God of Battles – Battle Report

This is a first for Quirkworthy as this article is written by someone other than me. The author, Ben Clapperton, was a fan of Tribes of Legend and had been eager to try out God of Battles. When he told me he’d written up one of his early games I offered to post the report here as he hasn’t got his own blog. I’ve tidied up the odd typo and added some footnotes to hopefully clarify a couple of points. Apart from that it’s all Ben’s work. He even supplied a few photos 🙂

Enjoy!

 

Armies and Deployment

This was my second game of God of Battles. The first had been played a few days previously and was mainly an exercise in learning the rules, so this was my first proper go at playing. Across the table was Graham, a familiar face from many games of another mass fantasy battle system, but this was his first experience of God of Battles. We played Undead vs T’lekkan at 24 points on the recommended 4’ by 4’ table size. As the table was actually another two feet wide we marked off one boundary with a river with the table edge serving as the other. Graham chose to take to battle with the T’lekkan on the grounds that they looked like they’d be easier to play, leaving me with the Undead.

I fielded a unit of Skeleton Warriors¹, an elite melee unit who would have to do much of the fighting against the hard hitting T’lekkan if I was going to survive their onslaught. With that in mind I bolstered them with an Undead Warhound, providing them with an additional Attack Dice, and added a Blacksoul, the elite warriors of the Undead legions. In total the unit would generate a hefty 12 Attack Dice on the charge. Next up was a Skeleton Horde, at 16 models which fight to the last skeletal man they make for a durable unit and one which I felt would be a good hiding place for a Necromancer. Character models cannot operate on their own and must either join a unit or ride a monster or chariot. Although the Skeleton Warrior unit is powerful I wanted it to get stuck in, which wouldn’t be conducive to the long-term survival of the Necromancer. Rounding out the army was a unit of Skeleton Archers and two units of Ghouls. The archers not only could try and thin out the T’lekkan hordes with arrow fire as they crossed the battlefield, but as a Formed Unit they also would allow me to use their Threat Zone to mess around with the movement of the opposing units. Though the Ghouls are neither hard hitting nor particularly durable, at three points apiece they offered me a couple of extra activations and hopefully more units than Graham could deal with at one time.

As a Necromancer comes with the Priest special ability, this gave me access to the Undead Miracles. Each army list (barring one) has eight Miracles and a Priest is randomly assigned three of them before the battle. It is possible to purchase more, but for simplicity’s sake I decided against this. Vutesh, my Necromancer’s god and Lord of the Underworld, saw fit to bless me with Look Around You (which forces an enemy unit to take a Test of Courage), Enfeeblement (a Curse which forces an enemy unit to re-roll their next set of successful melee attacks), and Paralysed With Fear (which marks an enemy unit as activated).

Lining up on the opposite side of the table was a small, but fearsome-looking force consisting of a unit each of T’lekkan Warriors, Black Warriors, and Princelings. There was no chaff in this army as all three are elite units in their own way; the Warriors in melee, the Black Warriors with their vicious Spit Acid ranged attack, and the mobile and surprisingly durable Princelings with their 14” movement, oh, and they can fly. If that wasn’t worrying enough they were backed up by the mighty Behemoth, a close-combat wrecking machine which at 24 points is the second most expensive model in the game, and in a 24 point game such as this it is the most expensive model that could be fielded.

We rolled off to see who the attacker and defender was, and although Graham managed to roll snake eyes it was still enough to make him the attacker against the placid² Undead. As the defender, this allowed me to place all of the terrain. On the centre left I put down a farmhouse with a walled enclosure, in front of it towards Graham’s deployment zone I placed a hill. Over on the right I placed a pair of woods next to each other with a marsh behind it towards my deployment zone. Once that was done, Graham was allowed to re-position or completely remove one piece of terrain. He contented himself with nudging the hill a half-centimetre along. After deployment, the Behemoth and Warriors held the centre of Graham’s line with the Princelings on his right flank and the Black Warriors towards the left.

