Sunday, August 16, 2026

Warmaster Revolution Chaos Dwarfs Revisited

The Chaos Dwarfs are a vile black-hearted race, forever waging war in their relentless search for victims to enslave. Shrouded by the smoke of a thousand forces, the foul empire of the Chaos Dwarfs lies deep inside the Dark Lands. Far Below the bitter earth, the tortured slaves labour in chains, endlessly seeking out precious metals and minerals for their evil masters' plans. --Chaos Dwarfs, 3rd Ed Warhammer.

The Chaos Dwarfs never received a standard, mainline army book in the later editions of Warhammer Fantasy. Their primary official rules appeared in the 1994 White Dwarf Presents: Chaos Dwarfs supplement for 4th/5th Edition, the 6th Edition Ravening Hordes update, and Forge World’s 8th Edition campaign book, Tamurkhan: The Throne of Chaos. They were also absent from the original edition of Warmaster, although they eventually received an official army list in Warmaster Revolution.

I originally created my Chaos Dwarf paper counter set in 2021. That version was put together rather quickly and posted to the blog with only a minimal write-up. This new set replaces that older version, which I have now removed. I’ve reworked a number of the counters, particularly the heroes, and updated some of the unit names. Most noticeably, the basic infantry formerly labeled “Warriors” are now simply called “Chaos Dwarfs,” matching the current army list.

For this updated set, I used Warmaster Revolution Armies version 2.26, the most recent version available at the time of this post.

Printing the Counters
I hope you find these paper army sets useful. You can print them at places like Staples or Office Depot, using 110lb card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Do not print the pdf to "fit margins." Always print at 100%.  I like printing the counter sets on good copy paper, spray gluing the dull side of a 'Silver Age' comic backing board with Super77, attaching a sheet to the board, and then cutting out the counters using a sharp Xacto knife with a steel ruler. Using the backing boards makes for cheap, sturdy counters. I like keeping the shiny side down to make moving them easier on a table. Note: This version is designed to fit Silver Age and larger comic backing boards.

Click on the counter set image above to download the complete army counter set in PDF format. The set has enough counters to create many armies of 2,000 points or less. Of course, if you need more counters simply print more copies!
 
[Let me know if the link above does not work, and use this alternate link to download the Chaos Dwarfs Counters on Google Drive.]

Chaos Dwarfs Sample Armies
Chaos Dwarfs are a very different army from their more respectable Dwarf relatives. They still have extremely tough infantry, but they also bring slaves, cavalry, monstrous troops, magic, and some wonderfully unpleasant artillery to the battlefield. That gives the army a much broader tactical toolbox than simply forming a solid line and waiting for somebody to attack it. Chaos Dwarfs can hold ground very well, but they can also disrupt enemy formations, threaten the flanks, sacrifice cheap troops, and launch some very dangerous counterattacks. If you have any comments or suggestions on these lists or counters, please leave some comments below.
Chaos Dwarf Units at a Glance
Chaos Dwarfs
Tough 4+ armour infantry and the backbone of the army.
Orc Slaves
Cheap, aggressive infantry that work best when kept under the watchful eye of their masters.
Blunderbusses
Short-ranged infantry firepower with an armour-save modifier.
Wolf Riders
Fast, inexpensive troops with useful 360-degree shooting and evasion.
Bull Centaurs
The army's mobile combat hammer.
Artillery & Magic
Disrupt enemy formations first, then exploit the resulting weakness.
1,000 Point Armies
List 1: Balanced Chaos Dwarfs
10 units   |   Break Point 5
Qty Unit Points
2 Chaos Dwarfs 220
1 Hobgoblins 45
2 Orc Slaves 80
2 Hobgoblin Wolf Riders 150
1 Bull Centaurs 140
1 Death Rocket 60
1 Bolt Thrower 65
1 General 125
1 Sorcerer 90
1 Sorcerer Lord Upgrade 25
TOTAL 1,000

This is a good introduction to Chaos Dwarfs because it includes tough infantry, cheap slaves, fast cavalry, Bull Centaurs, artillery, and two spellcasters. This army list gives a good taste of nearly everything the army can do. The Wolf Riders provide speed, the Bull Centaurs provide serious combat power, and the Death Rocket and Bolt Thrower make it difficult for the enemy to ignore your deployment. Once you're familiar with this army, The Forge Line below is probably the more interesting tactical puzzle. It's a little less forgiving, but it begins to show what makes Chaos Dwarfs tactically different from ordinary Dwarfs.

