South  Auckland Miniatures
Wargames Club

Newsletter

November 2002 

Next meeting:

Saturday November 9th 2002, at St. Johns Church Hall, Norrie St., Drury, starting at 9a.m.

Games arranged:  

Morning session: 9.30 am to 1.00pm

1 Kevin and Anthony vs. Arthur and Peter  Rapidfire 2000
2 Glenn Osbourne vs Damien Neems WHFB 2000
3 Manoj Parsot vs Daniel WHFB 2000
4 Jamesh Parsot vs Marcel WH40K 1200
5 Free  
6 Free
7 Free

Afternoon session: 1.30pm to 5.00pm

1 Arthur, Glenn, Kevin, Anne DBA
2 Manoj Parsot vs Peter Colson WHAB 1000
3 Antony vs Daniel WHFB 2000
4 Damien Neems  vs Jamesh Parsot WHFB 2000
5 Free    
6 Free
7 Free

If you can't make any of these games let me know - Kevin 2670319

Copy for the Newsletter

Copy for the news letter needs to be to Peter Colson by week before we meet .- Kevin

 

 

 

The SAMWC Forum

Okay, I've got a LOT to cover this month, so without further ado...
The Code of Conduct
Lately, the Club has been on a downward spiral.
There are a LOT of problems, quite a few to do with the new members, which I will detail now.
RUBBISH
The Church Hall that we use MUST be kept clean. It must NOT be damaged.
It is the responsability of each Club Member and Visitor to take care of everything they bring into the club.
If you bring ANY rubbish or plastic bags or anything else ONTO the property, especially INTO the church hall, then you take this with you when you leave. NOTHING of your possessions (including your rubbish) is to be left behind.
Rubbish from lunch at the bakery and dairy up the road must be taken with you when you leave.
Do NOT leave this behind for me to pick up.
Failure to keep the hall clean can result in the club no longer being able to hold meetings there, and therefore would result in the disbanding of South Auckland Miniature Wargames Club.
So, to prevent this from happening, I will be talking with the senior members of the club about EXPELLING club members who fail to meet this responsability and barring them from entrance to the club in future. I will also be talking with the President of the club and the club Accountant, who deal with the membership, and set up a 'contract' of sorts dictating the guidelines so ALL members know what is required, wherein any breach will result in expulsion from the club with NO refund of membership fee.
Take your rubbish with you. You have been told countless times, this is the last time you'll be told.
BEHAVIOUR
The members of SAMWC go to Games Club to spend an enjoyable day participating in one of their favourite hobbies.
However, some things tend to get irritating, and certain behavioural aspects have to be controlled.
Most of these problems come from the exciteable youngsters, although others are prone to these things also.
Firstly, please, NO shouting. We can hear you perfectly fine without your shouting. Saying things louder doesn't make them more true or more likely to happen. Even in a multi-player game, there's no need to screech like a cage full of monkeys. The occasional loud exclamation is alright, but a continuous high volume gets on peoples nerves and makes it harder for others to conduct their games. Please, keep the volume down.
Secondly, if there is a game in progress, do NOT interrupt it unless you absolutely have to. I'm tired of people like Nick interrupting my games in order to ask stupid and pointless questions that have NO relevance to the game I'm trying to play, and I know my opponents dislike this intensely also. If two people are playing a game, respect their right to play their game and let them get on with it. If you need to ask a question about a rules dispute that you and your opponent can't resolve, and the explanation of which can't be easily found in the Rulebook, then asking someone in the middle of their own game is alright. But, asking a question with no relevance is otherwise to be avoided. Occasionally you'd like to ask about the game being played, but please limit yourself to no more than three questions throughout the course of the game, as a general rule of thumb, to allow the players to enjoy their game largely uninterrupted.
Next, DON'T crowd around a table of your friend if he's playing a game. Please. It gets irritating having to face someone with a mob behind him, and too many people just get in the way. If you have that much time on your hands, try writing a more detailed Battle Report, or organise another game if there's a table free that wont be needed later.
BATTLE REPORTS
Look, these NEED to be written!
One of the more entertaining traditions we had at the club was the public ridicule we inflicted on each other with our battle reports, they certainly made the newsletter more interesting to read... I mean, come on, what would you rather read, more from me bitching about the lack of battle reports? Or some reports on just WHY this army was so insignificant and incompetant that it couldn't fight its way out of a wet paper bag, let alone even DREAM of defeating one such as yourself?
Battle Reports are a good read. WRITE THEM!
If you know you're normally a busy person, write a Battle Report AT THE CLUB WHILE YOU HAVE THE TIME!
I have loads of paper and often some spare pens, you've got all you need. Write up a quick report immediately after the game while you have it fresh in your mind, don't wait a couple of weeks before doing it in an e-mail.
I will be harrassing everyone at the club to write their battle reports. Big reports, small reports, however you wish to do it, just do it.
If you need a little help, ask me, I'll give you some help so long as you get me a report.
