The Battle of Angrehmeh
A Tale from the World of Warmaster
(According to me, anyway)
No one really knows how the great Dwarf pilgrimage of the Grumpoff came to be. The Great Book of Grudges is silent as to its origins, which is made no less remarkable by the inherently grudge-like nature of the event. After all, it is a long and arduous trek to a distant shrine to a nearly forgotten god whose nature is best described as one of perpetual irritation— what reason would motivate dwarfs to make such an effort other than a truly Great Grudge? Especially in light of the fact that no tavern, indeed no source of anything to drink but two minor rivers is known of at the spot. All that is there is the Great Stone Circle of Angrehmeh, the only known temple to the god Angrehmeh (ancient Dwarf for “Spiller of Stale Beer,” which might explain the irritation). But to Angrehmeh the trek must be made, to pour a flagon of the King’s Brewmaster’s Second Cousin’s Finest on the sacred central stone, and appease the “PO’ed little drunk in the corner of Walhalla” for yet another season. This year the duty fell upon the noble dwarflord Hovart Helmblind, of storied past and many a half-finished saga, who, being in nature very much like the god Angrehmeh (what dwarf isn’t?), decided to bring along his entire army just in case he ran into anybody notably irritating along the way. Alas, irritations were minimal en route (which was irritating itself), the only others encountered being two dwarf captains who went by the odd names of “Thorin” and “Dain” and their small revenue, but dwarfs are welcome companions (well, by other dwarfs), no matter how strange, and soon the entire irritated body was in sight of the ford west of the ancient shrine.
That’s when, praise be to Angrehmeh, or someone equally as grumpy, the scouts reported a massive army of orcs and assorted hangers-on approaching the shrine from the east! One can imagine the thrill that surged through the dwarf ranks when they heard their commander’s traditional war prayer leave his helmeted lips— “Thank the gods— here’s someone we can pummel!”
*****
Why orc war boss Stomphen Smashflat decided to “go on rumpus” that week, no one in his army really knew. But then, given that the brightest mind in his army was probably the goblin shaman, and nobody much cared what he thought as long as he kept up the holy sacrifices of goats (or lambs or dogs or old ladies or whatever was handy), not knowing what Smashflat had planned (if anything) was pretty much life as usual. March here, smash something, march there, bludgeon somebody, march that way, burn, march this way, pillage (after burning— they always muddled that bit). It wasn’t a good life or a merry one, but it was consistent and that had something going for it. Then they caught rumors of a dwarf shrine, which were usually good pickings, and some big red beast who called himself “Smog” (or something like that) joined up along the way, and, well, the world smelled like war (or excessive amounts of soot, blood and dirt, which is much the same thing). And then the wind brought the smell of dwarf, too, and that was enough— the rumpus was on!
*****
Parzival’s Notes
Inspired by some of the recent Warmaster After Action Reports on The Miniatures Page recently, I pulled my forces out for my on little go around. As I wanted a big battle, I decided I also wanted big scenery, and set up two hills and two rivers (each forded), several woods, and a nice big ancient stone circle with mysterious powers. Also, rather than going with a long-edge deployment, I decided to have both armies arriving at opposite corners, with the obvious goal being an attempt to take the middle ground between the rivers, where the battle would most likely unfold.
Brief Note for Those Unfamiliar With the Game
(Scroll down to The Battlefield if you know about the game)
Warmaster is a tabletop battle game that uses 10mm figures for a “grand tactical” scale game— each player is a general commanding an entire army. This means the battle unfolds in a fluid manner, focusing on battlefield events rather than any attempt at an even measure of time— so whole groups of troops may move and fight multiple times in a single turn before other troops take action.
Each army is divided into “units” which represent groups of functionally identical troops (as a block of infantry, a block of archers, a troop of cavalry, etc.) Most units have three stands, though some units, such as monsters, are one stand, and some are even two. Heroes and generals (basically, the army’s command officers) have one stand each, which might have more than one figure based on them, but aren’t considered units and don’t move or battle in the same manner. As a unit takes damage in combat, certain threshold amounts will cause a stand of figures (a single group on a single base) to be removed. Different troop types move at different rates— Cavalry are faster than infantry and infantry are faster then artillery, as you might expect.
