Archive for Orcs & Goblins

Goblins: Skarsnik and the Squigs

Posted in Miniatures with tags , , , , on September 19, 2017 by Sean


I’ve come back to my Goblins (aka the Moonclan Grots) for Age of Sigmar. The majority of the army has been done for some time, but I wanted to expand my options.

The Grot Warboss has a variety of weapon options to choose from. I’ve already painted up a Warboss with sword and shield, and another with great weapon. The other option I was interested in was a moon prodder and attack squig. I had the 4th edition Night Goblin character Skarsnik, accompanied by his favorite squig Nobbla, so he’ll fit in nicely. Skarsnik is effectively gone now anyway.

The Warboss/Skarsnik is a wonderful example of the 4th edition modeling aesthetic- a flat 2 part cast, arms and legs akimbo. He has a good amount of detail, extra weapons, and lots of skulls. He is pretty big for a goblin too, but that works for an important character. I gave him the red hood found on all the army’s characters (to help them stand out from their black hooded troops). He also got some nice checkers on his sword and dog’s teeth on his robe. Though those are part of the army’s theme, they are fairly sparse for the Grots compared to the Orruks.

Gobbla is a huge squig, with as much detail as his boss. Lots of warts, vasculature, and random scars, as well as giant chompers. Both models are mounted on a resin base from Secret Weapon. A rough rock surface, dotted with Dwarf runes.

Next are some of the Cave Squigs that I’ve been workin on for the army. In the end, there will be 10 Squigs in the unit, after which I will finish up some Grots with pointy sticks to herd them along. One of the Squigs has a missing foot, broken off the model long ago. So he gets a peg leg, which in true Grot fashion, is wrongly-sized, but the Squig bounces randomly anyway, so no problem.

The Squigs color was achieved with a base coat of P3 Sanguine Base, highlighted with mixes of GW Khorne Red, Mephiston Red, Troll Slayer Orange, and Flash Gitz Yellow. The Squig with Skarsnik got an additional wash of red ink.


Saga: Thundering Hooves

Posted in Miniatures with tags , , , , , , on August 31, 2017 by Sean

I’ve finally finished the 8-man mounted Hearthguard unit for my Briton warband for Saga: Aetius & Arthur. I posted the first half of the unit earlier. They’ll also serve as Roman mounted troops as well.

The newest members include a leader type, a musician, a draco standard and a Roman signum, reflecting the mixed culture of the Romano-British models I used for the unit. I chose the standard of Legio vigesima Valeria Victrix (Twentieth Victorious Valeria Legion) which saw action in Briton in the later years of the Empire. While the unit has a roundel shield design, I added a few odd shields for individuality. The signum bearer has a small target shield with a serpent, the horn blower has a wolf, and the unit’s ‘leader’ (the second in command of the warband after the Warlord) has a unique dragon shield.

I gave the signum bearer dark skin to reflect some of the recent archeology on Rome in Britannia. I figured he was either a Berber or North African recruit, or even a recruit all the way over from the Middle East. I have also read of the grave of a Syrian who was in the Roman army found at Hadrian’s Wall, so decided to reflect that.

My group and I have been playing lots of games with the new factions. I’ve played as the Saxons, Romans, Britons, and Huns, and played against Saxons, Romans, Picts, and Britons. I haven’t tried the Goths yet, since their battle board seems so weird (emphasis on balancing Fatigue, but encouraging accumulating it).

Recently we played a Romans versus Huns, using the Champions of God scenario from Saga: The Crescent and the Cross book. My friend fielded his Romans (Warlord, 8 Hearthguard, 16 Warriors with spear, 8 bow Warriors, 6 Levy with spear, and a Manubalista) versus my Huns (mounted Warlord, 12 mounted Hearthguard, 16 mounted Warriors, and 12 bow Levy). For this game I once again broke out my grisly Goblin Wolf Riders. I’d love to some day build up an actual human mounted force, but until then only my Gobbos have enough cavalry to substitute. I also use my Goblins for the Spanish faction, another potentially all-mounted army.

The game got off to a quick start, with the Huns using their board’s ability to move the whole army (with bonus distance for cavalry) right up into the Romans’ faces. I knew the Manubalista could potentially wreck my mounted troops, so I concentrated bow fire, wiping it out after its one shot (that my guys miraculously saved against). The left Roman flank collapsed within 2 turns, the Roman commander fleeing as fast as he could to the rest of his army. The Roman right flank had been held up by my Levy archers and some careful use of Fatigue from a small skirmishing cav unit.

