The Alternative Armies Blog

Welcome to the Alternative Armies blog. This blog tells you all about what we are up to and it is where we post our latest tabletop gaming news and articles.
We cover Flintloque and Slaughterloo, High Fantasy, Other Ranges as well as our 15mm scale fantasy, science fiction and historical ranges.
Our game systems and free content such as PDF downloads and reading articles. Enjoy and do dig back in time to see what was going on before now.

Feel free to comment and ask questions. We are always happy to help gamers with their hobby.
Showing posts with label Andy Jefcoate. Show all posts
Showing posts with label Andy Jefcoate. Show all posts

Tuesday, 20 October 2020

Article 23 Dogmen Engineers in the Witchlands

Andy Jefcoate returns with the twenty third article on Flintloque from his growing adventures. If you missed any of the previous articles you can see them all for free on the blog by clicking on this TAG. If you would like to Begin in Flintloque visit our website for Escape the Dark Czar and free content and videos.  Enjoy!  GBS

Dogmen Engineers

I hope that you have enjoyed my articles about Gorgon Lightfoote and his Flintloque section. He will return in future articles as I've really enjoyed creating his force, but for now I wanted to get back to telling you about my Ferach and Witchlands forces as there are so many great units available. For this article I wanted to tell you about a very useful set......56537 Dogmen Engineers. There are some excellent figures in this group and I've found them useful for several scenarios in the Witchlands.

What's in the set?

There are 8 miniatures in the unit pack consisting of a Dogman Officer on a resin horse, a laden pack horse, 4 Dogmen Engineers on foot and a scenic piece of engineering supplies. Individual figures are available but I bought the whole set as it is such a great price and saves off single pieces.

The Officer figure is pointing and clearly ordering his troops around. As well as commanding the Engineers he could easily be used to command any Dogmen section as he is such a great figure. He also has a fantastic moustache, so is worth buying for this alone!

The four Engineers on foot are very characterful. There is a one eyed NCO figure holding a bomb and pistol, an Engineer digging with a shovel, an Engineer carrying a barrel, and an Engineer carrying some planks and a hammer.

The pack horse is a nice  model, loaded up with supplies, as is the scenic piece containing bombs, quick fuse, box and barrel.

 How did I paint them?

As I wanted to use them with my Finklestein Dogmen they have been given dark blue jackets with yellow facings. Trousers for the officer I did in white but for the regular engineers grubbing around in the mud I thought that grey was more practical! Any boots, hats and equipment are black.  They can be put in any uniform such as white for Ostarians if you want.

How I've used them in my games

This has been a very useful set for various scenarios. You may have already seen the pack horse in my 11th article 'A Call of the Wild!' which I used as the objective for the wolves, and to be defended by it's own side. It is good for all sorts of escape scenarios as my Ferach forces attempt to evade the Undead.

As I suggested above, the officer figure has taken command of my Finklestein Dogmen troops which are becoming a fair sized force. He really is a great figure (did I mention his moustache!) and looks like he is issuing orders in the heat of combat. 

The Engineers figures can also be used as Sappers and are needed for scenarios where something needs to be built or destroyed. Rules for both troop types can be found in the Grapeshotte expansion book. My games usually involve something like a bridge over a frozen river which has to be repaired so that the Ferach forces can cross and then destroyed in another scenario to slow down the pursuit! These scenarios usually involve a force trying to defend the Engineers/Sappers while they undertake the specific task. 

For repairs I set a number of repair points on the bridge and each special repair action taken by an Engineer/Sapper each turn removes one of these points. If a figure is shot at by the enemy in a turn they may not use a repair action that turn as they are too busy keeping their head down. Equally they may not try to make repairs while in hand to hand combat! This makes the player have to be aggressive with his defenders, while balancing out whether to activate his Engineers/Sappers as early in the turn as possible.

For destroying the bridge it is given IRP's (Impact Resistance Points) as outlined in the Grapeshotte book, then the Engineers/Sappers place powder kegs against the structure. Kegs are Small, Medium, Large, Very Large or Huge and have to be carried to the structure, primed, have their fuze set and then lit. The size of the keg indicates how easy it is to carry (which is why I have often drafted in the model of 'the Tap Room Ogre' as a Sapper) but then also dictates the amount of damage caused using the rules for a Howitzer shelle plus 25% rounding up. Again rules for this are all in the Grapeshotte book. You can make the job harder according to the distance the kegs have to be carried and I do this by using one of the great new Beer Barrel barricades as it also looks like a pile of powder kegs. Models have to move between this and the bridge with their kegs while being shot at by the enemy. All I'll say is don't have characters carry them too close together as a stray shot can cause a keg to explode!  

Finally, I feel that the NCO has a slightly wild look about him so could easily be used with negative character traits. Either way, Engineers can use grenades so he is perfect for adding these to your games. You can also use the scenic piece in this set to resupply characters that have used the grenades that they are carrying!

The continuing narrative

Some Engineers have joined the Ferach Scouts ahead of the main army to insure that any logistical problems are overcome before the main body of troops get there. There are many frozen streams and rivers, or broken bridges that need to be crossed as the ice cannot hold the weight of horses or cannon, and exposure to the freezing water could be fatal. There is often only a small amount of time to fix the situation without slowing the retreat.

