Monday, 9 March 2026

The Landwaster Cometh - A 'Pig Wars' viking-age multi-player skirmish

7 players, 7 warbands, each with their own victory conditions (some secret), and about 20 men aside (1 leader, 3-4 veterans and the rest as average troops, all variously armed and armoured, as per the models).  This was using the old (but good) dark age skirmish rules 'Pig Wars', and is a scenario from the book. In it, there are: 2 Norman warbands (1 defending their fort, 1 protecting a tax cart trying to get it into the fort), 2 rebel Saxon warbands (both trying to take the fort), 2 Viking warbands (both mercenaries, willing to fight for anyone for silver and plunder) and 1 Irish mercenary band (much like the Vikings). 

Having randomly distributed the warbands, each player had their men, their stash of silver coins to hire help, and their objectives, and we set-to for hours of chaotic fun, every man for himself (except the 2 Saxons, working together). My personal role was as the Norman fortress commander and his garrison, to hold the fort and help the other Normans as best I could. 

With 7 players, too much happened in 6 hours to cover it all, but in the end, the Normans found few sell-swords willing to take their silver (and actually help out if they did). A Saxon bounty on all Norman heads proved more persuasive. The fighting was heavy in the village as first one Viking raider, then the other, attacked them for the cart and then the princess (a new objective revealed in game). One Viking leader was killed in the attempt by the Norman knights, but his men rallied and came back to grab some cows and pigs.  The attempt to quickly get the tax cart to the fort failed, many Normans dying in the effort, including my own leader, surrounded by Saxons and Irish. His fort didn't hold out either, Saxons coming up their ladders and the gate being smashed down with big axes. In the end, only 6 defenders were left to surrender (and the crossbowmen were terrible, missing just about every shot on 50-50s). The Irish played canny, took everybody's offered money and only lost 1 man, but got pretty rich. 

In the end, after adding up the many VPs, both the Normans had obviously lost. Then came the one Viking raider (the dead one) with their plunder. Then the fickle Irish. Then the two Saxon rebels, having taken the fort and seen the Normans all but wiped out, a good day to be a rebel. The winner was Larson Landwaster, his Viking warband having well-plunder the village of cows, sheep, geese and slaves, and holding the princess for ransom too, as well as seeing the death of the other Viking leader (his secret objective - which the Norman knights completed for him, lucky for him). Always fun, especially with the horse-trading for coins and goods between players and many petty treacherous acts (like my crossbows try to take out the Irish leader, after he took my money and then did not attack the Saxons for me).

'Fort Cordonbleu', looking down into the village, about to be thoroughly plunder of cows, pigs, geese and peasants (as slaves) and any extra coins found in the huts when searched.


Norman guards must make their way through the village and protect the valuable tax cart, they have 4 very tough armoured knights to aid them, as well as their men-at-arms on foot. They also paid the monks to help them (and they were then captured by Vikings).

My garrison, including 6 crossbowmen (useless cross-eyed fools)), at the ready. My leader would boldly sally out to help out at the village, with three guards to protect him. It didn't go well for them...

The village and fort, many animals and steal-able goods like barrels are dotted all over. But plundering men can't fight, still everything is worth something in silver (and then VPs).

Larson Landwaster, infamous Viking raider's men, approach the edge of the village, keen for all the plunder and also agreeing to take Saxon silver for every Norman-head taken.

The Norman knights stay in close formation and wheel about. A Norman princess has been discovered hidden in a hut, and they go to the rescue (she's worth a handsome ransom in VPs), but it means leaving the cart, so the greedy Vikings are both soon after it!


Vikings ambush the Normans, as they are already involved trying to kill the princess' tough huskarl bodyguard. The Normans secure the princess (at a cost), but the Vikings are again in pursuit, and steal here, overwhelming the last Norman men at arms. 

The village is being picked over, here Larson's man escapes with two cows and a slave kid - rich reward if they get them off the table.

Larson Landwaster and his men jump the Norman commander, Charles de Gaulle, on the road, but he fights them all off, like a boss (on a big horse). Still, it was a mere stay of execution, eventually a viking would get behind him and cut him down, as the Norman guards were wiped out. The taxes, lost!


Saxon shieldwall and ladders approach the fort, under crossbow fire, which just cannot hit!

