How to find your way through the wreckage

Hi all, thanks for arriving and having a read of the articles on here. It is all a scrolling Blog however every article is labelled and titled as accurately as I can. Use the label list or article lists to go straight to what you want to read (if you haven't found it already!). I have added summary pages in the top bar, that will have all the direct links to related posts.


Friday, 3 April 2015

Painting: Isle of Blood High Elves - Warhammer Fantasy Battles

Isle of Blood High Elves

Below are some of the pictures taken of the the Isle of Blood High Elves I have finished. The plan was to complete both the High Elves and Skaven and have them kept as small intro/starter armies. Most likely they will be expanded upon in the future. That said, the Isle of Blood box was a good project with plenty of model variation and painting styles to try.

Saturday, 28 March 2015

Dorchester Slow Grow - Bryan Yarrington - Empire

Dorchester Slow Grow - Bryan Yarrington - Empire

The Mad Court of Averland

Felix Leitdorf
Herein lies the progress of the army as it grows over the coming months as it is part of the slow grow being conducted (info on this elsewhere on the blog).

Wins: 1 (High Elves)
Loss: 2 (Beastmen, Daemons)

The story of Felix Leitdorf:

It wasn't the sodden earth or the dreary grey mist which ruined the slow ride. Rather it was an irritable insect bite on his ankle that sustained his grumbling. Felix had been riding for three days looking for an ideal location to host a hunt for his brothers. So far he had found plenty of marsh birds, tripped over rabbit holes, and been chased out of a thicket by a small feral boar. Not a single sighting of a deer or other appropriately noble target. Fortunately such a miserable task was made intriguing and interesting by its stark contrast to otherwise being couped up with the remainder of the court in Averheim.

A cousin who currently served in his pistoliers detachment had suggested lashing branches to the heads of cows to trick the hunting party into thinking they were deer. After some immediate raucous laughter from his knightly bodyguard the hunting party had halted to rest and give the idea serious consideration. Felix could only fault the plan on needing the hunt to be conducted at night. The superstitious nobles of the court only hunted skirts for bedtime entertainment at night. Still, if they could find a few real deer the herd could be padded out with disguised cattle. In recognition of their cunning plan the pistoliers were now carrying bundles of sticks and branches just in case. The more senior outriders watched on in silent amusement.

Leading his men at a gentle trot, Felix was relieved as the forest started to thin out with large patches of wild flowers growing on the open and sunny ground. This peaceful revelry was rudely broken by the crack of pistol shots. The young and foolish pistoliers had sighted a band of Beastmen gathered around small group of trees, likely resting in the shade. With enthusiasm the pistoliers had opened fire, unleashing a buzz of fire, all of which fell far, far, short. A barked order from the nearby outriders stopped the fire, but the damage had been done. All chance of surprise lost, Felix ordered his pistoliers and outriders to the flanks and formed up his knights to charge the filthy Beastmen.

Advancing with haste the pistoliers and outriders moved into firing positions and started to pick off some of the Beastmen. With care, Felix watched the large horde of short Beastmen pass near a small grove and ordered his knights in a coordinated charge to break them. A tree branch struck on of the knights but the rest arrived in line abreast, crashing into the Ungors. Lances skewered many in the front row. An avalanche of small spears and rocks thrown at the knights unhorsed another two but despite their numbers the Ungors broke from combat, fleeing past the pistoliers waiting to help chase them down. The smaller Ungors dealt with, Felix turned the handful of knights remaining about to hunt down the enemy general lurking in a unit of larger Gor Beastmen.

Brave outriders attempted to delay the Gors while Sir Leitdorf could arrive, however could not withstand the brutal attacks of the Beastmen and were cut down quickly. Time enough was saved to allow Felix a charge into their flank. However, with only a few casualties caused a duel began between a large Beastmen, clearly in charge of the brutes, and Felix. As the duel continued the knights with Felix could not cause enough damage to the Gors to break them. Even another supporting flank charge by the last of the knights could not tip the scales. The duel was as unconvincing as it was painless. Neither Felix or the Beastmen general could hurt the other. In the end with knights slowly dropping, Felix had to order the retreat, and escape to fight another day.

