In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!

Sunday, September 27, 2026

Old vs. New

Painting all the Skaven and getting the Midgard movement trays ready for them got me all excited so I put on a rather big game. 710 points a side, I used the army list posted on the previous post. Normally I don't put unpainted plastic on the table, but I guess that is an advantage to the Games Workshop approach; everything is assembled on their bases ready to play with, and you can paint figures as you go. And Pasha Dan has challenged me with his Chaos Dwarfs, so I wanted to test drive the Vermin-horde and get a feel for it.

For the Empire I made a selection from my armies of 15th century troops: knights, sergeants, pikemen, halberds, skirimishing handgunners and some artillery. So some of my oldest figures were facing off against some of my newest.

The Vermin-horde of Darktan (L) ready to bring ruin upon the hosts of the Man-things/the Empire (R)
 
Essex longbows, Citadel cavalry, Old Glory halberds. Those two stands of Citadel knights with the pale green bases are my oldest bsing technique, which has survived various rebasings and rationalizations.


Old Glory Swiss shutzen

Warp Cannon

Darktan urging the clans forward




Minifigs longbowmen. My oldest figures, part of my first "proper lead army" given to me by Mrs Rabbitman for our first Christmas living together. She also painted these ones to see what my hobby was all about.

Hildegaard von Bruggen. The Empire's magic user.

Lots of mostly Old Glory Swiss pikes.

Citadel Wars of the Roses cavalry. Yes, cocktail skewers to replace broken lances.

Light artillery. Can't remember the make of the guns. Another Christmas present from Mrs. Rabbitman. Crew are Old Glory.

I figured a mix of Wars of the Roses, Swiss, Burgundian Ordannance and 15th century Germans would make a good ersatz Empire army. After all, that's what was used in the first "Warhammer Armies" book.

I set up a fun, dramatic table that made me think "Olde World" and then diced. High roll got to pick the table edge and the low roll had to set up first. Skaven lost. The Empire thought that low hill would be nice to put the cannon on.

Turn 1. Skaven make a general advance and the Empire advances it's missile troops. Shutzen on bottom snipe at the warp cannon causing them to not be able to fire.


Peaches makes the first charge of the game, urging her mutated charges into the battle. Unfortunately, she is killed by a stray arrow. Not that the Rat Ogres notice. The blue archers do not break, thannks to magical help and hold the monstrosity for a turn.



The archers are falling back to keep shooting while staying hopefully out of charge range. Sometimes it even works.

Cavalry moving up on the right to charge the Stormvermin. Pikemen getting stuck in in the center.


Clanrats fall. Darktan is wounded.

Empire horse charge a Rat Ogre causing it to stampede through the clanrats behind.



End of turn 4 I think



Sunday afternoon I played out turn 5 to finish the battle. The Empire put charges in across the battlefield.

Pikes smash into Darktan and another unit of Clanrats. Darktan uses Today We Fight to Win and gets a 6, but the rats are at half stamina. His Warp Glaive (Legendary Weapon, and he's Brutal) does three hits, slaughtering the pikes, but the pikemen did 9 hits in return, handily wiping out the clanrats and causing a nasty Risk to Heroes roll; 3d6 give double 1s. Darktan goes down! The Skaven Reputation plummets another 8 points!

Hildegaard casts Weakness on the Rat Ogre reducing it to a more manageable Armour 4. The beast also fails to Counter-charge. The halberdiers cut it down.

Knights charge down a poor, weakend company of rats.



On the right flank, more knights charge down other clanrats.

After the dust settles, the Skaven have lost 17 Reputation Points in one turn!

End of game.

With their turn come up the Skaven couldn't do anything really. They were at -14 Reputation and the Empire stood at 17 still. No significant numbers of troops left and more importantly, they had lost three of their heroes, They couldn't do anything to get back into the positives or bring the Empire down past them.

So, lessons learned:
  •  the Skaven need more rank and file. Midgard does reward quantity and aggression. 
  • The Warp Cannons were intimidating, but if your enemy doesn't oblige you by marching in front of them then they're a lot of points doing nothing. So I must rethink the deployment of the Warp Cannons.
  • The Rat Ogres were terrifying. You need something very hard hitting to get stuck in and cut them down. Fortunately for their opponents they only have three stamina. 
  • I'm sure the Skaven will also do better if I remember their Grey Seers. Nyquil cast Battle Rage once which was useful. Remember to use the sorcerers to do sorcerous things. That's what you're paying them for.
  • Hamnpork has his shiny warp jezzail, but if he's hanging about the artillery to keep it from exploding (which he did, twice), it's hard to snipe enemy heroes. 
  • unpainted troops really do perform worse

This was Game 35 for the year!