Most of the time, units must be given an order from a “hero” or a “general” in order to take an action (unless an enemy is nearby; a reaction to them can occur for free). If that order fails (a die roll result), then no other orders may be given by that hero for the turn, nor may that unit receive any other orders for the turn. If the general fails an order, no other hero may issue orders for that side’s turn (so generals are usually saved for the last and most critical orders). If an order succeeds, a hero or general can continue to issue orders to the same unit until either an order fails or the officer decides to issue commands to a different unit. Fortunately, units can be combined into “brigades” of four units or less (type doesn’t matter) that can be ordered to move together, provided the units remain touching each other in some way at the end of the move (this can be a long chain of stands or a block or whatever).
Only movement is an order— shooting and combat happen if an enemy is in range or contact, with no need for an order to be given. Shooting can force units to retreat (a “drive back”), while combats can roll across the battlefield with “pursuits” and “advances”— which could be taken by a unit out of turn, if they win a melee!— or end in a draw, with both engaged elements retreating. As a result, the positions of units on a battlefield at the start of combat can be quite different from the positions when the fighting is done!
Combat and shooting results can cause a unit to become “confused,” meaning that it can’t take orders or shoot, and has a penalty in combat for a brief time. Charging an enemy or pursuing an enemy offers bonuses in combat; occupying defensible terrain (like ruins or a hillside) offers defensive bonuses. In general, however, it’s more advantageous to charge than to wait to be hit.
A typical battle lasts until either half of a side’s stands (including hero stands) are eliminated, or for a set number of turns (usually 8), or a general is completely surrounded or is attached to a unit that is eliminated in battle. A hero or general may “attach” themselves to a unit to give it a bonus in combat; however, unattached heroes and generals are immune from attack. Nevertheless, if completely cut off from their forces, they are eliminated.
The above should be enough info to help you follow the reason as to why events unfold the way they do in this account, and understand the drastic changes of position shown in the photos.
How a turn works:
Side with initiative follows this pattern:
- Command Phase (issue orders and move all units)
- Shooting Phase (unengaged shooter units that have a visible, unengaged target in range may shoot. Drive back movements, if any, are completed immediately.)
- Combat (units engaged— touching— an enemy must melee; both sides roll attacks and defense. Side with most hits wins. Casualties are applied. Loser retreats, winner pursues if possible and desired, and continues combat if possible. If equal, the battle is a draw, and both sides retreat.)
Play then changes to the other side’s turn. Repeat until victory occurs or 8 turns are reached.
The Battlefield
The battlefield at the Shrine of Angrehmeh. Dwarf army to the left, Orc horde to the right. |
All terrain is pretty much straightforward. The hills are climbable slopes (by infantry), though only along the grassy ramps and areas— no force can scramble up bare stone (house rule). If a unit is “among” the trees (even partially) or touching a tree, the unit is considered to be in woods. Otherwise the woods are woods, the rivers are impassable except at their respective fords, and the hills and ruins offer “defended” status for any unit which successfully occupies them... but there’s an “if” to that latter situation.
The ancient temple of the Irritated One. Enter at thine own peril! |
The Shrine of Angrehmeh
This is not merely an old stone ruin but a place of mystic power, sacred to a very lesser but very irritable old dwarf god. And he’s pretty much irritated at everybody, so he doesn’t care of you’re dwarf or elf or orc or a pack of pink ponies, if you enter his shrine (well, without a decent beer), he’s probably going to “do something.”
Angrehmeh’s Mood Ring Chart
If any stand of any unit enters the circle of the ancient shrine (whether intentionally or not), that unit’s player must immediately discover the mood of the Irritated One by rolling a d6 and consulting the Mood Ring Chart:
1— Angrehmeh is Seriously P***ed (And Not Just Because He’s Drunk): Unit is blasted by 3d6 shooting dice. Armor is no protection. Roll for drive backs, directly away from the shrine (opposite the direction by which the unit entered).
2— Angrehmeh is Irritated: Unit is automatically confused for one full turn (so this status is not removed until after the player’s next Command phase, if the entrance occurs during the current Command phase). If the entrance happens as part of a charge, the unit suffers the Confusion penalty. The unit also gains no defensive bonus for being in the ruins during either combat or the shooting phase until the Confusion ends.
3-4— Angrehmeh is More Meh Than Angry: Nothing happens. The unit may continue its move as normal; if it remains in the stone circle, it may treat the ruins as defended terrain. As long as the unit does not leave the circle, it need not roll again on the Angrehmeh’s Mood Ring Chart.