Barely pausing to catch their breath after the battle with the Beastmen, Felix drove his forces onwards towards Averheim to warn his brothers. However, fate was against him. Delayed at a inn with a rather comfortable bed and friendly maids, Felix was caught in a wicked storm. Trying to continue his travels the next day he was set upon by a small coterie of Daemons, seemingly traveling with the storm. Lining up to disperse the vile beings, the men of the Empire were lashed with cruel magic and unstoppable fury as the storm slammed upon them, sending outriders and knights spinning into the dark sky. his army depleted, Felix attempted to run down at least some of the creatures but the paltry few knights at his disposal could not harm the daemonic entities. Fleeing with the last of his knights, Felix took solace in seeing the storm turn upon itself and consume the Daemonic general in charge of the motly host. With haste, Felix fled the area. 

Discarding the thought of disguised cattle, Felix wondered if the best way to provide an entertaining hunt to his brothers would be to have them attacked by the marauding warbands that had opposed him so far. His brothers loved to fight, if he could not find deer, the least he could is find a monster to try and kill them. Felix was seventh in line to be heir after all....

Gathering the remnants of his men, Felix led the way through the blasted forest which had given them so much trouble. Hearing the sound of battle ahead, and the accompanying howls of daemonic storms Felix felt a chance for vengeance. Edging into light scrub forest, Felix saw his daemonic enemies engaged with a small party of High Elves. The Elves, likely to have stolen into the lands of his people through lies and manipulation, had the upper hand and were tearing apart the daemons. Restraining his men from charging, Felix waited for the High Elves to secure their victory of the daemons. 

As the last daemon fell, Felix gave the order and the Outriders opened fire, felling a Silverhelm. With a rush the High Elves moved forward to engage their new opponents. With a shout and a cheer, Felix charged with his Knights into the unit of Reavers where he spied a High Elf Sorcerer directing the battle. As the Reavers tried to flee to reposition Felix and his Knights ran them down with lances through their craven backs. Caught up in the enthusiasm, Felix and his Knights were struck in the flank by Dragon Princes and the remaining Silver Helms. In the chaos his Knights struggled to reform to fight the Elf cavalry. Before being dragged off his horse, Felix was able to order the charge of the Outriders and Pistoliers into the fights. Only the Pistoliers made it, with the Outriders forced to flee after their forest killed two of their number. The noble Pistoliers sacrificed themselves and allowed the Knights to reform and begin grind the Elf cavalry to pieces. As the last Dragon Prince fell, cheers from the Knights send the remaining Silverhelms fleeing, however they too were run down by the mighty Knights. It was a good day for the great men of the Empire.

Photos of the Army and Battles:

500pt Empire

Catch-up on the Outriders:

Saturday, 7 March 2015

Dorchester Doubles 3000pts 7 Mar 15

Skaven and Dark Elves vs Lizardmen and High Elves


Skaven - Mark
Dark Elves - Bryan
Lizardmen - Danny
High Elves - James


Playing  straight Battleline scenario, no adjustments for players or size. The evil guys got to pick the table edge and were able to get most of their drops down and thus get the +1 to first turn, which they won.

Battlefield was a swampy wasteland with a scattering of forests and one or two swamps. Position of forests and dangerous terrain divided combat areas to focus charges and make players think carefully before charging across dangerous terrain with cavalry.

Game Time - Turn 1 Bad Guys go first. (Very rough turn breakdown)

This is the rough overview after Turn 1 charges.
Bad Guys: Doomwheel  scrambles forward on the far left and proceeds to explode a Tiranoc Chariot. Stormvermin move up, guarding their flank with a forest to deter a cavalry charge. The Plague Monks and Witch Elves run forward, eager to reach the enemy lines. The Doomfire Warlocks sprint past on the near flank of the Silver helms, ready to cause troubles. The Cold One Knights move up to support a flank charge if required. Skavenslaves on the far left move forward to deal with Skinks lurking in the far corner. Magic is uneventful, despite a boosted Amber Spear hitting one of the Bastiladon (S10, rolled a 1 to wound!).

Good Guys: Tiranoc Chariot charged the Doomwheel to revenge it fallen partner. The Frost Phoenix charges into the Stormvermin. Dragon Princes move up to charge the Skavenslaves and prepare to flank the Stormvermin. The Salamander moves forward ready spit death across its foes. The Silverhelms march forward to force a combat with the Skavenslaves. A Bastiladon turns to destroy the Warlocks now left exposed. Skinks dash from the far corner to pincer the Warlocks. The combined shooting of the Skinks and Bastiladon are enough to decimate the Warlocks, removing them from the battle. The Salamander misfires, killing three of the crew, and now dangerously too close to the approaching enemy. The Frost Phoenix chomps through plenty of the Stormvermin and BSB however is unable to break the Skaven who start chopping away at its wounds.