Suggested Starting Brigade
2 Chaos Dwarfs + 2 Orc Slaves
Keeping the Orc Slaves with Chaos Dwarfs removes the extra command penalty theynormally suffer. This is one of the most useful habits to develop when playing the army.
List 2: The Forge Line
10 units   |   Break Point 5
Qty Unit Points
2 Chaos Dwarfs 220
1 Blunderbusses 90
2 Orc Slaves 80
2 Hobgoblins 90
1 Hobgoblin Wolf Riders 75
1 Bull Centaurs 140
1 Earthshaker Cannon 90
1 General 125
1 Sorcerer 90
TOTAL 1,000
The Earthshaker's Real Role
I don't think of the Earthshaker primarily as a weapon for causing casualties. Its real value is disrupting enemy formations. A successful drive-back has a much better chance than normal of causing confusion, and nearby units can be affected, too. That makes it a particularly useful weapon to fire at an enemy formation you intend to attack shortly afterward.
2,000 Point Armies
List 1: Mobile Assault
20 units   |   Break Point 10
Qty Unit Points
4 Chaos Dwarfs 440
1 Blunderbusses 90
4 Orc Slaves 160
2 Hobgoblins 90
4 Hobgoblin Wolf Riders 300
2 Bull Centaurs 280
1 Black Orcs 110
1 Earthshaker Cannon 90
1 Bolt Thrower 65
1 General 125
1 Hero 80
1 Great Taurus 80
1 Sorcerer 90
TOTAL 2,000
List 2: Combined-Arms Chaos Dwarfs
20 units   |   Break Point 10
Qty Unit Points
4 Chaos Dwarfs 440
2 Blunderbusses 180
2 Hobgoblins 90
4 Orc Slaves 160
2 Hobgoblin Wolf Riders 150
2 Bull Centaurs 280
1 Earthshaker Cannon 90
1 Death Rocket 60
2 Bolt Throwers 130
1 General 125
1 Hero 80
2 Sorcerers 180
1 Lammasu 35
TOTAL 2,000
Tough infantry holds the center. Artillery disrupts. Wolf Riders interfere. Bull Centaurs hit whatever the other parts of the army have made vulnerable. This probably is the 2,000 point army to use first. It has enough artillery to influence the battle without turning the army into a static gun line, and a Break Point of 10 gives it plenty of staying power.
Starting Brigade Structure
I would begin by thinking of the force in several independent formations rather than one giant battle line.
Iron Brigade #1
2 Chaos Dwarfs + 2 Orc Slaves
The Chaos Dwarfs provide durability while the Orcs provide cheap attacks and additional bodies. Keeping the slaves with their masters also eliminates their special command penalty.
Iron Brigade #2
2 Chaos Dwarfs + 2 Orc Slaves
A second independent block gives the army two strong points rather than one enormous formation that can be disrupted all at once.
Fire Brigade
2 Blunderbusses + 2 Hobgoblins
Keep this formation behind or beside the main infantry. The Blunderbusses are useful close-range support troops, but they are not as durable as ordinary Chaos Dwarfs.
The Hammer
2 Bull Centaurs
These are the army's main mobile combat reserve. Keep them somewhere they can exploit an opening rather than throwing them at the first enemy unit they can reach.
The Nuisance Department
2 Hobgoblin Wolf Riders
Protect flanks, shoot at vulnerable troops, threaten artillery, evade bad fights, and generally encourage the opponent to waste attention on 75-point units.
The Artillery Park
The Combined-Arms army includes an Earthshaker, a Death Rocket, and two Bolt Throwers. They do not all have the same job.
Earthshaker
As mentioned in the notes to The Forge Line 1,000-point army, the Earthshaker primarily is a disruption weapon. Fire it at formations you may want to attack soon. Confusion and drive-backs can turn an orderly enemy brigade into a collection of individual problems.
Death Rocket
The Death Rocket is much less dependable, but considerably more entertaining. Aim it at something worthwhile and accept that Hashut may occasionally have his own ideas.
Bolt Throwers
Less spectacular, but dependable. Sometimes boring competence is extremely welcome when the artillery piece next door has a misfire table.
Character Commands
Character Primary Command
Hero Iron Brigade #1
Sorcerer #1 Iron Brigade #2 + spell support
Sorcerer #2 The Hammer or The Nuisance Department
General Critical movement or anything that still needs fixing
Chaos Dwarf Magic
The Chaos Dwarf spell list is unusually useful because each spell does something quite different.
Word of Fear
Causes a friendly unit to count as causing Terror for the Combat phase. Bull Centaurs are an especially attractive target when they are about to enter an important fight.
Flaming Hand
Gives a Sorcerer who has joined a fighting unit three additional combat attacks. Situational, but useful when the Sorcerer is already involved in an important combat.
Meteor Storm
Draws a line through the battlefield and attacks every unit crossed by it. Look for diagonal or oblique shots that can catch several enemy units at once.
Volcanic Eruption
Attacks every enemy unit within 30cm of the Sorcerer. It is difficult to cast, but potentially spectacular when several enemy formations have become crowded together.
Why Take the Lammasu?
In this list, one Sorcerer will ride a Lammasu. Its main advantage isn't combat. It flies, making the Sorcerer much easier to reposition, and it can attempt to dispel hostile magic affecting nearby friendly units. Think of the Lammasu Sorcerer as a mobile support piece rather than an expensive combat character.
A Simple Battle Plan
1 Turns 1-2: Disrupt