5— Angrehmeh is Mildly Annoyed, And Waves the Pest Away: The unit is instantly teleported 2d6 x 10cm away from its current location, in a direction chosen by the player controlling the unit. Terrain does not block this move. The unit ends the move Confused, and cannot charge any enemy. (This confusion is removed at the end of the Command phase as usual.)
6— Angrehmeh Likes His Beer: The unit may restore 1 lost stand (if any), and any outstanding combat or shooting hits are also removed. If the unit is uninjured, nothing happens. The unit may continue its move or remain in the shrine as normal. If the unit remains in the shrine, no further effects occur, and the unit can take advantage of the shrine’s defended terrain status.
Being a dwarf or an orc (or anything else) has no effect either way on the results of the roll. After all, mysterious and unpredictable are the ways of Angrehmeh— or, well, any drunken dwarf.
The Forces:
Dwarf Army
5 units of Warriors
2 units of Thunderers
1 unit of Rangers
1 unit of Trollslayers
2 units of Cannon
2 Flame Cannons
3 Gyrocopters
2 Heroes (Thorin and Dain, though both use standard Warmaster dwarf hero stats)
1 General (Hovart Helmblind)
Total point value: 1740. Total stands: 39. Breakpoint is 20.
2 units of Orc Archers (same stats as Goblins, but with 30cm range, cost 45)
2 units of Goblins
2 units of Orc Warriors
1 unit of Goblin Chariots
3 units of Goblin Wolf Riders
2 units of Boar Riders
3 Rock Lobbers
1 Giant (Dymbuhlb the Dumb)
1 Dragon (“Smog,” uses Smaug’s stats from Battle of Five Armies book)
3 Goblin heroes
2 Orc Heroes
1 Goblin Shaman
1 General (Stomphen Smashflat)
Total point value: 1760. Total stands: 48. Breakpoint is 24.
Note that technically this violates the min/max for Orc Warriors (I count archers towards the goblin min/max). Well, I don’t have any suitable Orc Warriors painted yet. So sue me. I hate that min/max stuff anyway. And so does Angrehmeh.
The Disposition of Forces.
Both armies began the battle arrayed as best they could to cross the fords on their respective sides of the field.
The Orcs Approach
The initial deployment of Warmaster Stomphen Smashflat. Mind the dragon! |
Stomphen’s forces were arrayed into three full strength ad hoc brigades and one 3-unit brigade, plus monsters and characters, as follows, from left to right (and front to back as indicated):
Dyhmbuhlb the Dumb (giant), goblin hero, orc hero
FIrst Bunch of Blighters Brigade: Wolf Riders, Chariots, Orc Warriors, Orc Archers
Goblin Shaman, Goblin Hero, General Smashflat
Second Bunch of Blighters Brigade: Wolf Riders, Goblins, Goblins, Rock Lobber
Smog
More Blighters Brigade: Wolf Riders, Orc Archers, Orc Warriors, Rock Lobber
Orc Hero (some dude named Bolg.)
Ugly Guys on Pigs Brigade: Rock Lobber, Boar Riders, Boar Riders (as a heavy reserve).
The Dwarfs Approach
Dwarflord Helmblind's forces sight the ford. But what's that in the distance? |
Hovart Helmblind also divided his forces into several brigades, made up as follows, left to right, front to back:
Thorin (hero)
Forlorn Hope Brigade: The Blackblood Brotherhood (Trollslayers), Dwarves of the Iron Hills Part One (warriors), Dwarves of the Iron Hills Part Two (warriors)
Dain (hero)
The Green Ore Duck (gyrocopter)
Big Whammy Brigade: Blue Thunderers (handgunners), The Emerald Eagles (warriors), Blue Boomers (cannon)
Blackfire Brigade: Wee Frazzy Frazier’s Rangers (rangers), The Black Sapphires (warriors), Smokin’ and Stokin’ (two flame cannon units)
Raging Red Brigade: Titanic Thunderers (handgunners), The Ruby Regiment (warriors), The Red Rain Battery (cannon)
The Red Beer One (gyrocopter)
General Hovart Helmblind
The Blue Bolt (gyrocopter)
And, thus arrayed, the battle began.