Last month, I overheard one of the newbies saying 'Hold on, I've just got to write a battle report'... and then another tell him not to worry about it and play another game. The report would've taken 5 minutes tops. Write the reports, play after.
ORGANISING GAMES
Just like Organised Crime, Organised Games work a LOT better.
I've been noticing a problem, almost exclusively concerned with the 'newbies', about games NOT being organised...
Essentially, all the established members of the club have their organised games, come to the club, play them, move onto their next opponent, working like a well-oiled machine, at least decently prepared for the day.
The Newbies, however, don't concern yourselves with organising games, turn up as a mob, decide to play a Big Multiplayer 40K game, spend an age writing up your army lists, and proceed to start shouting and screaming like monkeys trying desperately to keep order in your games.
This has to stop.
If you spent half the time writing battle reports that you normally spend writing army lists, the newsletter would be packed with interesting reading!
You guys are denying yourself the full joy of the hobby.
Not only this, but you are all playing the same people every month, and they are the same people you play at home!
There's countless other members at Games Club, that you simply aren't playing, because you wont organise a game.
The established members organise their games in advance but the newbies don't, so when you get to Games Club, you have no-one else to play, and so just play amongst yourselves...
This isn't participating in the club at all, you guys are just coming in, using our tables and scenery, and leaving a mess for the rest of us to clean up.
Now, you new guys, I know you guys love your 40K, and it may appear to you that no-one else plays 40K at Games Club... well, almost everyone at Games Club has at least one 40K army, and most of us have several armies for other games systems too.
Play some 40K against someone new, and then why not try a new game you haven't played before? I'm sure people won't mind bringing along an army for you to use to try out something new.
Hell, I'm picking up some more stuff to add for my Ork army, if you are capable of playing me one-to-one without a hoard of snotli... errrr, the rest of your friends, crowding around behind you, feel free to ask ME for a game. Da Boyz 'ave been itchin' fer a fight, and the ladz, when they want a fight... they get a fight =)~
But the important thing, is to seek out new opponents, and ORGANISE a game for the next month.
Do this, or it will just create problems.
If the game isn't organised, if I recieve no notification of it being arranged, then the game WILL NOT BE PLAYED.
Sorry to have to gripe and moan about all this, but it needed to be addressed. Fix these problems, it's not hard. Otherwise, I'll be singling out those responsible for these problems, and will take the matter further, possibly involving your guardians in the problem, searching for appropriate repurcussions... and I'd much rather spend the time needed for that on making more enjoyable games for everyone.
Help me out here, and I'll help you out too.
And now, onto my next bit...
SHOWCASE!
Considering the current cliquish nature of our club, there hasn't been much interaction of club members, so, as a result, we are all fairly insulated from most of the games available to us, pretty much almost exclusively aware of a single game system we participate in, and largely ignorant of the rest.
So, in an effort to broaden your gaming horisons, to give you a smorgasboard of gaming goodness with which to select from, I bring you... SHOWCASE!
Here, I'll give light, breif details of several games systems we have open to us which we can play, a breif description for each.
Warhammer 40,000
Okay, everyone knows about this game.
Futuristic armies in the far future battle it out not so much for dominance of the galaxy, but rather merely for survival in it!
For a futuristic game, strangely dependant on your abilities to punch people really hard rather than blow them up with massive great lasers and the latest Big Freakin' Gun.
A game devilled with bugs and gliches, this is luckily getting smoothed out, and we now have a game that somewhat handles almost smoothely. Everyone knows it, almost everyone plays it.
Warhammer Fantasy Battle
Games Workshops most finely tuned wargame to date, slick and well designed.
The rules work well, the game flows almost flawlessly, the balance of power is excellent with no major deficiencies in army strengths or weaknesses, with simple yet interesting rules and special rules, characterful armies with different backgrounds and playing styles, a versatile game where most methods of fighting are equally viable.
The system relies heavily on its movement rules, which after about 30 years, are pretty damned good. The basics are quite commen, with a roll to hit, a roll to wound, and a roll to save, determining the combat capabilities of the individual soldiers.
Setting-wise, it is a contentious world, where every day is a struggle for survival, where nations rise, like the Empire and Brettonia, and where nations fall, as the Elves of Ulthuan and the Dwarves of the Worlds Edge Mountains. Dragons, sorcerors, daemons and more, battling it out with stalwart soldiers and engines of war.
Epic 40K
Titans, Gargants, tank squadrons, immense armies covering the battlefields of the 41st Millenium. Smaller scale miniatures, hundreds of soldiers fighting in wars so all-encompasing that standard 40K could not even HOPE to dictate a game this large.
Combat abilities are taken on the regimental level, as individual basis simply would not work on this scale. It's about the army, not the soldier, in this game.
