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Author Topic: The Leesburg Garrison  (Read 31689 times)

Online GamesPoet

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Re: The Leesburg Garrison
« Reply #325 on: February 01, 2018, 09:42:50 AM »
Looks good!  My first thought was he's from Marienburg. :icon_cool: :eusa_clap:
"Not all who wander are lost ... " Tolkien

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Offline Silvero

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Re: The Leesburg Garrison
« Reply #326 on: February 01, 2018, 09:59:24 AM »
Love these bright colours, love the metalics - good job!

Offline Xathrodox86

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Re: The Leesburg Garrison
« Reply #327 on: February 02, 2018, 02:48:50 PM »
Great conversions and that Wizard is... well, you know what I think about him already. ;)
Check out my wargaming blog "It always rains in Nuln". Reviews, rants and a robust dose of wargaming and RPG fun guaranteed. ;)

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Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #328 on: February 02, 2018, 11:03:13 PM »
Indeed!

Here's another one - bit more closer to the army-wide colour scheme:

cheers,
Lee

Offline Xathrodox86

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Re: The Leesburg Garrison
« Reply #329 on: February 03, 2018, 01:02:39 AM »
 :ph34r: :ph34r: :ph34r:

Awesome! :Ohmy:
Check out my wargaming blog "It always rains in Nuln". Reviews, rants and a robust dose of wargaming and RPG fun guaranteed. ;)

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Online GamesPoet

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Re: The Leesburg Garrison
« Reply #330 on: February 03, 2018, 01:08:24 AM »
I like him! :icon_biggrin: :::cheers:::
"Not all who wander are lost ... " Tolkien

"The beauty of curiosity and creativity is so much more useful than the passion of fear." me

"... my old suggestion is forget it, take two aspirins and go paint" steveb

Offline hamster

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Re: The Leesburg Garrison
« Reply #331 on: February 03, 2018, 03:02:37 AM »
how are you so much better at painting than me lee, tis not acceptable thy must best the master
for the past 2 years, I have sat in my cage, watching the owners put me in small, translucent spheres, and dump small, rock like food, into my cage. But no longer!, I have broken free of the shackles of being a hamster and now!, I paint, as a hamster can not do much more, mostly our small life span

Offline Artobans Ghost

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Re: The Leesburg Garrison
« Reply #332 on: February 03, 2018, 03:17:21 AM »
😸👆
Love the marble and the staff. Great paint job!
Mathi Alfblut Feb 4,2017
Simple, You gut the bastard with your sword, the viking way.
Questions?

Mathi Alfblut Dec 9,2017
Get a binge of Yule ale, roasted boar and some proper axes and we will ALL be happy again!

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #333 on: February 10, 2018, 05:43:11 PM »
Thanks guys!

One of the wizards will see some fighting at least, as I've finally scheduled the rematch against Vampire Counts for tomorrow  :wink:

My list:

Archlector on War Altar, GW, HA, shield
Wizard Lord, level 4 Light, Dispel Scroll

BSB, Sword of Might, Enchanted Shield, FPA
Witch Hunter, Brace of Pistols
Engineer, LA

38 Halberdiers, command
2x5 Archers in detachment
17 Handgunners, command

30 Greatswords, command
3 Demigryphs
5 Pistoliers, champion with brace including repeater

Hellblaster

I mostly wanted to take things I didn't take last time, hence no Steam Tank for example. Only my beloved Pistoliers made the cut  :)

Stay tuned!
cheers,
Lee

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #334 on: February 12, 2018, 12:55:56 PM »
We ended up rolling for the scenario and ended up with the "5 movable objectives" one. As the goblins were left at home my opponent picked a selection of characters from his shelf - Gotrek, another Slayer, a 5th ed Wardancer Hero and 2 Waywatchers, to represent a party of adventurers that needed saving (or indeed sacrificing on the altar of Nagash).

I tweaked my list a bit, as I didn't paint the other 5 archers and was a bit short on core.