Having set the farmhouse up on my left flank I then realised my slow moving units would be severely hindered if it got in their way so left my left flank open and placed all three skeleton units in the centre. I set up both Ghoul units on my right flank with the intention of breaking one of them through the woods and towards the T’lekkan camp and the easy 8 points it offered. The scenario we went for, “Day of Battle”, offered victory to the first player to reduce the opposing army to 18 points. In addition to our units, we each had a camp and a baggage train which were worth 8 and 4 points respectively whilst selections from the Command & Support section of the army list were not counted. This meant Graham got nothing if he killed the Necromancer or Blacksoul whilst if I managed to complete the Herculean task of removing the Behemoth I would get nothing for it! Both camp and baggage had to be set up against our own table edges and at least 2 feet apart so each ended up close to the corners.

 

Opening Moves

God of Battles utilises an alternating activation sequence in which the player with the initiative selects one of their unactivated units and does all its moving and fighting for the turn in one go, after which it is marked as activated and initiative is passed across the table. Once all units have been activated on both sides then the turn ends and a new turn begins. If a player has the initiative and has fewer units to activate than their opponent then they may choose to pass and hand the initiative back. Stratagems provide an additional wrinkle to the activation sequence, there are four of these and each turn a player may use any one of them. These allow for passing when you do not have fewer units to activate, unactivating a previously activated unit, activating two Formed units in a row, or marking an opposing unit as activated.

Each turn, initiative begins with the player who has the fewest units to activate, in this case that was Graham and he exercised his right to pass and sent it over to me. I started off by activating my Necromancer to call down some Miracles. This is the only time in which a Character activates separately from their unit, at all other times they simply move and fight when the unit does. Vutesh heeded my call to curse the Behemoth with Enfeeblement and to activate it with Paralysed With Fear. Graham then took it off using his stratagem, but activated the Princelings to fly them forward, allowing me to use my stratagem to activate it again. He moved the Black Warriors and the Warriors forward whilst I dashed both Ghoul units towards the woods and tentatively moved the skeleton units forward, not eager to meet the Warriors and Behemoth in the middle.

Graham kept the initiative at the start of the second turn. Seeing the threat to his camp that the Ghouls might pose he used his stratagem to mark one as activated and sent his Black Warriors to shower the other in acid. As they had to move to do it, they only got half dice with the result that only one Ghoul died. This was enough to force a Test of Courage³ as the remaining seven saw their comrade melt horribly into the earth, but fortunately they all stood firm. Initiative passed over to me and I eyed the Princelings nervously. Their next move would take them flying over the farmhouse and into my open left flank. Ahead of them would be my unprotected camp, to their right my unprotected flanks. Though I’d have preferred to mark the Behemoth as activated I used the stratagem on the Princelings instead to hold them in place for a turn and buy me some time. I did try and call on Vutesh’s aid to slow the Behemoth down, but he thumbed his nose at all my sacrifices this turn. The other Ghoul unit made a break for it past the Black Warriors whilst Graham moved both the Warriors and Behemoth their full movement towards the centre of the table. As the Behemoth trailed behind the Warriors thanks for being shut down the turn before I moved my Skeleton Warriors forward, hoping to deal with the T’lekkan Warriors before the Behemoth caught up.

 

