Boyl 16 Rise of Morcar, or HeroQuest the battle or BFFG

jprp":1uhjg6zb said:
Fimm McCool":1uhjg6zb said:
jprp":1uhjg6zb said:
Not big at all when you look at the amount of models that are coming, the model foot print is massive its only like having 3 small games on 6x4 tables.

I reckon I've got 2 square feet of models, say 3 when they're spread out a bit. 12' length means 4 of me can spread across each side and still leave a 4' strip down the middle. That seems OK to me, given that shooting will probably clear the decks pretty sharpish!
 
Fimm McCool":3bbzyoxw said:
jprp":3bbzyoxw said:
Fimm McCool":3bbzyoxw said:
jprp":3bbzyoxw said:
Not big at all when you look at the amount of models that are coming, the model foot print is massive its only like having 3 small games on 6x4 tables.

I reckon I've got 2 square feet of models, say 3 when they're spread out a bit. 12' length means 4 of me can spread across each side and still leave a 2' strip down the middle. That seems OK to me, given that shooting will probably clear the decks pretty sharpish at that distance!

Ok, others are bringing a lot more, Paul`s Barbarians will take more room than that and its only a fraction of what he is bringing.
 
One table will be fine, remember, we don't have to put everything on all at once.

Last year it was big enough for some pretty serious ships. Two years ago the siege game had over 2000 miniatures and a massive city wall on without feeling crowded. Pauls 90 barbarians are actually fairly small compared to Fimms 320 Fimir, I think it will be fine, remember we can have depth as well as width on a 6 foot wide table. If space gets to a premium we will just have to limit ourselves a bit.

BTW what is so much biggerthan the mammoths, lets not be criptic when everyone else is being pretty clear what they are bringing? How many creatures is lol and 120 more cavalry! Gulp.
 
Erny":13f1i5ed said:
One table will be fine, remember, we don't have to put everything on all at once.

Last year it was big enough for some pretty serious ships. Two years ago the siege game had over 2000 miniatures and a massive city wall on without feeling crowded. Pauls 90 barbarians are actually fairly small compared to Fimms 320 Fimir, I think it will be fine, remember we can have depth as well as width on a 6 foot wide table. If space gets to a premium we will just have to limit ourselves a bit.

BTW what is so much biggerthan the mammoths, lets not be criptic when everyone else is being pretty clear what they are bringing? How many creatures is lol and 120 more cavalry! Gulp.


It won`t be that many actual cav`-that includes around 90 trolls, Ogres and Minotaurs 90x 40mm bases is a large footprint as will be Paul`s Mammoths.
I`m not sure how many big monsters yet but if we are including Giants in that it will be lots.
As for the big guy, i will be bringing "Bertie" along as it has never been used.

http://www.dakkadakka.com/dakkaforum/po ... 22348.page
 
My eyes! And I mean that in a good way, like staring at Cthulhu, that mammoth is chaos and a half! No fair brining your own. :grin:
 
Erny":li0ynqao said:
My eyes! And I mean that in a good way, like staring at Cthulhu, that mammoth is chaos and a half! No fair brining your own. :grin:

Just the one though.
 
So.... as I had an idea last night I would like to have Skulmar and Milnik in my Chaos Warrior unit, is that ok with everyone? Nobody already got them covered?
 
Hi chaps

I have a few questions.

Firstly, can someone give me a hierarchy of Morcar's servants, please? I.e. who would be most likely to be his 1IC, then the 2IC and so on and so forth. I would assume the bad guys would have a command structure that roughly mirrors this.

Secondly, do we have enough river (of high quality, don't want blue cardboard...) to cover more than 6 feet of table?

Thanks
Regards

GAj
 
There's nothing explicit, just bits of flavour text. The Witch Lord is the big boss from the core set. There's Festral, the chaos sorcerer who got the ogres on Morcar's side, but following his failure Morcar's wizards Zanrath, Fanrax, Borough and Grawshak blasted him out of existence. Skulmar, captain of the Dead Host, appears to have assumed command of Morcar's minions according to the Marvel special.
 
Will there be a game intro` on the day? I`m still pretty much in the dark about the characters, i looked online but couldn`t find much info.
 
I'm voting for random spells. Don't worry too much about 'canon', there's not much official background on HQ. I'm sure Erny and Weazil will come up with a good briefing, best to inject any fluff you want for your forces in the next week to give them a chance.
 
Well, that'll be two of us then - My intention is to turn up on Friday and roll up for my spells, weapons & banners/standards; so, I don't appear to be choosing spells to suit - whatever's on the other-side of the table from me such as cannon - that'll be rain then, or war beasts - stampede, heavy knights - corrode etc etc. there's got to be some fun ;) ;) ;)

Obviously, there are going to be a few spells that need to be in play summon demons etc. but the GM can hand those out as required.