Game Time - Turn 2 (Combined Pics)

Bad Guys: The Skavenslaves charge the Silverhelms to try and tie them up for a few turns. The far left Skavenslaves charge the Dragon Princes in the flank, suicidal but a worthy sacrifice. The Doomwheel gets out of control and charges toward the Dragon Princes and only narrowly misses grinding over the top of its own Skavenslaves. The Dark Elf Sorceress gets an Irresistible Wyssan's Wildform off on the Stormvermin who continue to through bodies at the Frost Phoenix an accumulating wounds on the beast. The Skavenslaves on the right flank and destroyed by the Silverhelms completely, leaving the centre forces dangerously exposed. On the other flank the Skavenslaves win combat against the Dragon Princes, dragging two of the elite warriors to a terrible death. The Witch Elves and Plague Monks combo charge the poor Salamander who is rolled over with both charges carrying forward into a Bastiladon. 

Good Guys: The Silverhelms charge into the now exposed Cold One Knights, however lose four of their number to the dangerous terrain. This combat quickly drags into a slug fest with both units unable to deal decisive damage. The Cold Knights hold but cannot get organised to reform (not the last time this will occur). The Dragon Princes after having reformed (despite losing combat to Skavenslaves) are now ready and deal with the unit of Skavenslaves in quick order however as they flee fall short of reaching the Doomwheel. The Bastiladon facing the wrath of Witch Elves and Plague Monks flees combat and is chased down however the Plague Monks are trapped by a net Of Amyntok spell halting their progress, leaving them able to charge next turn into the nearby Saurus unit.

Game Time - Turn 3

Bad Guys: The Doomwheel crashes into the Frost Phoenix helping the Stormvermin to finish the beast off. Plague Monks try to charge the nearby Saurus however the Net of Amyntok once again halts their movement (quite possibly the game-changing point this dice roll). The Witch Elves turn to charge the remaining Bastiladon and Skinks which are still alive. Once again the Dark Elf Sorceress gets an irresistible Wyssan's Wildform off, this time on the Cold One Knights.

Good Guys: The Saurus Warriors reform and march away from the nearby Plague Monks, unwilling to face their destructive power. Dragon Princes reform to charge the Stormvermin and Doomwheel. A wild blast of magic wounds the Doomwheel however sends it rolling randomly. The direction send it straight towards the Saurus Warriors! The remaining Bastiladon charges the Cold One Knights helping to cull some of the hard-to-kill Knights. Despite the rampaging monster the Cold One Knights are able to inflict wounds back on the beast as well as kill some Silver Helms, holding the battle once more. The Skinks on the left flank rush forward to protect the Dragon Princes from a flank charge by the Doomwheel. The Skinks on the far right dash forward and cut down many of the Witch Elves in the open.

Game Time - Turn 4

Bad Guys: . Once again the Dark Elf Sorceress gets an irresistible Wyssan's Wildform off, this time on the Cold One Knights. The Dark Riders and Sorceress move over to assist with a flank charge into the Silverhelms before the Knights are Destroyed. The Doomwheel drops the handbrake and careens into the nearby Saurus Warriors, however inflicts only minor damage to the large unit while taking wounds damage in return due to faulty wiring on the zzap generators (Clan Pestilens conspiracy?). The Saurus reform ready to finish the meddlesome engine. With no choice the Witch Elves throw themselves at the Skinks however are reduced to the Death Hag, Assassin and Witch Elf Champion. Despite the damage the Skinks make parry saves and are able to kill the remaining Witch Elf Champion. With a bitter victory the Death Hag and Assassin brutally run down the fleeing Skinks.
Good Guys: The epic battle between with the Cold One Knights continues. The Dragon Princes reform to charge the exposed Stormvermin, eager to slay the foul Warlord in their midst. The Saurus continue to hammer at the Doomwheel, unable to bring the machine to halt. The magic of the Slaan continues to guide the Saurus as Speed of Light grants them an edge against their foes.

Game Time - Turn 5

Bad Guys: The Stormvermin charge the cowardly Skinks and cut them down quickly, running forward but blocked by the Doomwheel and its combat. Magic is terribly weak with barely a flicker of a glow able to be cast at a spell which sputters out before it finishes. The Cold One Knights, Silver Helms, and Bastiladon continue to trade blows with attrition slowly bleeding the units out.

Good Guys:  The Saurus Warriors finally destroy the troublesome Doomwheel. The Dragon Princes charge the Stormvermin, the Elf Prince cutting the Skaven Warlord down with a flick of his blade. The Stormvermin flee however are not caught. The Cold One Knights, Bastiladon, and Silverhelm slug-fest continues without a resolution.

