Showing posts with label DarkShadows. Show all posts
Showing posts with label DarkShadows. Show all posts

Friday, 1 May 2026

The Mists Recoil - Dark Shadows Game Reimagined for Warlords of Erehwon

Boðvoc and I finally got around to playing the second game in our campaign based on GWs Dark Shadows booklet.
Boðvoc has done sterling work adapting it for Warlords of Erehwon (henceforth known as WoE). He even wrote a preliminary scenario to determine who was the attacker and who the defender for The Mists Recoil.

NB: I'm having problems orienting the photographs again, so I've removed some of them.  I also forgot to take any of the final turn or two, it was too exciting.

The Scenario 
The original scenario is designed to use the Warhammer Fantasy skirmish rules, essentially those used in Mordheim. We decided not to try to adapt WoE to anything smaller scale; hopefully the rules would be robust enough for our purposes.

The attacker is trying to land their forces in the teeth of an artillery battery and a skeleton defence force (literally, in our case).
The dwarves are arriving in a number of boats at the only safe landing on this stretch of coast. Each unit had it's own boat, a mix of card models, a resin boat and an XPS craft I built years ago for DnD.
In the original, the attacker has 500 points, the defender has three war machines and just 50 points.  Neither side has any magic. 
After working out sample WFB lists and comparing them to the WoE lists, Boðvoc decided on 750 points for the dwarves and 200 for the undead, plus three war machines. 
The invaders are in as many boats as necessary, which move a random 2D6" each turn, with a chance of getting stuck on sandbanks.
He also adapted the Albion weather table, mostly to lessen it's effects on the game (ha).

The Undead 
I had an Undead Hero as the leader of my force. Given the model (a lovely Gary Morley Armoured Wight Champion), I gave it heavy armour. 
The main defence was two Skeleton Bolt Throwers and a Large Stone Thrower (the marvellous Skull Chucker).
I rounded out the force with seven Skeleton Archers. The three war machines are free for this scenario, but I upgraded the stone thrower to a large machine from my small points allowance. 

The Bolt Throwers, Stone Thower, crew, archers and Champion line the hedges atop the cliffs
The Undead Defenders

The Dwarves
Boðvoc had five units; Amlodi Forkbeard, dwarven chieftain,  accompanied by his four drinking companions, Gunnar Funðinsonn Dwarf Ranger and his mates, Ulf the Ranger plus friends (I can imagine some rivalry between these two units), a unit of Archers and a unit of Dwarven Guard led by Brokkir.

Opening Moves 
I threw for the weather, getting 'Misty'; visibility reduced to 1D10+6". Hmm, it looks like the Isle of Albion wasn't quite ready to give up it's secrets to those hairy dwarves. 
This led to a strangely bloodless opening few turns, with the dwarves inching forward while the skeletons scanned the fog, looking for targets.

Five boats of varying size packed with dwarves make their way towards the coast of Albion
The Dwarven Fleet sails on

The Fleet seen from the port side
"Row, row, row yer boat"

The boats approach.  In the distance, the dwarf guard have landed
The Dwarf Guard reach the shore

All boats now at the shore, but most of the dwarves till have to disembark
"Land Ahoy!"

The hill has a hedge barrier that the undead wait behind.  Catapult in the middle, with bolt throwers on the flanks.  All on 'Ambush' orders
The Undead Defenders poised for action

The Main Battle 
Eventually the boats reached the shore.  Brokkir's Guard were first to land, but the mist concealed them as they advanced in the direction of the defenders.  
The remaining dwarves soon joined them ashore, but as the mist thinned, the Skeleton catapult spotted Gunnar and his Rangers.  Fortunately for the dwarves, the shot went wide. In response, the rangers take out one of the catapult's crew.
The dwarven archers target their skeletal opposites, although many arrows seem to strike true, none of the bony lads fall. The skeletons return the favour, but the dwarven armour is too tough for their arrows.
The dwarves otherwise advance towards the cliffs and the undead scan for targets (at this point, most of the advancing dwarves were hidden in the mist).
 
The seperate units of dwarves advance from their ships
The Dwarves have landed

The mist finally clears, allowing the catapult to target Ulf's rangers, killing four and forcing them to take cover.  Gunnar orders his rangers to return fire ("we've got this for you, Ulf laddie") and take out the remaining catapult crew, neutralising the threat.
The dwarf archers destroy two of the skeleton archers, the bolt throwers target the standing dwarven missile troops, but only 1 of Gunnar's Rangers falls.  The remaining dwarves advance.

