Thursday, June 24, 2010

Wednesday, July 22, 2009

Doggie Death Star: less offensive version

Game 3 at the Battle on Beale this year had me facing off against a list which received a lot of attention due to an article in Tales of Battle. The list, now referred to as the DogStar or Doggie Death Star is any variation of the following:
Vamp Lord: Lv3 + frostblade + red fury + infinite hatred + steed
Vamp: Lv 2 + steed + book of arkan (kit varies)
Vamp: Lv 2 + steed + 2xDS
Wight King: BSB + Steed + Drakenhoff banner

1x16 Dogs
3x20 Zombies

1x6 Blood Knights
1x6 Wraiths + 1 Banshee

The list is nothing short of heinous, the fast cav deathstar combined with Danse Spam in almost undeniable. I have a very mobile Dark Elf army which would allow me to mitigate much of the power of the DogStar but in most games lining up against this list I would be gunning for a draw. I will quickly outline my list and then get on to the report:
Surpreme Sorceress: Lv 4 + pegasus + 2xDS + tomb of furion + seal of ghrond
Sorceress: Lv 2 + steed + DS + Darkstar Cloak
Master: BSB + steed + Hydra banner
Master: Steed + Caledor's Bane

3x5 Dark Riders, all w/ RXB's, one with standard
2x5 Harpies

1x6 CoK, full command, banner of hag graef
x2 Cold One Chariot

1 War Hydra
2xRBT

The Game:
My opponent in this game was named Will (no last names for the sake of quasi-anonymity). He and 2 of his friends had decided to bring the DogStar to Beale. I have been informed that Will is a recent convert from 40k and that actually makes it easier to parse the outcome of our rendezvous. I will cut straight to the chase and say that a lucky first round of shooting on my part made this game into a win for me. I have no doubt that w/o that happening, this game would have been far different and perhaps Will and I would not have been so contrary towards each other.

Deployment:
The DogStar has very few drops and can be totally out-deployed, here's what it looked like for us (I'm going to present this game from Will's table side because I am actually going to point out 2 or 3 instances where he could have won this game):
deployment
The first point of contention arose when he deployed his wraiths about 2" apart to screen the BK's and the DDS from magic and shooting. I informed him that he didn't have enough space to do this and he disagreed. 12 calvary models wide (6BK's + 6 frontage on the DDS) is 300mm and 7x20mm bases + 5"(@25.4mm/inch) total distance between models is only 267mm. I let him have it.

Will won the roll for first turn but decidedly to let me have it...he REALLY didn't want his BK's or DDS touched in the first turn. I think it was a mistake, but I was more than happy to get the first move, it allowed me to set up my army for the necessary plan of action(s).

The DogStar only has 3 units worth a damn. Given my mobility and Will's central deployment I pretty much stacked flanks and decided to make him split up his 3 effective units. My assumption was that he planned to throw the wraiths to the left (because he asked several times where the magic weapons were in my list and I stacked them all on the other flank) and bring the BK's (Blood Knights) over to the right get into my CoK's. I didn't know what he would do with the DogStar(DDS) but my plan was to feed it chariots and a unit of harpies if it came towards my CoK flank while I baited the BK's into a forced frenzy charge w/ Dark Riders (in order to set up a flank charge with the Hydra).