Some Engineers have also joined the rearguard to attempt to slow up the pursuit. While the Undead are immune to the cold they still have horses and cannon which cannot get across frozen rivers and streams without a bridge. It is often the case that a bridge that is built one day is destroyed a day or two later with troops desperately trying to cross before it is destroyed. There have been several heroic last stands to insure the success of this work.

Wherever they are, Engineers can support troops with their grenades which can sometimes tip the odds in their favour.

Conclusion

I hope that you've enjoyed reading about my Dogmen Engineers and if you haven't already, that I have inspired you to try out Engineers and Sappers in your games. While the Dogmen Engineers set is great, there are Engineer sets available for other races too. The Undead Engineers set with a Vampyre Engineer and Zombie Sappers looks particularly amusing........... 

Tuesday, 8 September 2020

Article 22 The Adventures of Gorgon Lightfoote - Part 4

Andy Jefcoate returns with the twenty second article on Flintloque the forth in the adventurers of Gorgon Lightfoote. If you missed any of the previous articles you can see them all for free on the blog by clicking on this TAG. If you would like to Begin in Flintloque visit our website for Escape the Dark Czar and free content and videos.  Enjoy!  GBS

The Adventures of Gorgon Lightfoote - The Support Troops

In my last three articles I've introduced you to the core of Gorgon Lightfoote's Britorcn section and explained how I've used them in my games. In this article I'd like to show you the last but by no means least of the current members in his section, although I'm sure that he'll receive reinforcements in the future!

Depending on the scenario you can often gain an advantage by including specialists and Lightfoote is becoming a master at using the Witchlands terrain to his benefit. As his force is light and fast moving, regular artillery is out of the question, but a Mountain gun has rectified the situation and as my scenarios are often created around a raid or ambush a sniper is useful too!  

The Mountain Gunners

Code 56596S gives you a 2lb cannon which is basically the same as a large Ogre Kannonderbuss and enemy troopers certainly don't want to be hit by it. For Roundshotte it hits with 75/10 up to 15cm range, but is still 60/8 up to 38cm and 40/6 up to 75cm which is enough to give a bad day to most enemy troopers, while for Caseshotte you get 80/6 up to 15cm and 55/3 up to 38cm.

You only need two gunners to use a 2lb cannon, mine are from code 56515 Joccian Artillery Crew and have been painted to match the Blacke Watchit troopers as they are part of their unit as close infantry support.

One major advantage of a gun of this size is that you don't need a limber. Two characters can carry it with a 30% reduction in movement and if necessary one character can carry it with a 70% reduction in movement. This means that it can be taken into or though terrain such as woods where you wouldn't normally dream of taking a cannon. It can also be lifted over linear obstacles such as walls or fences!

A Mountain Gun can be useful in attack or defense. I usually use it on the end of a line of infantry to support an attack or help to clear a flank of enemy attackers but it is equally useful for holding an area of terrain. At a cost of only 55 points for the gun plus the cost of two gunners I don't know why more sections don't include one. I've already bought a second one for my Ferach force.

The Sniper 'Old One Shot'

This veteran Rifle Orc was once a member of the 105th Foote in Catalucia but like 'Stab'and 'Grab' he has ended up in Lightfoote's service. He is a loner and probably isn't actually old for an Orc but his time spent out in the wilds gives him a rather disheveled appearance. This and his ability to efficiently take down a target have led to his nickname. 

For this character I've used a figure from the classic pack 50010 Sharke's Rifles 1st edition. He still has his 105th Foote uniform but carries everything he needs on his back so this figure is perfect.

In Flintloque 'Old One Shot' is a Veteran and an Elite Light Trooper, which gives him +15% accuracy, +3 Steady, +3 Discipline and +3 Melee on top of his Orc Racial Statistics of Steady 3, Wounds 3, Discipline +1 and Melee +2. He carries an Orcish Bakur Rifle which is very accurate at closer ranges (80/6 up to 15cm and 65/4 up to 45cm) but also has a maximum range of 75cm and has a bayonet attached to give a further +3 in Melee. The only downside of a Bakur Rifle is that it takes 2 turns to reload so in case he doesn't live up to his name this character also carries  a standard pistol. 

As if 'Old One Shot' wasn't good enough already I have given him the following skills and traits.

- Stealth (5 points) - After all figures have deployed this character can be placed anywhere within cover such as light woods, buildings or behind a wall as long as he is more than 15cm away from all enemy figures.

- Good Shot (2 points) - Further +5% accuracy on all shooting columns.

- Jamminess (3 points) - This character can re-roll one die roll per game.

As you can see, at 72 points although he isn't the cheapest Section Member 'Old One Shot' can be very useful if you need to take out a specific enemy section member or commander, just what you need from a sniper, but he is also pretty impressive in combat as long as he isn't too isolated or massively outnumbered. 

In Conclusion

These troops have been perfect additions to my force for specific scenarios, but the Mountain gun especially could be part of any section as it is so versatile and while not as hard hitting as most artillery it's ability to cope with any terrain and cheap cost more than make up for it in my mind. I think that you should get one today, why wait!