The mist rises again.  The dwarven archers finally see off the skeletal archers, but one of the bolt throwers forces Gunnar's Rangers to take cover.  
Amlodi Forkbeard charges up the hill to tackle the bolt thrower behind the hedge, dragging his reluctant guard with him (they had to carry his beer barrel!).  The hedge proves little defence, and the crew are pounded into dust.  In response, the hulking Undead Champion slays one of Amlodi's guard.  The dwarves hear a thin hissing sound as their axes fail to bite on his armour; could the foul creature be laughing at them?  The dwarves cowered in fear, though Amlodi later claimed that it was a bad batch of beer.

The mist turned to drizzle, giving better visibility, though by this stage all troops could see each other.  Brokkir's dwarf guard rushed the bolt thrower facing them, quickly destroying the crew.  Now only the Champion remained to halt the dwarven invasion.
Amlodi was in no state to appreciate his triumph, he lay shivering in the mud with his drinking chums.  Elsewhere, Brokkir and his troops faffed around behind the hedge (slight misreading of the rules on obstacles here).  

One bolt thrower is still crewed, though the charging Dwarf Guard will soon sort them out.  In the foreground, the Dwarf Lord leads his troops to ignominy against the Undead Champion
The dwarves close in

The End Phase 
With the defenders reduced to just the champion, the dwarves had cleared the way for their army.  But they still wanted to destroy the huge creature.  
Amlodi was to take no part in this, apparently he wanted to see what the rest of his lads could do.  Archers shot, Rangers scrambled up cliffs and hacked, but in the end, the spirit inhabiting the corpse saw that it's task here was over.

It had failed to hold off the dwarves, due partly to the cursed mists.  
His master's new ally, that dark clad stranger, had promised the weather would be to their advantage.  He lied.
There would be more bodies to inhabit, more battles to fight ere Albion was won, but for now the spirit fled back to it's master to await further orders.

The war machines stand idle, their crew destroyed, and only the Undead Champion stands as the dwarves close in
Only the Undead Champion remained atop the hill.

Reflections
Well, that was a great fun game.  I think both of us had a fair idea of how it would play out on the table top, but we were both wrong.  The first few turns may not look like much (the dwarven boats slowly moving forward, concealed by the mist), but it was actually quite tense.
As I expected, once the dwarves got on to the hill, the Undead were doomed.  I hadn't expected the dwarven shooting to be so effective, and I expected a bit more from mine.  I didn't manage to take out a single dwarven unit, though I found the image of the proud dwarven leader cowering in the mud at the feet of the mighty Undead Champion hilarious. I suspect Boðvoc doesn't agree.

We made a few minor mistakes, but we are becoming more conversant with the rules, and they seem pretty good for our purposes.

You can read the victor's account over on The War Crow

A Note on the Terrain 
I was hosting, so the terrain is mine. This is part of my ongoing upgrade of my wargaming terrain.  The baseboard is in the process of being made, for this battle I simply used the three 2' x 4' sheets on the dining room table.  The 'grass' is one of those cheap fake grass mats from Lidl, with the blue cloth I used to use for games of Man o' War for the sea.  The two part hill is a recent build, and not quite finished.  I do intend to rebase those hedges in the near future too.

What's Next?
The next scenario is an Ambush.  The victorious dwarves are pushing forwards, trying to catch the undead already on the isle.  I will have twice the points of the attackers, I guess I'd better get some more undead painted then.
I certainly need a Dark Emissary, and have been collecting bits to kitbash one.


Saturday, 11 April 2026

Citadel Skull chucker Painted

Long time readers might remember that I picked up the Skull Chucker at RECON in 2023? Back when I was just starting to collect Oldhammer minis?

The Skull Chucker came in MD8, Machinery of Destruction,  Undead War Machines. The set also included a skeletal chariot, and came with it's own backstory (you can find it on Stuff of Legends).

It might have taken a while get around to it, but Dark Shadows has given me the impetus to get it done. I need three war machines, since, following Boðvoc's introductory scenario, I'm defending the shores of Albion against the marauding dwarves. 

A pile of skulls, a catapult made out of bones, and three skeletons as crew
Machinery of Destruction,  the Skull Chucker 

Painting the Skull Chucker 
After stripping and re assembly, painting was straightforward.  I used the same method that I use on ordinary skeletons.  
I'm not sure it's quite as effective on such large bones, but it certainly fits in with the rest of my undead. 