The fortress, soon to come under intense attack, the Saxons brought ladders, and the Irish will not fight for offered Norman silver! They have agreed a truce with the Saxons, and instead eye the valuable tax cart as their main prize!


The demise of Henri de Cordonbleu, surrounded outside the fort gates, swamped by rebel Saxons, his desperate attempt to kill their leader failed, and in the end, the treacherous Irish finished him off. Meanwhile, Saxon axemen cleave apart the fortress gate and an Irishman seizes control of the tax cart. A Norman lance would spit him (only dead Irishman), but a Saxon archer then shot the knight from his saddle. Basically, everybody is ganging up on the Normans. By the Saxons not paying the Irish to attack the Vikings, they can freely plunder the village and win the game...


Sunday, 22 February 2026

Battle of Kuchetischwald - Warhammer Old World mega-game.

This was a chance to play a 6,500 game, on a 10'x4' table, getting lots of the toys out. It would be Empire, defending against a Chaos attack from Warriors of Chaos (3,500 pts) and Beastmen (3,000 pts) combined. 2 players aside. In the end we started at around 10am, and fought until 8.30 pm, a marathon (with halts for lunch and tea). 

I'm not going to do a play-by-play breakdown, too much happened, but it looked great when we had all the models deployed, and was great fun for a full day, with much tea and pizza, as we took over the kitchen for the day. 

Rough lists were:

EMPIRE

Empire General on Griffon 

Grandmaster of knights Panther on demigryph

4 x Empire Generals (mostly leading Knight units)

2 x Empire Captains (leading infantry blocks)

1 Harbinger of Doom (with Flagellants)

2 x Lvl 4 Wizards (one on a Pegasus) 

30 Greatswords

3 x 20 Crossbowmen

4 x 10 Handgunners

30 Spearmen

30 Halbardiers

5 x 5 Outriders 

30 Flagellants

3 x 10 Inner Knights

4 Demigryph Knights Panther 

6 Great Cannons

2 Helblaster Volley guns

 

WARRIORS OF KHORNE

Daemon Prince 

2 Aspiring Champions

1 Sorcerer - lvl 3

30 Marauders

16 Marauders (skirmishers)

20 Chaos Warriors

20 Chaos warriors (additional hand weapons) 

2 x 5 Chaos Hounds

2 x Chaos Spawn (gorbeasts)

2 x Chaos Chariots

3 Dragon Ogres

8 Chosen Chaos Knights

1 Gigantic Chaos Spawn

1 Warpfire Dragon


BEASTMEN

Beastlord

Wargor (BSB)

Bray Shaman - lvl 4

Bray Shaman - lvl 2

Ghorros

30 Bestigor

32 Gors

18 Gors

2 x 10 Ungor with shortbows

20 Ungor

6 Minotaurs

Cockatrice

10 Centigors (Sons of Ghorros upgrade)

10 Harpies

1 Chaos Giant

The deployment. Terrain was a few scattered woods, rocks and a stream and bridge, leaving lost of space for the big units.

Highlights were; 

The initial advance and charge of the spawn, as their random moves pinned the advance of the Empire Knights, for them to then be charged. Early disaster was averted as the knights, led by generals, held OK, lost, but didn't break. They would lose eventually, but they had bought valuable time.

The demigryphs Knights Panther charging into massed gors and ungors, and hammering them, twice, before they all broke and ran, ridden down.  

Greatwsword defeating Chaos chariots and then ambushing gors, on the extreme Empire left wing. 

Chaos Spawn breaking and routing the knights and pursuing them into the spears behind, aided by dragon ogres, they would carved these down in numbers too (including the captain cut down in a challenge with the dr-ogre Shartak), as the Empire centre threaten to collapse. 

Harbinger and flagellants carving down the charging chaos giant (rubbish as always). 

Empire cannons hititng and rolling 1s to-wound (6 times in the game!). 

Cockatrice jumping a volley gun crew and turning 1 to stone, before eating the other 2. 

Big monster-bash as Empire general and his griffon fought the dragon and the cockatrice (after he'd chased off the harpies threatening cannon crews). This bash result in the dragon with 1 wound left, the general with 1 wound left and the cockatrice unwounded and trying to turn him to stone. 

Empire knights fleeing from the sons of Ghorros, to rally and come back and help destroy them, as the demigryph knights reformed and continued to hammer all before them (hatred). 

