Episode 15: Of Commissions and Hangovers

This week on The Deployment Zone; Commission painter Ryan Meigs stops by to tell us about commission painting, and stays to talk 40k rumors. All this and more on The Deployment Zone!

0:00:19 Roll Call- Guest Ryan Meigs of Rose City Miniatures
0:09:02 Arms Race
0:32:01 DoBG
0:37:30 Scouting Report
1:28:14 Propaganda Machine
2:19:36 War Room
2:53:51 Tamerkhan Update
2:55:31 Tactical Withdrawal

Music from: Epic Soul Factory, Epic Score, Freeky Cleen Dickey F, The Freak Fandango Orchestra, Tenpenny Joke, Dom the Bear
Check out Jamendo.com

Episode 14: New Book Fever

On this episode of the deployment zone; We announce the winner to our first contest, John swoons over his new Monstrous Arcanum and Imperial Armour books, and what our methods are for adapting to a new Army Book or Codex. All this and more On the Deployment Zone.

0:00:23 Roll Call
0:14:10 Arms Race
0:48:15 DoBG
0:51:52 Scouting Report
2:02:15 Propaganda Machine
2:28:49 The War Room
2:53:45 Tamerkhan Update
2:56:53 Tactical Withdrawal

On the Battlefront: Part 2

Ok kids, I know it has been awhile, but here is On The Battlefront: Part 2. And before episode 14.

I have been up to quite a bit, most of which has been covered on the show. So, here are some pictures of what I have been working on.

Front side of halberdiers. I have finished base coating the entire model, but after this picture was taken. They still need another coat of kislev flesh.

Rear view of them. That is basicly the color of the bases, with all the weapons based as well.

The idea right now is getting the models to 3 color minimum with all the primer covered. OFCC is approaching quick, and I have a lot of work to do. After OFCC I will finish them to a higher quality.

This is my Lumi-canium that I have been working on. There is a lot of detail in this model and it is taking me awhile to pick through it all. Right now it is dry fit together for the pic, and I will not finish gluing until the interior is finished. After it is compleatly assembled I will line highlight the model.

And the inside of the chaise. This was fun to paint, and it appears that I didn’t need to paint all of the comets. Oh well…

So this is all of the things that I have been painting. I have built some things, like a second hellblaster and some characters. The family now consists of Cersei, Jamie, Tywin, Tryian, and Tryian’s bodyguard, Bronn. The last thing that needs to be built is Sandor Clegane. Now where is he…

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 6: The Throne of Chaos

The Chaos Horde tore through the Border Lands and after the near defeat at the hands of the Night Goblin Horde, spilled into the ripe fields of the Empire. Before them stood the city of Nuln, it’s walls surrounded by rivers and an open killing field. The Empire had prepared for this incursion and set up the city’s defenses for an attack from the South. Not even the Empire however could have imagined a horde of this scale pouring from the mountain passes to meet them. Tamurkhan stood on top of his mount and viewed the city before him. He knew that once Nuln had fallen that the Empire would be ripe for the plucking and his ascendancy would be complete. He would sacrifice the entire population of the Empire in order to appease the Father of Rot.

Tamurkhan raised his blackened axe and roared. The unholy horde surged forward unleashing a deafening battle cry as the populace of Nuln cowered behind the city walls. Theodore Bruckner called for his Knights to join him as he raced down the city streets of Nuln. Overhead the reptilian form a Carmine dragon cast shadows across the rooftops as it’s master surveyed the gathering horde. The battle that would determine the fate of the Empire and by extension mankind was about to be fought. If the Chaos forces are victorious this battle then Tamurkhan ascends the Throne of Chaos and attains Daemonhood on the back of unimaginable slaughter. If the Opposition wins, Tamurkhan is cast down and the great city of Nuln and the rest of the Empire endures!