Blood Flows

On turn three, Graham went on the attack, charging his Warriors into mine. As skeletons are Scary this meant they first had to take a Test of Courage before attacking. With their Morale of 10 there was little chance of them quivering before a unit of Skeletons but these proved to be particularly cowardly T’lekkan. I rolled a 12 on the Test of Courage and two of them fled before the fighting even started! The remaining eight failed to cause a single casualty leaving them open to the full force of my counter-attack, and a further T’lekkan bit the dust before they fell back to regroup. The Skeleton Warriors wouldn’t let them rest and charged straight after them, felling another one, but taking a casualty in return. I had hoped to wipe out the T’lekkan Warrior unit before the Behemoth arrived, but having failed to do so they now faced the prospect of an assault from both in the next turn. The Black Warriors then took aim again at the depleted Ghoul unit, but once again they stood firm, losing only a single casualty. Fearing these Ghouls were not long for this world I decided their best use was now as a human(-ish) shield and ran them over in front of the Skeleton Warriors. Having been held up a turn, the Princelings made their move towards my camp but I was ready for them. I diverted my Skeleton Horde to the left and pinned them in their Threat Zone. With the river marking the table edge directly behind the Princelings the only way out was to destroy the Horde. The other Ghoul unit carried on its merry way towards the T’lekkan camp to round off the turn.

Turn four saw events take a decisive turn in the favour of the Undead. The Princelings charged in against the Horde and were sent packing with their tails between their legs. The Ghouls reached the camp with the Black Warriors in hot pursuit. The T’lekkan Warriors charged in at the Ghoul unit screening the Skeleton Warriors and though they didn’t do enough casualties to kill it, they did manage to get it out of the way. This then cleared a path for the Skeleton Warriors to charge in and destroy the T’lekkan unit. The Behemoth finally joined the action, thanks to the curse that had been hanging over him the first attack fizzled out. Sadly the same could not be said for the second lot of attacks a charging Behemoth gets. After receiving a wound that did nothing but annoy him he cleaned out a big chunk of skeletons.

Behemoth

A very one-sided fight in the offing as the behemoth rampages towards the ghouls.

Graham used his stratagem to activate the Behemoth a second time and this time took aim at the Ghouls, wiping them out and leaving him well placed to attack any of my three skeleton units. You might be asking why I haven’t mentioned the archers. That’s because they couldn’t hit a barn door.

ghouls at camp

The other unit of ghouls sneaks up on the T’lekkan camp.
Tents by Renedra, by the look of things.

The Ghouls sacked the T’lekkan camp on turn five as the camp followers decided not to defend it. Graham was now precariously close to defeat as either sacking his baggage train or killing either the Princelings or Black Warriors would win me the game. My chances of sacking the T’lekkan baggage as well as the Ghoul’s celebrations were both short-lived as they were melted under a hail of acid. I sent the Horde in against the Princelings who had taken to cowering by the river and another three fell, leaving them with just four in the unit. Normally this would be enough to break them but Princelings fight to the last, erm, Princeling. The Behemoth charged in at the skeletons, taking down six of them. Graham reactivated it with his stratagem and took down another five, leaving a just one alive. I sent the Skeleton Warriors in against the Black Warriors in the hope of delivering the coup de grace and winning the game, but the combat went disastrously against them and the whole unit fell!

The game was on the line as we started turn six. If my Skeleton Horde could clean out the last four Princelings before Graham could hunt down the last Skeleton Archer then I would win. If he got to the archer before I could take the Princelings down then the game was his. With that in mind he began by activating the Black Warriors and sending them towards the archer though they were still well out of range with their Spit Acid attack.

Last of the archers

Black Warriors close in to Spit Acid on the last of the skeleton archers,
but they aren’t in range yet…

This was my chance, I piled in the Horde against the Princelings and three fell, one short!

Princelings against the river

The lone princeling survivor buys the T’lekkan some time.

Graham used a stratagem to reactivate the Black Warriors and this time they were in range. As the archer became a pile of melted bone the remainder of the Undead army chose to (un)live to fight another day and withdrew from the battlefield. Victory thy name be T’lekkan.

A thoroughly entertaining game ended with Graham snatching the tightest of victories, something which had looked unlikely just a couple of turns earlier with the extra mobility and quality of the T’lekkan units proving to be just enough in the end.

 

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1: This unit has the wrong points cost in the book and so the army is not really right. Not Ben’s fault, but worth mentioning.

2: The undead aren’t really placid – they just want to be left alone to quietly plot their world domination to their own schedule.