My intent from the outset was to run my CoK's straight through the zombie block on the right flank and hide behind the forest for the rest of the game. Will knew I was trying to do this and most of the action over the 6 turns would involve him trying to keep the zombies alive.
You can see how I began these machinations in my first turn moves:
top1
Then in my shooting phase something happened which is pretty outrageous. My 12 shots from RBT's scored 7 wounds on the Blood Knights and Will missed all his saves...GONE. I was not gloating about this retarded luck. I actually told him it was pretty fucked up. He was decidedly bummed out and I think it more or less soured the game. My magic phase put a wound on a wraith.
His turn pretty much set the strategy for the game...we would have a huge argument over the use of my dispel scrolls later in the game so I have decided to chronicle his magic phases and my reactions on the pictures below:
bottom1
As you can see, he commits the DogStar to the right (I now know that I have to tie it up with Dark Riders and the hydra in order to give my CoK's time to eat through the zombies). The banshee's go central (conveniently collapsing the 2" between models to about a 1/2") and actually end up w/in a Danse distance of my Supreme Sorceress...that's got me sweating.
You can read for yourself what happens with the magic phase.
My Turn 2:
Things start off with a CoC going stupid, but it doesn't mess up my plans too much. Let the Elf Antics begin, I charge the CoK's into the zombies (He has 37 in there and I've got my work cut out for me). The Dark Riders cut off the flank charge from the DDS (The Master with S7 lance bails from the unit, he knows they are not destined for a good ending) and the Hydra backs up behind the hill, I'm prepared to charge the Hydra in for a suicide run on a vampire in my Turn 3.
On the other side I drop harpies behind his zombie blocks and start shooting the one closest to the objective. My magic drops 3 more wounds on wraiths.
Here's the scoop:
top2
VC Turn 2:
Here's the first instance where Will could have taken the game. He could have charged 2,3, or even all 4 characters out of the DDS and into the flank of my CoK's...The Frostblade lord alone would have done the deed. Instead he bites on my Dark Riders, who decided to book it. However, it turned out to be a short book, they didn't run far enough and the DDS penned the final chapter with a decisive run-down, ending up about 3" from my hydra. In the spirit of friendliness I mention to Will that I might actually consider running my hydra into his DDS despite the inevitable doom, but Will feels confident that his regeneration saves are up to the challenge.
Here's the poop:
bottom2
On the other side, the wraiths took a charge on the stupid chariot, easily defeating it and running it down as well.
I was especially relieved when his Book of Arkan burned out this turn, it would most certainly make the final outcome easier for me. He was really trying to buff the zombies up (and doing a good job of it, d6+4 zombies per dice gets his 17!). In the end I actually burned a scroll to stop an IoN he rolled on one dice.
The CoK's continue to grind, they have the zombies down to 9 at the end of the turn and I'm feeling positive about the outcome, but I REALLY needed my Hydra to go to work and take out a caster
My Turn 3:
Some harpies and dark riders are due for a terror check, the harpies decide to bail but the Dark Riders are chill. The Hydra charges into the DDS, its massive balls leading the way as a signal to all that in Karond Kar they just don't give a fuck.
Magic burns on the wraiths, they're down to three models, and the shooting continues to light up zombies. I position my remaining chariot for what would eventually be a hellacious flank charge. I can't rightly remember why Will gave me the charge, I might have been pressing the front with dark riders.
top3
Notice the lone Master swinging in behind the DDS...this guy would do something wickedly elf-y in the next turn.
The Hydra takes 4 bites out of the Lv2 Vamp with only a 6+ AS. The dice obey statistics and the regen only saves him twice...fuck yes. The Frostblade makes short work of the hydra but at least he died with a full stomach. Will's actually admitted that he wasn't phased by the combat. On a point for point basis it was probably an even trade (a little in my favor), but in terms of meta-game dynamics, getting rid of the extra caster/dispel dice would be pay huge dividends in the remaining turns.
VC Turn 3:
Will turns his DDS around w/in Danse distance of the CoK's, the wraiths charge an RBT, will eventually overrun and force the harpies into a final flee move off the table:
bottom3
I finally killed off the zombies and was free to move during my turn(though I was march blocked).