Archlector on War Altar, GW, HA, shield
Wizard Lord, level 4 Light, Dispel Scroll

BSB, Sword of Might, Enchanted Shield, FPA
Witch Hunter, Brace of Pistols
Engineer, LA

39 Halberdiers, command, shields (useless, I know)
5 Archers in detachment
16 Handgunners, command

29 Greatswords, command
3 Demigryphs
5 Pistoliers, champion with brace including repeater

Hellblaster

Vampire Counts:

Kemmler
Vamp, +1 attacks aura, -1Ld aura
BSB
Wraith
Necromancer, dispel scroll

30ish Skeletons
30ish Zombies
20ish Ghouls
5 Dire Wolves

23 Grave Guards, GW, command, Banner of the Burrows
5 Hexwraiths
Terrorgheist

Deployment:



I got Shems, Banishement, Net, Timewarp.
Undead got several Neheks, Gaze of Nagash, Curse of Years and Van Hels.
cheers,
Lee

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #335 on: February 13, 2018, 12:50:43 PM »
Turn 1:

I start off with advancing with the right flank, the Pistoliers up front, picking up one of the objectives and shooting 4 out of 5 Dire Wolves. Magic is stopped but my opponent does burn his scroll to accomplish this.



Undead march to meet me - Kemmler and the Skeletons (sound like the name of a band!) grab the Manse and the objective hidden inside it. I burn my scroll to stop Curse of Years on the Halberdiers. Terrorgheist screams off my Pistoliers  :(



Turn 2:

Demigryphs charge and wipe out the Wolves. The rest of the army pushed up a bit with the Archer detachment picking up an objective right in front of the GGs. In the magic phase I managed to fail to cast a boosted Shems on 6 dice (!!!). I cheer myself up by gunning down several Zombies with the Hellblaster (only visible target).



Terrorgheist charges the Demis, GGs charge the Archers. Hexwraiths run through the Greatswords, killing 4. Gaze of Nagash kills 4 Halberdiers. Terrorgheist kills a Demi, but takes 4 wounds back! Archers die and the Grave Guards pick the objective from their cold dead hands.



Turn 3:

Greatswords charge the Zombies. Magic kills the Hexwraiths (I was getting worried there!), while shooting continues to do nothing due to lack of targets...
Demigryphs heroically bring down the Terrorgheist and brace to receive the incoming Ghouls. Greatswords beat the Zombies and crumble some. This might take a while though.



Grave Guards charge my Halberdiers. Ghouls charge the Demigryphs.
Kemmler casts a big Van Hels - re-rolls to wound could hurt this turn!
Halberdiers fight heroically and hold on despite losing 14 of their number. Their 24 S4 attack with hatred are not to be sniffed at! Demis kill some Ghouls and continue fighting. The Greatswords kill the remaining Zombies but are left fighting a Wight they cannot wound. Will static CR do the trick?



So, all units engaged and its a matter of grinding it out. Place your bets!
cheers,
Lee

Offline Artobans Ghost

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Re: The Leesburg Garrison
« Reply #336 on: February 13, 2018, 01:09:03 PM »
Awesome report so far!

Quote Lee: I managed to fail to cast a boosted Shems on 6 dice (!!!)

Did someone slip you my dice by chance? I have been looking to get rid of them😸
Mathi Alfblut Feb 4,2017
Simple, You gut the bastard with your sword, the viking way.
Questions?

Mathi Alfblut Dec 9,2017
Get a binge of Yule ale, roasted boar and some proper axes and we will ALL be happy again!

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #337 on: February 14, 2018, 10:41:23 AM »
That could be it! Though I also had some really good rolls in the game  :biggriin:

Turn 4:

War Altar moves out of the way, should the GGs break my halberdiers.
I IF Timewarp on the unit however, making it less likely. A couple of handgunners die to the blast, but its well worth it.
Shooting does nothing - no targets (why did I bother with the Hellblaster?).
In combat the GGs get smashed and only the Vampire remains. I reform into a column with whats left of my unit.
Greatswords fail to beat the ghost and lose a few of their number.
The 2 Demigryphs carry on fighting.



