Sunday, 23 August 2026

Wargaming in the Age of Shadow (rules and stuff)

In this (the third) part of my latest solo gaming journey, I’ll be discussing some of the rules I’ll be using to run the game itself.

(the table set up discussed in pt1 & pt2)

Now, for the most part, I’ll be using the OnePageRules Skirmish system – so this game can probably be thought of as a custom scenario for that really. As such, I’ll just list some of the house rules (and tables) that I’ll be using below (the ideas for which, I’ve borrowed from other games):

 

MISSION SPECIAL RULES


DEADLIEST OF FOES:

Unless otherwise stated, all models are slain (or are considered to have fled the battle) when they suffer their final wound (i.e. do not roll on the wound table, simply remove the model from play as a casualty). The usual morale rules are also ignored.

INVESTIGATION MARKERS:

Place an investigation token (in or next to a piece of terrain) at the centre of each of the enemy table quarters. When a player’s model ends their turn in contact with one of these roll on the following table:

 

INVESTIGATION RESULT (each token can only be investigated once)

D6

1st Investigation

2nd Investigation

3rd Investigation

1

Hazard

Hazard

Hazard

2

Nothing

Nothing

Nothing

3

Nothing

Nothing

Warning Signs

4

Nothing

Warning Signs

Missing scout

5

Warning Signs

Missing scout

Missing scout

6

Missing scout

Missing scout

Missing scout

HAZARD. Either a trap is triggered, crumbling masonry tumbles from above, a nest of aggressive creatures is disturbed, etc. (choose what seems the most appropriate). The model/unit is required to make a defence roll to avoid suffering a wound.

WARNING SIGNS. There are clear signs that some kind of struggle took place here. The next time an investigation marker is encountered, the player may add (a cumulative) +1 to the result when rolling on the above table.

MISSING SCOUT. An injured member of the missing patrol is found here. They are too injured to be able to do much, but have valuable information that needs to get back to the watch captain. He must be assisted by (i.e. attached to) another model, and the pair may only move a total of 6” per turn in this way (though the model it is attached to may still act as normal in all other ways). To complete the mission, the scout must be safely escorted back to the player’s deployment area.

Note that, while these investigation markers work similarly to objective markers in the main game, in this instance enemy models will only move towards an investigation marker if they have no other options (i.e. they will always prioritise moving towards and/or attacking the closest player’s model/unit – that is, assuming any are within their line of sight).

RANDOM ENCOUNTERS:

At the beginning of each round draw one card from the encounter deck, and apply the result from the table below. If the card deck is ever exhausted, the missing scout is discovered (and slain) by any enemy models that start their turn at an investigation marker.

 

A

HAND OF FATE: The player may keep this card, and choose to expend it at any point during the game to re-roll one die. Discard after use.

2

Nothing happens.

3

LOOK TO THE SKIES: A lesser vampire messenger lands 9” away from one of the player’s models (choose randomly) - i.e. treat it as having the ambush ability even if it normally doesn’t have it. This model should also be placed in such a way so as to be as far away from any other of the player’s models as possible.

4

Nothing happens.

5

PACK AMBUSH: Place 1d3 hunting hounds in the players deployment area.

6

Nothing happens.

7

SNEAKING FEET: A unit of beastling scouts appears in/on/behind the terrain piece farthest away from any of the player’s models (but also within weapon range if possible).

8

Nothing happens.

9

AN ILL WIND: Each of the player’s models/units will need to pass a morale test or begin the turn shaken. This is due to the foul sorcery of the enemy (or similar) filling their hearts with dread.

10

Nothing happens.

J

FELLGRIM BRUTE: Vondez appears in one of the 3 table corners not belonging to the player (determine this randomly). He fights to the death, and as such, ignores the ‘deadliest of foes’ special rule (i.e. he rolls for wound effects as normal).

Q

ANCIENT VAMPIRE: Delravan is placed like in (3) above. When suffering a wound, she will flee the battlefield on her next turn (i.e. remove the model from play). Replace her card into the remainder of the deck and reshuffle. When her card is drawn for the second (or third) time, she will return to the battlefield in the same way (but with the amount of wounds she had when she was last removed).

K

FOUL SORCERER: Malakor enters play in the enemies deployment area. If he is ever reduced to a single wound he will attempt to flee off the nearest table edge. If he succeeds, place a unit of enemy models (at the exact same point from where he left) on the start of the following turn. These should be recycled from the last enemy model/unit to be removed from play.