3: Normally shooting attacks force recoils instead of TOCs. The TOC mentioned here is an additional special feature of the unpleasant Spit Acid ability.

Posted in God of Battles | 8 Comments

Review: DreadBall Team Dice

Funny things, dice.

As a game designer I use the little chaps all the time – even the odd ones with more than the traditional number of sides. I’m not biased against any regularÂą polyhedron (they all have their place in the gaming world) even though I often find D6s easier to get accepted. My desk usually has a variety of them scudding about and they turn up round the house in the oddest corners – often persuaded into them by one of the cats. They are a tool I use for my work, and though it’s fun to have specific sets for an army or a game they’re really just part of the furniture.

The other day I got my hands on some of the new DreadBall dice from Mantic. They’ve done a set for each of the first 4 teams, plus one with the DreadBall logo. Now I normally wouldn’t bother with reviewing dice, but these have really put a smile on my face. I know, très geeky, but there you go.

Team diceThe photos tell you more about what they look like than words, but it’s worth mentioning that Mantic have gone for the more expensive (and infinitely better) option of engraving the symbols rather than printing them on. I’ve had various printed dice in the past and they never last long. It’s always the poorer option.

Each dice set has an appropriate combination of colours, based on the official team strips. The dice are 16mm and have a nice heft. In fact, it’s really the feel of them in my hand that makes me like them so much. That and the fact that my Orc team killed four of the other side last time they had an outing.

DB dice pileThere’s not much more to say about dice really, other than they feel good, roll happily and look great. They are nicely made and will last well (because they’re engraved). I’ve got dice that I’ve used for 30 years and I see no reason these shouldn’t serve the same term, as long as the cats don’t get them first. I expect I’ll have to bequeath them to someone in my will.

So, do you need them? Will they make your life more complete? I can’t answer those questions. All I can say is that they’re jolly nice dice 🙂

 

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1: or even irregular ones if I could find a use for them.

Posted in DreadBall - The Futuristic Sports Game, Review | 9 Comments

New FaceBook Group for GoB

Be one of the first to join up!

The FaceBook group for God of Battles is fresh today at:

https://www.facebook.com/groups/538792446160791/

If you’re interested in the game, have an army to show off or just want to chat about your battles, this is the place. It’s a complement to this site, not a replacement, so I’ll still be adding content here and dealing with any rules questions you might have. It’s just nice to have more GoB hang outs 🙂

Posted in God of Battles | 1 Comment

God of Battles: Sample Army Builds

Over on the FAQ page Sam asked about sample army builds. It’s a bit more fiddly than will fit in a 3rd tier comment, so let’s try here.

Armies are quite personal, so these are merely suggestions rather than an attempt to make the “best” force for a side. What’s best anyway? Most characterful? Most killy (and against whom)? Least models? Cheapest to buy? There are many reasons why we pick one force over another and we’re more likely to use some combination of them rather than purely one or another. It may also depend on which armies your friends already have and, importantly, which models you like the look of.

Then there’s how big you’re aiming at. 24 points is the smallest sized battle, but 36 or 48 is more of a full force size. Here I’ll focus on 24 point builds as that’s a great starting point.

So, with all that in mind, here’s a stab at a few. Sam said goblins, undead and free city humans.

 

Goblins

I’m working on an Orc Warlords army, so that’s one example of a 24 point force. If you want only goblins rather than orcs then you’re tessellating 3 point goblin rabble (melee fighters), 3 point goblin pests (archers) and 5 point wolf riders. You could try:

  • 3 x 8 model wolf rider units @ 5 each = 15 points
  • 1 x 12 model goblin rabble unit @ 3 points
  • 2 x 8 model goblin pest units @ 3 each = 6 points

That’s 24 exactly. Obviously the pests and rabble units are interchangeable in terms of points. I’ve just considered the wolf riders to be melee units too, so have taken more pests.