I have had fun with 'Old One Shot' in my games. He has fit in well with Lightfoote's force and has played his part in Ambush scenarios helping to capture a lesser Vampyre, he has fought on the defensive in a firing line with the Blacke Watchit when they have been attacked by Zombiski Cossacks and he has single handedly fought his way through a small section of zombies and a Liche to get back to his comrades after being cut off. Characters like this make the Flintloque game so fun to play as you can invest time in them and create a story! 

 What's next? 

As always I hope that you've enjoyed reading my articles about Gorgon Lightfoote's gallant band and that it has inspired you to try using a different force in your games. He will appear again in the future but for the time being I will be returning to my Ferach and Witchlands armies as there are so many great Flintloque figures to talk about! 

Thank you for reading.

Andy

Wednesday, 10 June 2020

Article 21 The Adventures of Gorgon Lightfoote - Part 3

After a break Andy Jefcoate returns with the twenty first article on Flintloque the third in the adventurers of Gorgon Lightfoote. This time Lightfoote is joined by the song filled Hob Goblins who add to his ranks. . If you missed any of the previous articles you can see them all for free on the blog by clicking on this TAG. If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS

The Adventures of Gorgon Lightfoote
Part 3 - The Ram Raider Scouts

In my last two articles I initially introduced you to the core of Gorgon Lightfoote's Britorcn section that I've included in my Witchlands games and then to my method for fighting battles with three opposing forces. In this article I would like to expand Lightfoote's force by telling you about his Ram Raider Scouts!

As I explained in part 1, Lightfoote is a proud Hob Goblin from Taffsea and was a major with the Ram Raiders before his retirement. He was loved by his troops and an excellent tactician which is why he didn't actually retire but was instead recruited into the Britorcn Secret Service where he has risen to the position of Spy Master. It makes sense then that when he called some of his former troops answered.


Who are the Ram Raiders?
Normally stationed in Catalucia the Ram Raiders are mounted infantry so are excellent as scouts or for harassing the enemy. A full section would normally have around 15 members including an officer with a sword, a sergeant with a carbine or pickaxe, a musician with bugle and troopers with either standard carbines or swords. As their name suggests they ride on Rams. 

Their usual uniform consists of a light grey tunic and breeches, with yellow facings and black helmets and boots. The light grey uniform has been useful as camouflage against the snow but for the Witchlands they have adopted more heavy duty boots for the times they spend spying on the enemy or waiting in ambush. In addition, the rams are smaller than horses and often chest deep in the snow along with the legs of their riders!


Why use Mounted Infantry?
As highlighted in the 5025 War in Catalucia Game Book
"Mounted Infantry are a rare type of section operating on the battlefield but have a useful tactical flexibility. The Corps Imperial Des Dragons is a famous formation of Mounted Infantry. Mounted Infantry can operate as Cavalry when mounted and as Light Troops when dismounted. A section may split their troops into mounted and dismounted at the same time with their type changing as they mount and dismount"

They are therefore great for my Witchlands scenarios as they can form a firing line to shoot their foes from a distance but if threatened can mount up and move out of trouble. Rams are quick for their size and as cavalry can match a heavy horse at full speed, although light horses will outpace them. 


What models are available?
The 5106 Taffsea Ram Raiders box has all that you need to field a Ram Raiders section. You get 8 foot figures and 5 mounted figures on Rams including command figures as the Ram Raiders in Catalucia are led by Colonel Aspeth 'the miner' Pritchob and his trouble making Major Hobvens.  However you can just purchase 3 Raiders on foot with carbines or 2 Raiders mounted on Rams with carbines. There is also the option to buy 4 Hob Goblin casualty figures. As ever those kind people at Alternative Armies will provide pro-painted versions of any of the packs listed.

What did I purchase?
As I'm using a mixed section I didn't need additional command figures at this stage so took the opportunity to buy a selection of Raiders troopers on foot and mounted to support the rest of Lightfoote's section either as cavalry support or to boost the fire power of his 'Blacke Watchit' escort troops.

As ever with Flintloque they are lovely castings, very unique and characterful and a joy to paint too.


In Conclusion
These troops have been perfect for my small scenario driven skirmishes such as raids to capture supplies, ambushes or kidnap attempts to get personnel for interrogation. As mentioned above the ability to use them as cavalry or infantry makes them very flexible, especially if you are playing a random scenario such as in my last article or you just don't know what your opponent will include in their force. 

They are invaluable for Lightfoote in the Witchlands as he needs a good screen of scouts so that his small force doesn't get ambushed. The Rams have adapted surprisingly well to the snowy conditions, with the mountains of Taffsea preparing them for effortlessly bounding through snow drifts!

What's next 
As always I hope that you've enjoyed reading about my growing Britorcn section for my games of Flintloque set in the Witchlands. I will continue to expand this force in future articles and as ever I'll let you know how I get on!

Thank you for reading.

