The Campaign for the South Update #3

With all the visitors and work in the garden lately the ‘Emipre’ campagne seems to have got a bit ‘lost’, so planning ahead a bit I did sa bit of background work:-


Eric the Chain has been given a new command with orders to proceed to ‘Narrow Way’ to make contact with and delay the approaching Rat Horde, but the question is will Skreechnor continue his drive North or take either or both, of the two alternatives, West to Abydos or East to Osimo and Alexandros?


So, a die roll was called for:-


1-3: Move towards Abydos leaving half the army to occupy Crossing.

6: Move east to Osimo and Alexandros  leaving half the army to occupy Crossing.

4 or 5: Continue the Northern advance with the entire army.


The roll was a 3 so half the Army will stay at crossing and the other half will move off to Abydos.


Eric the Chain reached Narrow Way and fortified it then sent out scouts, on discovering the split in the Rat army, leaving behind a small force at Narrow Way and sending word back for reinforcements, he set off in the hopes of overtaking the westward advance and reinforcing Abydos.

So, the Rats have split their (very large) force, but the Empire force at Narrow Way consists largely of local levies, will the Rats at Crossing move North? Will Eric make it to Abydos before the Rats?

More to come once I have rolled the dice! 😀

More new from Crete

With our internet comming back on (and staying on for a while!) here are some pics of the latest off the workbench:-

These are the latest reinforcements to be sent south from the Imperial capitol in an attempt to stem the Rat Hoard!

4 stands of Light (Horse) Artillery, 4 stands of Light Horse Bow and 8 stands of Men at Arms.

Not sure whem I’m going to pick up the campaign again, with a summer (almost) full of visitors I don’t think I’ll get a chance to play any campaign battles until June/July and then not a lot until October 🙁

In preparation for Robs visit I’ve started work fixing the shipping damage to my Grey Knights also awaiting the new Codex and a Dreadknight! Hope to have that completed in the next 2 weeks (if it arrives today).

Also working on Battlescape and Honoured Imperium GW terrain pieces.

A. 😀

The Campaign for the South – An Update.


Following the Battle of Whooton Pass Eric the Chain made a ‘tactical withdrawal’ back to Crossing to rest and re-supply what was left of his army.

The victorious, but exhausted Rat army moved back to Whooton Mhay to do likewise, before setting off to pursue the Empire army.

Following some skirmishes outside Crossing in which the Empire were victorious the main Rat army stormed the town driving the Empire forces out.

The Rats consolidated their position on the town while Eric and the Empire forces once again started out on a long retreat north.

The Campaign System:-

Once again I’ve found that the scale I’ve used is too small.  Moving  the armies from town to town is taking a bit too long, the campaign sequence is:-

1. Issue New orders (ie Move North) once orders have been issued you can just exit this each turn and go on to Movement.

2. Movement – your orders are carried out. On a long march though the army may get ‘strung out’ and will need to be consolidated before combat

3. Scouting –  each of your commanders will give a report, if you have issued a ‘Scouting’ order in 1 then these reports will give you (some) advanced warning

4 Fight (any) Battles. If contact is made with the enemy then you have the option of exporting the army files to use in the Battle Module (to fight a table top battle) or to have the Campaign System fight the battle and apply the results, this is what I did above.


As far as scale in concerned I’ll re-create the campaign, when you create a campaign there is an option to set the per turn move in terms of day’s I’ll try adjusting that (it can’t be done in a running campaign).

The other thing I’ll do is to reduce the number of commanders, the manual suggests following the format Left Wing, Centre, Right Wing, having any more doesn’t seem to give any advantage and only ‘clutters’ the system with extra work and reports

The other change I’ll make is to the Magic users, when you set them up you get to choose the type and qty of spells they can use, I misunderstood and thought that the qty was the number of ‘casts’ available during the battle – it’s actually each TURN – a wizard with 10 fire balls to shoot each turn is quite formidable! Also each ‘casting’ adds to the cost of the wizard an as I only cast once per turn with the wizards its making them overpriced!