To add Command & Support to this, and keep within the theme, I’d be sorely tempted by 4 wolf chariots (6 points each) with goblin crews. That would be a horribly fluid army to fight against and has 10 activations – a huge number for 24 points. Alternatively, if you wanted a priest then that’s 17 points. You could either take a wolf chariot to go with them (what I’ve done in my army) or take a wolf rider hero at 7 points to add to the punch of one of those units.

Note that the Priest in this army can be either orc or goblin and has the same stat line.

 

Undead

I was fighting against Tinpotrevolutionary and his undead this morning. Tough lot.

If you want to minimise your model count then you could go for:

  • 2 x 6 model undead knight units @ 12 each = 24 points

It does mean that you can’t take a necromancer though (because characters have to be in units and he can’t keep up with the cavalry). Not impossible, but I’d personally find a lack of necromancer to be a little out of character (and I like having a priest).

A more usual choice of builds would be either the one Tinpot tried this morning:

 

  • 2 x 16 model undead horde units @ 5 each = 10 points
  • 1 x 6 model undead knight units @ 12 points

A total of 22 points, but there’s nothing to take for 2. Note that the horde can be a real mish-mash of styles and types of models (including scarecrows if you like) because it’s a mass raising spell and can raise not only dogs, cats and vermin as well as humans, but even animate normally inanimate objects.

or a rather bigger force:

  • 3 x 16 model undead horde units @ 5 each = 15 points
  • 3 x 8 model ghoul unit @ 3 each = 9 points

For C&S I’d start with a necromancer, myself. In general GoB is very flexible in terms of what you can use for models, so if you like the witches then I’d pick your favourite as your necro. Of course, you could also use them as unit leaders for the hordes – imagine assistant and junior necros helping to steer the army. They won’t do anything in game terms other than be a clear leader model (an essential feature), but that’s not a reason to avoid a cool looking army!

Necromancers cost 14 points. The other 10 could be made of a Blacksoul (a fighty character to bolster the combat potential of a horde), or trinkets to make the necromancer tougher or give them more miracles to pick from during the battle. These last aren’t modelled unless you feel you need to.

 

Mercenaries

The mercenary armies of the Free Cities are the main place you’ll find “civilised” humans, though their primary foes also use them. The core of the mercenary armies (in terms of background) are the Free Cities, though on the tabletop you could field an army made up entirely of non-humans. I’d not do this myself (there are plenty of other armies to do this with), but it’s there as a choice.

Assuming that you wanted to use the humans as a core, you could pick the ones you liked most (Polish Renaissance would do fine). I’ve written into the background that the finery of the Free City armies contrasts with that of the elf vassals, though that could easily be a bright colour scheme rather than a particular style of jacket. Anyway, you could build an army around the two core human units:

  • 3 x 16 model Free City pike units @ 4 each = 12 points
  • 4 x 12 model Free City gunner units @ 3 each = 12 points

It lacks really hard melee units and would struggle against enemy elites, but the shooting will probably hurt and may whittle them down sufficiently as they approach. It would hurt even more if your Command & Support was:

  • 3 x Free City cannon @ 8 each = 24 points

That would be a bit naughty, but fits perfectly within the theme and makes up somewhat for the lack of melee punch. It’s also nicely thematic as the Mercenaries are the only ones to use black powder weapons.

This last version is a tricky army to use and most people would plump for some of the more exotic units like swashbuckler dwarfs, ogres or orcs. However, these are generally more costly, so adding their power reduces your number of activations. Overall the Mercenary army is one of the most flexible lists and has far more choice of unit types than all but the Thousand Tribes.

 

Specialists

When you’re working out what models you need, don’t forget about standard bearers, musicians and marksmen. Whilst every unit must have a distinctive leader model, the other “command” characters are variable and a given unit may even change which is has from battle to battle. It works like this:

  • Only units with the Shoot ability can have a marksman. Any unit can potentially have a musician or a standard bearer.
  • Formed units get two of these. In other words, a non-shooting Formed unit will always have both standard and musician.
  • A Loose unit may only have one of these. They must choose between the two or three possibilities and can take a different one for each battle if they like (though cannot change during a game).

