Showing posts with label orcs and goblins. Show all posts
Showing posts with label orcs and goblins. Show all posts

Sunday, October 12, 2025

Kev Adams night goblins

 Happy orctober everyone! Kev Adams' goofy night goblins were the figures I most fell in love with back in the 90's, but of course I couldn't afford the metal ones and then the figure ranges moved on pretty quickly. I've collected a figure here, a figure there for decades and I painted maybe half of this lot already in the late 00's. This summer I took it upon myself to finally paint what I had accumulated and tune up the models I had previously done to match my current painting style. These took quite a few nights of painting but I'm quite happy with how they turned out. I still need to catch the goblin flipping the bird though, I don't feel the collection is complete without him...


 







 

 

 

 

Thursday, July 29, 2021

Oldie goblins!

Here's some old Goblins that have been piling up for years. I thought this summer was a good time to finish them up.

 







 

 

 

 

 

Sunday, January 24, 2021

2020 stragglers finished

Here's some models I've finished after christmas. Now my table is empty of half-painted figures and I can start on new stuff!

Heinrich Kemmler and Krell
 
Some test Russians for my Finnish War 1808 28mm project

Nazgob the shaman. This had been on my desk for a long time!


The remaining members of the Fellowship of the Ring. Now I have the full set.


Cue the Howard Shore "Fellowship of the Ring fanfare"

 

 

 

Friday, July 10, 2020

Some black orcs

One shouldn't let a year pass without painting some greenskins, so here's a bunch of black orcs for my army!














Wednesday, August 14, 2019

Orcs and Goblins for Heroquest

Here are the orcs and goblins for my Heroquest project. The earthy colour on the dungeon bases is to make them blend in with my brown-earth based Warhammer orcs and goblins when needed.





That pretty much wraps up the figures for the project. Now I just need to finish the furniture!







Friday, November 9, 2018

Goblin Wolf Riders

A bunch of old Goblin wolf riders off my oldhammer pile. Nothing inspirational but I think they'll complement Grom and his chariots nicely to form the fast attack force of the army.


Wednesday, August 8, 2018

Grom the Paunch and friends

Here are Grom and his mates. I took advantage of my airbrush while doing the wolves which made the project a bit easier to tackle, but this still took me some effort as there's quite a lot of surface to paint, shade and highlight. 

A unit of three chariots can be used in Kings of war. I never used light chariots in Warhammer Fantasy itself, thinking they were too flimsy.

"Witness me!" I got a bit of a Immortan Joe vibe from Grom so I made one of the goblins give him a salute.

The backs of the wolves have been airbrushed with a couple of layers of grey on top of white. I then gave them some sepia wash as well as Nuln Oil. The end result is quite acceptable for the quick paintjob.

I found an old Goblin banner from my bits box. It was in rough shape but ended up fitting quite well!

The skin on these goblins ended up a bit darker than I planned.

Monday, April 2, 2018

Grotfang the orc warlord

I was supposed to start painting something else than orcs for a change but I had old Grotfang here already basecoated so what can I do?


This model was the general of my first wargaming army in the late 90's so it's the second time I painted him. I do hope there's been some development in my painting! I tried a new skintone on him to get a break from the Goblin Green monotony I've devolved into. This time around I did a base of citadel foundation orkhide shade and built that up to Vallejo Camo Green and I'm pretty happy with it. The shield is not original to the model but I found it in my bits box and thought it gives Grotfang a nice, oldhammery feel.

Monday, March 26, 2018

Some 90's Savage Orcs

And the quest to reduce my mound of unpainted old GW stuff continues! The shaman I've done a few years ago, but now I painted him some company so he won't feel lonely.

It's a mixed weapon unit for the games that allow them to be used as such (Dragon Rampant, for example). I can imagine the savage orcs being skirmishers rather than rank and file, acting as scouts for the army and launching kunnin' ambushes in the woods. I also swapped the basic round shields the melee figures had into something more tribal. I never sculpt anything so doing those shields from green stuff is a roaring success for me :)



Monday, February 12, 2018

Orc reinforcements

My pile of unpainted old/middlehammer orcs&goblins has grown worryingly so I suppose I have to do something about that too.



The boar boyz and big 'uns have been nearly complete for almost a year now. First I needed to wait for those original paper banners. Then I tried to find some shield decals and then.. I just hate doing shields sometimes so I kept them on the shelf instead of finishing them. Now that I painted Ruglug's Armored Orcs I finally completed the whole batch. Doing those shield decals freehand on the big 'uns and boar boyz was no fun but I console myself with the thought that orcs aren't exactly artists themselves so quick and crude shield symbols will do.


The original Ruglug's Armored orcs are probably some of the worse orc sculpts for Warhammer but I've had a bunch for probably a decade now so I had to give them some love eventually. In contrast, the Big 'Uns are some of the best orc sculpts Citadel ever made in my opinion!


 
The boar boyz are ok. The boars are of course pretty dull but at least now I have some orcish cavalry where there used to be none. 