My turn 4:
I take a chariot into the side of a zombie unit only containing 5 or 6 zombies. My CoK's advance the full 7" forward and my Lone Master comes marching into the path of the DDS, preventing a full on charge. Will tries to tell me that a lone character on a steed is a skirmisher, but I disagree and he seems to accept my argument w/o consulting a judge or the BRB.
top4
I concentrate most all of my shooting and magic on the unengaged zombie unit, I desperately need to bring it down to less than 10 models so that my chariot has a chance of busting it on the overrun-charge. I take out about 14, which is fantastic. I'm very concerned about what Will is going to do with his banshee, if he brings her back across the hill to wreak havoc I might end up losing some serious points to terror checks.
The Chariot busts through the one unit of zombies and into the flank of the next.
VC turn 4:
Another instance where charging his characters out of the unit would have won Will the game. Instead he charges the lone master...excellent. Then he makes another blunder in his magic phase, IMO, when he attempts to raise dead in front of my CoK's, essentially giving me a nice speed bump to propel myself to safety. the pictures don't show the actual nuance of the positioning, but with 2 turns of movement and my CoK's march blocked on the side of the forest, he could have easily retracted the DDS from the woods (after their overrun) and declared a charge on my CoK's...instead he seemed to want a race off through the woods to see who could get to the other side. Fine by me. I dispelled his first attempt in order to goad him into trying it again, which he did. I let the second one go through. Then he casts Wind of Undeath and I throw four dice to stop it, at which points he says "you only have the one scroll left right?"...and I said "Actually I have two, I used one on turn 2 and you miscast last turn." We get into a huge debate whereby I recount the magic phases to him verbatim 3 times (even including the number of zombies he raised and how many I had subsequently killed in the ensuing combats) and he concludes by saying "Well, I think you're mistaken." It got rather heated because he was unable to construct any remembrance that made sense. He actually had himself casting four successful IoN's on four single dice throws in turn 3 and then miscasting on the 3 dice Danse, which is simply unbelievable. In the end I concede to a dice off that turns out in my favor (thank you karma).
bottom4
The DDS blows through the Master and into the woods, actually going MUCH furthur than I thought...it appears the race is actually on.
My chariot in the flank of the last unit of zombies kills enough to res out the unit and gets an overrun move because they counted as charging.
My Turn 5:
I take the freebe on the zombies. the DDS went so far into the woods than I'm concerned they may actually be able to wheel through the woods and Danse out of it into the side of my CoK's after they overrun the zombies (Will's plan was working). So instead I just move my CoC up into a spot where the DDS can't wheel past it, forcing another charge that will redirect them away from the CoK's.
Then the best part of the game. My harpies gently lift off and alight next to the objective, prepared to enter the building in the 6th turn and take the scenario with what is my ONLY unit capable of doing so.
top5
I get greedy with my supreme sorceress, going after the wraiths again in hopes of finishing them off with magic. Instead she miscasts, takes a wound, and suddenly I'm afraid that Will will decide to to bring the wraiths and come force a terror check on my Lv4. I decide to leave the wraiths alone in the next turn in order to discourage any such thoughts.
My CoK's blow through the free zombie-bump and land safely out of the woods. I'm pretty sure I'm in the clear and I start counting points, deciding if I should just clear out on Turn 6.
VC Turn 5:
Will plays it cool with the wraiths about the same time i decide that I will call off the wraith hunt and go for half points on the dogs with my magic phase in turn 6. Will charges the chariot, gacks it, and runs clear of the woods. I see immediately that the entire game will come down to his two chances at Danse'ing the DDS into my CoK's on turn 6 after he remforms.
bottom5
My Turn 6:
I grab table quarters, declare the harpies entering the building, and reform my CoK's to face the front of what I know will be Danseing DDS. My magic rips apart dogs, giving me half points on the unit and leaving me assured that my point margin is good for a win unless he gets IR on his Danse.
top6
VC Turn 6:
Will reforms, tries to cast Danse on two dice and fails, throws three dice at it and succeeds, at which point I use MY LAST SCROLL to deny it.
bottom6