Overall all the above is just gaining experience.  😀


Warmaster Empire – additions

I think that I’m ‘posted out’ today so this is the last one that almost gets me upto date, a whole host of Empire troops and stuff, the picture doesn’t show it all, 6 stands of Halberdiers, 6 stands of Skirmishers, 6 stands of Crossbowmen, 4 stands of mounted Command, 3 stands of foot command, 6 stands of Knights, 6 Stands of Pistoliers,  two Steam Tanks and one Wizard – sounds like a Christmas song 😀


The Battle of Wizards Crossing

Having a free Sunday I wanted to play through a scenario that will be familiar to most, ie a small force holding off a much larger force in a single ‘choke point’, I was going to call this ‘500’ as the smaller force would only have 500 points available to it, as it turned out the smaller force came to 540 points and ‘540’ doesn’t have the same ring 😀

The forces:-

Empire            Cost Standards Cost Undead                  Cost Standards Cost
Wizard 45 Ring of Magic 30 Tomb King 130 Orb Of Majesty 30
Hero 80 Liche Priest 90
Halberdiers 45 Shielding 50 Liche Priest 90
Skirmishers 25 Skeleton Bow 35
Knights 110 Battle 50 Skeleton Bow 35
Xbow 55 Skeletons Brown 30 Fortune 30
Hellblaster 50 Skeletons Blue 30 Sword of Cleaving 10
Skull Chukka 85
Bone Thrower 65
Bone Thrower 65
Liche Chariots 110 Might 10
Liche Chariots 110 Destruction 10
Carrion 65
410 130 940 90
Total 540 1030
% 52.43 190.74

As you can see the Undead (attacking) force is almost twice the size of the defending Empire force.

The Battle of Wizards Crossing


Empire – Hold the Bridge

Undead – Take the Bridge and move at least one unit off the northern edge

Game length – Variable, 1-5 on turn 6 roll a D6 on a 1 or 2 the battle ends on 3 or more the battle continues, on turn 7 on a D6 roll of 1, 2 or 3 the Battle ends on 4 or more it continues until the end of turn 7.


  1. While the Empire Wizard is in the Tower his command and spell-casting range is unlimited.
  2. The river is un-crossable except via the bridge (flyers excepted)
  3. The following Empire units start the game in fortified positions
    1. Hellblaster
    2. Halberdiers, once driven back the barricade is considered destroyed.
    3. Crossbow
  4. The Single stand of Halberdiers in the Castle is the ‘Tower Guard’ and may not leave the Castle and is fortified
  5. The trees to the east of the village form a forest – cavalry may not enter, blocks line of sight.
  6. The trees south west of the river represent an orchard, cavalry may not enter, blocks line of sight
  7. Units starting, moving only on and ending their movement on a road add 10cm to their move.
  8. Undead start first.

Turn 1.



With a wave of his hand arcane lights flashed and the Liche King, Xavier the Corrupt, issued his first command and the Skeletons moved forward.

He then sent the Carrion in support of the Skeltons and finally move one of the Chariot units forward.


The Skeleton bowmen to the west of the road scored 2 hits on the Crossbowmen on the other bank but the Bone Throwers failed to hit so no casualties.

On the east side of the bridge the other unit of Skelton bowmen and the Skull Chukka opened up on the Hellblaster destroying it!


The Skeletons and Halberdiers Clashed on the Bridge with the Skeletons loosing one stand but the combat Drawn.



With no movement needed our Empire hero, Gawain, just tried to steady his troops.


The Empire Wizard, Waldo the Great, used his ‘Ring of Magic’ to automatically cast ‘Ball of Fire’ on the Carrion the spell also engulfed the Skull Chukka. Alas the winds of magic failed and the spell just fizzled out!

The Empire Crossbowmen faired much better scoring 3 hits on the opposing Skeleton bowmen removing one stand.


No combat was initiated.