Scenario Rules for Campaign Phase 6 – The Throne of Chaos

Special Scenario: The Battle of the Bloody Levees (7 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-2 Invasion* (4 CP to the victor – see the Warhammer Rulebook – use a larger than normal table, if one is not available then reroll and choose another scenario.)
3-4 Raze and Ruin* (3 CP to the victor – see the Warhammer Rulebook)
5 Heroic Last Stand* (3 CP to the victor – Opposition player always the one making the Last Stand)
6 River of Death* (4 CP to the victor) – Fought as a Grand Battle or a Storm of Magic scenario (3 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
War on an Epic Scale!
The Chaos player may choose to use the Hosts of Chaos rule provided the battle fought is a Grand Battle. If the Chaos player chooses to use the Hosts of Chaos rule then they may increase the size of their army by 25% with the following restrictions:
- The points must be used to purchase Core units from any of the four armies: Warriors of Chaos, Daemons of Chaos, Legion of Azgorh or Beastmen.
(Example if the battle is selected to be 3000 points then the Chaos player receives an additional 750 points to devote to Core choices in is army)
Should the Chaos Player decide to play using the Hosts of Chaos rule then the Opposition gains the following Veteran Ability to bestow upon a single Infantry or Monstrous Infantry unit :
Bloody Butchers – The unit gains Killing Blow for the first round of combat when it charges.

Victory Effects:
Chaos Horde won two battles and receives the following Veteran Abilities for Phase 6.
Hell Riders – A single unit of Cavalry, Monstrous Cavalry, or Monstrous Beasts/Warbeasts gain Devastating Charge special rule.
Watched Over by the Gods – A single unit gains Magic Resistance (2).

The Opposition won two battles and receives the following Veteran Abilities for Phase 6:
Fated Destiny – One unit gains a Ward Save of 5+. (Replaces existing ward save if the unit has one)
Expert Defense – One unit may fight with an additional rank on the first round of combat whenever they receive a charge.

There was a single Tie during this campaign as a result the following ability is granted to both sides:
Beast of Legend – A single Monster gains +1 Attack and +2 Wounds.

Special Scenario:
The Battle of the Bloody Levees
The scenario represents the battle along a key part of the battle line outside the city of Nuln – a line its defenders must hold at all costs or see their great city slaughtered as a sacrifice to the Chaos Gods.

Armies: This scenario is for two players but can be expanded to accommodate more (the table will need to be expanded should more than two players participate.) This scenario is intended to be a Grand Battle and as such the point value recommended for this final scenario is 3400. The Opposition is intended to represent the Defenders and the Chaos Horde the Attackers.

The Battlefield: The table is set up using the rules in the Warhammer Rulebook on page 142. The rules for Mysterious Scenery should be used.

A water ditch/river should bisect the battlefield along the long table edge near the center of the battlefield.

The battlefield is split into two halves and the players roll to see which picks a table side to be their deployment zone.

The defending player may then place two hills anywhere they wish inside their deployment zone, along with up to 12” of obstacles they wish within their deployment zone.

Deployment: Players take turns to place units on the table using the alternating method of deployment as described on page 142 of the Warhammer rulebook.

Units may be placed anywhere in their player’s half of the table that is more than 18” away from an enemy model.

First Turn: Roll off to see who has first turn. The player who finished deploying first receives a +1 to their roll.

Game Length: The game lasts for six turns or until an agreed upon time limit by players.

Victory Conditions: Standard victory conditions are used to determine the winner of the battle, and in addition all Lord level characters are worth double their Victory points (Special Characters are worth FOUR times their value). Also every unit in the opponent’s deployment zone and not fleeing at the end of the game scores 50 Victory Points for its side..

Scenario Special Rules:
The Levee: The water ditch of the levee should make for an erratic line between 4” and 8” wide across the entire line of the battlefield – it has been flooded and staked to form a defensive barrier. This area counts as Dangerous Terrain for everything except Monsters in this game.

Fortunes of War: Special bonuses and abilities gained from playing previous battles in the Throne of Chaos Campaign apply for this climatic battle.

Special Option: Each general in the army receives the Hard to Kill Veteran Ability which gains them +1 wound to their profile.

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thank you for playing the Tamurkhan, Throne of Chaos Campaign. Phase 5 results will be posted and then in three weeks the Campaign Results will be available and the winners announced!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 5: The Sundered Pass

The Chaos Horde tore through the Border Princes, rampaging and ravaging all in their path. It wasn’t until they reached Winter’s Teeth Pass that the great Tamurkhan almost felt defeat. The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.

Scenario Rules for Campaign Phase 5 – The Sundered Pass

Special Scenario: Sundered Pass (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-3 Battle for the Pass (1 CP to the victor – see the Warhammer Rulebook)
4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Heroic Last Stand* (2 CP to the victor – Chaos player always the one making the Last Stand)
6 Hold the High Ground* (2 CP to the victor) – Fought as a Grand Battle or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
Ambush!
This phase represents the darkest hour for the Chaos Horde forces in Tamurkhan’s saga as they are divided and trapped with nowhere to run. Regardless of the scenario being played one unit of the owning player’s choice in an Opposition army can be given the Ambushers special rule. The Chaos Horde player can reroll their first failed Panic Test.

