Dwarven Forge has released a sneak peek of their upcoming Elven Set with this small teaser. Click on the image to see the picture on their website.
Eureka Miniatures makes a really cool line of cultists that I purchased last year. I felt that they would make good basic cultists for my role-playing games and miniature scenarios.
In this gaming scenario, we were playing through a raid on a Temple of Orcus. The Orcus cultists (pictured above) are defending their Temple from the raiding brigands, played by the Games Workshop Possessed warband, pictured below:
The game begins with the Raiders sneaking into the Temple. They must move through the entrance tunnels, up a set of stairs, and then through a small room before bursting into the main temple area. This movement will take a total of four turns. Each turn, the Raiders are moved and Sneaking rolls are made. On the roll of a “1″ the cultists are alerted to their presence. After a total of sixteen rolls, the Raiders move successfully into their ambush location.
The Raiders look around, and start to plan the ambush. They will basically do the “kick in the door” style assault. They will burst from their hiding spots, and attack the cultists on a nearby platform. From here, they can hear the cultists murmuring their prayers to Orcus. The smell of incense is thick in the air. From there, time will be of the essence as they have to charge up a small flight of stiars and challenge the elder cultists in front of an idol of Orcus.
And so, suddenly, the Raiders burst from the darkness and declare their murderous intent. “Kill them all,” shouts the hooded Raider leader. “Leave none alive!’
♣
… to be continued …
After doing some re-reading of past No Quarter magazines, I decided that I’d like to create an Orgoth dungeon using my Dwarven Forge stuff.
Depending on what sets you have in your collection, setting up Dwarven Forge for use in a game of WARMACHINE can be as simple as trying to create wide rooms and double sized hallways. There will be narrow sections where only small based models will be able to enter, but that’s okay. Just discuss it ahead of time with whomever you’re playing with and make sure you’re both on the same page as to entryways and which size model can fit where in the game.
Besides, if a Warcaster was going to be going down, down into Goblin Town would he or she really want to take Heavy ‘jacks? Not unless you’re a Rhulic Warcaster.
Personally, I have the following sets: Cavern Set, Cavern Passage Set, Two Fantasy Room sets, a Narrow Passage Set, an Advanced Builder set, the Wicked Additions #1 and #2 sets, a Room and Passage set, two Ogre Den’s, a Sci-Fi Alpha Expansion set, and 12 of the 6″ x 6″ Square Floor sections. So I have a lot of different options for setting up and arranging the sets in such a way to create a good WARMACHINE environment. Oh, and by the way … I bought most of these sets through either Art’s Game Store or Noble Knight Games. I picked them up when they were on a 50% off clearance.
Megan and I cleared a spot and put together a layout on a 24″ by 24″ section of Battle Board. We agreed that the Pool would be considered Deep Water. The Pillars would block LOS. The Crypts were considered Impassable. And the Cracked Tile sections would be Rough Terrain. The sections of DF walls are considered to be ARM 18 with 1 Damage Capacity per inch. Walls that block Warjack entry may be destroyed to create Breaches. All normal tile and stone sections of flooring are considered Open Terrain.
Since the Orgoth are known for using vicious traps, we included those too. Pit falls, acid, Hellfire, and falling boulders. We each got three trap tokens that we could use at any time to trigger a trap. When the trap is triggered, the Dwarven Forge piece is replaced by the trap piece, and then the opposing player rolls a Trap Check. On a roll of 1-3 the trap works. On a roll of 4-6 it does not. This part was pretty fun, and added a bit of fun to the game.
Break out of the normal, and try something different today.