I could have simply retreated then and there, since the scenario was based on VP’s for kills, and I had crushed half his army for a only a little damage to my own forces. Instead I decide to make it a fun game, so the Huns swung around and chased after the Warlord and got into a scrum with the remaining Roman infantry. I wore his forces down until the scenario ended. having lost a bunch of my army needlessly. However, he couldn’t make up the gap in VP’s so win for the Huns!

Saga: Fantasy- A&A

Posted in Miniatures with tags , , , , , , , , on August 19, 2017 by Sean


I’ve been playing the newest Saga expansion, the Late Roman-era Aetius & Arthur. I thought some of the new factions would work nicely for some of the Warhammer factions I couldn’t match up before.

Empire: The regimented order of the army and its ability to hold the line and initiate sudden strikes that the Roman faction uses would fit the Empire. This version of the Empire is an ‘earlier’ tech level of the city-states, before widespread gunpowder weapons.

Warlords are Empire nobles, career officers or blue blood royalty. They can fight on foot or mounted on fine steeds.

Hearthguard are the Knights, the elite core of the Knightly Orders like the Reiksguard, Knights Panther, or Blazing Sun, fighting mounted, or Greatswords and Swordsmen, fighting on foot. For an additional 1 point, up to 8 Hearthguard can be fielded as Cataphracts, representing the Inner Circles of the Knightly Orders

Warrior are the State Troops, loyal soldiers of the city-states. They can fight with sword, spear, or halberd (with Armor 4), or take to the field as Huntsmen, carrying bows (with Armor 3).

Levies are the Militia, the common rabble called to defend their realm. They can carry shortbows and throwing axes (javelins) or be fielded as the Free Companies. Free Companies generate 1 Attack for 2 members in melee (unlike normally 1 for 3), and have Armor 4. The player may also remove 6 Levy and replace them with an Artillery Piece manned by 2 Levy crewmen. The piece (Range 2xL) could represent any of the weapons of the Empire, like a bolt thrower or light cannon. The Artillery generates Attack dice when it shoots equal to half the members of the target, reducing their Armor by 1. Each time it fires it gains a Fatigue.

Lizardmen: I figured the defensive nature of the Britons, backed by their heroic Warlords fighting on the front line, leading by example, and directing their men to victory worked to represent the Lizardmen, or at least a Saurus and Skink-focused force.

The key value for the army is Inspiration. Units within S (2″) of the Warlord count as being Inspired. Various battle board abilities only work for Inspired units.

Warlords are Scar Veterans and Oldbloods, ancient born fighters, survivors of countless battles, and direct servants of the Slaan. They can fight on foot or ride Cold Ones. The Warlord can be accompanied by a pair of Temple Guard, called Companions. They form a unit with the Warlord. The Companions extend the 2″ range of the Warlord’s Inspiration from themselves as well. If the Warlord has Companions, he cannot use Side by Side.

Hearthguard are the Temple Guard, hand-picked Saurus decked in the finest armor and jeweled weapons. They can fight on foot or ride Cold Ones.

Warriors are appropriately the Saurus Warriors, bestial reptilian soldiers of the Slann cities.

Levies are the Skinks, diminutive skirmishers and scouts. While lacking in combat ability, they can rain death from their javelins or blowpipes (bows/slings).

Savage Orcs: I decided after playing the Saxons several times, the utter mindless brutality of the Savage Orcs was a good fit. With only fighting on their frenzied minds, the Orcs rush into combat heedless of danger, determined to crush the enemy or die trying.

Warlords are the Savage Orc Bosses, hulking beasts of green muscle, protected by bone ornaments and warpaint, their belief in their invulnerability equal to true armor.

Hearthguard are the Big ‘Uns, the strongest members of the tribe. They group in mobs of their own, ready to stomp anything in reach.

Warriors are the Boyz, the common Orcs of the savage tribes. They lack the brutal strength of the Big ‘uns but make up for it in numbers.

Levy are the Yoofs, the youngest and weakest Orcs. Not yet to the level of a proper member of the mobs, they instead use ranged weapons to pelt the foe while the Boyz close in. Alternatively they could represent Forest Goblins pressed into service. They are armed with bows or slings.


And here is a break from Aetius & Arthur factions. I wanted to add in an older faction that I never got around to, based on the Normans from Saga: Dark Age.

Wood Elves: The mixture of archery and shock cavalry exemplified by the Normans fit the Wood Elves well enough. It does somewhat ignore some the stronger close combat units and the various tree spirits, but it will do for now.

Warlords are the Kindred, leaders of one of the numerous kinbands. They can represent Glade Lords, fighting on foot or mounted on stag or Elven steed, or even Branchwraiths or Treemen fighting on foot.