I added some thread, which doesn't quite look right now I've painted it; a combination of colour choice and it not matching the sculpted rope detail on the catapult arms. At least I can repaint it at some later date. Perhaps I should have completely covered the existing detail?

Front view of the war machine, nicely showing the two skulls that top the frame
The catapult with it's ammo 

Side view showing the wheels and the string rope I added
From the side

Rear view showing the large skeletal hand that holds the ammo
Rear view - skulls go here!

The Crew
These were painted the same way as all my skeletons.  The minis are nice, with little details like the shackles on some of the crews' ankles. 
Presumably the big bone is some something to do with a winding mechanism, and the pile of skulls is fun.
Officer pointing, loader holding a skull and a chap with a big bone (oo er)
The Skeleton Crew

Another view, all skeletons wear mail armour, albeit ragged
The crew again

Rear view

While I'm not completely happy with the painting, especially the actual Skull Chucker, I'm delighted to actually own this Oldhammer gem and it's great to get it finished.  It was a lot of fun to do.

What's Next?
At some point I'd like to make a base and magnetise everything, but that's not immediately necessary. 
I need two more War machines in our next game; they're already finished, just waiting for their post to be finished.  They are quite different from the Skull Chucker, so they'll get their own post. 

Undead aside, I'm continuing with the Scrapjacks, and I have a few bits of other stuff in progress,  such as some more Rangers. 

Saturday, 31 January 2026

Warlords of Erehwon, the Map of Albion (Dark Shadows Preliminary Game)

Boðvoc and I played the first game in our Dark Shadows campaign.  To get us a bit more used to the rules and how to use our armies we played a preliminary game where both sides raced to get a map to the mysterious isle of Albion. 
Boðvoc used his tin cans dwarves and I used my new undead. 

The Scenario 
As host, and campaign organiser, Boðvoc came with a suitable scenario: both sides were trying to find a thief who had stolen a chart showing a safe route to the mysterious (and misty) Isle of Albion. 
Six tokens represent possible hiding places for the thief, a unit contacting a token reveals it, with a 1 in 6 cumulative chance it will be the thief with chart. 
We each had 500 points, which doesn't buy a lot of dwarves.  My secret weapon was a Carrion Beast, which you can see painted in the previous post. I thought something fast would prove useful grabbing objectives. 
Apologies if the following focuses more on the undead than the dwarves, you can read Boðvoc's account over on his blog.

The Field of Conflict 
The battlefield was suitably busy; ideal for this sort of skirmish. Cliffs blocked the far end if the table, as seen on the photos  -  these were actually the old modular plastic hills from Citadel stood on their side! A track leads along the length of the battlefield to a couple of fields and a farm house, with a hedge extending the line of the track.  A couple of low hills flank the hedge near the centre of the table,  and a couple of woods and a large hill dominate the near end of the table. 
There are a couple of boggy areas, near the cliffs and at the end of the hedge, and minor ruins scattered around. 
Objective tokens were placed in both bogs, both fields, one of the woods and on the rocky hill. 
The undead moved on from the left and the dwarves from the right. 

Opening Moves 
Once both sides had deployed it was clear that most of the action would be over near the cliffs. 
From the cliffs at the far end; undead on the left, carrion beast, skeleton spears, zombies, necromancer and bodyguard and skeleton archers.  Dwarves on the right, chieftan and bodyguard, dwarven guard, dwarven axes and dwarven archers
The two sides face off

Initially, both sides moved forward towards the objectives. Makhar boosted the skeleton spears, increasing their number to nine, otherwise it was simply a case of making progress towards the objectives.
Steady advance in most cases, nothing dramatic happening yet
Two turns in

The dwarven archers occupied the nearby woods.  They searched in vain, no sign of either thief or chart.
Makhar climbed the hill with his bodyguard.  No sign of the chart here either.  He took advantage of his position to inflict a Chill Wind on the dwarven axe troops, killing four.
The zombies shambled forwards, keen to feast on dwarf. To their left, the skeletons advanced into the field. Hiding in the crops was the thief, and, more importantly,  the sea chart.
Over near the cliffs the Carrion Beast circled round and dropped a rock on Amlodi.  The dwarf hid behind his beer barrel, one of his drinking chums was less fortunate. 
at the far end the carrion beast commences its strafing of the dwarves. Undead infantry consolidate and the dwarves try to catch them
The action hots up, the chart is in bony hands