Warmaster
Like Epic, but for the Warhammer world.
Mordheim
In the cursed city of Mordheim, devestated by a comet, seen as the wrath of the gods, many dark and twisted denizens dwell in the ruins, nightmares of bitterest evil contempt and greed walking the winding alleys bringing death and devestation to all. And that's just the humans!
With only a motly band of mercenaries and renegades, would be heroes and embittered old veterans, you must traverse the ruins of the Cursed City in search of Wyrdstone, the magical stones thought to be able to grant unimaginable power to their possessors, in exchange for vast sums of gold, or other more likely favour.
An excelent campaign system where you can watch your raw recruits progress into grizzled and battle-hardened warriors of tremendous skill and prowess, or you could watch them die slowly as the city claims yet more blood...
An inexpensive game to play, and fairly entertaining to boot.
Necromunda
The game that inspired Mordheim into existence, and seen by many as still a superior game in and of itself, Necromunda is the game of gang warfare in the far future of 40K, set on the industrial planet of Necromunda, battling it out in the abandoned regions of the great Spires, mountains of industrial steel where generations live and die, mining the planet of its valuable ores, producing weaponry and manufactured goods for the insatiable Imperium. Playing on the detailed 2nd Edition 40K format, where each soldier is important, it is a game where humans battle it out for what measly takings they can find. An excellent game, an excellent campaign system, where your men can develop distinct character and personality, one of the very best games the Games Workshop ever produced. If it had much more scopre for expansion and development, G.W. would be supporting it as strongly as 40K and Warhammer.
And whilst on the topic, there's also 2nd Edition 40K, an entertaining game where guns were more than just decoration, where tanks actually COULD kill someone by running him over, where troops set on fire had to try to put out the flames before being able to continue the game as normal (or, as the case often would be, die from their burns before putting the fire out), where tanks could move and STILL be a frighteningly potent firepower offensive. And, gawdamnit, when Orks were ORKS and knew how to have a good time, long live the Splatta Kannon, backfiring Jump Packs, exploding Kustom Kombi Weapons, and the plethora of unreliable weaponry the innovative Meks dream up!
Warhammer Ancient Battles
Using mostly the same game system as Fantasy, but being a largely historically accurate wargame detailing most of the famous nations and armies of history, from the Egyptian chariot armies, the Greek Hoplites, the conquering armies of Alexander the Great, and the legendary Roman Legions, right through to the Vikings, the Norman knights and Saxons of Brittain, and the Crusaders (Knights Templar, not the provincial rugby team).
The army lists, although fairly simple, capture the fighting preferences and the unique strengths and weaknesses of the soldiers to a great degree of accuracy
Although there is the noteable absence of Dragons and Wizards and all manner of Fantasy flavour, the game is suprisingly entertaining to play, with the maneuvring of troops and tactics suddenly becoming a lot more important as bludgeoning your opponent with the biggest magical sword you can find simply doesn't exist.
Not to mention, there is no set scale and no set miniatures to be used, so long as the basing is done to a similar standard as your opponent, any miniatures may be used. There are a few ranges covering most of the armies in the game, from the somewhat expensive metals of The Foundry (a lot cheaper than G.W. metals though), to the absolute steal of the Italeri 1/72nd plastics, depending on the army, the Italeri boxed sets could get you an army for very low cost... Ancient Greek and Crusaders can get a 2000 point army for only $40 (less than it costs for 10 space marines!) and the Persians and Romans for about 60-80
A good game, and infinately affordable
DBA and DBM
I've not yet had the opportunity to play either of these games, but the older guys at the Club swear by these games, as they are apparently simple, fast paced, and very fun. I will be trying to get into this, as soon as I find the rules myself.
Ancient wargaming on a smaller scale
Age of Battles
With three versians of this game, detailing three different and famous battles (the Battle of Marathon PLains for the Greeks and Persians, plus one involving russian knights and the mongol golden hoard, and one other I can't recall right at this moment) it is another Ancients wargame. Half the fun is reading the rules translated badly into English from the original rules in Russian. The game has a looser structuring for regiments (you purchase individual soldiers in your army list, and can form any grouping of these into a regiment, rather than purchasing a regiment of a certain amount of miniatures as is the case in Warhammer) and the chances of killing someone increase or decrease depending on factors such as motivation and equipment... it's really quite simple in practice, and I'm keen to have a go against someone to see how it works on the table
The game is expanding a fair bit, with rules for seige weapons and walls and so on being incorporated into the rule booklet already
Rapid Fire
A fairly simple game system to represent our most famous 'modern' conflict, World War 2
Simple rules for dealing with tanks with 'gun types' and 'vehicle types', and removing infantry casualties based on a firepower value, a hard and fast game with a generalised representation of the fighting forces of WW2