The implication of this for collecting a force is that you may want to collect extra model(s) for a Loose unit or Formed shooting unit to allow you the flexibility.

 

Posted in God of Battles | 15 Comments

Living FAQ: God of Battles

GoB_LOGO on white web

Last update 17th March 2013

This page deals with all the rules questions that you might have about God of Battles. Please read the questions and answers below to see if your query has already been answered. If not, feel free to ask in the comments section at the bottom of the page.

If you have any questions on the game rules, or if you see a post on a forum somewhere that does, then please direct them here so that I can deal with them all in a single document. That way questions get answered consistently and everyone gets the benefit 🙂

 

Corrections

Unfortunately there are a few small mistakes in the printed version of the rules. These were caused by a mixture of cut and paste errors (on the cards) and only partly adding the final round of corrections. For example, the Skeleton Warriors were originally 8 points, but did not have Fighty. During playtesting it became obvious that they weren’t sufficiently better than the Horde, so I made them more dangerous by adding that ability (which also changed their cost). For some reason the new ability was added to the laid out version without the cost change.

I have now checked all the army lists and miracle cards in my original files against the printed book and the corrections below are how it should be played. I’m sorry for the inconvenience. Unfortunately I was not allowed to check proofs of the laid out rules before they went to press.

Page 197 & 198: Replace “Brute Ravagers” with “Brute Ravagers (1).

Page 197 & 203: Brute Watchers (Bodyguard) should cost 12 points and have a Move of 10.

Page 211 & 212: Skeleton Warriors should cost 10 points.

Page 206: Replace the title “Shoddy Goods” with “Burak’s Rage”. The card and description are both correct.

Page 226 & 228: An Eagle Tribe should have the Scouting Ahead ability.

Page 226 & 230: A Pygmy Tribe should cost 4 points and have 10 models in a unit.  

Page 238: The Swift Strike card is wrong; the text is correct. Swift Strike is a cost 4 Blessing that can be called on a friendly unit. The effect is to re-roll failed melee attack rolls.

Page 238: The Hawkeye card is wrong; the text is correct. Hawkeye is a cost 4 Blessing that can be called on a friendly unit. The effect is to re-roll failed shooting attack rolls.

Page 257: The Cth’ak’s Will card is wrong; the text is correct. Cth’ak’s Will is a cost 4 Blessing that can be called on a friendly unit. The effect is to re-roll failed defence rolls.

 

FAQ

The following are dealt with in 3 steps rather than the more common 2. As well as a Question (Q) and an Answer (A) I’ve included a Discussion (D) section  so that I can talk around the topic as needed. This might explain why a rule is as it is, the history of its development or the tactical implications among other things. The intention is to give you a better insight and understanding into the decisions behind the rules as well as the rules themselves.

Q: With a standard bearer I can choose to use their ability to add 1 defence dice. This dice succeeds on a 2+, but on a 1 the bearer is killed. In the situation where I have chosen to use this ability and roll a 1, but my other defence dice manage to stop all my opponent’s hits, do I still have to lose my standard bearer?

A: Yes.

D: Using your Standard Bearer to get an extra save is always a risk, and deciding whether to jump in or not can be an entertainingly agonising decision. A roll of a 1 is always fatal to a Standard Bearer who has taken the risk. The only way to avoid their death is to have the Protect the Standard skill, and even then it’s not that you are avoiding it, simply that someone else is willing to pick the banner up again.

The relevant rule is on page 15 in the second paragraph of the Standard Bearer section. When talking about what happens if you roll a 1 for this test it says that even if “you have rolled enough defences to stop the attack, then the Standard Bearer will still die.” 