RANDOM ACTIVATION:

Place one die (or token) of a specific colour into a cup or bag for each unit in play. This could be white dice for the heroes and red dice for the forces of the enemy. Alternativly, if you have enough different coloured dice/tokens, you could use a different coloured dice for each enemy type. For example, at the very start of the scenario I will put…


...four white dice into a bag (one for each elf model), two green dice (one for each unit of lesser beastlings), two red dice (one for each beastling warrior), and one blue die (for the beastling chieftain).

Then, to activate a unit/model, a random die will be drawn from the bag to see who activates next. In the case of their being more than one model/unit represented by the colour that is drawn, then the model/unit closest to one of the player’s models goes first (note that the player may simply choose which model to activate when a white die is drawn). This continues until all dice are pulled from the bag, and (as such) all units/models have been activated this round.

When models/units are slain or new models appear on the battlefield, remove or add the relevant colour dice from the bag as appropriate.

OVERWHELMING ODDS:

If the entire deck of eleven cards is ever expended, roll a d6 on the start of each subsequent turn. If the result is higher than the number of models/units on the table, simply redeploy one model/unit (that has previously been removed from play) in a random enemy table corner, and have them move towards the closest investigation marker. The model(s) used follow the order of preference stated below (i.e. simply go down the list until you can field the model(s) required):

  • 1 hunting hound

  • 1 beastiling warrior

  • 1 lesser vampire messenger

  • 1 beastling chieftain

  • 1 unit of beastlings

  • 1 unit of beastling scouts

OBJECTIVES:

The primary objective of this mission is to find the missing scout(s) and escort them back to safety (i.e. back to the player’s deployment area). The secondary objective is to eliminate the enemy leader.

* * *

So, with all that out of the way, I think it’s time to actually start playing :)

Though, I know that having three posts explaining the scenario seems like rather a lot of trouble to go through for just one game – but I intend to use this system for a few different games (both fantasy and sci-fi alike)… so, next time I can just run through the forces and the tables I’m using – and then be good to go. 

Oh, and in the spirit of OnePageRules, I’ve also made a single page pdf of the tables for this mission (which you can find HERE) – just in case anyone would like to test out the scenario as well! 

Saturday, 22 August 2026

Wargaming in The Age of Shadow (setting things up)

In my last post I talked about doing a spot of solo gaming in the Age of Shadow setting (which you can catch up on HERE), and in this one I’ll be showing what enemies I’ll be facing off against, and how I’m setting things up for this first mission (just in case you’d like to try something similar yourself).

So, for this mission I’ll be using a 3x3 ft. gaming mat (as that’s all the space I have), and I’ve split it into 4 quarters.


6” from one corner will be the players deployment area, and the corner diagonally opposite will be that of the enemy.

Between the two there should be a river (or a ridge line, or similar) – with three points where it can be easily crossed. It should also block line of sight across 50% of the table.

There should also be a piece of area terrain (or something substantial) in the middle of each table quarter – and a numbered objective marker should be placed in the middle of the three that are the farthest away from the heroes deployment area.

And that’s pretty much it as far as the table set up goes – though you can of course add a few bits of scatter terrain here and there if you have some (especially if you are playing on a larger area).

* * * 

Anyway, for enemy units/models – those will be split into three groups – these being the Starting Host, Reinforcements, and the Enemy Captain.

STARTING HOST

Using the OPR army builder for Age of Fantasy Skirmish, create an enemy (starting) host of around 100 points that only contains basic foot troops (i.e. no models with Tough 3, ranged attacks, or any major special rules or abilities). For example, for my own game based in the ‘Age of Shadow’ setting I have included the following (as these fit the look of some of the models I own, and I’ve included the OnePageRules names in parenthesis):

1. One beastling chieftain (Ndoli Elite) – 20pts

2. Two beastling warriors (Saurian Guardian) – 15pts each

3. Two units of lesser beastlings (Waheni hunters) – 25pts each

Total = 100pts

All five of these units are placed in the enemy deployment area, and a d6 is rolled for each. On the roll of a one, two, or a three, that particular unit will start the game heading for that particular objective marker (as they are also searching for survivors of the lost patrol too). On the roll of a four or more, they are simply heading for the centre of the table (note that placing a die next to each unit with the relevant number pointing up helps to remind you where they are currently heading).