Flames of War
This could be seen as Advanced Rapid Fire, written by a New Zealander, seems to be a very decent set of rules, fairly easy to get a grasp of, and encourage a good, entertaining, and tactical game. Each force has its strengths and weaknesses, and these are really quite detailed and quite accurate, I'd say.
Now, I got into wargaming from my humble beginnings as a WW2 tank model enthusiast, so this is a homecoming for me
I've read through the rules, I quite like them, and can't wait to get myself a New Zealand Rifle Division for myself, and bring out the Maori Battalian, and show old Fritz how it's done, give Jerry a taste of that 'can do' kiwi attitude
The miniatures used are the Battle Front resin tanks, and metal infantry models, all inexpensive, and quite easy to get a decent force for. Not to mention dead easy to paint. I'm chuffed, can't wait =)
Warzone
A good substitute for 40K, it's another futuristic game, this one being a conflict between Mega-Corporations (oh how American is this game?) which are MASSIVE business empires controlling all aspects of life, not the least noteable of which is the Military, battling over worlds for precious resources, and fighting off the encroaching of an evil the likes of which has never been seen before. A fairly entertaining game, although the miniatures have, in the past, left a bit to be desired in comparison with their G.W. counterparts
Magic: The Gathering
The epitome of geekish reportoire, Magic: The Gathering, is THE game of choice for the Geekish Gaming Genre. The upside is you don't have to paint cards =P
Okay, there's noteable exceptions I've left out, such as Man o' War, and I've probably missed quite a lot, they're pretty scant descriptions really, but if anyone's interested, come have a chat to me, I'll be only too happy to help out with your inquiries (just call me Inquisitor Evil Garden Gnome, hurhurhurrrr =) and even try to find a way to set up a demo game for you
January Tournament
I want to hold another tournament in January.
Simply because our club tournaments are kinda fun.
Now, I'd really like to hold an Acnient Battles tournament, or a Flames of War tournament, but, well, I haven't got a nice finished army for either of these games, and most club members either haven't started these games, or are only just beginning.
So, I think it might be better to fall back on something familiar.
As it stands, I'm favouring a Fantasy tournament, because I've got SOME things painted up for my Fantasy army, and I have a few armies I can lend to others who need them
Otherwise, 40K might be appropriate for this years Tourney
Necromunda might also be an entertaining posability, but there'd need to be a fair few extra gangs to go round, which I'm not entirely certain we have.
Not enough people play Mordheim for a Mordheim tournament to be possible, nor the rest of the games, although next year I'm going to be making a big push for some more varied games at the club, including Flames of War (I know I can paint a WW2 army up quickly and have it look fairly nice)
The tournament itself will simply run on a random allotment onto a roster, in other words participants names will be listed randomly, and I will organise things so that no two players ever fight against each other more than once.
Three or four game tournament, sort of small size armies.
I'll make nice playsheets and easy to understand instructions for determining who wins the tournament, and there will be a 'beauty pageant' for everyone to give everyone else a painting score and army composition score.
There will be a seperate prize for Best Painted Army, a seperate prize for Best Army, and a seperate prize for Best Sport (affectionately known as the 'Brown-noser' award) and Tournament Winner will be based entirely on game scores.
Undoubtedly there will be Prize MONEY, but I don't know how much yet.
This tournament, once again, will be open to all club MEMBERS, and as it is to be done at the meeting when membership fees are due, this means No Pay, No Play. No exceptions.
If I get organised quickly enough, I might even take bookings so we don't have to turn anyone away from the tournament like I unfortunately had to do to Marcel last year.
Please be willing to give the tournament a go, the more people participating in it, the better it'll be.
Get back to me anyway
CAMPAIGNING!
Okay, a new year is almost upon us.
As a general rule, Club meetings are split up into Morning and Afternoon sessions.
I would really enjoy a campaign. A successful campaign.
The Fantasy Campaign fell through. The 40K Campaign barely got off the ground. The Mordheim campaign ran out of steam, and Inquisitor just wasn't supported.
I'm wanting to have a campaign, something easy, something simple, something that'll run for the 11 months between tournaments, that will be restricted to One Game a Month, so you can still play non-campaign games at the club, AND keep your commitment to the campaign.
Anyone interested in any form of campaign?
This can be for ANY system, Warhammer Fantasy, Warhammer Ancients, 40K, Rapid Fire, Flames of War, Necromunda, Mordheim, Inquisitor, Warmaster, DBA or DBM, anything.
Starting in February, ending December, perhaps a titanic clash of arms in the next February to determine the final result of the campaign.
If anyone has any ideas or preferences, please don't hesitate to talk to me.
Any sort of campaign would be great, from Narative, Ladder/tree, Map-based, territory based, anything.
Cheers guys
-Peter, the Evil Garden Gnome
contact: colson@xtra.co.nz