Victory Effects: Victory effects will be listed when the final scenario is released.

Special Scenario:
The Sundered Pass
The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.

Armies: This scenario is for two players. The Chaos Horde represents the Defender, and the Opposition the Attacker. Each player chooses their army list from the Warhammer Army book to an agreed points value. Any Grand Battle of 3500 points or more should allow the Chaos Horde player to feel free to use the Great Host of Chaos rules if both sides agree.

The Battlefield: The battlefield is set up in an identical way to the Battle for the Pass scenario found on page 146 of the Warhammer Rulebook. With D6 pieces of scenery scattered along the length of the pass (in this case rock falls, ruins and pools are particularly appropriate, Mysterious scenery should not be used in this scenario). In the case of larger Grand Battle; a double sized tabled might be more appropriate. The long table edges represent the jagged and impenetrable rocks of the mountain pass (see Scenario special rules).

Deployment: Roll to see which player picks the half of the table they wish to deploy in. Their opponent deploys in the other half. Note the game in this case is played along the length of the table, rather than across it.

Units may be placed anywhere in their player’s half of the table that is more than 12” away from the center line.

Players take turns to place units on the table using the alternating method of deployment as described on page 142 of the Warhammer rulebook.

The Attacker, if they wish, may place a single unit per 1000 points of their army, of their choice (other than a character), in reserve and have them arrive later (see Sneaky Tricks in this scenario’s Special Rules)

First Turn: Roll off to see who has first turn. The player who finished deploying first receives a +1 to their roll.

Game Length: The game lasts for six turns or until an agreed upon time limit by players.

Victory Conditions: Standard victory conditions are used to determine the winner of the battle, and in addition any Defender units within 12” of the Attacker’s table edge at the end of the game (fleeing units do not count) gain a bonus of 100 Victory points each.

Scenario Special Rules:
Bottleneck: See page 146 of the Warhammer Rulebook.

Sneaky Tricks:
Attacker units held in reserve must enter the board from the otherwise impassable long table edges (they do not take dangerous terrain tests for entering only fleeing – also this represents them attacking after hiding in the caverns and ruins within the mountains).

Special Option: Night Goblin Attack!!!!
As a special variant of this scenario, if the Attacking force can be described as a Night Goblin army (i.e. it’s General is a Night Goblin character and its minimum Core units are made up of Night Goblins) then it gains a special bonus in the form of terrifying (and terrifyingly unpredictable) Colossal Squigs in the game if they have models for them. You can model these yourself using suitably large bases (such as an Arachnarok base) or make use of spurious pumpkins with angry faces painted on. Attackers receive one such Colossal Squig per 1000 points in their army. They are held in reserve and enter play as per a Sneaky Tricks unit as described previously.

Colossal Squigs have the following profile:
M WS BS S T W I A LD
4d6 2 0 6 6 6 1 D6 3

Troop Type: Monster

Special Rules: Large target, Terror, Random Movement (4d6), Fall’s Apart and Dinner Dinner!

Falls Apart: When a Colossal Squig dies, it collapses in a tide of offal and half-digested meat. Every model in base contact suffers a Strength 3 automatic hit.

Dinner’s Dinner!: When the Colossal Squiq’s random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it was an enemy, and counts as charging that unit. This combat will continue until resolved normally. These appalling creatures are too dull witted and hungry to care!

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 4: The Scouring

The Black Fortress loomed in the distance, black smoke belched from it’s depths. Tamurkhan’s vision lead him down the path to this citadel of ash, fire and ruin to forge an alliance with its twisted inhabitants. The black clouds obscured the sun, the belching black smoke creating a dark aura around the tower that seemed to suck the light from the surrounding sky. Astride Bubebolos the Toad Dragon, Tamurkhan lead his plague host deeper into Chaos Dwarf territory until they stood at the entrance to the great castle. The haze of darkness fell and the chaos host found themselves surrounded by an army of black armored dwarves each wielding a wickedly sharp axe and glaring at them with red, hateful eyes. The two armies met and their leaders discussed the benefits of a truce, the chaos dwarves finally convincing Tamurkhan to help them defeat a horrific dragon that had plagued their city for generations.
It was there that the forces of Tamurkhan alongside Lord Drazhoath’s Legion of Azgorh marched on to the Plain of Bones to battle the Dragon Omdra the Dread. This monster of legend had gathered enough power to control every aspect of its nightmarish realm. The combined horde battled the dragon for days until finally the Dragon maddened by blood loss and finally fled the area, burrowing itself deep in the earth to recuperate its wounds. Breaking through the Plain of Bones the horde descended upon the Border Princes…