Turn 2.



The Carrion ‘homed back’ to the Liche King to be ordered to support the attack on the Halberdiers holding the bridge.


The Skull Chukka fired at the Halberdiers scoring2 hits, the Skeleton Bowmen on the east bank fired scoring 1 hit that bounced off the Halberdiers armour.

The Bone Throwers on the west bank failed to score any hits but the Skeleton Bowmen scored 2 unsaved hits removing the Skirmishers!


The Skeleton warriors once again surged forward scoring 2 more unsaved hits while taking  2 in return. The Halberdiers 2 hits together with the 1 carried forward fron the shooting means that they loose 1 stand AND the combat and are driven back 2cm while the barricade is removed!



The Halberdiers use their own initiative to charge the Skeletons on the bridge. Gawain follows up onto the bridge in support.


Waldo the Great once again launches ‘Ball of Fire’ against the Carrion and Skull Chukka  scoring 2 and 1 hit respectively but removing no stands

The Empire Crossbowmen open up once again on the Skeleton Bowmen again scoring g3 hits and removing a stand.


The Halberdiers manage to inflict 1 unsaved wound on the Skeletons driving them back 1cm.

Turn 3.



The Carrion once again ‘Homed back’ to be again ordered to support the attack on the bridge


The Bone throwers and Bowmen fired at the Crossbowmen without effect.


The combat on the bridge saw the Skeletons inflict 5 unsaved hits while receiving just 1, forcing the Halberdier unit and Gawain the retreat into the Carrion and are thus destroyed!



Waldo signalled the Crossbowmen to pull back from the river


Waldo failed in his attempt to cast ‘Ball of Fire’, the Crossbowmen target the Carrion on the bridge scoring2 hits but failing to remove a stand.


No combat.

Turn 4



The Carrion ‘Homed Back’ and were targeted towards the Knights, the Skeletons were ordered over the bridge, but the Chariots failed to move when ordered.


No shooting as no units are in range.


The Carrion charged into the Knights and scored 3 unsaved hits while receiving 4 in return 1 being saved. The combat is a draw with both sides loosing 1 stand and the combat continues. The next round saw the Carrion inflict 2 unsaved hits while the Knights managed 5! The Carrion loose 1 more stand and are driven off.



Both the Knights and the Crossbowmen move into contact with the Skeletons by initiative.


Waldo successfully casts ‘Ball of Fire’ at the Bone Throwers removing 1 stand.


The Knights and Crossbowmen inflict 3 unsaved hits for just 2 in return forcing the Skeletons to loose 1 stand and retreat 3cm

Turn 5.



The Liche king failed his first command roll so there is no movement.


The Bone Thrower and Bowmen Fired at the Empire Crossbowmen but failed to hit.


No Combat.



The knights used initiative to move into contact with the Skeletons and Waldo Failed his first command roll!




The Knights inflict 5 unsaved hits while receiving none destroying the remaining Skelton stand and moving into contact with the following unit.

The next round of combat saw the Knights inflict 3 unsaved hits for one in return, removing 1 Skeleton stand and forcing the others back 2cm.

The Knights decided not to follow up.

Turn 6

A 2 was rolled ending the game with the Empire still in control of the bridge and the winner!

In hindsight I should have made the position on the bridge ‘defended’ not ‘fortified’ and not had the ;Wizard in Tower rule – he could have done just as well ‘on the ground’.