 

Battle Reports

Damien (High Elves) beat ...Dark Elves....HAHAHAHAH!

I guess it wasn't a day to be a Elf dressed in Dark colors, if you take into consideration the absolute pounding the Dark Elves took in this game, or the pounding my Spearmen took too, that black horror spell is freaking NASTY (half my Spear elf unit pretty much gone in one hit, owww), so's that word of pain spell...well...it would have been had my certain little bits of magical protection not been there. But that wasn't really anything compared to what I was doing to some of the DE units, Unit of cold ones riding up my flank, hit by both my bolt throwers...ouch.. Things really went downhill after my Elven Prince got into combat (and with his White Lions broke & caught a unit of DE warriors and DE Corsairs). By the end of it there wasn't that many Dark Elves left..about..none..actually...

 

Anthony(Lizardmen) beat Manoj("Necromancer" Counts)

Well I guess it's safe to say that "There's a first time for everything!"
I-WON-A-GAME!
Who'dve thought?
Well anyway..............
I was fresh from a defeat (Minor Victory) by Manoj's little brother Jaymesh(...). We deployed our armies starting with me. I put all my nice, fat, core units (2x20 Saurus and 15 Temple Guard) in the centre of my battle line with the aid of my WS:2 Stegadon, two salamanders, The Shaman Cuetzakotl and his apprentice Minzaxini. I positioned my Saurus Cavalry on my right flank and the 3 terradons on the left flank. I then proceeded to position the "Cohorts of Sotek" (2x20 Skinks) upon opposite flanks of Manoj's army (Did you know that poison does not work on dead things, I only just remembered). Manoj placed all his foot troops in the centre, Spirits, Banshee and Black Knights on his left flank.
What followed was incredibly painful for anything that didn't have M:4 or less.
My Saurus Cavalry(Including the Saurus Commander) had their heads blown apart by a dead Opera singer, my Skinks aged rapidly, becoming aged veterans in a matter of minutes, my remaining 20 Skinks disappeared, my Stegadon died, the Terradons flew away (To the happy cliff nest in the sky and of the table) and my Saurus basically mulched up anything that came to close, leaving the Shamen, Salamanders and my Saurus Cohorts the only things alive (or should that be 'dominating the table'?).
I think I'll try my all Saurus army this month. Naa! That's just evil.       