The Day Begins
The orcs advance. Note the dragon harassing the enemy in the distance— such an eager beast! (I regret the poor quality of this image... allowing the window lighting was probably a bad choice.) |
The smell of uncooked dwarf gave the orc horde all the impetus it needed to storm the field first (that, and a higher die roll). One of the orc heroes ordered the First Bunch across the ford; however, as they had to remain in contact, this resulted in the wolf riders having to form a line to link up with the slower archers and warriors; the archers also ended up in an irregular formation. While that did get the First Bunch mostly over the ford, it blocked anyone else from doing anything other than entering, and I didn’t even attempt a second order (poor thinking... I might as well have at least tried it). I continued this mistake, issuing only one order to each brigade; the More Blighters made the Ford (mostly), but neither of the two others moved at all. Stomphen’s only order sent the very eager Smog off to harass the enemy early on. [Actually, I almost screwed up here, as Flyers can’t charge anything further than 60cm away, despite their 100cm movement, which I forgot. But I decided to hang back for shooting, and that’s okay. Oh, note the red d8 on the hill; that’s the turn counter, with the battle ending at 8 turns, regardless. The “stone” box to the side is the base of a dice tower.]
Smog Breathes!
Smog breathes, dwarfs flee in dismay! |
“What’s he doing here?!” screamed the Dwarves of the Iron Hills, scrambling backwards from the fiery blast in confusion and dismay. The Green Ore Duck was forced to launch unprepared or be overrun, and whirled off sideways, her pilot struggling to comprehend what was happening (confused). Fortunately, the other members of the brigade remained unperturbed, calmly making way for the passage of their discomfited brethren.
The dwarfs face a pickle... and a dragon. |
Dwarfs attack, Smog falls back! |
The orcs tempt the Irritated One... |
POOF! Uh... Boss? Where are we? Boss? Bueller? |
So stunned was the entire orc army by this event, that all others except Dymbuhlb refused to budge, even when Stomphen himself pounded a goblin warrior’s head with a handy bone (as entertaining and encouraging as that always was). Even Smog was too busy licking his wounded sensibilities to engage in action (“Naked dwarfs? Really? In this day and age? What is Middle-Earth coming too? I just don’t know”).
Hey! Where did my archers go? |
The Dwarfs cross the river. (End of Turn Two.) |
Taking advantage of the orc shock, the Forlorn Hope (sans the Iron Hills Part One) quickly crossed the ford and took up a menacing position across from the orc vanguard, flanked by The Blue Bolt and The Green Ore Duck, who poured fire into the goblin line.
In the dwarf center, The Red Beer One turned north to aim its gun upon the unsupported (and now leaderless) teleported orc archers, driving them backwards. The Titanic Thunderers advanced as well— though, alas, not into range. The Blue Thunderers set up a shooting line to cover the ford, and the Emerald Eagles and Iron Hills Part One formed a small column, but failed to enter the ford. Orders to the artillery contingents and the Blackfire Brigade went completely ignored, again (which was to be a theme of this battle).
Meanwhile, back at the front, the repeated fire of the two gyrocopters succeeded in driving the wolf riders backwards, but had little other effect.
And thus, the second moments of battle (okay, Turn Two) came to its end.
Turn Three: Smashflat Smashes Forward (and the Giant Takes a Stroll)
Turn Three Begins— Go get 'em, boys! |
Hey, Dymbuhlb! Not *that* way! |
Alas, Dymbuhlb lived up to his name, and rather than bringing his considerable presence to the fight, opted to wander off to see if their were any fishes in the river beyond the shrine. Stupid giant. (For the unfamiliar, giants in Warmaster take random actions after failing to receive an order— in this case I rolled “Giant moves towards closest table edge.” Pffft.)
The Second Bunch of Blighters, and the Ugly Guys on Pigs, plus the assorted Rock Lobbers, managed to move forward, but got stuck watching the giant wander off. (This, too, would become a theme of the battle.)
The Melee Begins, and the Dwarfs Advance
Let's you and me fight! |
Take that, you stinkin' naked dwarfs! |
Bring up reinforcements! And we need a bigger copter! |
Careful Whom You Pick A Fight With, and POOF! Part Two
The onslaught came with the rise of the fourth hour (game turn). The remnants of the First Bunch slammed into the dwarf line and The Green Ore Duck, while Smog opted to return for a bit of advice from an orc hero— and promptly ignored it (failed command roll). The archers of the More Blighters took a flanking defensive position on the hillside, though the rest of the disbanded brigade did absolutely nothing! (Grrr.)Hey... what's Dymbuhlb doing over there? |
Trying to hurry more forces into position, the Second Bunch Brigade managed to cross the ford, and disbanded to send the wolf riders forward... yet once again, nobody else moved. (The reserve was proving to be very reserved.)