Thursday, October 13, 2016

Kings of War 2nd edition

I got to take my Night Goblin army for a walk at my FLGS. They haven't been out in force since the early days of Warhammer Fantasy seventh edition and Kings of War granted me the opportunity to dust off my spearblocks. I fielded a goblin army with big hordes of spearmen and my opponent had an orc army with smaller units but more of them.







The rules were really easy to grasp and I'd rate this a light-medium wargame. Compared to Warhammer Fantasy the rules are quite a bit simpler and more importantly, there are much fewer special rules and chrome to try and remember. Unit blocks without casualty removal or ingame formation changes work fine and the game really plays fast. It's definitely geared towards armies with a lot of models, even more so than Warhammer. I think for someone who really likes metagaming and tweaking army lists this isn't as satisfactory as the GW offerings but for someone who plays less frequently and doesn't keep up with the latest tournament meta it's a blessing. Based on one game it feels like a nice game and I picked up a copy of the rules.



Thursday, December 31, 2015

Dragon Rampant game and first impressions

The only game of Lion Rampant I've played so far was with fantasy miniatures and now the game has its official fantasy "standalone" version, Dragon Rampant. It was only released just before Christmas and I got my copy last week, so it's quite recent stuff. We took our fantasy armies to the field to try it out.

My Goblin army for the day
The game sticks to the tried and true Lion Rampant rules without messing with any of its core mechanics. Armies of maybe 50 figures duke it out with simple "beer and pretzels" rules that promise fun, uncertainty and fast play. Players have a great degree of freedom to design their own force and interpret the prowess of the units they have.

Here's a rundown of the rules to anyone with Lion Rampant wondering what's changed:

- Virtually all game rules are the same
- Restrictions on army composition regarding unit types have been lifted
- Additional special rules for flying, magic and undeath
- New scenarios
- Some new unit types to fit the fantasy theme, such as lesser and greater warbeasts
- Suggested "army lists" for different fantasy races but something you are free to mix, match and reinterpret.
- Rules for "reduced model units" and "single model units" which enables players to use multi-wound monsters to represent that 12 model group (just like we did in our previous Lion Rampant game).

The opposing armies approach each other

Basically it's a repackaged minor modification of the Lion Rampant rules, but it is easy to justify the purchase as the rules are cheap. On top of the rules mods, there's plenty of beautiful fantasy artwork as you would expect from Osprey. They've really stepped up on the wargames market!

For the uninitiated, here's a summary on how the rules work:

- During a turn you roll to activate your units to either move, shoot or fight. Depending on the units, some actions are more difficult to pull off than others.
- When you fail an activation, or when you've activated everyone, the turn is passed to your opponent.
- When moving, no model may move faster than their limit, units must remain within 3" of their unit leader and no model may go closer than 3" of models belonging to other units unless attacking. There's speed reduction for terrain but no wheeling, formations etc.
- Shooting and combat is as simple as it gets. Check ranges, roll a bucket of dice and remove casualties. Morale tests for all units losing models. Those tests are easy to pass initially, but every lost model makes it harder to pass.
- As each unit activation is completed individually, there's no multi unit combat. Which is kind of a bummer because this means there are no real flank/rear attacks either. This is one of the few gripes I have with the rules. Another thing is that games tend to run for some turns after the winner is already clear. The game takes some two hours to play however so don't worry.
- Fighting in terrain makes troops of differing quality equal. Those heavy infantry troops can be fought off by peasants and so on. This is a novel idea which gives players good incentive to include some cannon fodder into their lists as they become more cost effective in terrain. There are unit types which ignore the terrain penalties however.
- The basic recipe gets shaken up by plenty of different scenarios and a "glory system" where players have additional objectives they try to accomplish.

After just two games with the "rampant" system it's still early to draw any conclusions but I'd give these rules three-and-a-half stars out of five at the moment. The rules are quite tactical but also really light and I'm sure there are a lot of games decided by lucky rolls of the dice instead of superior tactics. The main draw of the game is to enable players to put pretty much any models they have on the table again and have a light hearted game with their friends. If marketed properly, I don't see any reason why this set of rules wouldn't enjoy the same kind of success Frostgrave has.

Oh, here are some photos of the game. My orcs were soundly beaten by the Marauders of the North.

Marauder infantry, counts as heavy foot
A greater warbeast attacks the bellicose orcs in the woods.
The warbeast is on the rampage
The orcs find themselves enveloped on both flanks!
With the "no movement within 3" of other units" rule, squeezing you unit through your own line can be surprisingly hard.
The warbeast is brought low by the Goblin general and his bodyguard.
Scouts are quite good at shooting. Not so good at defending against Elite foot.
The giant (elite foot, single model unit) is charged by heavy cavalry and is killed after a bit of to-and-fro combat.
The goblin general is slain by his opposite number.
The last goblins (light infantry) form a spearwall and start throwing javelins at anyone coming too close. It's time to concede defeat.