 

Peter (Goblins) vs. Marcel (Chaos) in...

Trouble in little Troll Country!

Episode 1 "The Hunt"
Chill mists drifted over the scarce grass and gravel-strewn ground of the Troll Country.
Lose stones crunched under the paws of the Giant Wolves some of the goblins were riding.
"OI! Walk quietly or da trollz'll know we'z 'ere!" the leader of the Goblins shouted at the wolf riders. He was rather put out, they'd had to walk quite some distance to track the trolls, and HE didn't have a wolf. This put the wolfriders out of favour with him.
"Hey Skratcha! I fink dat might be trollz up over dere!" one of the goblins gibbered excitedly to his Boss.
Skratcha broke off from his grumbling about walking so far to look up over the vast plains and verify that the trolls, indeed, were there, clustered on a hillock about 200paces out in the misty wasteland.
"Orright, LET'S GET 'EM!" Skratcha shouted, and the hoard of goblins raced towards the trolls.
It was a small herd, only 5 trolls, but still worth trying to catch.
The trolls eventually realised the trouble they were in, a few loose brain cells colliding in their largely decorative heads, and the bolted, long, loping strides carrying them at some great speed. Of a wonder, they manage to keep running in largely the same direction, and they swiftly took themselves to a forested series of valleys and rocky outcrops.
The goblins were in full pursuit, but as the woods approached, they slowed, knowing the danger of being seperated when facing trolls. Slowly they walked into the comparatively lush valley, following the rather obvious tracks left by the trolls.
Between two great rocky outcrops, the trolls came upon a nasty suprise, as a band of marauders sprung from the sparse undergrowth, spread wide to encircle the trolls and prevent escape.
Almost at the same moment, the Goblins came upon the scene, to see the bellowing trolls in confusion and disarray, and the marauders, taken aback by the sudden appearance of a mass of vicious greenskins.
Skratcha and the goblins took advantage of this, and surged forward, intent to take out the marauders, and catch the trolls, at once getting trolls AND provisions for a great feast upon their return to the goblin camp. Things were indeed looking up.
The Wolfriders took the left and right flanks, skirting around the outside edges of the rocky outcrops, intent on harraying the marauders' flanks, whilst the foot-slogging goblins plodded forward, edging closer to the trolls.
The marauders recovered quickly from their suprise, and advanced on the trolls and goblins, their hounds baying and howling to match the giant wolves the goblins themselves rode.
The trolls, however, were not so orderly a group, and great confusion broke out.
One of the trolls, feeling peckish after all that running, loped over to one of the wolfriders, picked him up in one massive great hand, and swallowed the struggling goblin whole, much to the amusement of his fellows, and the sheer terror of the wolf, which wisely chose discretion as the better part of valour, and ran off into the trees.
One of the trolls decided to have a nap, a third stumbling around with a look of panic and confusion in its eyes, the fourth, growing irritated and angered, charged towards the nearest living thing, a chaos hound, and crushed it with one great blow of it's crude stone axe, roaring it's furious victory over the poor hound.
The last troll, miraculously recognising the danger, scrambled away from the closest goblin, towards a dense grouping of trees and thornbushes.
The goblins edged closer to the trolls, keeping their distance from the one that ate one of the wolfriders.
Another wolfrider charged that troll, however, as it was preferable to being charged and made a lunch out of. After a flurry of blows, the wolfrider punched the troll in the nose, and as the troll whimpered and shrank back from the Big Mean Goblin, the goblin shouted "GERROUDOFIT YOU BLOODY MONGREL! GET IN BEHIND!" and escorted the troll back to their camp
On the right side of the hunting grounds, four goblins argued over what to do, considering the closeness of a troll... they settled on all charging in as this would help their chances.
Goblins being goblins, though, three of them lied and the fourth was an idiot, charging in screaming as loud as his little lungs would allow, as the other three cackled maniacally at the hilarious futilety of the goblins brave but brainless gesture. They laughed even harder when the troll threw up on him, his high-pitched wails rising above the din of howling hounds and bellowing trolls.