I was happy with the Empire gameplay and would probably not change much if I fought the scenario again as for the undead, when the Halberdiers were cleared from the bridge I should have pulled them back and let the chariots loose on the knights – but then again that’s hindsight, Oh and lets not mention failing to even attempt the ‘Raise Dead’ spell – Oh come on!!  😀

Warmaster Wizards Tower

Another piece of terrain that has waited ages to be completed, The Wizards Tower, although when it was completed I thought it lacked height on the table so I ‘knocked up’ a base for it, (THAT I still have to complete)  😀

Warmaster Village

This is actually a Saxon Village from Total Battle Miniatures I got it fro Maelstrom Games – very easy to paint and I’m pleased with the result:-

More 10mm

Just completed some Warmaster Figures and Terrain:-

Got two bridges from Kallistra, they will be ok as foot bridges in LotR, also scratch built some more river (stream) sections

The Empire army needs a lot of work but have completed the Artilery and mounted units:-

just need to complete the rest of the army before my Dogs of  War order arrives from Kallistra and the GW release of the Dark Eldar 😀

The Battle of Whooton Mhey

The Battle of Whooton Mhey.

 Having found myself with a ‘free’ Sunday I decided that it would be a games day, so I set about preparing.

The only ‘set’ that I could lay my hands on quickly was the ‘Battle of Five Armies’ so I decided to run a Warmaster Battle with those forces but, whle I was digging out the terrain from the shed I found my Kallistra Rat-Men army!

So instead of a Human/Dwarf/Elf Alliance against Goblins they would fight against Skaven!

A great deal of ‘counts as’ was used together with a quite a lot of imagination!

All the pickies can be found here:-


Picture 1 of 40

Most of the text was written as the action took place.


The Skaven Grey Seer Skreechnor has lead an army out of the tunnels and into the light to wreak havoc on the land. After ravaging and destroying many towns and villages the horde is now approaching the Mhey ford on the river Hem and thence to the market town of Whooton Mhey.

An alliance has been formed between Dwarves, Men and Elves with the goal of destroying Skreechnor and his army, to that end a mighty army is being formed in the north many leagues from Whooton Mhey, too far away to be of any help, so the town master sent out messengers, he received two replies, an Elf army that has been shadowing the Skaven will head for the town and should arrive ‘shortly’ and a Dwarf contingent have moved overland but couldn’t make it to the town before the Skaven and have established a fortified position just off the great road. The scene is set.

The forces.


  1. Grey Seer on Screaming Bell – 250 pts
  2. Hero  – 70 pts
  3. Warlock  – 30 pts
  4. Rat Swarm x 1 – 25 pts
  5. Jezzails x 2 – 160 pts
  6. Clanrats x 3 – 120 pts
  7. Gutterrunners x 6 – 360 pts
  8. Warp-Lightning cannon x 2 – 50 pts

Total – 1115 pts



  1. General – 155
  2. Warriors x 2 – 210
  3. Flame Cannon x 1 – 50

Total – 415


  1. Hero – 80
  2. Wizard – 45
  3. Halberdiers x 1 – 45
  4. Bow x 1 – 80

Total – 225


  1. General – 155
  2. Spearmen x 2 – 120
  3. Bowmen x 2 – 150
  4. Eagles x1 – 70

Total – 495

Alliance Grand Total – 1120

The Rules.

 Warmaster rules are being used, the Elf army is force marching towards the town and the head of the column will enter the South west corner of the map from turn 2 after a 6 has been rolled on 1d6 add 1 to the die roll for each turn after turn 2.

Units that start their move on the great road and move wholly on it add 10cm to their move distance.

Magic is in use!

Skaven move first.

Turn 1.


The Skaven hero successfully orders a unit of Clanrats and a unit of Gutter Runners forward unfortunately he fails in his attempt to move the Jezzails!

In disgust Skreechnor orders the warp-lightning cannon forward and then two units of Gutter Runners but fails when trying to order the Ratswarm L

Thus ends the Skaven first turn hardly the best start for an all-conquering army!


No units move but the Dwarf Flame-cannon is to fire, 2d6 are rolled and a double 2 is scored! – checking the misfire table (for a double) – the target is covered with hot embers, smoke and soot and 4 hits are scored with no ill effects to the cannon, only 1 hit is saved giving 3 hits the unit is removed – first blood to the Alliance and food for thought for Skreechnor.

Turn 2.


(Skreechnor) Thlmmm!