We count up points, I figure my total on the board to be 1252 and then we do table quarters, of which I have 3. Will counts up his list at just over 1100 points . Will double checks my math and verifies it. So it's settled that I have won the game. Will then asks me if he can attempt to summon undead with the 2 dice he hadn't used in turn 6 in order to contest a table quarater (and draw the game). I agree (because it was the right move to make during the game anyway) and Will rolls his two dice, I quickly set out the 6 dispel dice I would of had and rolled three to dispel it. I fill out the score card, giving him the worst comp score and the middle sportsmanship score. I honestly had to admit that they game was intense and we had some big disagreements but it wasn't completely unfun. The quote for that sportsmaship ranking was "I would play this player again." Honestly I would.

I turn in the score card and when I get back Will says he likes to talk to the opponent about the scores they give each other before they fill out the card. I told him I had already turned mine in but that I had given him the middle sports score and the worst comp score. I preemptively added that I felt it necessary to do that to his comp score because his list was patently abusive. We then get into another heated exchange about his list, with his argument mainly being that previous opponents had all given him either the middle score or even the upper middle score. I told him that he had maxed out vampires, a deathstar fast cav unit, and a almost 800 points in rare selections alone. I think told him that I could think of only one other list that would authoritatively bring real game against his list, that being the steamroller with 12 flamers. He didn't know what the steamroller was but said that thought there were much harder lists out there. I thought about it for a bit and decided to go and change the comp score I had given him as a show of solidarity. I rationalized it by saying that there could have been a few more abuses in the list (i.e. power stones for the Danse Spam, etc) but honestly I don't see where he could free up the points for them.

He would later claim that I had never declared my harpies taking the objective and that he had no intention of reminding me about it...this show of great sportsmanship just minutes after he had requested a "post-game magic phase" to raise zombies.

Friday, October 31, 2008

Saturday, August 9, 2008

Tuesday, August 5, 2008

SAWS 2008 - Game 5 vs. Josh Gurin's Chaos Daemons: The Final Shame of Pussywillow
Josh's list is pretty heinous. He admitted straightaway that people had been giving him a hard time about it. I was certainly no exception:
Bloodthirster, flaming axe, eternal hatred the isn't hatred item
Tzeentch Herald, Chariot
1x30 Horrors
2x10 Horrors
1x7 Furies
1x7 Corndogs
1x5 Screamers
2x6 Flamers
I told him that in my opinion it's the two units of flamers that is most atrocious. The Bloodthirster leading a non Khorne army is something you run into, it's not so bad, but the second unit of flamers is the most apparent abuse of the army selection; but that's all another story...
I knew I was outclassed w/ this army. My goal was to go for a draw and hope that dumb luck might get me a win. My pep-talk for my army went something like: "Some of you are going to have to die for no good reason other than to keep his army occupied...and Pussywillow for the love of GOD don't act like a weeping vagina this game."
Deployment:
I had way more drops than Josh. I planned to use the usual strategy and loaded down my left flank early w/ the Wild Riders, Glade Riders, Eagle, and Dryads (hoping to run them out in the first turn). I dropped the wardancers in the middle to feign as though they would come through the trees. When he dropped his flamers on opposite flanks I might have gotten a hard-on. I pretty much dropped my whole right flank after he had deployed. My goal was to bum rush that right, throw 5 dice per turn on Beast Cowers to bog down the Bloodthirster, and kill his herald and screamers. Here's deployment:

Daemons Turn 1:
Josh went first and dreams were smashed from the get go. He plopped his furies right down in front of my Wild Riders. Now both them and the glade riders were march blocked and probably not going to escape the dogs. All I really cared about this turn was what he did w/ his BT. If he decided to fly over the woods and press my right flank I think he probably could have wiped me off the board, but instead he flew the BT up to trap the Wild Riders and Glade Riders on the left. Most everything advances, the flamers who I'm determined to pwn hide behind a hill. He casts flickering flame at something (can't remember) and I dispel it. He casts the big bolt from the Horror bock and I scroll that. He cast flickering flame at the blue alter noble and I dispel it.

