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Made in us
Regular Dakkanaut





California Wilderness

As we all know, it is really difficult to stick with a campaign. In January of 2021 I thought it would be fun to run a campaign using my Monty Python inspired Empire army.
The intent was to have them fight every army I could muster (Gadzooks I have a lot of figs and armies). Life intervened, and I wasn't able to do amy miniature gaming for awhile (nothing serious, but a boring story) and then I got kind of side-tracked and did other projects. It is the way.
Anyhow, I thought it was time to get going on the campaign again. I tried to do the armoes in somewhat of a logocal order, kind of going clockwise around the map starting from Arthur's home base of Empire. So far I have done Albion, Norsca, Chaos, Goblins, Kislev, Orcs, Wood Elves, Dwarfs, Araby and Estalia. I then discovered that although I fought a battle with the Lizzies, I never chronicled it. My notes aren't very specific and I don't have any action shots, but so be it.
The quest for the Holy Grail continues.
It has been a long and difficult voyage. After many months lost as sea, Arthur and company have landed on jungle continent. Before long, they are faced by an army of strange creatures than no one in Arthur’s army had ever seen before.
Monty Python’s Empire (3000 points. As always, this army always picks theme over intelligent army selections)
Arthur (General)
Lancelot (Grand Master)
Bedevere (Army Standard)
Tim the Enchanter (Lv 2 Fire Wizard)
The wise man (Engineer)
7 x Knights of the Inner Circle
40 x Swordsmen
40 x Great Swordsmen (The cult of the Black Knight)
18 x Halberdiers w/ 2 detachments of 12 archers (Swamp King Legion)
1 x Great Cannon (Brother Maynard & Holy Hand Grenade)
1 x Steam Tank (Giant Wooden Rabbit)
1 x Celestial Huricanum (Sisters of Puriety)
Golfag’s Mercenary Ogres (Knights who say Ni)

Lizardmen
Kroq-gar
Slann
Skink Priest
3 units of Saurus Warriors (20, 16 & 15)
15 x Skinks
8 x Cold One riders
15 x Temple Guard
2 x Salamanders
1 x Stegadon
3-4 x Terradons

We experimented with “Wandering Monsters” for thematic reasons. They were placed randomly and moved randomly using artillery dice. Half had positive effects, half had negative. They ended up having absolutely no effect on the game. They were:
1) Dennis & his mother
2) Brothers of Penitence
3) “I am not a witch!”
4) Black Beast of Argggh.

And so it begins. (My noted weren’t as clear as they should be)

Turn 1: Lizardmen go first
The Lizard-dudes advance. And in a major foretelling of horrible, terrible, very bad things coming Arthur’s way, the Slann Priest fires of “Searing Doom” and causes 4 wounds to the steam tank.
Empire: Tim throws a fireball causing 4 wounds to a Salamander & handlers. The Holy Hand Grenade causes five kills (forgot to write down on what) and the Trojan Rabbit (Steam Tank) misfires causing 1 more wound.

Turn 2:
Lizards: Terradons overfly the Black Knights, dropping rocks and killing 6. Salamanders take out 4 swordsmen.
Empire: Tim fails miserably to cast a fireball (DR1,1 & 2). The Swamp Legion bows don’t do much. The Trojan Rabbit suffers another mishap.
The Knights who Say Ni are stomped by Cold Ones. Arthur & his knights are locked into combat with a unit of Saurus; meanwhile the Black Knights destroy a different unit of Saurus.

Turn 3:
Lizards: Stegadon crashes into the Black Knights. Kroq-Gar joins the fight against Arthur. Arthur issues a challenge; Lancelot is killed and Arthur & his knights are routed. (Run away!)
Empire: Arthur fails to rally (would it confuse it if we run away some more?)
The Black Knights continue against the Stegadon. The foot knights have defeated their foe and position themselves to attack the Slann and his guard.

Turn 4:
Lizards: The Stegadon finally defeats & overruns the Black Knights. In an accidentally brilliant move, a Salamander does a suicide run against the flank of the foot knight horde. It is easily defeated, but the foot knights fail to hold and recklessly pursue. They will be out of position for the rest of the game and participate no further.

Turn 5:
Slann again hits Steam Tank with Searing Doom (1 wo left). Croq-Gar destroys Sisters of Purity & Tim decides now is a good time to kill himself by miscast.

End: Arthur can only hope the Holy Grail isn’t in the realm of the Lizard dudes as his army is routed off into the jungle.

Note: Inspired by the board game "Dungeon" we thought it might be fun to add some wondering monsters. They had verious characteristics, some positive, some negative and some that just had temporary terrain changes. We moved them by using the artillery and scatter dice. The ended up having absolutely zero effect on the game. They were placed randomly (of course) but spend most of the time on the board edges - but it added to the fun.

The brothers of Penitence (wandering monsterr)


I am not a witch (wandering monster)


There's some lovely mud here Dennis (wandering monster)


The Black Beast (wandering monster)


The famous rabbit (wondering monster)


An infamous siren


Arthur & company supported by the Sisters of Purity


Knights who say "Ni"
Previously I used them as Artillery (shouting Ni hits like a cannon ball) - but decided to rebrand them as ogres


A few images of the Lizardmen. Some of these were painted 20 years ago or so by my son when he was a pre-teen








And my newest creation - made (mostly) from sticks in my yard. I don't like the wheels. Will have to work on that



This message was edited 2 times. Last update was at 2023/08/05 02:48:13


Ahmed Ibn Fahdlan: [Ahmed is given a Viking sword] I cannot lift this.
Herger the Joyous: Grow stronger! 
   
 
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