REINFORCEMENTS

You will also need a few special enemy models – as these will likely appear as reinforcements during the game itself. These should include a couple of large, aggressive animals (wolves for example), something that can fly or tunnel (so that it can be given the ‘ambush’ ability if it doesn’t already have it), and an enemy model (or unit) with a ranged attack. These should total around 100 pts as well, and NOT have the Tough 3 rule (as we are saving the latter for the captain). For my game I’ve gone with the following:

1. One lesser vampire messenger (Hapari Harpy) 15pts

2. 1d3 hunting hounds (Sambari Hound) 15pts each

3. One unit of beastling scouts (Waheni Raiders) 45pts

Total = 75 to 105 pts (depending on the d3 roll when they are deployed)

 

ENEMY CAPTAIN

For the leader of this group you’ll actually need to select/create three different hero types that DO have the Tough 3 rule. And, the reason for having three is to add an element of surprise to the scenario… as only one of these will actually be used – but we’ll not know which one until the latter half of the game.

As an example, here’s what I’ll be using for my ‘captains’ based on models that I have available (note that each one SHOULD have the Tough 3 special rule and cost 50 pts or thereabouts):

1. Malakor the beastling sorcerer (Waheni Hunt Master with Caster 2 upgrade) 60pts

2. Vondez the fellgrim brute (Kemba Brute) 50pts

3. Delravan the vampire spy (Vulturedactyl) 45pts 


I’ve also created a bit of lore for each of these for my own game (feel free to skip this part):

Malakor the Foul is a black-hearted sorcerer that appears more human than most of his kind. It is he that is the true leader of the incursion force that currently plagues the area – though he is happy to let Vondez think otherwise… at least for now. What his purpose is, is known only to him and his cruel masters.

Vondez the Pale is a savage creature that revels in conflict and bloodshed. What he lacks in cunning he more than makes up for in brute strength – and although he has but recently risen to power within the ranks of his clan, he considers himself the mightiest warrior this side of the mountains.

Delravan the Wicked is an ancient beast and the chief messenger/spy of the enemy in this region. She tolerates the rule of Malakor (seeing as how he appears to be favoured by those more powerful than she) and despises Vondez (seeing him as the fool that he is).

* * * 

OK then, the last thing that’s required is a deck of playing cards – and from these I’m going to sort out all of the cards from one suit, and separate the face cards (jack, queen and king) from the numbered cards (as each one of the face cards is assigned to a different captain model).

Both of these will be shuffled… and the numbered deck will be cut in half.

One random face card is then shuffled into one half of the deck, and then the other half (that doesn’t contain the face card) is placed on top. This ensures that the ‘mystery’ face card will be pulled in the latter half of the game (as one card is drawn at the start of each round – so until we draw the face card, we’ll not know what captain we’ll be facing).

Now I’ll go into the rules in a bit more detail with my next post (as I’m trying to keep these posts to manageable bite sized chunks) – but I think I’ve covered everything you’ll need except dice. At the very minimum you’ll need a bunch of matching dice of two different colours (one set for the good guys as a whole, and one for the bad as a whole) – though if you have a different colour for each unit type, then that will make things a lot more interesting ;) 

Wargaming in The Age of Shadow (preamble)

As some of you might be aware, back in the early 2010’s I released my own campaign setting for my ‘Age of Shadow’ game (though I say ‘my game’ in the loosest of terms, as it was heavily based on the OpenQuest SRD… and all I did was make it more Tolkienesque). 

Anyway, from time to time I toy with the idea of compiling some of my notes, and writing up a second edition of the game (which would contain a lot more of my own ideas, and reword a bunch of stuff) – though all of the stuff I do for YouTube doesn’t leave me much time for things like that.

However, I do enjoy a spot of solo gaming from time to time… and so I thought to myself, ‘the next time I play a solo fantasy game – why not set it in the Age of Shadow world, and maybe start creating some more content for it that way?’ ….and that’s exactly what I’m going to do :)

So for this first game, I thought I would set it in a region that I’ve barely touched – that region being the area surrounding Helroth’s Tower (as I did a map-pack for the tower itself back in the day – but little else)

And, speaking of maps… I’ve been working on a simple hex map of the surrounding area (that matches the look and feel of my previous hex-maps for the setting), in order to get a better feel for the place.

So here’s a portion of the map:

And, here’s how it aligns with the larger kingdom map:


Now, for the game itself, I’m going to be using ‘Age of Fantasy: Skirmish’ for the most part (just the free version of the rules) – though I will be house ruling a few things, and introducing a Bolt-Action style activation system for each unit, as well as using a deck of cards that will be used to create random events – much like that of Rangers of ShadowDeep (plus, I’ll probably also introduce some things that I’ve picked up from the various ‘Five X from Y’ games as well).