WE Turn 1:
Nothin' to it but to do it. Wild Riders Charge those furies; I'm hoping to pop them and get into the face of the dogs and tie them up for a turn. I wanna keep that blood thirster on the left side of the wood so I give him two choices: Dryads and Glade Riders, who I put real close to the table edge because at this point I'm still under the assumption that the BT has hatred and I want him to fly off the board. the Eagle gets the hell out of dodge. On the other flank I flood the zone of the flamers. Alter on the hill planning to unload the HoDA, other two in the forest to charge turn 2 and the Wild Riders behind the terrain feature to charge through. In the middle I see an oppurtunity worth pursuing now that the BT is not a huge threat, I move Pussywillow up through the trees and into LOS of the Herald, I'm going to throw 5 dice at Wolf Hunts and see what happens...and it goes off w/ IF! Pussywillow is in combat with the Herald (though he takes a flaming wound on the stand and shoot). Shooting phase I drop 3 wounds onto the flamers from the HoDA. Combat phase and Pussywillow swings all 5 times at the Herald but only manages to do 1 wound. The Wild Riders swing like real dill-holes and only stick 2 wounds on the Furies, who stick 2 wounds back! We measure it up and they are 11 3/4" from the BT and Josh rolls a 7 to take no res damage...shit.

Daemon Turn 2:
Here comes the Bloodthirster, flanking the Wild Riders and my Glade Riders are all calling me the worst general they've ever died for. Josh makes the decision to charge the Blue Alter noble w/ the flamers. It's a good decision on Josh's part and I'm at a loss for what to do. The reason is, I thought I would kill the Herald in the last round and that pesky US5 chariot wouldn't be right behind me. Now I have no choice but to take the charge, though luckily this alter has the Amber Pendant and there's already a wound on the flamers so I'm confident that I can kill one and only suffer form 2 WS2 attacks in the close combat. The Dogs come up behind the Furies while the Screamers opt to fly over the Dryads killing a few and the Horror blocks do some shuffling. In the magic phase the little horror block on my right casts flickering flames at my Wild Riders. I pick up two dice and add my MR(1) dice and promptly roll snake eyes...fuck. They end up taking 4 wounds and now I'm left w/ a champion and standard. This turn would be bloody for the WE...before shooting and combat the board looks like this:

Shooting phase: OOPS! I totally forgot about the left flank flamers...bye bye Glade Riders.
Combat: BT completely handles the WR. The Herald fight results in Pussywillow killing the Herald. I argue that the chariot should count as destroyed but Josh diagrees. We consult Mark (tournament judge) and he sides w/ Josh, now Pussywillow has to kill the chariot in his own turn and will be right out in the open for a Big Bolt from the huge Horror block in the Daemon turn. The Blue Alter puts two wounds on the flamers and takes one himself, he flees through the chariot (but it's only US4 now!) and the flamers pursue into the Pink Alter. The board looks like this:

WE Turn 2:
Wardancers and Dryads charge the Screamers. Dryads and the Red Alter charge the flamers. The crippled Wild Riders charge the block of horrors. The range is dubious so we roll for it and fate decides the Wild Riders make it. The Blue Alter rallies but really doesn't like where he ended up.

Dryads in the bottom left flank are screwed and they know it. They shuffle towards the board edge and taunt the Bloodthrister and Corndogs "Come on dickheads, waste a turn on us!". My Lord's unit move up to prepare for hiding. In my magic phase I try to throw Beast Cowers on the BT but miscast and take a wound. The WE decide shooting is for pussies and so we go straight to the combat phase. Dryads and wardancers mop up screamers (I forgot they only have 1 wound now). Dryads and Red Alter put 2 wounds on Flamers, who return one wound on the Red Alter before the Pink Alter attacks for another 2 wounds, they take their test and pop. The Dryads overrun to be in charge range of the right flank horror block (picture not really to scale on this issue). The Wild Riders don't swing so hard, killing one Horror and drawing the combat. Pussywillow does terrible just when I need him too, doing no wounds to the chariot and forcing it to take 3 res wounds, leaving it w/ 1. Now he is immune to the Big Bolt and can kill the chariot in the Daemon turn 3 combat phase.
Daemon Turn 3:

The Corn Dogs charge the Dryads but the Bloodthirster has bigger fish to fry. He gets up in my business on the right side of the tree line and I start to sweat a little bit. The furies end up in the nook of some trees (not sure how they got there). The left flank flamers advance towards the right and the horror blocks shuffle a bit. In the magic phase the big horror block throws flickering flames at my blue alter and I dispel it. Then they throw the big bolt at my Alter and I scroll it. In the combat phase Pussywillow willow-whacks the chariot and it explodes. Over on the right flank the Wild Rider standard bearer throws a wound on the horrors and takes one back, I hold my breath and make the armor save to win the combat. The Corndogs make mustard of my dryads and run off the edge. Board looks like:

WE Turn 3:
I have some things to consider. The Blue Alter and Pussywillow are deep in enermy territory. I consider running them out but the Blue Alter already has one wound and so it only worth about 79 points now. I figure w/ that 190pt. block of horrors sitting right there that I should probably go for the points and so I blow the horn w/ my alter to make him ItP and double charge Pussywillow into the front and the alter into the flank. The Dryads on the right flank come to save the Wild Rider standard. My Lords unit runs into the trees while everything else gets out of sight of the BT.

In the combat phase Pussywillow and the Alter prance about the horror block like the Bushwhackers from early 90's WWF, throwing 5 wounds into the unit and popping them. They both decide to overrun, the Blue Alter sprinting 13" into the middle of nowhere and Pussywillow following though into the Big Block of Horrors (at this point I'm starting to have flashbacks of Games 1 and 3). On the right the dryads rip into the horrors, dealing 3 wounds, the Wild Rider adds another one but unfortunately falls to a horror attack. However a bad roll from Josh pops the unit and gives me back my captured standard.
Daemon Turn 4:
The dogs come back onto the board and bark at my Eagle. The flamer evaporate the Blue Alter, who goes down in a ball of flames screaming "Help me Tom Cruise! Put out the fire w/ your witchcraft!" The BT has been drooling over Pussywillow all game and now that he's out of the trees the BT comes flying over to put his S7 flaming axe to good use. Pussywillow looks to be be screwed and I'm hoping that he'll do what he does best and break from combat, but the leafy douchebag decides to grow balls when faced w/ certain death and sticks around after losing combat to the horrors.

WE turn 4:
It's already do the point where I'm thinking of the endgame. I push some things into the woods in the middle planning to jump out and claim table quarters in the 6th, I drop the eagle behind the dogs, I push the dryads in the upper right into the board corner to claim a table quarter. My lord and the two alter's hide in the woods. My lord, despite her intense hatred for Pussywillow, throws five dice at beast cowers on the BT rolls up a 16. Josh is down to just 4 dice and only rolls a 15, so Pussywillow is saved from certain doom and all the wood elves breathe a sigh of relief. But oh wait! Pussywillow, upon seeing that he bloodthirster is NOT going to stick the axe up his thorny ass, decides that the fight is no longer worth it and breaks from combat! Thankfully he outruns the horrors but the rest of the WE's are all shaking their heads in disbelief at the unbelievable asshattery of this daft fucking tree.

Daemon Turn 5:
The horrors decide not to charge Pussywillow (who has 4 wounds left) and rather to combine flamer shooting w/ the Big Bolt to take him down (since I was out of scrolls at this point). *NOTE: my pictures differ from the report here, I though the flamers roasted my eagle but I was wrong, the eagle survives and remains behind the Corndogs all game). The dice completely screw Josh this turn, his flamers fail to put a single wound on Pussywillow; and after I failed to dispel the Big Bolt on 4 dice Josh only rolled 4 hits at S6, doing 2 wounds bringing the Big Fag (pun intended) down to 2 wounds.

WE Turn 5:
Pussywillow rallies...whew. But my Lord catches him batting his eyelashes at the Bloodthirster (who was GHB'd last turn w/ Beast Cowers). The spellweaver scolds Pussywillow for being a complete homo and casts The Wolf Hunts on him to send him into the furies for 72 extra VP. Pussywillow, distraught over his denied love affair lays down his branches and refuses to wound any furies, who take 2 wounds from combat res and wonder why this depressed tree is bugging them. As we head into Turn 6 it is apparent to all wood elves at the board save for myself that Pussywillow is bitter and lonely and that he will surely fuck me in Turn 6.