Main Battle
Shaken by the loss of one of his guard ("he owed me a pint"), Amlodi Forkbeard did little more than check his beer barrel for leaks.
The skeletons withdrew from the field, accompanied by a nervous rogue clutching the map. 
The dwarven infantry moved up, hoping to catch the skeletons with the prize, while the zombies shuffled ever closer.
Makhar scrambled down the hill and caught the dwarven guard in another chill wind, but they were made of sterner stuff and largely shrugged it off. They were less fortunate when the Carrion Beast dropped rocks on them, losing one of their number. 
The dwarven archers shot at Makhar and his bodyguard,  but caused no casualties. 
Gradual withdrawal of the undead infantry while the carrion beast drops rocks and Makhar uses Chill Wind
The undead take shots at the dwarves who desperately chase the the map

The Carrion Beast continued it's bombardment of the dwarf guard, taking out another, as did Makhar's Chill Wind. Seeing the skeletons withdraw with the chart, the necromancer decided to make the dwarves pay for their presumption. Hopefully it would delay any attempt at dwarven expansion into Albion. He ordered the zombies to charge the dwarven guard.  Despite acquitting themselves well, the dwarves were spent from their previous casualties and broke, the survivors fleeing the battlefield. 
The dwarven axes then charged the remaining zombies to avenge their kin and wiped them out. 
Desultory shooting from both lots of archers caused no casualties, but both sides suffered somewhat (a pin each).
A unit down on each side, and the skeleton spears keep the chart out of reach
The Dwarven Guard have gone to the Halls of the Stone Ancestors, the zombies are destroyed, and neither side's archers are up to much

End Phase 
The dwarven archers crouched down in confusion (failed Order test). Both Makhar and the Carrion Beast slew a dwarven axe, but the dwarves had the effrontary to charge the necromancer.
Old School minis action
Dwarven axes vs Makhar and his guard
One of Makhar's bodyguard was smashed to bits by the axes of the dwarves,  but their earlier casualties caused them to break. They kept their discipline,  and withdrew in good order.
The skeleton spears continued their withdrawal,  keeping the chart safe.

Carrion beast still circling overhead and dropping rocks, dwarves trying to catch undead elswhere
Gradual whittling down of both sides

The undead gradually retreat.  Makhar tries a final blast of Chill Wind on the remaining dwarven axes, but they shrug off the effects. 
With no way of catching the skeletons with the chart, and unwilling to risk more dwarven lives (according to some, because his beer barrel had sprung a leak), Amlodi Forkbeard sounded the retreat. 
Undead withdraw, leaving some very angry dwarves
The Chart is safe in Makhar's hands


Well that was a hugely enjoyable game. I did wonder what Boðvoc has done to upset the dice gods: his luck, especially to begin with, was shocking.  Amlodi failing a Command test when he needed a 9 or less, for example.
Conversely, my rolling was good, especially early on, and I managed to cast every spell, though not always terribly effectively. 

It was my first game using my undead, though I did face them when T'Other One squashed my orcs with them back in November. I was pleasantly pleased with their performance, though a lot of the success was down to avoiding the dwarves.  The scenario helped a lot here, I'm sure I'd have struggled in a straight up fight. 
The Carrion Beast seemed very powerful, essentially being untouchable, as it stayed away from any dwarven missiles.  I predict a lot more archers and rangers, and probably some magical support in the dwarven lines in the future.  

What's Next?
The next scenario is The Mists Recoil, actually the first one in the original campaign.  It's an odd one, designed for individual skirmishing minis using a  system akin to Mordheim. It pits boats full of attackers trying to land opposed by three war machines and a tiny garrison. 
We'll not be trying to do individual minis; so far we are looking at the three war machines and 200 points of undead against 600 points of dwarves in boats.  This may change of course. 

I need an undead champion to lead my skeleton crew, fortunately I've already got one part painted.  I've also got some Grenadier war machine crew, and a complete Skull Chucker catapult.  I'm looking out for potential war machines for the crew, or perhaps some scratch building?
At some point I must paint a banner for the Fantasy Lords standard bearer I painted in December.  Boðvoc has a Spoils chart, and my undead got a magic banner granting Command 10 to all units within 10".

The Final Mini from the Master Forge

As promised last post , here's the Sand Creature.  It sort of reminds me of the SFX in The Mummy (not the original B&W version) with...