Look, more dwarfs— CHARGE!!! |
This is not what Smashflat had in mind. |
The Dwarfs Stand Tall... or Tall Enough
The Fourth Hour: Helmblind makes his move. |
Operation Stop the Big Dummy! |
A Whole Lotta Bashin' Goin' On
Turn 5, Smashflat launches his final assault. "Thiz had bette' woik..." |
... and get smashed... |
... totally and completely smashed. |
The battle against Dymbuhlb was nearly as epic; the dwarf warriors lost a stand as casualty, and eventually stood at a draw, but their dimwitted foe was forced back yet again, severely wounded and weakened (and therefore at half strength for the rest of the battle— against a giant, that’s a big deal). At this point the count stood 6 dwarf stands lost to 18 orc stands lost and four orc characters dead! (That’s 22 units— two shy of the breakpoint.)
The Iron Hill dwarves proved themselves an equal match for Smog. They took heavy casualties, but managed to hold their ancient foe to a draw, preventing him from sweeping further destruction on the dwarf line.
The Fury of the Dwarfs
Helmblind's final assault. |
Once again, the orc charge had ended with the dwarfs dominant and in a position to force an advantage. The fresh regiment of Iron Hills Part One took up the fight against Smog, while the Emerald Eagles again pressed on against Dymbuhlb. Meanwhile the Ruby Regiment turned to flank a lone wolf rider stand, while the Blue Thunderers moved into position to open volleys on the Rock Lobbers (still largely ineffectual in the fight, despite a single lucky shot that drove The Red Beer One from the hill top).
The shooting phase saw the orc archers driven once again in confusion from the hillside, and the wolf riders equally discomfited down below. Far in the dwarf rear, the cannon and the Titanic Thunderers were finally getting shots in on the hapless teleported orc archers, driving them back along the river, but with no stands lost by anyone. The battle would come down to melee.
When Dwarfs Attack... |
Dwarfs— a menace, I tell you, an absolute menace! They have GUNS, dangnabbit. All I've got is a rock (lobber). |
Old enemies, together again. |
The battle would come down to the fight between the Emerald Eagles and Dymbuhlb the Dumb. Hammer and tongs, club and foot, they went at it, the blows ringing through the trees. No support to look for, and no quarter, the large versus the little, a David and Goliath matchup (well, if David was about 4 foot 2, had a long beard and carried axes, and there was way more than one of him). When the clanging and swinging and bopping and cutting came to a crashing end, a crashing end it was— Dymbuhlb, still wondering about the fishes, fell long upon the earth, and mighty was the sound of his falling.
With his last cry of “Where da fishies?” echoing through their ears, the orc horde turned as one and fled— even the dread red-gold dragon had no fire in his belly for a further fight.
The Orcs Flee! |
MY AFTER-BATTLE ANALYSIS:
Well, I clearly made a mistake not going all out with my command attempts as the Orc Horde commander early on. I had more orc and goblin heroes than I knew what to do with; I should have just made the attempts, regardless of the odds. Having more troops in a position to “do something” might well have made the difference in the battle. As it was, the orc forces wound up scattered and unable to effectively support each other. Another solution might have been to pull the forward forces back, evading the dwarfs and trying to lead their forward lines away from their approaching secondary. Reviewing things, I can see that the dwarf ability to come up very quickly from the rear probably made a big difference.
As the dwarfs commander, I nearly blew it with my initial deployment, especially placing the cannon and flame cannon so far to the rear. They should have been forward for the approach, at least to get as close as possible to the river. Or I could have moved them at least onto the hill to give some range support near the ford. As it was, they wound up bringing little or nothing to the fight.
I also made some risky moves with the gyrocopters. As melee units, they’re near about worthless. Their advantage is in the shooting phase as harassment and stand-off, and work best when paired with other shooters. Three shots is average for any unit, but add those in conjunction with even one other shooter on a shared target, and suddenly you’re viable to actually inflict casualties in the shooting phase. But the copters need to be kept out of the way of potential charges. I never lost one, but that was more luck than planning.