Game Time - Turn 6

Bad Guys: The Dark Riders and Sorceress charge the Silverhelms in the Flank. Despite the Silverhelm champion blocking the additional attacks, with a cast of the Savage Beast of Horros the Sorceress cuts the Champion apart and the unit flees to be run down under hooves of the fleet Dark Riders. The Bastiladon continues to slug it out with the Cold One Knights leaving the Cold One Champion left with the Bastiladon on its last wound. The Assassin and Death Hag turn to attack, however their strength is left to late to use. The Sorceress cast Curse of Anraheir onto the Dragon Princes, forcing a tough decision on the cavalry.

Good Guys:  The last Silverhelms flee the table and the Bastiladon and Cold One Knight are unable to finish each other off. With the Dragon Princes dangerously cursed, the Prince charges froward along to send the fleeing Stormvermin off the table. Unwilling to risk combat with the Plague Censor and its Monks the Saurus stubbornly hold the ground (and points).


Great game had by all, in good spirit. A really close game, however the Good Guys were able to take away a minor victory. The Cold One Knight-Bastiladon combat would have tipped it to a draw or larger victory if the last wounds had dropped on either unit. Plenty of points taken away with most players taking armies outside of their 'usual' lists or trying new things out.

Hope you all enjoyed reading/viewing the pictures. I will endeavor to take more photos to spread the info across all turns in the future.

Sunday, 22 February 2015

Project: Imperial Fists 4th Company - Vehicles

Project: Imperial Fists 4th Companyy - Vehicles

Well this has been a long time in coming due to a number of reasons, however we are here now, so onward to the vehicle scrapyard!

Each of these vehicles has been built with the concept that I can add/remove bits and pieces to change the vehicles up from Rhinos, to Predators, to Whirlwinds, to Razorbacks. Now I still need to source a full range of extra turrets so that I have all options on hand, however I will at least have the hulls ready to roll in a minimum configuration of Rhinos and Predator Annihilators.

Step 1 - Undercoat, clip, clean
A simple sorting of vehicle parts:

Building a scrapyard!:

Step 2 - Hull wall construction

The next phase in this part placing the tread on the hull walls, a reasoanbly straightforward place and glue procedure.

Step 3 - Major Part construction

This included turrets, sponsons. Blitzed passed this before taking a photo, apologies.

Step 4 - Painting the internals

This is a basic painting of the internal walls, undercarriage, control console. This is done now due to difficulty of painting once the hull is fully put together. The rear ramp is also painted at this stage.

Step 5 - Forming the Hull

This involves joining the vehicle floor plating, tracked hull walls, the internal command console, and the hull roofs. It is important to ensure that the rear access ramp is installed in this phase as it relies on the free rotation in the pivot holes provided. If you miss this, you will either have to pull the hull apart, or cut the rods off and glue the ramp to the back of the hull.

Step 6 - Painting the tread and base colouring the hull.
A straight black on the tread and their drive train provide the base for a metal colouring.

The base colour painted across the entire hull is the Avalon Yellow. This needs to be slightly watered down to all it to cover the large surfaces without going on too thickly.
Step 7 - Installing the front Hull plate.
Due to some of the detail on the front plates they are easier to base colour prior to installation in the front of the hull.

Step 8 - Second layer the formed Hull
This is a watered layer of Golden Yellow that is used as needed to adjust the colour to a brighter yellow.

Step 9 - Painting the vehicle options

This includes the sponsons and weapons, the roof top access and turret swivel, the Predator turret, and the Rhino roof-access doors. These are painted in a similar fashion to other vehicle parts.
Also at this point smaller parts of the hull which need additional painting are done.

Step 10 - Stylising and Detail work

This includes placing the marker lines across the vehicle, picking out the targeting lights, and applying transfers and vehicle markings. This stage can circle around a bit as detail is added/removed/adjusted.

Finished vehicle fleet:

I learnt a few things about vehicle production lines during the process particularly on the specific points where painting vs construction needs to be balanced out to apply consistent painting effect. Now I was interested in going down a fully modular vehicle design based on magnets for turrets, sponsons etc however found that to do this requires work very early on. This is to modify the model to account for magnets, or modify how sponsons/turrets are constructed. I chose not to do this for these models, choosing to simply supplement my turret and sponson collection with complete extras. What I did do with the magnets was securing the rear ramp and the sponsons to the internal hull - rather than use good ol' blut-tac to hold them in place.