Saturday, September 26, 2026

Skaven List for Midgard

A draft list for my Skaven.

Hero Points 235

Unit Points 474

Reputation 71

Reputation Tokens 18


Heroes

Darktan Bloodclaw

Type Points Combat Shooting Armour Stamina Reputation Missiles

Legendary Hero (Level 4) 74 4 1 4 2 8 Javelins

Army Commander Can influence any friendly Unit within 2 ST; +1 Reputation [pg71]

Brutal 4+ to hit in Melee Combat [pg66]

Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]

Mounted May move 2 ST per Movement Action [pg73]

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Dangerous Beans

Type Points Combat Shooting Armour Stamina Reputation Missiles

Major Hero (Level 3) 47 3 0 3 2 5 None

Sorcery May use spells [pg81]

Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]

I Foretell Mighty Deeds Once per game, may expend 1 Mighty Deed in Phase 7; a friendly Hero gains +d3 additional Mighty Deeds in Phase 1 of the next turn [72]

Favour of the Gods Once per game, may gain an additional Mighty Deed [pg72]

SPELLS

Battle Rage, Cloud of Fear, Curse

Nyquil

Type Points Combat Shooting Armour Stamina Reputation Missiles

Minor Hero (Level 2) 31 2 0 2 2 3 None

Sorcery May use spells [pg81]

Non-Combattant May not use Mighty Deeds to add Combat Dice. May refuse challenges to single combat and Evade charging enemies without loss of Reputation [pg73]

Omens May expend 1 Mighty Deed in Phase 1 of Turn 1 to read Omens [pg73]

SPELLS

Battle Rage, Magic Missile

Hamnpork

Type Points Combat Shooting Armour Stamina Reputation Missiles

Minor Hero (Level 2) 42 2 1 4 2 4 Elf Bow / Crossbow / Longbow

Artillerist May attach to a friendly Monstrosity (Artillery) Unit and influence it using Mighty Deeds [pg71]

Legendary Weapon In Melee Combat, a hit from a single Legendary Weapon dice causes 1 Stamina point of damage, regardless of Armour. In single combat, a hit from a single Legendary Weapon dice counts as 2 hits [pg73]

Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]

On My Command, Unleash Hell Once per game, may expend 1 Mighty Deed when attached to a missile-armed Unit armed with bows; Unit gains +d6 Shooting Dice [pg74]

Spam

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 14 1 0 3 1 1 None

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Klik

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 14 1 0 3 1 1 None

Today We Fight to Win Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74]

Peaches

Type Points Combat Shooting Armour Stamina Reputation Missiles

Champion (Level 1) 13 1 0 2 1 1 None

Beast Master May attach to a friendly Monstrosity (non-Artillery) Unit and influence it using Mighty Deeds [pg71]

Units

Rat Ogres

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

3 Monstrosities (Elephants & War Mammoths) 50 10 0 5 3 5 None

Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]

Brutal 4+ to hit in Melee Combat [pg66]

Counter Charge If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68]

Fearsome Enemy will retreat 1 ST in Melee Combat unless also fearsome. Fearsome troops and supports may pursue defeated enemy 1 ST [pg66]

Impetuous Must charge enemy within Killing Zone at the start of Movement Phase. Add +1 Combat Dice if at full strength with a Charging or Winning marker. Must pursue enemy defeated in Melee Combat [pg68]

Stampede If reduced to 1 Stamina, retreats and fails Command Test for breaking, will stampede. Move 2 ST directly to rear. Units in path must roll Command Test on 2d6, choosing lowest, and lose a point of Stamina if failed. Units in path must roll 2d6 for Risk to Units and choose lowest dice. Stampeding Unit is then removed [pg70]

Steadfast Does not take a Command Test if retreated into by friendly Units [pg70]

Towering +2 Combat Dice in Melee Combat but +2 Shooting Dice to enemy when targeted. May collapse if destroyed [pg71]

Relentless Never take Command Tests from shooting. Never retreat when losing a Melee Combat – lose an extra point of Stamina instead. Must pursue if winning a Melee Combat [pg69]

Stormvermin

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

3 Warriors (Heavy Infantry) 24 12 0 3 4 2 None

Spears as Tribute Add +2 Combat Dice while at full Stamina [pg70]