Daemon Turn 6:
The horror block charges Pussywillow in the rear (I think it was actually the flank but it's inconsequential) as he bawls over the departure of his Bloodthirster crush, who flies into the upper right to contest the table quarter. In combat he swings half heartedly as he dolefully sings "Where have all the cowboys gone?" by Paula Cole, killing 2 furies w/ his awful voice. He loses the combat and all the WE's prepare for him to break when, to the surprise of all, he decides to stick around out of sheer apathy.

WE Turn 6:
The WE's pop out the woods to claim their table quarters. Everyone turns towards Pussywillow, if he continues to stand (even if it's just out of apathy) we still stand a chance. In combat he swings and kills the last fury...it's all down to this, do it Pussywillow! Do it! Win us the the game you beautiful bastard! At the last moment Pussywillow looks up...he's not sad anymore...what's that on his face...why...why it's a sneer!!!
"FUCK YOU JOHNNY!!!" he screams as his break test rolls an 11. He runs off in glee, his bare ass hanging from his foliage w/ the words "Bite Me" scrawled across his barky buttcheeks. The horrors are so flabbergasted they decide not even to pursue and contest a table quarter instead.

I'm absolutely pissed the fuck off...I'm considering walking outside and punting the treeman model over the fence. I add up points w/ Josh and it turns out I lost by 334 and Pussywillow had cost me a draw against a really tough list after I played some of the best warhammer I've ever played...No more treeman for me...Fuck you Pussywillow...Fuck you in the goat ass.

Tuesday, June 3, 2008

Monday, June 2, 2008

Movement Trays

So I'm planning to start modeling up a new warhammer army in August and I was interested in making some very "diorama-esque" movement trays. The theme for the army is a race of sea-faring plunderers, like the Vikings. So I wanted to try my hand at making some 100mm x 100mm trays that would be the bow of boats. I meant to do photo's as I went along but I got way too in to the project and forgot to pause.

The first challenge was figuring out how to make a solid keel. I went through plenty of 3/4" thick balsa before I finally threw in the towel and upgraded to a harder basswood. Even then, I had to make a few modifications to my original design before I found a structure that would handle the strain caused by the the bending of the balsa side boards.

For my first incarnation I decided to put the sideboards on each side separately, I call this ship Cutter because is has a very typical look down the length of the side and front, here the pictures of Cutter:






In general I was happy with Cutter but I knew I could make improvements. Most notably, if you were to look at Cutter from the top you would notice one flagrant flaw, it's not symmetrical. This is because I chose to plank each side separately and as a result there was a difference in the strain on each plank from each side. I decided to give it another go and this time to thread one long sheet of balsa through the prow and then bend them back like the bending of a bow. At first this snapped the balsa planks, so I had another problem to solve. I decided to put some in the kettle and try to shape the planks as I passed steam over them (I remembered seeing this in a documentary on ship building). It worked like a charm (aside from the burned fingers), by using the steam as I shaped the planks around the keel I was able to achieve a very uniform and fluid looking shape.



I especially liked the way that each plank curved upwards out from the prow and then took a downward curve towards the side. I decided to call this ship Reaver as the curvature of the planking seemed to imply something as chaotic as it was natural. Here are a few more pics of Reaver:









As you can see from the last photo, Reaver is almost perfectly symmetric down the keel.

Ranked up units fit in these ships as usual with the exception that the outer most models of the first two ranks will lie outside the ship (so 4 models total). I plan to model these figures hanging off of ropes with their feet braced against the side of the ship, as though they're preparing to board another ship.

I definitly have to make a few more of these and I'm still trying to figure out how I could make each individual ship part of a large whole, in terms of army appearance and display purposes. I'm not sure if I want to put calvary on these types of trays so I might do them on a beach with water running up the sand like surf.