Skeletons leave the Tower, preparing to mop up the Halberdiers.
Magic boosts the fighters a bit.
My BSB challenges the Vampire and slays him outright - thats faith and steel for you!
Elsewhere the Ghouls kill a Demigryph, but are down to 2 ranks themselves.
The Greatswords finish off the Wight and turn to grab an objective.



Turn 5:

Greatswords claim their target. I forget to move my Handgunners, so won't be able to get Gotrek...
I again cast Timewarp on the Halberdiers.
Demigryph brings down the Ghouls to 5.



Skeletons charge.
Magic is stopped.
Demigryph wipes out the Ghouls.
Halberdiers hold against the Kemmler-led skeletons on nothing less than Insane Courage!

The battle is over - its a 2:1 victory for the Empire!

cheers,
Lee

Online GamesPoet

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Re: The Leesburg Garrison
« Reply #338 on: February 14, 2018, 12:22:42 PM »
For the Empire! :::cheers:::
"Not all who wander are lost ... " Tolkien

"The beauty of curiosity and creativity is so much more useful than the passion of fear." me

"... my old suggestion is forget it, take two aspirins and go paint" steveb

Offline Xathrodox86

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Re: The Leesburg Garrison
« Reply #339 on: February 14, 2018, 01:17:00 PM »
Check out my wargaming blog "It always rains in Nuln". Reviews, rants and a robust dose of wargaming and RPG fun guaranteed. ;)

http://italwaysrainsinnuln.blogspot.com/

"Dude, that's not funny. Xathrodox would never settle for being a middleman."

Gneisenau

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #340 on: February 25, 2018, 06:39:11 PM »
Hello there!

We played a great battle yesterday - 4k points per side of High Elves vs Legion of Chaos. No Empire involved so I won't bore you with a full report, but I figured the highlight is worth sharing:



cheers,
Lee

Offline Artobans Ghost

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Re: The Leesburg Garrison
« Reply #341 on: February 25, 2018, 08:36:13 PM »
You are getting a lot of good gaming in sir!  That is fantastic. And there is nothing boring about high elves crushing filthy chaos scum.  I say this because there can be no other end to this battle.......  (is there?)
Mathi Alfblut Feb 4,2017
Simple, You gut the bastard with your sword, the viking way.
Questions?

Mathi Alfblut Dec 9,2017
Get a binge of Yule ale, roasted boar and some proper axes and we will ALL be happy again!

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #342 on: March 19, 2018, 02:45:14 PM »
After playing some Chaos and Skaven its time to play the good guys again and are there any finer soldiers than the Leesburg Garrison? (Probably yes, but that's beside the point)

We'd be playing the "3 scoring units" scenario (these are highlighted)

Empire:

Wizard Lord, level 4 Beasts, 5+ ward
BSB, +2S, Enchanted Shield, Luckstone
Wizard, level 2 Fire, dispel scroll
Warrior Priest
Captasus, Dragon Helm

40 Halberdiers, command
5 Archers in detachment
18 Handgunner, command, reapeter handgun

32 Greatswords, command, BoEFlame (these guys are S4+2, due to house rules).
3 Demigryphs, champion, halberds

Steam Tank

Wood Elves:
Level 3 Metal, Power Scroll
Level 2 Beasts, Dispel Scroll
Branchwraith

14 Eternal Guards, command
14 Glade Guards, command
14 Dryads, champion

2x7 Wild Riders, command
3 Treekin

Treeman
Eagle
6 Waywatchers

Deployment:



I got: Fireball, Shards, Wildform, Savage Beast, Flock, Cure of Anraheir

My opponent got: Searing Doom, Robe, Final Trans, Amber Spear, Wildform, Earthblood
cheers,
Lee

Offline Xathrodox86

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Re: The Leesburg Garrison
« Reply #343 on: March 20, 2018, 02:05:46 PM »
Is it just me, or are the Elves are outnumbering the Empire? Rare sight indeed.
Check out my wargaming blog "It always rains in Nuln". Reviews, rants and a robust dose of wargaming and RPG fun guaranteed. ;)

http://italwaysrainsinnuln.blogspot.com/

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Gneisenau

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #344 on: March 20, 2018, 07:40:49 PM »
Close! Empire still had the upper hand though with 90 infantrymen alone vs 70 models in the entire WE army. Being on small bases does make them seem less numerous - that was our impression as battle commenced  :happy:

Turn 1.