The Warlock successfully casts ‘Skitterleap’ and transports himself onto the hill overlooking the Dwarf position but fails to be able to cast any other spell.

The hero orders the Warp-lightning cannon forward which brings it in range of the Dwarves. Next he orders the column of Jezzails and Gutter Runners forward then the Rat swarm. His next command failed.

Skreechnor successfully ordered most of the rest of the army onto the road ready to advance.

No more movement but the Warp-Lightning cannon blasts at the Dwarves, it gets 6 shots! (1d6) with 5or 6 needed as the Dwarves are in a defended position. 4 hits with 1 being saved, but three remain and one Dwarf unit is removed the remaining unit doesn’t become confused.


No Elves this turn L

The Alliance Wizard teleports to the crest of the hill behind the Skaven Warlock – but is unable to cast any further spells L

The Dwarf Flame-Cannon opens fire on the Rat Swarm with 4 shots – 1 unsaved hit and the Swarm is driven back 1cm.

Turn 3.


(Skreechnor) Onward! Onward!

The Skaven Hero ordered the swarm forward and the Warp-Lightning cannon into a better firing position and fires at the Dwarf Flame-Cannon with 3 shots, scoring 2 hits and no saves, the Dwarf cannon is destroyed!

The Warlock successfully casts Warp-Lightning but fails to hit.


No Elves (again!)

With the destruction of the cannon the Dwarf general gives the order to withdraw and the Dwarves start to move back towards the town.

The Wizard failed to cast ‘Ball of Flame’ and with little to do now but wait the Alliance turn ends.

Turn 4


(Skreechnor) Fashter! Fashter!

Skreechnor successfully ordered the leading elements of the army down the road towards the town with the Hero commanding the rest of the army except the swarm who are out of command range, so the Warlock moved closer to them in order to try to move them next turn.


The Elves have arrived J

And move onto the board.

The Dwarf general continues to move his remaining command towards the town while the Wizard once again fails to cast ‘Ball of Fire’.

Turn Five


(Skreechnor) Even Fashter! Even Fashter!

Skreechnor urged his troops down the road bringing the Jezzails at the head of the column in range of the town. The Skaven Hero drove the remainder of the army in the wake of the leading column while the Warlock failed to move the Swarm he ‘Skitterleaped’ to behind the Elves but was unable to cast any more spells.

Meanwhile the Jezzails opened up on the Halberdiers scoring two unsaved hits and driving them back from the defences.


The Halberdiers were successfully ordered back to the defences and the Dwarves moved out of the lea of the hill to threaten the flank of the first Skaven column. Unfortunately there seems to have been some confusion with the Elves as the infantry continued to advance but the Eagles remained on their perches!

Nonetheless the Jezzails were in range so the archers shot, 2 hits both bounced off armour – no effect. The Wizard (yet again!) failed to cast ‘Ball of Fire’

Turn 6.


(Skreechnor) Achack! Achack!

The Jezzails were ordered to either side of the road while the mail column was moved forward ready for the assault next turn. The second column followed up.

The Jezzails once again opened fire at the Halberdiers scoring 2 hits and driving them back for the second time.


The Halberdiers were once again ordered back to the defences, the Dwarves moved to take up position to the rear of one of the Jezzail units and the Elves advanced with the Eagles attacking the head of the Skaven column.

The Wizard (not surprisingly) failed to cast ‘Ball of Fire’, the archers fired on the other Jezzails, scored 2 hits and drove them back 6cm.

The Eagles attacked the Gutter Runners at the head of the column but were driven off  with no casualties on either side.

Turn 7


(Skreechnor) Againsh! Againsh!

The Gutter Runners at the head of the column didn’t wait for any orders and charged ahead into the human defences. The Jezzails did an about turn to face the Dwarves while a unit of Clanrats failed to respond to their orders. The Second column continued it’s advance down the Great Road (slowed by the Warp-Lightning cannon).