Anyway, here’s the basic idea (i.e. lore dump incoming):

Several leagues northwest of Mindas-an-Helroth, and near to the banks of the River Aregen, lies the old watchtower of Arithar.

Built atop the foundations of an earlier beacon tower (from which it gets its name), it is currently garrisoned by watch-master Lindath’s small, but capable, border force – though, should the need arise, their numbers can easily be doubled by mobilising the militia of the small supporting settlement that has grown up about it.

And, of this, there may soon be need – for of late there have been troubling signs and whispered rumours that a band of beastlings has made its way across the high mountain passes, and has begun to muster in the foothills… gathering in numbers not seen for many a long year.

For what purpose, not even the wise can tell – though doubtless these fell servants of the enemy bear nought but ill will for the people of the elves, and it is but a matter of time until the two cross paths.

As such, the patrols setting forth from Arithar have become more frequent, and in greater strength – and some have even fared far up the winding path of the River Nuinoss, or deep into the Amdylwood at Lindath’s behest. Indeed, the watch-master has petitioned Lord Helroth for aid (to further assist in this task) – though it has been slow in coming.

Now though, the threat seems to be closing in – as the return of one such patrol has become long overdue… far longer than can be explained by simple misadventure alone.

And the TLDR version:

Elven patrols have been doubled due to rumours of beastlings (evil servants of the enemy) crossing the mountains. One of these patrols has not returned… and, as such, our band of heroes will be sent out to find out what has happened to them.

In game terms, my force will be made up of roughly 200 points of heroic models (i.e. models with Tough 3), as I feel these will better represent the ‘elite’ status of the characters in this scenario. Here’s the list.

And, here’s the models I’ll be using.

So, with all of that out of the way, I think my next post will concern itself with some of the house rules that I’ll be using, and all the charts that I’ll be rolling on to make this mission as unpredictable as possible :) (as I will be playing it solo after all, and I would like there to be a narrative that develops somewhat randomly, rather than it being overly forced). 

 
(a sneak peek at the table set-up)

Thursday, 23 April 2026

YouTube (print & paste) Catch-up

It's been a while since I last talked about the 'print & paste' videos and pdfs that I've been releasing... and so I thought it was time to remedy that!

So, I started the year off with a couple of encounter/puzzle ideas (complete with the terrain to go with them):

 

Now, in my opinion, the first video is a much better encounter than the second one - but as luck would have it, the second one has had more than four times the views so far (go figure).

I actually used both of them in an adventure I run a while back (once in person, and once online), and I'm happy/relieved to say that they worked reasonably well both times :)

* * *

After those I've been working on some more sci-fi stuff (as I plan on trying out the 'five parsecs from home' game) - which has mostly been focusing on buildings, greebles, and the like:

 

And, I have to admit that I'm pretty pleased with how they've turned out!

Some of the (optional) bits can be a bit fiddly - but I think it's a great way to get some passable sci-fi terrain to the table relatively quickly (plus, I've tried to keep it fairly generic looking - so that it will fit in with a number of different games and settings).

Though I'm not quite done with this current sci-fi phase that I'm going through, and I have at least one more video in the works...


 ...which, as you can see, will be for some quick and easy barricades.

So yeah, that's what I've been up to this year so far (terrain wise)... and I think 5 videos in (slightly less than) four months isn't too bad (though I've also been getting a lot of mini's painted too - but that's a post for another time ;) ).

 


Saturday, 27 December 2025

Age of Fantasy Quest: Game 1

“Right then… keep yer mouths shut.” whispered Ulskrag as he peered down the broad steps and strung his bow. “There’s bound to be some of those filthy longbeards about… their stink is all over the place!”

 

As I mentioned in my last post, I’m giving another one-page-rules game a try – this time Age of Fantasy Quest (with the aim of trying to tie it into my Five Leagues from the Borderlands game – in which I’m playing a bunch of orcs battling against the dwarves of Balin’s company during their failed re-colonisation of Moria).

Now I did get a few rules wrong during the first half of the game (or just forgot things here and there) - but it worked out reasonably well in the end – though I think it would be better if I had more table space (though that’s not something I can change at the moment).

Anyway… on with the game!

 

Ulskrag ordered Izdin (his second in command – a large orcish brute wielding a heavy axe) and the rest of the patrol down into the chamber, and had them form a defensive line between himself and the group of dwarves that appeared out of the darkness.