Scenario Rules for Campaign Phase 4 – The Scouring

Special Scenario: The Tide of Ruin (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-3 Hired Swords* (1 CP to the victor – see the Warhammer Rulebook)
4 Loot and Pillage* (1 CP to the victor – see the Warhammer Rulebook)
5 Blood and Glory (2 CP to the victor – fought as a Grand Battle see the Warhammer Rulebook)
6 The Watchtower (2 CP to the victor) – Opposition always starts in control of the Watchtower or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules: Blood Money:
The Border Princes are filled with unscrupulous killers and hired blades, willing to sell their swords for blood money. As a result, any army in this phase can take on a single unit of mercenary troops if it wishes from its normal points value. Use the rules for Allies found on page 136 of the Warhammer Rulebook to determine what troops are available, with a single Core or Special choice from an army that would be classed as either Trusted or Suspicious ally for your army available. Mercenary units may be used normally but are still subject to the Alignment matrix effects as shown on page 139 of the Warhammer Rulebook.

Victory Effects: Victory effects will be listed when the final scenario is released.

Special Scenario:
The Tide of Ruin
This scenario represents the savage wave of destruction the Chaos horde drove across the Border Princes, where many isolated holdfasts were soon surrounded and beset by a vastly outnumbered force.

Armies: This scenario is for two players. The Chaos Horde represents the Attacker, and the Opposition the Defender. Each player chooses their army list from the Warhammer Army book to an agreed points value, with refrence to the outline of phase 3 of the Throne of Chaos campaign, and the proviso that the Defender’s point value should only be 50% of what the Attacker has.

The Battlefield: The table is set up using the rules presented on page 142 of the Warhammer Rulebook, with a bias given towards craggy hills, woods and pools, leaving a 24” x 24” area at the center of the board clear for the movement of scenery. The Defending player may then set up either a hill with a watchtower, a cluster of three small buildings, or a single multi-part building along with 4 6” obstacles anywhere within the central cleared area as they wish.

Deployment: First the Defender sets up their entire army in their central deployment zone. Next, the Attacker sets up their entire army anywhere outside of 12’ of the Defender’s deployment zone.

First Turn: In this scenario the Defender goes first.

Game Length: The game lasts until the defending player is wiped out or has driven entirely out of their initial deployment zone – the game ending as soon as this has occurred, or until the sixth turn has ended.

Victory Conditions: Victory in this scenario depends on how long the Defender manages to last.
1-2 Crushing Attacker win.
3-4 Attacker Wins
5 Defender Wins
6 Crushing Defender Win
Scenario Special Rules: Nowhere to Run:The Defenders know that nothing but death awaits them should they flee. While they are within their deployment zone all Defender units gain a +1 bonus to their Leadership, and while outside suffer a -2.

Blood Hungry:
Overwhelmed by bloodlust and the scent of fear from a cornered enemy, all attacking units have the Hatred special rule.

Wrack and Ruin
This scenario uses the Destroying Buildings special rules as found in the Raze and Ruin .

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 3: The Lords of Ash and FIre