On the far right, the wolfriders engaged marauder horsemen, and mixed successes were had, but eventually the marauders won out over the goblins, and slaughtered them to the last goblin.
On the left again, the wolfriders, a large groupd of goblins, and the leader, Skratcha, engaged the marauder horsemen, chaos hounds and marauders on the left, suffering some losses but slaughtering them all, before making their way over the hill and rocky outcrop to join the rest of the fighting.
In the center, control of one of the Trolls was hotly contested between a lone goblin, and two marauders, reinforcing goblins running in only to die. Eventually the goblin took the troll, and made off with the spoils of war as fast as his little legs could carry him.
As many of the marauders as could reach, swamped the troll that had killed the hound, and the countless blows of their flails, great axes, and swords, slew the troll without recourse. They stood around the corpse as it slowly regenerated, and then abducted the hapless troll.
On the right, the goblins kept feeding one goblin at a time to the troll, getting nowhere slow.
In the centre again, a few of the marauders, and a couple of goblins, gathered up the courage to struggle over the troll.
The fighting was largely inconclusive, until the troll on the right found that goblins didn't agree with his stomach, and he vomited all over the troll, marauders and goblins.
The struggle continued till there were no more goblins nor marauders, and only one big, angry troll.
The troll on the right was engaged by the two surviving marauder horsemen, and they bravely fought off any attempts of the goblins to liberate the troll. One of the horsemen escorted the troll back to the marauder camp, the other rejoined the battle
As one troll remained, the goblins and marauders realise control would go to he who lived, and the goblins charged into the marauders, and a swirling melee ensued, with the result that eventually all that remained was one chaos warrior who led the marauders, and one lone night goblin arrer boy.
And the aforementioned Big, Angry Troll
The Chaos Warrior bested the troll in singular combat, and prepared to return to his camp.
The night goblin, however, had other plans, and raced toward the Chaos Warrior, slashing madly at him with a crudely serated sword
The chaos warrior disdainfully slapped the goblin upside the head with a gauntleted hand, knocking the weddy goblin senseless, and strolled off back to his camp with the spoils of war.
Trouble in Troll Country: Episode 2 "The High Road"
"We'z gonna get dese spiky gitz real good" Skarpa muttered to himself as he observed the Chaos force marcing off to do battle, in the general direction of the Gobbo camp.
Determining that the forces of Chaos had passed into the valley a sufficient distance, he signalled the attack, and with great whoops of excitement and delight, the ambushing force of Goblins launched into action.
Wolf Riders on their snarling mounts leaped and bounded over a hillock, through rocky ridges, straight into a large group of marauding tribesmen, stabbing and slashing viciously with their spears, whilst their wolves clamped their powerful jaws down on throats and limbs in a snapping frenzy. Unable to stop the grey tide of giant wolves, the marauders gave ground and were run down in short order.
The rest of the chaos force split up, with a further unit of marauders creeping around a small wood, wary of any sudden attacks by roaming Wolf Riders.
A small force of Chosen Chaos Warriors, under fire from a bolt thrower, turned to advance on the offending machine, the odd warrior becoming skewered here and there by a wrist-thick bolt.
Skarpa, mounted in his chariot, sounded the charge and, accompanied by another chariot, smashed solidly a group of Marauder Horsemen, slaying them all and overrunning to avoid the attentions of the mighty Chaos Knights.
With some expert maneuvring, the wily Gobbo Big Boss managed to charge into the unsuspecting Chaos Knights, causing horrendous casualties, but failing to break the fearless knights of Chaos, and eventually falling prey to their rending swords and axes.
The cautious Marauders met their end at the hands of the Wolf Riders, under the menacing gaze of a large mob of Goblins.
The Chosen Chaos Warriors finally made their way to the bolt thrower, and slaughtered the goblin crew members with contemptuous ease, but were now left with no easy targets to reach.