 

The bearded folk were few in number, little more than a patrol themselves, and so the lads (Bagash, Kildig, and Gitnik) faced them head on – charging in (with their spears leading the way), while Izdin came around at them from their flank.

This resulted in the death of all three dwarves – though Bagash was also slain in the exchange.

 

Meanwhile, Ulskrag took his time to make his mark on a pile of stones to indicate the passing of his patrol (as was their custom – it being a means of ensuring the orcs actually patrolled their allotted areas), before moving deeper into the ruinous chamber. 

However, it seemed that their recent engagement, brief though it was, had not gone unnoticed, and more dwarves rushed in through an open archway on this lower level.

This time, the remaining lads (Kildig, and Gitnik) advanced a short distance and set themselves to meet the enemy's charge… and succeeded in beating them back (this time without loss).

Like before, Ulskrag had begun making his mark on the appointed stone – but seeing that the dwarves had not been dealt with, he moved into position to take a shot at them with his trusty bow… but missed dramatically – his arrow disappearing into the darkness of the passage from which they had emerged.

Seeing this, Izdin (his blood still up from the previous encounter) charged into the dwarves, his axe swinging left and right as he cut all three down in a matter of mere seconds.

Both impressed and a little intimidated by this, Ulskrag called Kildig, and Gitnik over to watch his back while he continued with his task (he actually failed the roll to complete this several times during the course of this encounter – so I had him spend two power to turn a failed roll into a success).

 

With the primary mission complete (i.e. both objectives had been achieved) it was time to roll up a secondary objective. This resulted in ‘safeguard’ – which meant that a marker is placed in the centre of the table, and a hero will need to make three successful dex texts when within 3” of it to ‘safegaurd’ that area from enemy attacks. In story terms I interpreted this as the group having to hold that area while Ulskrag daubed the stones with the blood of their enemies - to mark this area as orc territory).

 

However, before doing that he chose to search the area for any indication as to what the dwarves might be up to in this hall (as there was also a search token next to one of the primary objectives)… but this turned up nothing of interest… though the delay meant that more of Balin’s folk had made their way into this area – this time descending from a higher level (i.e. through door 1).

The resulting battle proved costly…

 

...and although this newest threat was eventually dealt with – it cost the lives of Kildig, and Gitnik.

With the halls falling quiet once more, Ulskrag searched another promising area for possible loot, and this time uncovered a strange elixir.

Once again, the delay meant that yet more dwarves poured into the area… and, the remaining pair of orcs chose to hide behind a ruined pillar while this next group (armed with hammers) made their way towards the middle of the hall.

 

Then, with one of the ruined portions of the chamber between them, Ulskrag began raining arrows down upon them…

...before fleeing again.

 

(Now, if I’m reading things right, the AI rules as written state that if an enemy doesn’t have line of sight to a hero they head towards an AI goal – so they never pursue a hero once they turn a corner for example. However, I don’t really like that – so I adopted an Advanced HeroQuest rule, and judged that when a hero disappears from view, its enemies will pursue it for one round (following the direction the hero took)… and if their movement doesn’t bring the Hero back into sight, then, and only then, will they head back towards an AI goal).

So, with the dwarves giving up the chase, the pair decided to investigate another of the chamber’s corners…

 

...but came up empty handed once again.

Now, with the dwarves’ backs turned, the pair climbed a set of crumbling steps that led up to a platform that overlooked the central portion of the chamber, and prepared their final assault.

Ulskrag took aim and loosed his arrows, while Izdin charged in with is axe held high.

However, more of the sneaky beardlings had made their way into the area, and were already heading towards the skirmish in the centre of the room. As such Ulskrag jumped down and joined the fray.

The resulting battle ended with Izdin felling the last of the remaining hammerers, while Ulskrag finally threw caution aside, and charged the newly arrived axemen… slaughtering them all with his orcish blades.

 

With the halls falling quiet again, if only briefly, Ulskrag took the time to daub markings onto the fallen stones in the blood of his enemies (as a warning to any other dwarves that might journey this way).

(Note that I once again failed a couple of necessary rolls to complete the secondary objective – so I used two power to convert those fails onto a sucess. However, this quickly depleted my power score… but I think you can still do that with zero power remaining… but it instead comes off your wound total.)

But no sooner had he finished, the sound of yet more hurried footfalls echoed throughout the chamber… the heavy stomp of dwarven boots - this time approaching from behind (i.e. door 6).