Tamurkhan and his horde of chaos rampaged to the foot of the Mountains of Mourn, reaping havoc and dismay through out the range. The horde managed to capture and subdue dozens of Giants to join Tamurkhan’s cause. The chaos host began to cut it’s way through the mountain range when the Ogre Tribes soon rose to the challenge and effectively shut off several passable routes forcing Tamurkhan to travel South along the edge and through various traps and delays. The Red Fist tribe watched patiently as the rotting host skirted their lands and funneled towards the pass where the tribe would unleash their assault. When the host had after many weeks of slow and treacherous travel reached the killing ground, the Red Fist tribe sprung the trap. Hundreds of Ogres came crashing down the mountain and slammed into the assembled chaos host, the sound of battle echoing through out the valleys. Walls of hulking flesh and iron bashed and smashed the chaos host, allowing no opportunities for the chaos horde to slip past and overwhelm them. The battle raged for several hours until a final challenge was issued. Surrounded by piles of dead champions of chaos, the Red Fist’s Tyrant roared in defiance. Tamurkhan, atop the bulk of his massive toad-dragon, glared at the challenger and rose to meet his challenge.
Tamurkhan dismounted and strode across the battlefield to meet his foe, his dark runeblade glowing in anticipation. The two combatants clashed, neither gaining the upper hand for several minutes until the Ogre Tyrant managed to land a solid blow against the Maggot Lord. The Tyrant then slammed his bulk into Tamurkhan, staggering him in the process. Another strike sent the chaos lord slamming to the ground causing a howl of dismay to erupt from the chaos horde. The Tyrant then tore the chaos runeblade from Tamurkhan’s grasp and snapped it into two pieces and hurled it to the ground. He then grasped the chaos lord’s upraised arm and bit it off at the elbow allowing the stump to spurt blackened and foul blood everywhere.
The Tyrant let out a hollow, breathless laugh before Tamurkhan pointed his bleeding stump of a limb and a fountain of befouled, blackened blood spurted into the Tyrant’s face. The Tyrant howled in pain as thousands of grey grave-worms burrowed into his flesh and a great toothed grave-worm tore itself free of Tamurkhan’s broken body and burrowed itself deep into the throat of the Ogre Tyrant. For several moments the Tyrant struggled then fell to the earth, still. The Red Fists tribe that had been celebrating and cheering their leader for overcoming his foe stood silent, uncertain as to what was happening. A moment later the Tyrant once again rose and strode over to the broken chaos runeblade on the ground. The Tyrant regarded the weapon then cast it aside, he heft the massive axe that had been in grasp moments before and began to laugh. He held the axe high and saluted the chaos host which drew a deafening round of cheers as the horde’s leader once again vanquished his foe. The Ogres were confused, some of their number broke and ran after witnessing their leader die and rise again while the rest of the tribe simply shrugged their shoulders and knelt before Tamurkhan in obedience.
Tamurkhan, now in a new body and his army’s size now increased by the addition of the Red Fist tribe and Giants, lead his host through the Mountains of Mourn and into the Dark Lands.

The Dark Lands were home to the next stop in Tamurkhan’s vision, the nefarious and twisted Chaos Dwarfs and their malevolent machines of war and destruction. In the distance loomed the Black Fortress of Zharr Naggrund, home to Lord Drazhoath and the twisted Legion of Azgorh. Tamurkhan lead his army towards the blackened towers but the Chaos host would soon learn that not everyone enjoys …..visitors..

Scenario Rules for Campaign Phase 3 – The Lords of Ash and Fire

Special Scenario: The Crossing of Fire (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-2 Dawn Attack (1 CP to the victor – see the Warhammer Rulebook)
3-4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Battle Line (2 CP to the victor – fought as a Grand Battle see the Warhammer Rulebook)
6 Surprise Encounter* (2 CP to the victor) as a Grand Battle (if the models are available) or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
Dread Hosts:
These reflect the creatures of the strange and inhuman domains of the dragons of the Plain of Bones, and may be used as an Opposition army if you have access to the Storm of Magic expansion. Each Dread Host must be commanded by a single Great Dragon or Emperor Dragon chosen from the Storm of Magic expansion. This is the only ‘character’ in the army and there is no % limit on the points cost for them as part of the army. In addition, the army’s Core choice may be made up of units of either monstrous infantry or monstrous beasts from the Storm of Magic expansion with the exception that Daemons may not be selected. For the army’s Special choices, Monsters costing less than 150 points from the Storm of Magic expansion may be taken, and for its Rare choices Monsters costing more than 150 points from the Storm of Magic expansion each may be taken, and with the only proviso being that in either case Daemons may not be taken.
*Battles using both the Dread Host special rule and the special scenario will count for 5 CP to the victor and 1 CP to the loser.

Deadly Ground:
The Dark Lands are one of the most inhospitable realms in all the Warhammer world, filled with boiling rivers of sulphur and hills that are little more than treacherous mounds of bone and ash among which many foul things lurk. In addition to any other terrain effect, hills are counted as being Dangerous Terrain and any water or swamp scenery inflicts 2D6 Strength 1 hits on any unit caught in it during the Compulsory Movement phase of the player’s turn.

Victory Effects:
Victory effects will be listed when the final scenario is released.