Andy

Monday, 26 August 2019

Article 20 The Adventures of Gorgon Lightfoote - Part 2

Following up on Part One of Gorgon Lightfoote we are back with the twentieth article on Flintloque with Andy Jefcoate.  This time it is three way fighting and nifty ideas for planning your scenarios. If you missed any of the previous articles you can see them all for free on the blog by clicking on this TAG. If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS


The Adventures of Gorgon Lightfoote - Part 2 
Fighting Battles with 3 opposing forces 

In my last article I introduced you to the core of Gorgon Lightfoote's Britorcn section that I've now included in my Witchlands games. This has enabled me to create some interesting little scenarios, and establish a third party with no loyalty to the Ferach or the Witchlands armies. My initial games were small scenario driven skirmishes such as raids to capture supplies or personnel for interrogation as Lightfoote's force is fairly small but as his force grows I plan to tell you what I have added in future articles. 


However, in the meantime I have also had battles between 3 opposing forces which have been great fun and for my twentieth article I wanted to tell you about my simple system for doing this, which I feel gives variety and unpredictability to keep the games interesting. I have made them small affairs with forces of around 300 points a side on a 4' square table but you can increase or decrease the force size and/or the gaming area and the system will still work. 


Stage 1 
Set up the playing area and all scenery to your personal taste. For a skirmish game such as Flintloque I like to have several pieces of scenery to break up line of sight, give your miniatures cover and generally to look good. 

As this is a three player game the fairest way to set up the table is to divide your scenery items between the players and each place one in turn. On a 4' square table I would recommend 2 to 3 scenery items per player and as all of my trees for Flintloque are based individually I usually count a clump of 3 trees as one piece of scenery. 

Stage 2 
As there are 3 opposing forces, I like each force to start in a different corner of the table as this keeps the forces well apart. I suggest each player rolling a D10 dice and the players choosing their starting corner from highest roll to lowest (with ties re-rolled). 

Stage 3 
All troops are placed up to 12" from each players own starting corner, placing one character each in turn. Start with the player with the lowest dice roll in stage 1 then work clockwise around the table. 

Stage 4 
Randomly determine force A, B and C. Three counters are placed face down with A, B and C marked on them. One player shuffles them and the other two players pick a counter each. - Force A attacks force B - Force B attacks force C - Force C attacks force A 

Stage 5 
Each player decides their main objective by a D10 dice roll. I use the following scenarios but you can change them to your preference. 

1-2 Capture enemy commander. To do this the commander's last wound must be taken in close combat to represent them being overpowered. 

3-4 Assassinate enemy commander. Close combat or shooting is fine. 

5-6 Give the enemy something to think about. Destroy at least 50% of the enemy force by shooting or close combat. 

7-8 Get off our land. Force all the enemy troops back to their starting zone or rout them from the table. 

9-10 Take the ground. Measure a 1' square centred on the exact centre of the gaming area. You must have 50% of your starting force in this zone by the end of the game with no enemy forces in the zone. 

Each main objective gives 5 victory points. 

Players gain 1 additional victory point for each complete 30 points of either enemy force destroyed. This is cumulative and I recommend increasing this if you use larger forces e.g. 1 victory point per 50 points if using 500 point forces. Likewise, if the enemy commander is the main objective then don't count his points value for additional victory points. 


Possible Variations 
As stated earlier you can use other scenarios if you wish, but be careful if you use something like 'have 50% of your force exit the table via your enemy starting zone' as if all 3 players roll the same it could be a very strange game, something like a relay race. 

You could also initially keep the rolls for the main objective a secret if you wish to add an extra element of unpredictability. Players would then have to be more careful how they proceed. 

Each of the scenarios can be expanded on if you wish i.e. if you have to capture the enemy commander is it just a matter of taking his last wound in combat or do you then have to escort him from the table, giving your opponent a chance for a daring rescue! This sort of thing complicates matters but if you have time for a longer game it can add to the fun. 

For most games I usually restrict them to 10 Turns but if you have more time then don't use a Turn limit and see how the victory points rack up in the time that you have. 


In Conclusion 
I have had some great games using this system. Imagine Lightfoote's force trying to capture a Ferach commander for interrogation (Capture enemy commander) while being attacked by the Dark Tsar's forces (Get off our land), then the poor Ferach player has the main objective of taking out the Vampyre leading the undead (Assassinate enemy commander) while being attacked by the Britorcn force and trying to protect their own commander. This rightly sounds confusing but I promise it isn't as complicated as it sounds once you give it a go and can lead to some good games! 


A couple of tips I would like to give are that the forces need to be able to move if required so taking artillery pieces can make life difficult, and you also have to be able to mix attack with defence so while a completely mounted force will be fast moving and hard hitting, it won't be able to defend the ground as well as an infantry firing line. I'm sure there will be exceptions but I just want to give you something to think about! 


What's next 
As always I hope that you've enjoyed reading about my system for creating battles using three opposing forces. I will expand on all 3 of my forces in future articles but for now I am concentrating on the Britorcn force as it is much smaller than the others. As ever I'll let you know how I get on. 

Thank you for reading. 