The Jezzails fired at the Dwaves with no hits, the two Warp-Lightning cannon then opened up hitting a total of 6 times, 4 of which were saved. The Warlock then ‘Skitterleaped’ to the rear of the Dwarves but failed to cast ‘Warp-Lightning’. The Grey Seer also failed to cast ‘Warp-Lightning’ against the Eagles.

Although the Gutter Runners failed to score any unsaved hits on the Halberdiers (and vice versa) the Skaven won the combat by sheer weight of numbers forcing the Halberdier to withdraw with the Skaven tearing down the gate and pursuing them into another round of combat.

The Halberdiers lost the second round of combat suffering 4 unsaved hits while inflicting only 2 on the Skaven and were driven back 11cm and lost one stand.

Further combat drove the remnants of the Halberdiers back and destroyed them without further loss to the Skaven.


(Human Hero) Ouch!

The Dwarves charged into the Jezzails, the Human bowmen turned to face the oncoming Gutter Runners, The Eagles attacked the Gutter Runners in the town while the Elves advanced to within bowshot of the other Jezzails.

The Wizard teleported onto the Great Road in front of the second Skaven column and then successfully cast ‘Ball of Flame’ (way to go wiz!). The resulting fireball swept down the column destroying one Warp-Lightning cannon and driving two other units off the road.

The Human archers shot at the Gutter Runners and drove them back 2cm.

The Elven Archers shot at the Jezzails and scored 4 unsaved hits removing one stand and driving the unit back 18cm.

The Dwarves inflicted 3 unsaved hits on the other Jezzails removing one stand and driving them back 13cm without loss and followed up for a second round of combat which was drawn.

The Eagles attacked the Gutter Runners in the town and in two rounds of combat drove them back and destroyed one stand.

Turn 8


(Skreechnor) Do what I shay! Do what I shay!

Skreechnor ordered a unit of Gutter Runners to charge the rear of the Dwarves and moved the remaining Warp-Lightning cannon off the road but the rest of the army refused to move.

The Warp-Lightning cannon opened fire on the Elves but missed!

The Gutter Runners resumed their combat with the Eagles and were driven from the field!

The Dwarves and their General, surrounded, fought to the last man.


(Human Hero) Oh Dear!

The Human Archers and Eagles charged into the Gutter Runners.

The Elven Bowmen formed a line and the Elf Spearmen just stood there(!)

The Wizard failed to cast ‘Ball of Fire’ (really?).

The Elf bowmen targeted the Wapr-Lightning cannon destroying it.

The Human bowmen and Eagles score 4 unsaved hits to 1, removing one stand and driving the others back, but being unable to displace the unit to their rear are destroyed instead.

Turn 9


(Skreechnor) Kill them! Kill Them!

Skreechnor commanded the Jezzails in front of the town back into the fight with support from a unit of Gutter Runners, while the Skaven Hero consolidated the rest of the army and started them forward again.

The Skaven Warlock Successfully cast ‘Warp-Lightning’ against the Eagles inflicting 2 hits and driving them back.

The Jezzails fired at the Eagles but Failed to hit.

The combat was resolved right through the town in multiple rounds with the final result being defeat for the Halberdiers and their General and the Jezzail unit being reduced to one stand.


With the town fallen the Elves quietly slipped away to join the Great Army being assembled in the north.

Nine turns and nearly 7 hours of manoeuvre and combat, bit of an epic. I thought that the Skaven would win comfortably and quickly but it was a bit of a slog for them even though the Elves were a bit ‘ploddy’, the Eagles did sterling work and were a great asset, but I didn’t ‘go for it’ with the Elf general in an attempt to move the troops along. I should have issued multiple move commands. I also should have taken an Elf wizard. Ok the human wiz wasn’t but, when ‘Ball of Fire’ did work it disrupted almost half the Skaven army for a complete turn giving the Elves valuable time (which they didn’t use).

I look forward to fighting the next battle in what looks to be a bit of a sequence (maybe next time I’ll get less of the rules wrong 😉 )