For example, if my unit of Goblins take 4 hits from an attack they must roll their defence. As the unit has not been previously damaged they have 12 dice, needing 6s. I have taken a Standard Bearer for just such an occasion and decide to risk them. This adds another dice so that I am now rolling 13, but this last one is a different colour as I only need a 2+ for it to succeed instead of the normal 6 for the rest of the unit. The following results are possible:

  • Standard rolls a 2+, rest of the unit rolls 4 or more saves = the unit takes no losses.
  • Standard rolls a 2+, rest of the unit rolls 3 or less saves = the unit loses one model for each hit they did not save. The goblin player can choose which models to remove, which means that they can take a normal trooper and leave the Standard Bearer with the unit.
  • Standard rolls a 1, rest of the unit rolls 3 or less saves = the unit loses one model for each hit they did not save. The first model to die must be the Standard Bearer because they rolled a 1. After that the goblin player will remove other models to make up the required number of losses.
  • Standard rolls a 1, rest of the unit rolls 4 or more saves = the Standard Bearer has rolled a 1 and so he must die. The rest of the unit takes no losses. Note that this loss will still trigger a TOC/recoil as appropriate for that type of attack.

To keep things tidy, comments and questions will be deleted from this page once they have been addressed in the FAQ.

Posted in God of Battles | 82 Comments

First of Many

It’s been a very God of Battles couple of days.

Foundry’s open days were lots of fun and we played numerous games of GoB with both veteran and neophyte players. In fact, it was so much fun that I suggested to Marcus that we have a monthly God of Battles day there, and he thought that would be a grand idea. So, you can consider this to have been the inaugural meeting, and from now on we’ll be having a God of Battles meet on the first saturday of each month, at Foundry HQ in Nottingham.

My idea is simply to play games of God of Battles with the various armies that I and others are building. Anyone is welcome and there is no charge. If you haven’t played the game and want a demo then feel free to potter along and we’ll show you how it plays. You don’t need to bring an army as there’ll be one about, I’m sure.

Alternatively, if you already have an army and/or know the game then the more the merrier. There are half a dozen tables to game on and lots of space so there’s no problem fitting an extra general in. You don’t have to come every time, just pop along when you can make it and fancy a scrap!

If we have enough regulars then I’ll probably try out some new ideas I’ve got, mainly bases around campaigns and more scenarios. As GoB is so quick we’ll be able to get 2, 3 or 4 games each in a day, so a mini-campaign in a day is entirely possible.

Mainly though, this is just a place to come and play 🙂

Posted in God of Battles | 8 Comments

Foundry Open Day!

Just to remind anyone who is sufficiently local that tomorrow and saturday are open days at Foundry in Nottingham.

I’ll be on hand both days to talk to people about God of Battles and run folk through demo games. The Foundry guys have the rules at a discount and there will be packs of the  whole range (I think) of their fantasy models including all the new stuff. That might be at a discount too 🙂

I’ve slated the days as GoB days anyway, so whether people come or not I’ll be happily playing with the toy soldiers. Why not come and join in the fun?

Posted in Events | 22 Comments

Clear Base Technology

Well it looks like clear bases are go for the next stage.

I’ve been playing about with a set of clear acrylic bases I got from those nice folk at Fenris Games. Now they normally sell these as 2mm thicknesses, but as you know I want the bases to do the best job they can of disappearing into the scenery, so I asked for some thinner versions as well, just to see what they looked like and how strong they were. No point in having thin and unobtrusive bases if they snap all the time.

But they don’t.

I’ve tried to snap them and haven’t been able to do so with my bare hands. Didn’t even stay bent. I assume I could with some tools, but that’s not what I’m expecting them to resist so I didn’t bother trying. Why waste bases just to prove something I don’t need to know (and can guess anyway)?

I also assume that larger bases will be more prone to bending or snapping, so we’ll have to see how they hold up when I get some. Currently I have up to 25mm round and square, and that’s fine for most armies including the Orcs. It’s just what happens with big monsters and chariots and the like.