Andy

Wednesday, 5 June 2019

Article 19 The Adventures of Gorgon Lightfoote - Part 1

Following up on his look at using the recent new VNT 28mm Fantasy Wraiths in your games of Flintloque the series continues with Andy Jefcoate bringing in a new character of his own creation. If you missed any of the previous seventeen articles you can see them all for free on the blog by clicking on this TAG.  A variety of adventures in Flintloque.  If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS


The Adventures of Gorgon Lightfoote - Part 1

I've been promising to tell you about the adventures of Gorgon Lightfoote for a while now. He is a Spy Master in the Britorcn Army and leads a group of specialists that volunteered to be sent to the Witchlands to spy on and disrupt the Ferach forces. Once they arrived though they found the Dark Czar's army to be unwelcoming and aggressive towards their small force, so they knew that they were on their own. Lightfoote decided to stay to gather all the information he could about both sides of the conflict in order to better defend the Realm. 

This has enabled me to create some interesting little scenarios, and establish a third party with no loyalty to the Ferach or the Witchlands armies. These have initially been small scale raids to capture supplies or personnel for interrogation as Lightfoote's force is fairly small and spread out, but I'm sure he will gather reinforcements over time which I will tell you about. As his force is made up of volunteers it has enabled me to use Orcs, Hob Goblins, Ogres, Rats and Elf Deserters which has been great fun (despite the more complicated section rosters which result). 


Gorgon Lightfoote
Lightfoote is a Hob Goblin from Taffsea and was a major with the Ram Raiders before his retirement. He was loved by his troops and an excellent tactician which is why he didn't actually retire but was instead recruited into the Britorcn Secret Service where he has risen to the position of Spy Master. While he's not the toughest leader around his intelligence more than makes up for it, although he has some skill with a pistol or blade when the situation calls for it. 

For the man himself I've used the Hob Goblin Miser Figure. It's a great casting and Lightfoote dresses in civilian clothes to disguise himself. I have added a sword in its scabbard (from accessory pack BS14) to show that he is armed.

In the game he is a Veteran Hob Goblin Regular Officer armed with a Sword and a Ferach Elf Duelling Pistol. He has the Magicke Talent of Prevent Injury (potent), the Duellist Skill and the traits of Steadfast and Massive Jamminess.


Corporal Fixit
This KGL trooper has been Lightfoote's bodyguard and battlefield companion for many years. An Ogre of few words, his name has come from his habit of saying 'me fix' before sorting out a situation he and Lightfoote find themselves in. The sorting out usually involves someone getting a thumping, normally the enemy but not always which is why his comrades are often wary around him. For Corporal Fixit I've used the 56031 KGL Trooper who looks like a tough old campaigner with his eye patch! 

In the game Fixit is a Veteran KGL Ogre armed with an Orc Bessie Musket. He has the Iron Hard and Knuckles traits, and in addition if he is within 3 inches of Lightfoote any wounds that Lightfoote takes can be transferred to Fixit as he throws himself in the way.

Daisy
This Highland Cow carries the supplies of Lightfoote's force and is usually led by Corporal Fixit. I've used 56511L the resin Highland Limber Cow for Daisy with the simple conversion of adding a box and keg one side, and a festoon the other as a basket carrying their victuals, all from pack 5003B. I've put a pie from pack BS001 on top of the festoon to highlight this fact.


Stab and Grab
If you've read my 14th article concerning the Civilians of Valon, then you've met these guys before. They are former Orc line troopers from the Britorcn Army of Catalucia. In the army their exploits were legendary amongst the rank and file but frowned upon generally by their officers. Comrades in their section never went hungry as their reputation for scavenging and thievery meant that they would always 'acquire' whatever they wanted. Unfortunately they pushed their luck by plundering the baggage of their own general and the rumour is that they were only saved from being hanged by their Major who intervened on their behalf. He saved their lives but they were still dishonourably discharged. 

In the Witchlands their real names are only known by Lightfoote who recruited them into the Secret Service and they just use their knicknames of Stab and Grab. They have joined the followers of the Ferach army and are regularly reporting back to Lightfoote on troop movements and interesting events. They get in places that wouldn't normally be possible by hiring themselves to Ferach Officers as additional guards, thugs or labourers. They don't mind if their tasks require a moral flexibility which has seen them regularly called upon during the Ferach retreat especially as units compete with their own side for resources. If more Elves happen to go missing then Stab and Grab see it as one less to fight at a later date!

As part of Lightfoote's force they are used as Experienced Orc regulars. They each carry 2 pistols and have knives hidden all over their bodies. In close combat they both fight with 2 knives but such is their skill they get a +2 melee modifier as if they were using a sword. When Lightfoote's force is attacking a Ferach force Stab and Grab are always deployed last after all other characters from both sides and may be deployed anywhere on the table as long as they are not less than 6 inches from an enemy figure. This is to represent the fact that they are often hired by Ferach officers who think that they are part of their own section! 



Blacke Watchit
Lightfoote's escort are composed of Highland Rat Blacke Watchit troopers from pack 56533 armed with Bessie muskets. They are highly thought of troops within the armies of Albion and the importance of Lightfoote's mission is shown by the fact that these elite troopers accompany him. They are tough in a fight and good shots so are solid troops in any situation. 