Don't race the infantry forward. Establish useful firing lanes, move the cavalry toward the flanks, and let the artillery begin breaking up enemy formations. Early casualties are nice. Confusion, drive-backs, awkward facing, and broken brigades may be even more useful.

2 Turns 2-3: Pressure

Bring the Blunderbusses into useful range. Let the Wolf Riders begin causing trouble on the flanks, while the Bull Centaurs remain positioned to counterattack.

3 Turns 3-4: Hammer

Once the enemy is confused, separated, damaged, or facing the wrong direction, send in the good troops. Bull Centaurs are much more valuable finishing a compromised enemy formation than charging something simply because they happen to be able to reach it.

4 Turn 4 and Later: Break the Army

Stop thinking primarily about destroying the enemy's most impressive units. Look for the quickest route to its Break Point.

A Basic Deployment
The exact formation will depend on terrain and opponent, but the basic idea is to create layers. The infantry holds the center, the cavalry protects or threatens the flanks, and the artillery sits far enough behind the fighting troops that the enemy cannot reach it without first solving several other problems. Honestly, this is the basic deployment for nearly any combined-arms army, from those in Warmaster all the way through Napoleonic warfare.
WOLF RIDERS

ORCS | CHAOS DWARFS     CHAOS DWARFS | ORCS
ORCS | CHAOS DWARFS     CHAOS DWARFS | ORCS

BLUNDERBUSSES | HOBGOBLINS

BULL CENTAURS              WOLF RIDERS

EARTHSHAKER    ROCKET    BOLT    BOLT
Don't Play Chaos Dwarfs Like Ordinary Dwarfs
Remember, the Artillery shapes the battle; it shouldn't be the battle. With that being said, it's tempting to form a defensive line and simply shoot, but that wastes too many of the army's advantages. Chaos Dwarfs have Bull Centaurs, Wolf Riders, slaves, Blunderbusses, magic, and disruptive artillery. As mentioned earlier, the artillery should make the enemy uncomfortable enough to move or reorganize. The rest of the army then exploits what happens.
Chaos Dwarf Rules Worth Remembering
Orc Slaves
Suffer an additional -1 Command penalty unless brigaded with Chaos Dwarfs, Blunderbusses, or Black Orcs.
Hobgoblins & Wolf Riders
Have 15cm shooting and 360-degree vision for shooting and evading.
Orcs & Hobgoblins
Normally cannot brigade together unless Chaos Dwarfs or Blunderbusses are also present in the brigade.
Earthshaker
Has an increased chance of causing confusion after drive-back and can disrupt nearby troops as well.
Earthshaker + Death Rocket
The army may take only one of these artillery units in total per full 1,000 points.
Great Taurus
A flying character mount that causes Terror.
Lammasu
A flying Sorcerer mount that can also attempt to dispel hostile magic affecting nearby friendly troops.
Final Thoughts
Since my teenage years in the 1970s, I’ve had a slightly unnatural fascination with dwarfs. Maybe it’s their stubborn, defensive nature that appeals to me. When I started playing Warmaster roughly 25 years ago, dwarfs were naturally my first army. (And, of course, my second army had to be High Elves!)