Pics of the actions:

Chaos right, down the table.

Empire centre

Chaos centre, warpfire dragon as today's cannon ball magnet, and so lucky to live. 


 Empire right, in the sun

 

Beasts on the left, facing them

 


Khorne berserkers tear up halbardiers, aided by daemonic vigour

Warpfire dragon swoops towards the griffon, his target, as cannon balls fly all around.

Demigryphs advance and charge, led by their grandmaster.

Demigryphs as MotM, smashing it up through the beasts. Glory for their order today.

General von Winterhart fights off two enemy monsters, but can't quiet finish off the dragon.


In the end, after 10 hours (maybe 9 playing) and exhaustion setting in (for the 4 players), the Empire still had a narrow lead on VPs, so it was their narrow win, but in the end, the result doesn't matter, the day's fun was the important bit... a game to remember. Nice to have a really big bash.




Wednesday, 11 February 2026

Stones of Argwylon - Warhammer, Wood Elves vs Beastmen, game 4

Continuing our Wood Elf vs Beastmen narrative campaign, with game 4. So far, it hasn’t gone well for the defenders of Athel Loren, and Gardak Gorfeaster’s brayherd incursion from the Grey Mountains into the Amrothys valley in the Argylion region has results in 2 defeats and 1 draw. But, all these were smaller precursors to a larger confrontation. Now, after their previous skirmishing and a ‘forest ambush’ of the beasts on the march (game 3), the enemy have come to a clearing, and the revered Stones of Argwylon, where Gardak plans to throw down the ancient dolman and raise his own herdstone in its place.

Note: We do not play with WH’s u-go i-go turn sequence. We use a system of unit by unit activation, after issuing an action at the start of the turn. This adds a lot of tactical complexity, of who does what/when… and requires constant assessment of the next best activation through a turn. This produces a much more fluid and unpredictable game, and keeps both players full engaged all the time. Missiles, movement, combat etc. are unchanged.

This would be 2,600 points per side (just about all the Wood Elves I currently have), and the first pitched battle of the campaign. Now, Athel Loren gets to brings its full strength to bear. The opposed lists:

Wood Elves

Greyroot - Treeman Ancient, lvl 3, Illusions (Plague of Rust, Elemental Spirits, Earthen Ramparts)
befuddlement of mischiefs

Faenyr of Argwylon - Spellweaver, lvl 4, Wild Magic (Ariel’s Blessing, Spiteful Torrent, Durthu’s Wrath, Sapping Blight)
glamourweave kindred, heartwood pendant, giant blade

Yssion the Faun - Waystalker
scout kindred, bow of loren, muster of malevolents

Willowyf - Branchwraith, lvl 2, Elementalism (Mind Razor, Shimmer Dragon)
lamentions of despair

5 Gladeguard + lord’s bowman, swiftshiver arrows

9 Deepwood Scouts + lord’s bowman, swiftshiver arrows

9 Deepwood Scouts + lord’s bowman, swiftshiver arrows

9 Deepwood Scouts + lord’s bowman, swiftshiver arrows

16 Dryads + Nymph

3 Treekin with great weapons

5 Sisters of Thorne + full command, (Pillar of Fire)

5 Sisters of Thorne + full command, (Flaming Sword)

3 Giant Owls (Eagles)

1 Treeman

8 Waywatchers + swiftshiver arrows + ambushers



Beastman Brayherd

Gardak Gorfeaster - Doombull
with great weapon, heavy armour, Pelt of Midnight, Fur of Shaggru, 2 x Dark Hearts

Ulkark the Hooded - Great Bray Shaman, lvl 4, Primal Magic (Call of the Wild, Primordial Gloom, Fury of the Beast, Strangleroot)
with braystaff, Gnarled Hide, Goretooth, Hagtree Fetish

Nrak Blackhoof - Centigor Chieftain
with heavy armour, shield, Muscular Monstrosity, Mangelder

12 Ungor with shortbows

12 Ungor + full command, shields

26 Gors + full command

26 Gors + full command

10 Chaos Hounds

5 Minotaurs + full command

10 Bestigors + full command

8 Centigor + full command

3 Dragon Ogres + shartak

1 Cockatrice

1 Ghorgon

The stones of Argylion, the field of battle. Wood Elves on the nearest edge, Beastman on the far side.