What's next
As always I hope that you've enjoyed reading about Lightfoote's band. In this article I've given you details of the core of his section, and in future articles I plan to expand his force and tell you about some of his adventures. 

Thank you for reading.

Andy

Friday, 19 April 2019

Article 18 Using VNT Wraiths in Flintloque

Following up on his two article look at the Crystal Elves this time Andy Jefcoate is looking at other Alternative Armies 28mm high fantasy miniatures which can be put into Flintloque.  This time it is the 28mm Wraiths of the VNT Range.  If you missed any of the previous seventeen articles you can see them all for free on the blog by clicking on this TAG.  A variety of adventures in Flintloque mainly set in the Witchlands.  If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS


Using Fantasy range Wraiths in Flintloque 

As you will hopefully have read in my last two articles I've been looking through the 28mm High Fantasy ranges on the Alternative Armies website as I had the idea of looking to see which figures would fit into my Flintloque sections either with or without conversion. I have previously explained how I've used various Crystal Elf figures in my Ferach forces or as swords for hire, but until now I hadn't added any figures to the Dark Czar's forces. 


That was until the recent bulk release of the Wraith figures that are available on the Alternative Armies website across the HOT 15mm fantasy, VNT 28mm fantasy and Flintloque ranges. The updated Noncorporialski for Flintloque are great, being very characterful and with a good choice of miniatures (so my wishlist has got even longer). However, I had something more feral in mind for specific scenarios so decided to use the 28mm Fantasy Wraiths which are equally great.  


What is available and what did I get
While mounted packs are available and would be very useful I decided to stay pedestrian and look at the Wraiths on foot (not the cavalry packs). These come as four miniatures to a pack for only £8.00 with two packs available, VNT28 Wraiths and VNT43 Wraiths II. As always they can be purchased separately for £2.00 each, or if you buy three identical packs on page you get a 10% discount. 

VNT28 contains a Wraith with two swords, a Wraith with two handed sword, a Wraith with axe and a Wraith gliding forward with sword, whereas VNT43 contains a Wraith with snake tongue sword, a Wraith with polearm and mace, a Wraith with twin swords and a Wraith with spear and long dagger. 

I had to get both packs as the number of weapon options is very good. While I haven't with these purchases, many of the miniatures are suitable for conversion in the form of weapon swaps or as command figures such as a standard bearer (which would be very easy with the Wraith with spear and long dagger). 



How did I paint the figures
As standard Wraiths in black robes they are very easy to paint. I do this by doing a black undercoat, before heavily dry bushing in a dark grey then putting a black ink wash over the top. This creates lighter areas and shade while still looking like black robes. I particularly like the contrast of the black robes against the snow.

After that I merely painted the weapons, with dull silver coloured blades, gold hilts and brown wooden shafts on the pole arms. These were also subjected to the black ink wash.

Of course you could always paint their robes in a different colour, and I've also found that if you paint metal weapons in a reddish brown colour then dry brush in silver metallic this can make them look rusty. For my Wraith leader, I gave him a gold helmet and gave the sword blade a light blue ink wash to make it look magical, and so that he stands out!


How have I used them in my games
I initially used my wraiths in small numbers in a scenario where Ferach troopers searched an area of ruins for archaic weapons to use in battle. This then dictated what 'the Levellers' from my last article could use in following games. Several counters were placed around the gaming area and turned over as Ferach troopers made contact with them and searched that area. Some of the counters were wraiths using the same stats as Noncorporialski, with one having the stats as an average human sized Vampyre to represent the leader. All other counters had a type of melee weapon listed. As mentioned earlier these Wraiths are more feral than Noncorporialski Wraiths and are simply defending their territory, immediately attacking the nearest Ferach figure. 

As weapons are found on the playing area, and as an additional bit of fun a player has to roll D10 and look on the following table when first using that weapon in combat to see how useful it is. 

1 Cursed         opponent gets +2 to their combat value
2-3 Rusted         no bonus to combat value
4-7 Standard gives bonus according to weapon type
8-9 Good Quality         additional +1 to normal bonus for weapon type
10 Exquisite Additional +2 to normal modifier for that weapon

As more of my Wraiths have been painted, I've started to use them as a Flintloque section with the stats listed above. All of them have melee weapons and are fun to use when fighting  'The Levellers' from my last article. 


How do they fit in with my narrative
As Saindoux's troops have searched old manor houses and ruins to look for anything that can help them survive, they have angered Wraiths who see those buildings as their territory, especially when items are taken. The Wraiths have now joined the pursuit, gliding across the snow to attack any Ferach troops that become isolated.  


What's next 
As always I hope that you've enjoyed reading about my Wraiths and that I've inspired you to get some. They are great figures and fun to use in scenarios. I plan to move back to more traditional style Flintloque figures for my next article and I'll let you know how I get on.

Thank you for reading.