But there’s something especially intriguing about Chaos Dwarfs. They’re dwarfs, but they’re also much more than that. That variety is what makes the 2,000-point Combined-Arms army my favorite of all the armies on this list. The infantry, artillery, cavalry, and magic each have clearly defined roles, which creates many interesting tactical decisions during a game.

The key to playing Chaos Dwarfs, especially with the Combined-Arms army, seems to be resisting the temptation to make one part of the army do everything. The Earthshaker doesn’t have to destroy a unit if it can leave that unit confused. The Wolf Riders don’t need to win a major combat if they can force the enemy to turn an entire brigade around. The Orc Slaves don’t need to survive if their sacrifice leaves the enemy exposed to a charge from the Bull Centaurs. Meanwhile, the Chaos Dwarfs themselves can keep doing what Chaos Dwarfs do best: standing their ground, grinding forward, and making the enemy regret coming too close.

That interplay between all the different parts of the army is what I find so fascinating about them.

And with that, another lengthy post comes to an end! I hope you enjoy the counters, try out some of the armies, and have as much fun playing Chaos Dwarfs as I’ve had putting this set together.

Wednesday, August 12, 2026

Ogre Kingdoms Warmaster Fantasy Paper Army

The Ogre Kingdoms are a brutal, gluttonous race of massive, nine-foot-tall humanoids living in the Mountains of Mourn. Driven by an endless, ravenous hunger, their society revolves around fighting, eating, and worshiping a crater-god called the Great Maw. They fight as powerful mercenary armies across the world for gold and meat.

Not one of the armies in the original Warmaster rulebook, the Ogre Kingdoms is one of the expansion armies created for Warmaster Revolution. For this set of counters, I used version 2.26 of Warmaster Revolution Armies, which is the latest version as of this post.


Printing the Counters
I hope you find these paper army sets useful. You can print them at places like Staples or Office Depot, using 110lb card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Do not print the pdf to "fit margins." Always print at 100%.  I like printing the counter sets on good copy paper, spray gluing the dull side of a 'Silver Age' comic backing board with Super77, attaching a sheet to the board, and then cutting out the counters using a sharp Xacto knife with a steel ruler. Using the backing boards makes for cheap, sturdy counters. I like keeping the shiny side down to make moving them easier on a table. Note: This version is designed to fit Silver Age and larger comic backing boards.

Click on the counter set image above to download the complete army counter set in PDF format. The set has enough counters to create many armies of 2,000 points or less. Of course, if you need more counters simply print more copies!
 
[Let me know if the link above does not work, and use this alternate link to download the Ogre Kingdoms Counters on Google Drive.]

Ogre Kingdoms Sample Armies
Ogre Kingdoms is an interesting army because it does exactly what you would expect Ogres to do: hit hard, take up a lot of room, and make subtlety somebody else's problem. The catch is that Ogre units are expensive. A small Ogre army can become dangerously close to its Break Point very quickly, so I've been experimenting with lists that combine the big hitters with enough cheaper units to give the army some staying power. If you have any comments or suggestions on these lists or counters, please leave some comments below. Have fun experimenting with these free counters!
1,000 Point Armies
List 1: Classic Ogre Hammer
6 units   |   Break Point 3
Qty Unit Points
3 Bull Ogres 315
1 Ironguts 140
1 Gnoblars 30
1 Rhinox Riders 200
1 Tyrant 125
1 Bruiser 80
1 Butcher 90
1 Scroll of Dispelling 20
TOTAL 1,000

This is a very straightforward Ogre army. Bull Ogres form the main battle line, Ironguts are your tougher infantry hammer, and the Rhinox Riders are the "please remove that part of your army" button. The downside is the Break Point of only 3. Lose three units and dinner is over. I would use this one for learning Ogres, because it teaches you exactly what the army does well: concentrate force and hit something very, very hard. (Note: This list is from Warmaater.info.)