Deployed, it looked a scary amount of Beastmen, and given the Wood Elves’ previous battles, optimism was not high as we got underway.

The first turns saw the Beastmen rolling forwards, under a hail of arrows, of course. These chipped away at the Minotaurs and Dragon Ogres, whilst an elemental spirits vortex spell rolled over the Chaos warhounds, which broke, fled, and were then rolled over by it again, wiping them out. A bit of a win for the forest spirits.

On the Beastman far left, their Centigors rushed forwards drunkenly, only to be hit by charging Sisters of the Thorne, a Treeman and an owl… the melee saw the Centigors destroyed and their chieftain, having killed the sister’s champion in a challenge, then fled for his worthless life, outrunning the pursuing elks.

In the centre, Wood Elf magic had been very useful, Greyroot using Willowyf’s Shimmering Dragon to ‘appear’ (lets imagine he grows out of the ground in double quick time). Then blasting off his own spells. The Minotaurs were incoming…

On the Beastmen far right, Yssion the Waystalker was scouting around a large rock. The Cockatrice flapped over to try to deal with his nuissance, only to be shot by his archery, then shot again as it charged on Turn 2 (quick shot) and then fail to injure the super-scout sniper, who hacked another wound of it with his sword. The creature fled, failed to rally and was soon gone! Single wood elf archer deals with Cockatrice shocker!

The third turn was were things got tricky, as the Beastman infantry began to charge. The Doombull and his escort of Bestigor hammered into the Treekin, as did the frenzied Ghorgon (no choice in that), killing two and leaving the wounded last tree fleeing. But magic then came in again as a spellweaver’s casting took 3 wounds from the Ghorgon, Deepwood scout massed archery took 2 more… and the newly arrived Waywatchers, just in asrai longbow range, picked off the last wound. The big beast was down! But the Doombull, Bestigor and the first mob of Gors were in place to charge the Dryad line next turn.

Meanwhile, charging Minotaurs, only 3 left after being peppered with arrows, found themselves in a fight with Greyroot and an helping owl. They defeated the last couple of Minotaurs, one fled, and the wounded owl chased it down to finish the job.

On the Wood Elf left, the sisters of thorne had been caught by Dragon Ogres, but their 4+ ward save rolled really well, and they only lost 1 sister. Still, the Dragon Ogres will surely destroy them next turn without some aid. Well, they didn’t get any, so died to the man (woman).

The battle was now in the centre, with the Dryads, buffed by earthen ramparts to try and hold. The Gors and Bestigor charged in and won the fight, by a lot, but the Dryads used their stubborn to just fallback and hold. Now for the counter-attack. The wood elves charged back, Greyroot into the rear of the Gors, the Spellweaver and Deepwood scouts into the Bestigor (assailment spell at the ready). If the Wood Elves could hold again, then surely the battle was theirs.

Meanwhile, the Treeman charged at the second Gor unit (with the Bray Shaman), who failed a Terror test and fled at speed. Deepwood Scout volleys cut down the Centigor Chieftain, the closest target now.

To the climax, and big melee. This saw the Dryads and Treeman ancient win well, and the Gors broke and ran, to be run down by chasing trees. The Bestigors held, and that allowed the Greyroot to charge on into their flank, even as the Deepwood Scouts were carved down by great axes and the Spellweaver took 2 wounds fighting the Doombull (a monster in melee). Could the Minotaur leader turn it around alone? Well, first he challenged the Treeman Ancient and they went at it. Hack and slash, the last Bestigor died leaving just Gardak vs Greyroot to resolve. After two rounds of melee, both had survived, the Doombiull on top, still having taken 3 wounds, the old tree almost felled by his great axe, with 5 wounds taken (what better for cutting down a tree?)… but the game was over.

A solid win for the Wood Elves, in large down to a lot of missile fire, some good magic and the Treemen.

So Gardak is still alive, but his Brayherd is badly damaged, the Wood Elves will now try to hunt down the last survivors, so none escape from their forest. I think the next battle will have the objective of killing the Doombull once and for all, perhaps as last stand for the Beastmen. 


Deployment. We agreed rules for the large rocks, they were impassable to all units except skirmishers, for which they are difficult ground.