Andy

Wednesday, 13 February 2019

Article 17 Crystal Elves in Flintloque part two

Continuing from last time Andy continues in Flintloque with part two of his use of Alternative Armies 28mm high fantasy miniatures in his games. Namely the Crystal Elves and their axe and sword wielding armoured warriors.  Read on for part two of this adventure.  If you missed any of the previous sixteen articles you can see them all for free on the blog by clicking on this TAG.  A variety of adventures in Flintloque mainly set in the Witchlands.  If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS


Using Crystal Elves in Flintloque - Part 2 - 
Garde Infantry and Foot Knights 

As you will hopefully have read in my last article I've been looking through the 28mm High Fantasy ranges on the Alternative Armies website as I had the idea of looking to see which figures would fit into my Flintloque sections either with or without conversion. 

Although there were several possibilities in the Crystal Elf ranges, I was initially drawn to set CE22 the Elf Assassins, and talked about them in my last article, but this time I would like to draw your attention to packs CE10 Garde Infantry Command, CE11 Garde Infantry and CE12 Crystal Elf Foot Knights. Their uniforms show their elite status and fit perfectly with Ferach Napoleonique uniforms as lets face it, the Crystal Elves are where it all began with regards to Blacke Powder.


My idea for using these figures was that the Ferach force has become sick of fighting the same foes day after day or night after night as the corpses are just reanimated after being shot. This is not so easy if they have been cut limb from limb, so bands of troops have got together using old style weapons scavenged from old manor houses they pass during their retreat. They are the brain child of Colonel Jean Etienne Folies Bergere who has banded these troops into units nicknamed 'The Levellers' as they level the playing field.


What is available and what did I get
In pack CE10 there are 5 figures including a leader, musician, standard bearer and 2 troopers, one with a halberd and one with a spear, in pack CE11 there are 4 troopers, one with a sword, one with a bow and two with spears, and finally in pack CE12 there are two with 2 handed axes, one with a 2 handed sword, and  one with sword and shield. As ever with Alternative Armies you have the option to buy them as packs or as individual figures which lets you tailor your force to exactly what you want. All of them could easily fit into Flintloque sections in some way.

From the pack CE10 I ordered the leader, plus two of the troopers with spears, from pack CE11 I ordered two of the troopers with sword, and from pack CE12 I ordered all three knights with 2 handed weapons.


How did I paint the figures
As the Garde uniforms are very similar to those of Ferach Flintloque troopers I used the same colour scheme of mid blue, red and white, but used brown for boots and belts to make them stand out from regular Ferach troops and added more gold as the uniforms are quite ornate. 

The Knights feature a lot of plate armour which I have just painted in a dull silver metallic colour to look more functional than ornate, as the wearers are doing a tough dangerous job so value protection over how good they look!


How have I used them in my games
As stated above, as the Ferach force has retreated the troops have soon learned that Zombies can be shot several times and keep coming back so brute force face to face is often the only way to take them down permanently. Some Ferach troopers have therefore returned to their martial skills before Black Powder and many of the creepy old manor houses that they have passed in the Witchlands often have archaic weapons displayed on the walls. 

The leader figure from pack CE11 has been used to represent Colonel Jean Etienne Folies Bergere himself. In my games he is a Veteran / Elite Officer as his unit were originally Garde Infantry. He is armed with a sword of exquisite quality and has the Quick Reflexes and Nerves of Steel character traits. He is therefore useful for leading from the front which suits a section that specialises in close combat.

The rest of the unit are all Elite with half being armed with muskets while the rest have close combat weapons. They have been hand picked by the Colonel so many have close combat orientated skills and traits. This is a useful combined arms section. I've found it best to mix the musket and melee specialist troops across the table so that the muskets can thin down the Dark Czar's forces as they advance and the melee specialists can then charge in backed up by the bayonets of their comrades.

I have also added a couple of special rules according to how the troops are armed and armoured which you could try out if your opponent agrees.

Boar Spear (cost 6 points) - The spears held by the Garde figures are heavy with a big cross guard. They still get a +3 melee modifier like a regular spear but if the Ferach figure armed with a Boar Spear wins a close combat on their own activation against a mortal or zombie opponent they can choose to impale the opponent as well as wounding them. This means that the opponent is held in place so may not move and may not damage anyone within range, if they win a combat this will simply mean that they have broken free of the spear. Likewise the figure armed with the spear may not attack anyone as they are concentrating on hold the opponent in place, but will still count for outnumbering purposes if an allied character attacks the impaled figure. A figure may be impaled by multiple spears at once. 

2-handed Sword or Axe (cost 7 points) - While a regular sword or axe will give a +2 melee modifier, these vicious offensive weapons will give a +4 melee modifier when the character is activated as 'The Levellers' are all trained to use them to the maximum effect against their opponents. This reverts to a +2 melee modifier when being attacked due to an opponents activation as they are less useful in defence.

Plate Armour (cost 6 points) - This gives +1 to the wearers steady rating. In addition when the wearer is required to take a Steady check due to losing a melee or by being shot by a Blacke Powder weapon with an impact of 5 or less he rolls a D10 and avoids the Steady check on a roll of 8, 9 or 10.


How do they fit in with my narrative
As Saindoux's force are the rear guard of the Ferach retreat, Colonel Folies Bergere has been sent to assist. His unit is perfect for this kind of fighting and will hopefully help to permanently thin the zombie ranks and ease the pressure on Saindoux's troops.

The pursuing Vampyres led by Lady Wintermore are aware of 'The Levellers' and determined to prevent them giving the Ferach force the advantage.