Hearthguards are the Nobles, elite guardians of the Wood Elf realms. They can fight on foot, using their swordstaves, or launch themselves into combat as Wardancers. They can also take to battle mounted as the Sisters of the Thorn or Wild Riders. Alternatively, Heardguard on foot can also be represented by Dryads.

Warriors are the Eternal Guard, the common members of the kinbands. They fight in ranks of spear on foot, or mounted as Glade Riders. One unit (of up to 8 members) can carry Elven Longbows, representing the Waywatchers. Longbow-armed units reduce their targets’ Armor by 1, but also lower their own Armor by 1.

Levies are the Glade Guard, the militia of the army. They carry bows, firing in massed ranks of black-feathered arrows.

There’s still more factions to convert to Saga: Fantasy. I’ll add them eventually.

AoS: Time Fer Stompin’

Posted in Miniatures with tags , , , , on August 11, 2017 by Sean


Along with other projects, I’ve finished up my second unit of Orruk Brutes for my Ironjawz army for Age of Sigmar. Just in time for the release of the General’s Handbook II. I hope my Stormbringaz can handle the changes.

The Brutes here follow the lead of the previous unit, with a Brute Boss with club and claw, 3 standard 2-choppa Brutes, and a Brute with a giant spiky cleaver. The unit was designed to be able to field 2 units of Brutes, or swap it for a unit of Ardboyz if I wanted (same cost after all). However, I figured I could also use them to field a full 10-boyz unit. The Brute Boss for this unit would be ‘demoted’ to a standard Brute, the more decorated Boss from the the other unit leading the way.

The Brutes as pieces are somewhat limited in their posing. The bodies include the legs and back torso, with the front and arms separate. Individuality comes from swapping out the heads, arms, and shoulder plates. I managed to avoid replicating the previous unit’s members. Extra plates and some weapon swaps finished them off.

The Boss’ weapons only attach to the torso one way. Thus he would have been a duplicate to the other Boss. To avoid this, I swapped the right hand with the club to another arm and gave him the front plate with the jawbone and head with the metal jaw plate.

Once the Handbook comes out, I plan on working on my Moonclan Grots. I’ll want to use them to support the Ironjawz, or vice versa. A unit of Brutes or Ardboyz would give the Grots some real punch.

The Walking Thunder

Posted in Miniatures with tags , , , , on May 1, 2017 by Sean

WAAAAAAGH! Da Boss is ‘ere!

I’ve finally finished the Megaboss for my Ironjawz force for Age of Sigmar. This was done just in time for a campaign to start at my FLGS. For this campaign, the Megaboss is known as Grishnak the Walking Thunder. This is in keeping with my Ironjawz/Orcs & Goblins army name, the Stormbringaz. I know that storms and thunder are the hallmarks of the Stormcast Eternals for Age Of Sigmar, but I named and designed my Orcs 3 editions ago, and am not ceding the name for no one.

Grishnak here is truly huge, towering over everything else in the army, including the River Trolls that sometimes show up. This guy sits on a 60mm base (here a resin one from Secret Weapon, a broken temple/castle, matching the other characters in the army).

I liked the original figure, but felt that he needed a little more ‘oomph’ to show him as the true beast he is. There’s the obvious skull bosspole strapped to his back, as well as an extra club on his left side (just in case) and a helmet hanging off his right side. He might not wear it too often, but I wanted the helmet to visually tie him to the Ardboys (aka Black Orcs).

His back armor got a few more plates made of plasticard, another trophy skull got added, and even his huge choppa got a pick on the poll (the back edge). The dragon skull on his shoulder got a series of spines (plastic bits and green stuff) to break up the otherwise smooth line of the crown of the skull. He’s spiky everywhere else, best to continue that design aesthetic. A horned skull from the Brutes box finished off his left shoulder (I wasn’t a fan of the Bloodletter skull bit he came with).

Color scheme was easy enough. Even if he’s a boss, he still has battered black armor, decorated with bone white dog’s teeth, lightning bolts, and checkers. The larger size of his armor plates gave me more room to decorate, with the choppa’s head especially getting a big checker design; though being the business end of a choppa, it’s scratched, dented, and bloodied. Like the rest of his army, there is very little symmetry involved in the design of the markings, rather I added them where it might look cool. The only other colors added were various browns and a blood red, which shows up in the ragged loincloth and a trophy (ribbon/beard?) hanging off the bosspole.

Now that the Ironjawz contingent of the Orruks and Grots army is done, I can turn to adding more Moonclan models, especially characters.