Clanrats

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

4 Warriors (Heavy Infantry) 16 12 0 2 4 2 None

Clanrats with halberds

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Warriors (Heavy Infantry) 34 12 0 2 4 3 None

Brutal 4+ to hit in Melee Combat [pg66]

Pikes +2 integral support save dice against Light Riders, Heavy Riders, a Towering Monstrosity or a Swooping Attack from Flying troops. Support still applies against an enemy with Aura of Dread trait [pg69]

Gutter Runners

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Skirmishers (Light Infantry) 16 8 4 3 2 2 Bow / Mounted Elf Bow

Agile No penalties in Rough Terrain [pg67]

Evade If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68]

Jezzails

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

1 Warriors (Formed Archers) 32 8 8 3 4 3 Elf Bow / Crossbow / Longbow

Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]

Marksman +1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67]

Warp Cannons

Qty Type Points Combat Shooting Armour Stamina Reputation Missiles

2 Monstrosities (Artillery) 28 8 8 3 2 3 Heavy Artillery

Aloof Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67]

Blast Does not halve Shooting Dice at targets in 1 ST wide corridor to the front. Does not halve Shooting Dice when a target is obscured by cover. May not be used in a charge situation [pg67]

Fixed If hit by shooting and fails Command Test, Unit must take Shot marker instead of retreating. Unit can not charge. Destroyed if Unit loses a Melee Combat [pg68]

Hel’s Breath An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68]

Reluctant Must pass a Command Test for every Movement Action [pg69]

Slow May only move once per Movement Phase [pg70]


Warp Technology: When a cannon shoots roll a d6. "6" equals every hit counts double. "1" it explodes and does a shooting attack on every unit or character within 1 spear throw. A hero with the Artillerist trait can attempt to reroll this by using a Mighty Deed.

Assassins: When in hand to hand combat with a Skaven warrior unit, an enemy hero must roll +1 Risk to Heroes dice


Friday, September 25, 2026

Kill the Man-things! Yes-yes!

Warp Cannon and Jezzails

Games Workshop bases. I hate them so much.

They're thick and weird shapes and don't fit other game systems without work arounds. But without puddle bases you're forced to use them. I'm not going to try and support a big Rat Ogre on one foot, are you?

At least they're thick enough to hold onto while painting. Although with the Warp Cannon, I could not get all three of the pegs to line up anyway.

So I've been putting the Skaven on them until I figured something out. For characters that's fine. But units? Hmmm....

My other Midgard bases for the Romans and Middle Earth collection are already pretty thick for strength. Sitting GW figures on top would mean they'd be half an inch above the table! That's too thick. A friend on Discord designed one with a big enough hole to sit a Rat Ogre in on his 50mm base, plus another stl for a standard 8 figures in a 4x2 configuration. I'll have those ready in time for their throwdown with Pasha Dan's Chaos Dwarfs.

Work in progress shot. Using the thick bases as holders. 

Once I got things painted though I sliced off the pegs and glued the Warp Cannon and Jezzails to 120mm wide bases for Midgard. The cannon needed 120mm depth as well which left a lot of area empty. Some toy clay bricks were used to make some dramatic piles of rubble. Model railway ballast was also added.


Ready to flock


The jezzails will get Hell's Breath and perhaps Blast.





The Warp Cannon is a heavy artillery piece, obviously. I'm thinking of a Warp Technology rule. When it shoots roll a d6. "6" equals every hit counts double. "1" it explodes and does a shooting attack on every unit within 1 spear throw.




If I get enough extra rat swarms or loose giant rats from Don, I'll add some scuttling around the rubble.


Of course, the miniatures are packed with details. Note the helpful rat at the gunner's feet.




"Push harder Nibbles! Yes-yes!"
"Oh shut up! The Great Horned One should bite your tail, yes-yes!"

Wishing he'd eaten more warp stone and had been able to pursue a career as a Grey Seer instead of the artillery corps.

I also completed my second Grey Seer, and the Engineer. The Grey Seer is named Magic Beans, and the Engineer is Hamnpork, both characters from Discworld. This Grey Seer went together much better than the first one. This model, being much nicer, will be a level 3 Sorcerer, whereas the first model will only be a level 2. I did the magic effect on his knife with green wash over silver.






The Engineer's jezzail will be a Legendary Weapon and he has the Marksman trait as well. Hopefully, he can snipe some enemy heroes, when not using his Mighty Deed rerolls to keep the artillery from exploding.






This just leaves me with three units of infantry to finish up. One of Stormvermin and two of Clanrats.