What's next 
I hope that you've enjoyed reading my further experiments with using Crystal Elf figures in my Flintloque sections and that I've inspired you to get some. There are also some excellent cavalry figures in the Crystal Elf range but I've concentrated on the infantry as infantry battles are my favourite Flintloque games. 


I haven't finished looking at the Alternative Armies High Fantasy ranges yet, and I'll let you know how I get on in future articles.  Thank you for reading.

Andy

Thursday, 10 January 2019

Article 16 Crystal Elves in Flintloque part one

In his first Flintloque hobby article for this year Andy takes a new tack and looks into using Alternative Armies 28mm high fantasy miniatures in his games of Flintloque. Namely the Crystal Elves and one of their most favoured packs the Assassins.  Read on for part one of this adventure.  If you missed any of the previous fifteen articles you can see them all for free on the blog by clicking on this TAG.  A variety of adventures in Flintloque mainly set in the Witchlands.  If you would like to Begin in Flintloque visit our website HERE for Escape the Dark Czar and free content and videos.  Enjoy!  GBS


Using Crystal Elves in Flintloque 
Part 1 - It's a dirtyjob but someone has to do it

At the end of my last article I mentioned that I was looking for unusual figures to use in my scenarios.  While looking through the 28mm High Fantasy ranges on the Alternative Armies website, I had the idea of looking to see which Crystal Elf Empire figures would fit into my Flintloque sections either with or without conversion. Lets face it, the Crystal Elves were where it all began. 

Although there were several possibilities I was initially drawn to set CE22 the Elf Assassins as I could immediately think of plenty of scenario options. 


What is available and what did I get
There are five metal figures in this set that can be purchased together for 10GBP or individually for 2GBP. There is also the option to buy three packs at a 10% discount. All are great value as the castings are excellent. Miniature 01 is an Elf Assassin in cloak with Blade, 02 is a Female Elf Assassin with Knifes, 03 is a Masked Elf Assassin kneeling, 04 is an Elf Assassin plotting, and 05 is an Elf Assassin masked with Bow and Blade.

I have initially purchased models 01 and 05. Both are cloaked with their hoods up so look as though they are being furtive but this also fits in with the Witchlands and the severe cold. Both also have blades in their hands (or on their wrists) so are ready for action. I particularly liked the fact that model 05 has a bow so has a ranged weapon but one which is also a silent weapon, perfect for assassination!

I decided that both of these figures are great without conversion for my games, as if you need them to have other weapons in a particular scenario, especially pistols, then these could easily be hidden beneath their cloaks! However, if you wanted to do a conversion then figure 01 would be particularly good for this as the right hand could easily have a pistol or other single handed weapon such as a sword placed in it. Likewise figures 02 and 03 in the set also have hands away from their bodies and could be easily converted in a similar way. 


How did I paint the figures
I like the idea of assassins having individuality so they were painted differently but not flamboyantly as assassins wouldn't want to stand out! I think that their clothing should be functional and look that way. 

As my assassins were operating in the Witchlands their cloaks were painted white to blend with the snow,  but you could easily change this according to the terrain you are using them in, grey would be good for an urban setting or green within a forested or wilderness area. 


How have I used them in my games
I wanted there to be a clandestine organisation of hired killers who were beyond political allegiance and who will work for the highest bidder. No-one knows who they are or which races their members come from but for the right price then no-one is safe from the brothers and sisters of what is simply known as 'The Order'. One of my elf assassins is a Ferach Elf who has grown tired of the Ferach Empire, and the other is Dark Elf of Catalucia who lost his home, but both are now brothers of 'The Order'.

As I wanted the assassins to be key players in my games I've used them as Veteran Elves but you could make them legendary if using just one assassin. It also helps to give them multiple traits, so I usually give them 3 but there is no reason why they couldn't be given more! If you like the idea of them using knives, why not use them as knives of Exquisite Quality so that they still get a +2 modifier in combat. 

For the bow armed figure I've used the Othari rules for bows.  I particularly like the fact that there is no reload step so the bow can fire on each activation. This allows it to be fired twice per turn at different targets!


How do they fit in with my narrative
In my narrative Lady Lamia Wintermore has hired an assassin to remove Saindoux. Although a Vampyre is a superior killer she simply loves intrigue and enjoys the fact the it is an Elf that she has sent to kill an Elf. 

Saindoux's spies have told him what has happened so he has hired an assassin to help protect himself. Unfortunately they are assassins from the same order so where do their loyalties lie...

What's next 
I apologise that this article could be seen as darker than some of my others but as it deals with assassins I didn't have a lot of choice. I do like Flintloque games to have humour though so feel free to lighten things a bit. Rather than being good at what they do, your assassins could be especially bad and given negative traits, or they could have signed up for a job but not actually want to hurt anyone. 

I hope that you've enjoyed reading about my assassins and that I've inspired you to get some. As I've said before my favourite aspect of Flintloque is the scenarios you can create from the excellent and diverse range of figures available and these figures are great for that. In future articles I'll let you know about some of the other miniatures I've used in my games.

Thank you for reading.

Andy