Age of Sigmar: Krumpin’

Posted in Miniatures with tags , , , , , , on March 21, 2017 by Sean


Green is Best, it seems. I’ve been playing some more Age of Sigmar with my Orruks (with some Grots in tow). The Boyz have done well, stompin’ and krumpin’ as expected, with some surprising usefulness from the Moonclan Grots. The nets they carry benefit everyone around them, conferring -1 to hit on all enemies nearby. Great to protect the Orruks, though they’d never admit it…

These are a few additions to the army I’ve added recently. These are extra minies I’ve had for some time, so a nice cheap way to bulk out the army.

First is the Warchanter for the Ironjawz. This is a conversion, since I had extra Black Orcs and lots of bits. He’s a plastic Black Orc (aka Ardboy for AoS), with a bare Orc head, a drummer’s right arm with skull drumstick (and extra spiky bit on the gauntlet from the Brutes box), and a left arm made from an arm from the Brutes box and a Black Orc hand. I swapped the mace head it came with to a skull to match the right arm. He got the typical snazzy black armor, with lots of checkers and dags as per usual, with a few lightning bolts scattered over his armor and even forehead. I mounted him on a chunk of cork on a 40mm base to match the Brutes and elevate him for emphasis. He needs to be a center of attention after all. The skulls have a glowing effect in their sockets to show the power of the WAAAGH! A trophy demon skull and jaws on his left shoulder completes his snazziness.

The other pic is a bunch of Grots from the Moonclan (aka the Night Goblins). I’ve added a few new Netters to my spear Grots; I used to have only 2 to show the units were carrying nets (since in Warhammer 8th and before the nets were simply a bonus to a unit). Under AoS however the nets actually have bubbles of effect on the table, so I figured I’d have 6 or so for each unit. Some nice bonuses without going overboard.

I also did a few old Goblins. The models come all the way from 4th edition Warhammer, which is quite evident from their smaller and simpler sculpts compared to the Netters (who hail from 6th I think). The Netters have the definite problem of coming from the time where a lot of the infantry plastics ballooned in size, so they match the bigger Night Goblin plastics. My Night Goblins are either 4th ed or 7th ed, so the Netters are much larger than the surrounding spear Grots. This is I suppose rationalized with the biggest members of the tribe carrying the nets for the best tosses…

I did a Standard Bearer and a Champion, as well as a Shaman. I like the Standard Bearer; he’s this dinky little twerp with a dinky pointy hat. Almost too pathetic and adorable for battle. The Champion looks a little more intimidating, with his big axe and devious smirk. The Shaman wears a red cloak and hood like the other Grot characters in the army. He has that old 4th ed caracter pose,with his arms held wide. I like his little cauldron filled with mushrooms and his magic staff, with a little puppet of himself. Again, adorable.

I’m thinking of adding more units over time, so I’m sure there’s more Orruks and Grots to come.

AoS: Brutality!

Posted in Miniatures with tags , , , , on March 1, 2017 by Sean

The Brutes are finished for my Age of Sigmar Orruks army. This is at the moment my only real addition I’m making to my existing Orcs & Goblins force, though I might acquire a Warchanter and Weirdnob Shaman to supplement them later.

The first two members were already posted, and here are the final members, a basic Brute, a Brute with a Gore-choppa, and the Boss.

The Brutes follow the same design as the previous members, with checkers, dog’s teeth and lightning bolts decorating their heavy scarred black armor. The Brute has a cool trophy on his shoulder in the form of a Stormcast mask trophy, his pose a nicely threatening one backed by the checkered sword. I added a back plate to his armor, since to me it looked a little exposed.

The Brute with the Gore-hacka is a good definition of excess, with a sword so big that other blades are nailed to it. The blade was a great surface for decoration, so it got a field of checkers and dog’s teeth to really make it stand out from his body’s black armor. I used one of the Boss heads with its metal jaw plate and the jaw neck decoration, since I figured he’d be the veteran behind the Boss. He is barefoot, so I felt I had to give him some Hulk pants to go with his green feet.

The Boss of the unit is a pretty mean fighter, so I wanted to make him to be obvious in the swirl of melee (and if I used the Ironfist formation, which would give him 2 extra wounds and make him a sub-commander). With that in mind, he carries a icon attached to his back plate. The unit doesn’t get a standard of its own, but I wanted some form of trophy for them to focus on. His big Boss Klaw was painted black, the blades devoid of decorations, instead scraped down to the bare metal. The klaw gets used a lot, obviously.

Looking forward to them on the table!