List 2: Gorger + Rhinox = Smash!
10 units   |   Break Point 5
Qty Unit Points
3 Bull Ogres 315
1 Gorgers 110
1 Rhinox Riders 200
4 Gnoblars 120
1 Sabretusks 40
1 Tyrant 125
1 Butcher 90
TOTAL 1,000

I actually like this one quite a bit for casual 1,000-point games. You give up the Ironguts from the first list, but cutting them allows you to jump from 6 units to 10. Plus, having Break Point 5 instead of 3 gives you considerably more breathing room. The Rhinox Riders remain the obvious hammer, but the Gorger with infiltration presents a completely different problem for the enemy. Meanwhile, the Gnoblars and Sabretusks give the army inexpensive units that can screen, support, occupy ground, or simply avoid getting eaten long enough to help preserve the army's Break Point.

2,000 Point Army: Double the Gorgers, Double the Fun
The basic idea: At 2,000 points, the army really begins to breathe. This Ogre Kingdoms list allows two Gorgers and two Rhinox Riders, and that opens up a much more interesting style of play. Ogres in front, Rhinox Riders threatening the flank, and two Gorgers waiting to appear somewhere deeply inconvenient.
17 Units   |   Break Point 9
Qty Unit Points
6 Bull Ogres 630
1 Ironguts 140
4 Gnoblars 120
2 Gorgers 220
2 Rhinox Riders 400
1 Sabretusks 40
1 Scrap Launcher 75
1 Tyrant 125
2 Bruisers 160
1 Butcher 90
TOTAL 2,000
Starting Brigade Structure
Warmaster brigades aren't permanent formations, of course, but I would probably begin the game thinking about the army in the following groups.
Main Hammer
3 Bull Ogres + 1 Ironguts
This is the toughest conventional formation and belongs near the center. The Ironguts can take on the nastier fighting while the Bulls provide the mass.
Second Ogre Brigade
3 Bull Ogres
Advance, threaten, and make the enemy commit. There is no prize for charging the first thing that wanders into view.
The Cheap Seats
4 Gnoblars
Screens, supports, flank guards, terrain occupiers, and four inexpensive units contributing toward that very useful Break Point of 9.
The Fast Wing
2 Rhinox Riders + 1 Sabretusks
Deploy both Rhinox units on the same general flank at the start. They can move together while the army develops, but I wouldn't consider them permanently joined at the hip. Break off the Sabretusks when they can go there own way. Two Rhinox units hitting the same part of an enemy army can be horrifying. On the other hand, splitting them later can force the enemy to protect two different areas. The important thing is the threat they create. Sometimes a unit earns its points before it rolls a single combat die simply because the other player has to react to it.
The Gorgers
Start both Gorgers off the table because a deployed Gorger threatens one place. An undeployed Gorger potentially threatens every legal infiltration point on the battlefield.

Remember, Gorgers can be withheld from normal deployment and infiltrated after the game begins. Their entry point can be in dense terrain or on a table edge other than the enemy's own edge. They suffer their normal -1 Command penalty, but ignore distance modifiers when receiving orders.

That makes them excellent independent troublemakers. The important thing is not to think of them as another pair of units that must immediately charge into the front of the enemy army. With three Hits and 5+ Armour, they aren't indestructible. At 110 points each I don't want to throw them away just because a target happens to be within reach.

Gorger Principle: Make the Ogres and Rhinox Riders the first problem your opponent has to solve. The Gorgers should be the second problem.
What Should the Gorgers Hunt?
Excellent Targets
Artillery
Exposed missile troops
Damaged units
Isolated support units
Good Targets
Exposed flanks
Isolated cavalry
Units caught in awkward positions
Troops diverted away from the main battle
Usually Avoid
Fresh heavy infantry from the front
Large intact brigades
Strong defensive positions
Character Commands
Character Primary Command
Bruiser #1 The Main Hammer brigade
Butcher Second Ogre brigade + spell support
Bruiser #2 The Fast Wing, The Cheap Seats, or whichever flank needs help
Tyrant Central reserve, critical orders, emergency movement, and Gorger infiltration
A Very Important Command Point
This is standard Warmaster knowledge, but it bears repeating. Don't automatically use the Tyrant (General) first. If a Bruiser (Hero) or Butcher (Wizard) fails an order, that character stops issuing orders. If the Tyrant fails an order, the entire army's Orders sub-phase ends. Ouch!