Simply a case of playing the game.

Returned from holiday in Scotland - lots of rain with sunny intervals, managed to fit in visits to Berwick, Lindisfarne, Bamburgh & Alnwick on the way back :grin: :grin: :grin:, I'm off for the rest of the week so should be ready for BOYL2016 :lol: :lol: :lol:

Paul / Golgfag1
 
Here's a quick character run-down of what I'm bringing:

Skulmar, Captain of the Dead Host:
Former servant of the Witch King, raised to Lieutenant of Morcar's combined armies after his master's defeat at the hands of the Emperor's Heroes. Following Morcar's downfall Skulmar fled with the help of his aide Milnik the dwarf. The pair have been closeted in the Ash Ridge mountains ever since, plotting to bring the Orcs, Goblins, Fimir and Undead back into league to serve the dark masters of Chaos once more. They have a contingent of Morcar's scattered Doomguard with them.

Grawshak, Orc Shaman of the Northern Tribes:
Grawshak hails from the mountains to the north of the Dark Lands. Here tribes were once united under Morcar's leadership, but after his fall such alliances proved frail and the diverse greenskins went back to fighting amongst themselves. Grawshak himself was badly injured when the master of dark magic was defeated and his tribe cast him out to live the life of a hermit high in the desolate peaks. When whispers of Morcar's return began to spread the shaman was sought out by an ambitious Orc chieftain who desired to see if such rumours were true. Together they have come to pledge themselves once more to the service of Morcar.

Zanrath the High Mage:
Formerly a highly regarded member of the colleges, Zanrath swore himself to Morcar's cause in secret. When the Emperor's heroes exposed his treachery he was forced into hiding where he has remained. One night Morcar visited him in a dream and told him to prepare for his master's coming once more.

Fanrax the Malicious:
Fanrax was born the only son of an Arabyan prince. His father was assassinated by a rival noble and he was cast from the city. Vowing revenge on those who had done wrong to him, he travelled northwards to the Old World where he was enlisted by one of Morcar's lieutenants. He proved an adept Necromancer, animated thousands of corpses to join Morcar's legions. He eventually achieved recognition from his master when he turned the full force of his newly-honed magic upon the city from which he had been exiled, raising it to the ground and animating its inhabitants into the service of Morcar. Fanrax has cheated death many times and now his shadow rises once more, an echo of the stirrings of his master's spirit.

Boroush, the Storm Mage:
Boroush studied under Gawaint, the ancient weather-wizard. Secretly he plotted to supplant his mentor, and one night he stole books of forbidden lore from the old man's library. Reading through them he learned everything he needed to know to bind the storms to his command and he violently assumed control of Gawaint's tower, killing the old man and filling the place full of the servants of Chaos. However, the process aged Boroush, withering him as he cast. He left the tower that night, a wizened figure clutching the volumes in his withered hands. He knelt at Morcar's feet, begging him to lay a charm of immortality upon him to halt the ageing. Morcar agreed, so binding him into everlasting service.

Clan Maer:
The Fimir of Clan Maer come from an island in the Sea of Claws. They are ruled over by Maire Scathach, the clan Meargh, who struggles constantly to control the squabbling nobles in her charge. Three of these nobles, Scea-Zok the slavechief, Scea-Shille the holdchief and Scea-Rung the warchief, currently control most of the clan's allegiances and are always vying against one another for power. In an effort to force their cooperation Maire Scathach has called upon her dark gods to grant a blessing upon one of her loyal Fianna Fimm, transforming him into a huge creature against which the nobles are afraid to contend. Each of the nobles has their own Dirach wizard in attendance and The Drui, Scathach's priesthood of Balor. The clan are accompanied by units from the Atrebodil tribe which reveres the Fimir as warrior-gods. They also have the support of the Kelpies and Woldlice, creatures of the marshes which have allied with the Fimir for mutual benefit.
 
OK, Here are the Ogres, might not be able to fit in one post , so will follow up with anything I miss - later.

The Gathering, should be enough to be a cause of concern for whoever gets in them way!


The original Golgfag's Ogres, they are what they are - big, hard and armed to the teeth with stuff that hurts, like to work to a rhythm hence the drum section !

A few more than the originals, so should be able to counter any flanking movements!

The Reserves - A few more than there needs to be, but its only a game, isn't it?


The Entertainer, providing those little bit of fun, after dinner! A particularly nasty individual with a talent of drawing the kill out to entertain the crowd - say removing one leg at a time!


The wise man - A true aid to the big man - skilled in the use of battle magi, which requires a great deal of blood.
 

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