Elves move up a bit, to be in range.
The Tank is under fire and I burn a scroll to keep it intact.
Waywatchers deal a wound to a Demigryph.



I advance aggressively with my center, while the right flank is more prudent in their marching.
Magic and shooting kills some Glade Guards, but the Tank misfires his cannon, luckily on the bounce dice.



Turn 2.

The Asrai adjust their positions, crucially the Wild Riders remain in place, fearing my handgunners.
Magic is ineffective, as my opponent rolls four 1s to cast a big Amber Spear  :lol:
Shooting does little damage.



Throwing caution to the wind I charge the Treeman with my Tank, getting the needed 13. Halberdiers follow.
I force my opponent to burn his scroll.
Shooting kills a glade guard or two.
The Tank fluffs his roll - D6+3D3 yield 6 hits and only 1 wound... I suffer no damage in return.



Turn 3.

Wildriders and Eternal Guards charge my Halberdiers. Dryads try to join in but roll poorly.
Magic sees a big Cloak cast on most of the Wood Elf army.
Shooting kill the wounded Demi.
The combined assault butchers my Halberdiers and despite the BSBs effort I break and am run down...
The Tank holds.



Seeing the game slipping I turn my Greatswords towards the center. This exposes their flank but I ready my Demigryphs for a counter-charge. The Captasus, finally in position, charges the Treekin.
I cast Wildform on the Tank, but, again, it fails to kill the Treeman.
The Captasus breaks the Treekin but they outrun him, somehow.



So, things are not looking that bright but not all is lost!
cheers,
Lee

Offline RE.Lee

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Re: The Leesburg Garrison
« Reply #345 on: March 21, 2018, 07:56:27 AM »
Turn 4.

Wild Riders charge the vulnerable Greatswords. Dryads gang up on the Stank.
The other Wild Rider unit gallops into position to charge the Handgunners.
Magic is largely stopped and the Waywatchers do another wound on the Demis.
Greatswords take a pounding but hold and reform. Tank passes his Treewhack test.



The Demigryphs join the Greatswords. Captasus charges the Glade Guards.
Magic is big as I manage to cast both Savage Beast on my Wizard Lord and Wildform on his unit. Molon labe, Wild Riders.
This proves to be rather overkill however, as a salvo at point blank range leaves only the champion standing. We've seen what he can do, though.
Greatswords/Demis wipe out the Wild Riders and face the rest of the Wood Elves. Even more importantly, the Captasus breaks and runs down the Glade Guards, scoring me a Victory Point and getting rid of the biggest enemy wizard. Yay!
Tank is dealt a solid Whack (6 wounds...) and fails to do damage.



Turn 5.

Wild Rider champion charges the Handgunners. Treekin, having previously rallied, charge the Captasus in the back. They are also immediately boosted with Wildform. Oh well.
Waywatchers do nothing.
I challenge the lone Wild Rider with my Wizard Lord (leading by example here!), take a single wound but rip the Elf to shreds in return.
The Captasus bites it.
Tank suffers two more wounds.



I advance with my surviving units.
Magic and shooting do little.
Tank suffers another wound, down to 1 now.



Turn 6.

The Treekin and Eagle block my units - I won't be able to get to those Eternal Guards and Dryads now.
Magic and shooting do nothing of worth.
Tank manages to avoid damage.



Greatswords charge and kill the Eagle.
Tank fails his last Whack and falls apart...



So close! It was 1:1 right up to the end and had the Tank survived I would have secured a draw.
cheers,
Lee