: a Reformado and/or Officer with the Soldiers would make them even crazier, charging 12" AND firing on a spade. Or just the 12" charge, while still Trained.
  • Musician: might be worth it, might not, but bagpipes do feel kind of necessary.
Time, and games, will tell. Does anyone else have some insights they would like to share?

/Fool Out