On the other hand, due to the dwarfs hanging back a bit (more accident than design), they received crucial reinforcements at significant moments, handling threats like the horde’s initial successes and the sudden appearance of the giant on the dwarfs’ left flank. Only the timely arrival and charge of the secondary dwarf warrior unit kept that from going very bad, very quickly— and that unit had some remarkably lucky rolls (while the giant did not) to stay alive and keep the monster from having any great effect. It also helped that the dwarfs were able to dominate the melee on the orc horde’s turn, allowing the dwarfs to then set the pace for subsequent combats.
I think I did utilize the dwarf formations very well to create lengthy battle lines where needed, with relatively secure flanks. (But luck played a role there as well; had the combats gone the other way, the lines could have collapsed as easily as the horde’s did.)
The special units— the giant, Smaug and the gyrocopters— ended up playing less significance to the battle than I had originally assumed. Ordinary ground units dominated the fight throughout.
And finally, though I had a goblin shaman, I largely forgot about using any magic at all during the battle. Although I’ve never seen magic have much affect, due to the odds against it even working at all, nevertheless there’s always the chance that it could have helped, either boosting in combat or allowing extra moves among the sluggard reserve units. (If I had gotten those boar riders involved at all, the game could well have gone differently.)
As for magic, my decision as orc horde commander to tempt the fate of the shrine chart wasn’t sound. As a result, I lost the use of one unit completely, which might have made a difference in the initial battle line. And while the giant-in-the-flank event appeared to be a dangerous threat to the dwarfs at first, he was in no position to gain support during the battle, and being separated from his allies, could not fall back to a more secure position. Instead of a rogue threat the giant turned into an isolated target.
Finally, aside from the shrine, terrain primarily only had the affect of hampering movement for both sides at the fords. The dwarfs did successfully use the river as an anchoring point for their flank, but otherwise neither the woods nor the hills played much part in the battle.
ASSORTED DETAILS and ENDNOTES:
This was a solo fight, which is relatively easy to do with Warmaster— you just play each side and try your best. Apparently, my dwarf side dominates my orc side. You will note that though I had a goblin shaman on my list, I never attempted magic. I tend to forget that it can happen in Warmaster, which I did for this game. Oh well.
Angrehmeh’s Mood Ring Chart (and Angrehmeh himself) are my own creation. I realized after the orc archers got teleported almost off my battlefield that I had given the teleportation result too high of a range. In the future, I’m going to restrict it to 1d6 x 10cm. At first I was concerned that teleportation would be a big advantage; clearly, it wasn’t, as it caused units to be too far away for orders or effective support.
Scenic bits: The hills are GW’s Citadel Large Hill halves, included in the Battle of Five Armies boxed game (OOP) (I have two sets, thus I have a full hill). The printed cardboard rivers are also from these sets.
The ruins of Angrehmeh are from the “Build Your Own Stonehenge Kit,” a silly little item carried in bookstores (if it’s still in production). I got mine on deep discount from Borders sometime before they closed. It was pure coincidence that I discovered my ruin layout for this battle created a face— and an irritated face at that. This inspired both the name and the god and his mood swings.
The trees are from a big bag of Christmas village decorations I found on clearance at Lowe’s a few years back. I think I paid $7 for 21 trees. For that price, I can deal with the fake snow.
Figures: Most of these are either GW Warmaster figs or from GW’s Battle of Five Armies game, including Smaug. The dwarf gyrocopters are from Kallistra, as are the orc archers and the orc trebuchets (“Rock Lobbers”)— all significantly cheaper than GW’s prices.
The dice towers that can be seen in a few shots are made of cardstock, and are my own design. They’ve gotten a bit battered, so I need to print and make replacements, but they work well enough.
The pictures were taken with my iPad2 because I couldn’t find my camera. Hence the grainy quality of most (especially as I had very poor lighting). I apologize for that— next time I’ll hunt down something a bit better and use a tripod.
I hope you enjoyed this little AAR as much as I enjoyed playing the battle and writing it up! If you’re a Warmaster fan, break out your armies and give this set up a try. If you’ve never played Warmaster, hie thee to GW’s Specialist Games web site and download the rules (they’re free). Miniatures are still available from Games Workshop, or you can find excellent proxies from Kallistra, Copplestone Castings, and others (yes, they ship to the US, and even with shipping, they’re a great value).
Battle on, my friends!
Great 1st report. Long on text, but nicely descriptive. Makes me want to get my 5 warmaster armies out & complete the other 2 I have.
ReplyDeleteExcellent report. Long. but I did read it all.
ReplyDeleteGlad y'all enjoyed it. More to come!
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