Special Scenario:
The Crossing of Fire
This scenario represents the Legion of Azgorh’s attempts to block the Chaos horde’s passage into it’s dark realm.

Armies:
This scenario is for two players. The Chaos Horde represents the Attacker, and the Opposition the Defender. Each player chooses their army list from the Warhammer Army book to an agreed points value, with refrence to the outline of phase 3 of the Throne of Chaos campaign, and the proviso that the Defender’s point value should only be 75% of what the Attacker has.

The Battlefield:
The table is set up using the rules presented on page 142 of the Warhammer Rulebook, with a bias given towards craggy hills, lava pools, sinkholes and ruins. The board is then divided up diagonally into deployment zones as per a Meeting Engagement mission (See page 149 of the Warhammer rulebook). The Defender may then place a watchtower anywhere within their deployment zone, and may then place three 6″ x 1″ obstacles, representing fire vents (barricades or strips of material are fine for this) in the gap between deployment zones, but no closer than 2″ together. These fire ventes do not block line of sight; but models moving through them suffer a Strength 5 automatic hit (counted as a Flaming attack).

Deployment:
First the Attacker sets up their entire army in their deployment zone. Next the Defender sets up their entire army within their deployment zone. This represents the Defender being prepared for their enemy’s slow advance through the hostile Dark Lands.

First Turn:
In this scenario the Attacker goes first.

Game Length:
The game lasts for six turn or until a previously decided time limit.

Victory Conditions:
The player that scores the greatest number of Victory Points (worked out normally) wins the battle, with the special condition that if the watchtower is controlled by the Defending player at the end of the game, they gain a bonus of +500 Victory Points.

Scenario Special Rules:
The special conditions for fighting in the Dark Lands are used in the scenario, except that any hills on the Defender’s side are not considered Dangerous terrain to them.

Narrative Battle:
The narrative battle for this scenario – Surprise Encounter is to represent the Legion of Azgorh laying in wait to ambush the Horde of Chaos. See page 389 of the Warhammer Rulebook for scenario details.

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

Episode 13: The Ultimate Showdown

On this episode of The Deployment Zone; we review the new “How to Paint Citadel Miniatures” book, discuss the new Empire models, and John and Josh argue over the new Empire book. All this and more on The Deployment Zone!

0:00:17 Roll Call
0:04:17 Arms Race
0:39:51 DoBG
0:43:30 Scouting report
1:48:53 Our Strategic Assessment
3:02:56 The War Room
3:15:12 Tamerkhan Update
3:18:03 Tactical Withdrawal

Music from: Epic Soul Factory, Epic Score, Freeky Cleen Dickey F, The Freak Fandango Orchestra, Tenpenny Joke, Dom the Bear
Check out Jamendo.com

Episode 12: Before the Storm

On this episode of The Deployment Zone; GW cancels Ard Boyz, the new Empire army book is announced, and a “colorful” conversation about GW’s new paint line. All this, our friend Jimmy, and more, on The Deployment Zone!

0:00:20 Roll Call
0:16:16 Arms Race
1:09:44 Scouting Report
1:45:28 DoBG
1:47:36 Propaganda Machine
2:35:45 War Room
3:10:11 Tamerkhan Update
3:12:39 Tactical Withdrawal

Music from: Epic Soul Factory, Epic Score, Freeky Cleen Dickey F, The Freak Fandango Orchestra, Tenpenny Joke, Dom the Bear
Check out Jamendo.com

Episode 11: We’ll Get This Eventually!

April Fools!!!

On today’s episode; we do a little bit of 40k wish listing, discuss the awesome new Forgeworld beasties, and discuss what we have been doing in the hobby. We are joined this week by special guest Joe Flesch formerly of the Waaaghcast to help us answer our Propaganda Machine question. Visit his blog at waaaghcast.blogspot.com. All this and more, on this episode of The Deployment Zone!

0:00:34 Roll Call
0:03:30 Arms Race
0:48:47 DoBG
0:52:08 Scouting Report
1:24:07 Propaganda Machine
2:21:20 The War Room
2:47:49 Tamerkhan Update
2:49:45 Tactical Withdrawl

There are some audio errors in this show. Please bear with us and enjoy the show!

Music from: Epic Soul Factory, Epic Score, Freeky Cleen Dickey F, The Freak Fandango Orchestra, Tenpenny Joke, Dom the Bear
Check out Jamendo.com

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