The other Goblin Bolt Thrower, on the far side of the battlefield, rained barbed death upon a Spawn of Chaos, wounding it greivously, but unable to kill it off, even with a direct hit from a bolt just moments before it launched itself at the crew and devoured them in an assault of quivering mutated flesh
However, the damage was done, and few were the followers of Chaos that still stood upon the field, and many were the goblins, with evil in their eyes.
The relief force had been halted, victory to the goblins in the main battle seemed now more easily assured.
Join in next month for the thrilling conclusion of Trouble In Troll Country, same Gobbo time, same Gobbo place, same Gobbo channel!
Peter (the valient men of the Empire) drew against Hamish (the foul greenskin scum of Orcs and Goblins)
About the third game for Hamish, after an unfortunate first run-in with Lizardmen, and an incredible performance holding off Bryans Chaos Army a few months ago. This time, he held the reigns of the Orcs and Goblins, and all the insanity that ensues.
As my Empire forces lined up, Hand Gunners stood predominantly on the left flank, with a Mortar in support. A unit of Greatswords stood to the left of centre, and a unit of Swordsmen with Detachments held the centre.
The centre-right was home for the Helblaster and a wizard, and handgunners further along. The line was then broken up by a forest, and finished with 8 Empire KNights and a unit of 5 Pistoliers on the extreem right flank.
On the goblin right flank was a large unit of Wolf Riders, two normal Goblin Wolf Chariots, one Goblin Wolf Chariot carrying a mighty Goblin Warboss, and a forest to break up the side.
Then stood the squigs, common goblins, Giant, Black Orcs, and Night Goblins o0n the Goblins left flank.
The Empire Huntsmen accompanying my force, as always, sacrificed themselves bravely by drawing the Fanatics out of the Night Goblin unit, where they could crash into terrain and units on the GOBLIN side of the table, rather than smash through Empire lines.
The Empire Knights declared a charge against the Gobbo Wolf Riders, who wisely avoided combat, ran away, and let the knights stumble into the path of the Goblin Wolf Chariots. Things looked very, very bad for the knights... quite possibly as bad as they could ever look. I made ready to add the knights to the dead pile, they would not be standing there long.
The rest of the Empire lines held fast, and lowered their missile weapons at the advancing Greenskin hoard, managing to fell a few Squigs and night goblins, but not really achieving stunning results.
The Goblin army advanced, with the Giant striding out ahead, looking menacing in the way that only 20foot tall monstrosities can, and the mob of Black Orcs following as quickly as their shorter legs could carry them.
The expected charge of chariots into the KNights came, and the KNights stood fast, determined to fight till the last. Suprisingly, some of the knights managed to survive the impact of the chariots, and fought back bravely, eventually managing to crush the chariots with the assisstance of the Pistoliers.
In the centre, the Gobbo shamans managed to destroy the Helblaster with magic, and the Handgunners were dropped in numbers a tad from Gazes of Gork
The Giant bellowed at the top of its lungs, charging headlong towards to Swordsmen, who promptly wet themselves and scampered off the battlefield rather than face the mighty behemoth.
Unconcerned, the Giant decided to charge the Free Company detachment revealed by the notable absence of Swordsmen, and spent a few turns chomping down on humans
The Black Orcs managed to plod accross the battlefield far enough to fail a charge against the Empire Greatswords, and then suffer a proficient charge from the counts personal bodyguard, and got butchered in fairly short order
At this point, we called the game quits and were both satisfied with a draw, as both armies seemed to have been taking quite a butchering.
We'll have a conclusion to the fight next time. This isn't over, Hamish, not by a long shot!

Club Information

This newsletter is edited by Kevin Carberry so anything you would like included in the newsletter should be sent to me at 48 Beaumonts way, Manurewa, South Auckland. Phone 2670319, kevin@profax.co.nz

Robert "Dictator" Davies is the Club President so any queries, problems, issues or suggestions about the club should go to him at 14 Grebe Street, Manurewa. Phone 2670899.