So, after some tinkering I’ve decided to go for 1mm clear acrylic as a baseline and see where we get to. I’ll be ordering some big bases too.

And just for amusement value, here are a few photos I took while I was messing about with them on my desk. They illustrate the point of the clear bases rather nicely.

First, on green.

Clear base on green

As you can see, I’ve deliberately not zoomed in. After all, the impression I’m after is when the army is on the tabletop, not on the end of your nose. Here we have a model with a flocked green base. Looks OK on a flocked bit of scenery. The clear base looks fine too. Even here I’d say it’s less obtrusive than the normal base because of the edge. Whatever colour you paint it it’s unlikely to blend in well (unless your tabletop is a flat colour too).

Clear base on grey

When the fighting moves to the ruined temple, the clear base still looks great! The green base, on the other hand looks rather out of place.

Clear base on board

Even down the dungeon the clear base is doing fine – showing off all the fancy art it’s standing on. Again, no matter how nicely you’ve modelled your green base, it’s going to look wrong here. The same is true for any opaque modelled base: it looks wrong in any but a very specific setting. In fact, the fancier your base the narrower the setting it fits with.

My thinking isn’t that modelling is bad, far from it. Instead, I’d suggest spending the time modelling a really nice set of terrain and then letting every model benefit from standing by it on a clear base.

Well, it’s a theory.

Posted in Painting & Modelling | 26 Comments

Spam, Spam, Spam

It’s amazing really, how obvious it is to everyone else that I am in urgent need of more tramodol, viagra, Louis Vuitton bags, Russian brides, anti-ageing everything, and any number of fake Rolexes. Judging by the spam, I really need an armful of those.

I was especially impressed by the spam from “internet marketing attorney” which was 11,111 words long. Honest. I wonder if that was deliberate.

As you may have gathered, I’ve just been wading through the spam filter on WordPress to see if it had caught any real comments by mistake (it hadn’t). It does happen, though only rarely. Perhaps half a dozen ever, that I’m aware of. On the other side of the balance, I just went through over 800 bits of genuine spam that it had caught before they got posted, so I’m fairly impressed by its efficiency.

One thing that did surprise me though was a single piece of 40K-specific spam. Not advertising 40K, but a whole post probably ripped from BoLS or Warseer about artificer armour and how it should be best used. And, unusually for spam, it was written coherently and by a native English speaker (hence my suspicion it was just cut & pasted). I suppose that every niche will get its own spam in time.

I remember the good old days before gaming spam…

Posted in Random Thoughts | 3 Comments

One More For The Road

The last of these Trollslaying sonnets isn’t a sonnet at all, though it is still about Slayers. Having done the previous two in one form, I thought I’d try something different and went back to a style that is reminiscent of the sort of thing you often get from Victorian poets. In common with the practice of that period, it is intended to be read aloud in your drawing room to entertain the family. However, it does not need accompaniment from the pianoforte, and the waving of arms is optional.

 

Not a Sonnet

As he fights the largest monsters with a deathsong on his lips
I might well forgive you thinking it’s his doom
But in fact it is the beasties who have really had their chips
And in bloody piles soon lie about the room

Whether fighting warty Trolls or Ogres, Dragons large or small
Or a something from the dark unholy realms
He is ever in the battle, just a tattoo on his chest
Not believing much in armour, shields or helms

One might ask oneself a question, and that question would be “Why?”
Is this stalwart Dwarf a victim of the moons?
No, he’s haunted by his honour and he’s sworn an oath to die
And though deeply in disgrace he ain’t no loon

Was it something very sordid? Was it really rather rude?
is the memory one that will not go away?
Well he’s looking at me strangely and his axe is rather huge
And I really think he doesn’t want to say

So he’ll shorten all the Trollkin in the mountains by a head
And he’ll trim the Giant’s haircut at the knees
And the great big ugly monsters had just better all watch out
Cos a Slayer’s on the prowl and he ain’t pleased

 

 

 

Posted in Random Thoughts | 2 Comments