The furry mob in the Beast's centre, their main attack, minotaurs, gors, chaos hounds with ungor back up.

The Elven centre, Deepwood scouts lurk in the bushes, Treekin and Dryads with Branchwraith.

Light cavalry on both extreme flanks for the WEs. Here on the left, with the Gladeguard archers behind.

Minotaurs are faced down by a 'teleporting' ancient Treeman. Concentrated archery whittled them down.

Sisters of the Thorne in pursuit of the Nrak Blackhoof, after his Centigors are wiped out. He would rally and turn to fight again.

Yssion the Waystalker scouts ahead, around the Beastman right, using the big rock. The Cockatrice comes over, but is defeated and then flees (pure fluke). My Waystalker turns out to be a right PITA... quiet right too!

Ghorgon's eye-view, as the two centres close up (around an elemental spirits vortex). Magic is a huge help to the WE here, causing 4 wounds to the massive angry cow, and giving the Dryads an earthen rampart to try and hold the primal fury. The Treekin won't survive their fight with the Gorgon, Doombull and Bestigor.

Out on the far flank, Dragon Ogres come to deal with the Sisters of the Thorne, and do! Messy...

The other flank. The others Sisters face Nrak Blackhoof again, this time he wins a challenge, killing the Sister's champion, and they flee, out-running the Centigor chieftain. It was then shot down by Deepwood scout arrows... one more carcass for the crows.

The end of the sisters on the WE left... if only our Pillar of Fire spell had worked!

Waywatchers arrive on the left flank, and their accurate archery bring down the Ghorgon at 30" range, and continue to harass from some safety for the remaining turns. 16 accurate shots a turn begins to hurt.

The final confrontation, battle of the two generals, inconclusive, but the Doombull would get a points victory in a boxing match. In future, an assailment spell for the Treeman would be handy. But, Treemen are tough even to survive two rounds of combat with a Doombull and his big axe.






 



Woodland Ambush – Warhammer, Wood Elves vs Beastmen, game 3

This game was the third of mini-narrative campaign, as the Beastmen invade a remote corner of the Wood Elf forest in Argwylon. This scenario was based on the old 'Woodland Ambush' (when WH had such themed scenarios). In it, 1,000 pts of Wood Elves would ambush 1,500 pts of Beastmen, which set-up in columns of march across the table centre, with the WE either side, after them, and getting the first turn. We scattered trees to represent that whole tabletop was forest (precise location of trees doesn't mater, just move them around, out of the way). This would have been interesting if almost everything in these armies didn't have 'move through cover' special rules (being forest dwellers). So, all cosmetic really. 

Naturally, the WE had a lot of archery, and would keep it at range and try to do their damage, with some Dryads to counter-attack. I don't have the lists, but there were a lot of Beastmen.

It was close fought, with the WE archery doing its damage early, but losing a few units as the Beasts got to them. The Ghorgon was all but unstoppable... but in the end, on adding up VPs, it was a draw. So, better for the defenders of Athel Loren after the previous two campaign defeats, there might be hope yet... we'll move on game 4 very soon, the first pitched battle after three skirmishes.

Deployment, all the Beastmen lined up, marching left to right, on the centre line.

Rear of the marching column, Centigors and their Chieftain, Nrak Blackhoof (a named character for the campaign). These characters are pre-designed at the start, and remain the same all the time (for gear, mutations, spell lores etc.).

Deepwood Scouts, a favoured troop-type, because skirmishing is just a better option of WE archers, and feels right too.

Ungor and Minotaurs lead the marching column, and their Ghorgon (how do we stop that?).

Well, Willowyf the Branchwraith won't. She is easily defeated by its charge, but rolls to survive at the end of the game, and luckily does. She'll soon regenerate in the woods, and return again, like an invasive weed.

Yssion the Faun, the WE Waystalker and super-sniper. 

Dryads emerge for the surrounding trees and move to attack, as the foul Beasts reform and move left and right against the ambush.

Waywatchers, easily destroy Chaos Warhounds sent to hunt them. Waywatchers ambushing Beastmen, it just seems on-theme...

The faster Centigor catch a unit of Deepwood scouts in melee, and cut them down.


Super-sniper, with quickshot, multi-shot 2, hits on 2+. Err... oops! That's embarrassing...


 Game 4 has already been fought... so that's the next post...