Looking each other up and down, both Ulskrag and Izdin could see that they were in no shape to fight off more of the hated longbeards; both were wounded, and more than half of their patrol lay dead.

So, with their mission complete, they decided to flee the hall – spitting foul curses at the pursuing dwarves, before quickly outpacing them and disappearing into the long dark of Moria.


 

Age of Fantasy Quest: the set-up

In my last Five Leagues from the Borderlands game, my party of orcs arrived at the Uruk Hold (a large orc encampment deep within Moria) after being ambushed by some of Balin’s folk along the way.

Upon reaching their destination, they fell in with a group of returning scouts as they made their way past the outer barricades, and into the camp proper.

Anyway, before I continue with Muzlug and Lagashi’s story (and also because there are other games I would like to try out over the holiday period), I thought I would rewind slightly, and play out a battle using the One Page Rules ‘Age of Fantasy: Quest’ ruleset… and use that scenario to represent the patrol that these scouts were returning from… and maybe weave that into the story somehow (maybe Muzlug & Co. will investigate the same area too… you know… since I already have the table set up ;) ).

However, before I get started, I will say that I’m not playing ‘Quest’ rules as written… and instead of having multiple ‘heroes’ I’m just going to have the one – but he will be accompanied by a small warband that’s worth the same amount of points (i.e. my hero came out to 90 points, so I have put a 90 point list together to represent his small patrol, and together that should roughly equal the power level of two heroes for the purposes of working out the strength of the various ‘waves’ that they’ll be encountering… if you’re familiar with the way ‘Quest’ works, then you’ll know what I mean).

Speaking of which, here’s a picture of Ulskrag’s patrol:

 

Left to right: Ulskrag (orc ranger 90pts), 3 goblin warriors with spears and ‘furious’ (30pts), and Izdin (black orc – 60pts).

Now, this is more of a test game than anything else – so there’s not much of a story – other than Ulskrag being tasked to patrol the area I’ve got set up on my (small) table… and then taking it from there.

 

So, as you can see, the way I’ve got things broken up into 4 quarters (shown in red) is a little unconventional – but that’s because my playing space is made up of 2 magnetic blackboards (which my tiles are attached to)… one larger than the other (hence the L shape).

Furthermore, rather than having the heroes and enemies arrive at random table corners, I’ve instead set things up so that there are six specific entrances (shown in blue) – which, as you’ve probably guessed, I can randomise with the roll of a d6.

Now, as far as the mission goes I’ve selected an ‘Investigation’ – which means I need to investigate two markers (which I’m rationalising as my patrol route), and I also ended up with 4 search tokens as well.

The last thing I placed was the ‘sentries’ (in this case a group of 3 dwarf axemen)… and rolled to see what doorway my patrol would be entering from...

 

...and with that, I think it’s time to start the mission!

(but that will be my next post ;) )

Thursday, 20 November 2025

Building a Dwarf Army Pt.5

It’s been almost a month since I last posted about my dwarf army progress… and in that post I said that I’d pretty much got everything done except my banner bearer (as I wasn’t sure how to paint the banner itself).

However, if this is your first time here, before I go any further, I’ll post links to the previous four parts of this project below (just in case you have any questions about the models, the paints, etc.)

PART 1  /  PART 2  /  PART 3  /  PART 4

Anyway, with all that out of the way, I’m pleased to say that I did paint up the banner guy in the end… and I just went with a simple painted-on design to get it done reasonably quickly and easily:

And now that he’s done, he can get added to the rest of his unit (a unit of ‘dwarf hammer elites’ and an attached ‘champion’ for the OPR Regiments game):

And, while I’m at it I’ll also post pics of the other units too (mountain warriors & champion, bearded veterans & sergeant, and marksmen & sergeant):

Actually, if you’re interested here’s the full 750 point army list using the OPR army builder app (which is great BTW):

Now, typically, as soon as I was done there was an update to some of the rules and point costs – which did mean that I had to re-jigger things slightly to get them back up to the aforementioned 750 points… but at least I didn’t have to paint any more models (or scrap ones I’d already done).

And with that, I think I’m going to call them done for now!

They’re not my best work (as this was always meant to be something to get done quickly/efficiently/cheaply) – but, even so, I’m still pretty happy with how the army looks as a whole…

 


...and I’d be more than happy to push them around the table if I ever get the chance (or to use as a loan army to teach someone the rules).

Though, I suppose I could make some matching movement trays for them… but that’s a job for another time... as my next project is to make a few more bits of dwarf(ish) themed terrain...


 ...but more on that later :)