Therefore, I would try to get the routine movement accomplished with the Bruisers and Butcher first. The Tyrant can then handle the critical order, rescue something that didn't move, or attempt a Gorger infiltration without risking the rest of the army's movement before anyone has done anything.

A Simple Battle Plan
1 Turns 1-2: Threaten

Advance the Ogre brigades and put the Rhinox wing somewhere the opponent cannot comfortably ignore it. The Gnoblars screen and support. Normally, keep both Gorgers off the table at this stage.

2 Turns 2-3: Dislocate

Look at how your opponent reacted to the Ogres and Rhinox Riders. Now bring in the first Gorger where that response has created a weakness.

3 Turns 3-4: Overload

The second Gorger brigade appears. Usually put it somewhere different from the first. The enemy now has to worry about the Ogre battle line, the Rhinox threat, and trouble developing somewhere behind or beside the main fight.

4 Turn 4 and Later: Break the Army

At this point, stop thinking about destroying the enemy's most impressive units and start looking for the easiest route to its Break Point. A damaged or isolated unit may be far more valuable than another round of pounding away at the enemy's toughest formation.

The Pressure Pattern
This isn't really about surrounding the enemy. It's about making the enemy solve too many problems at once. If they reinforce the flank against the Rhinox Riders, another part of the army becomes weaker. If they turn troops around to deal with a Gorger, fewer troops are facing the Ogres.
Don't Get Too Greedy With Infiltration
It is tempting to place a Gorger as close to the enemy as possible, but proximity to the enemy makes the command roll harder. Infiltration also counts as the unit's first order, so any attempt to move it again is a subsequent order.
Sometimes the better entry point is 25-35cm away.
The Gorger appears somewhere threatening but doesn't have to make an immediate all-or-nothing charge. On the next turn it can threaten artillery, missile troops, damaged units, or the rear of the enemy line.

Dense terrain is particularly useful because Gorgers don't suffer the usual dense terrain Command penalty. Once deployed, they also continue to ignore distance modifiers. That lets the Ogre characters stay near the main army instead of chasing after the Gorgers.

Final Thoughts
Of the lists here, the 2,000 point Double the Gorgers, Double the Fun army is the one I'd most like to put on the table. It still looks and behaves like an Ogre Kingdoms army. There are six scary Bull Ogre units, Ironguts, and two units of Rhinox Riders coming directly at the enemy.

The difference is that the two Gorgers make the army much less predictable. They don't need to win the battle by themselves. They only need to appear in places that force the enemy to react badly.

Whew! This is the largest article I've done for Warmaster to date. I've been working on this since someone asked for it a few years ago. Since this post is chock full of info, I won't be posting just yet the counter sheets to the master page. I hope you enjoy the counters and the rest of the article. Let me know in the comments what you think, what I got right, and what I got wrong. Cheers!

Monday, April 21, 2025

My Counters in Action


It's always nice to see new gamers using my counter sets to dive into Warmaster.  This is a recent thread over on Reddit: My very first game of Warmaster today. I'm not registered on Reddit, so I can't thank the fellow for his nice comments. (I lurk sometimes using my RSS reader. If you're on Reddit, give a shout out from me. :) A nice photo from his game:




Wednesday, April 26, 2023

Hurricon 2022 Photo Report: A Bit Late...

It has been several months since my last post, which was photos from HMGS-South's Recon 2022 convention. I thought I had deleted the photos in this post, but last night I found them squirreled away. Ironically, my son and I are heading down to Recon 2023, where I’ll be taking many more photos than before. (They should be better because I reset my camera after I took these.) Even though we live in Seminole County, we’ll be staying at the hotel for the first time, so we have games booked in every block from Thursday night through Sunday morning. I think Jeremy and I are only playing one game together, on Sunday morning.

Oh yeah. Recon will also be a special time for us. Friday is my 60th birthday! I cannot believe it. We're tossing a party Sunday afternoon at one of the Disney World resorts.

As always, I love to hear from fellow gamers and enthusiasts. Please post your thoughts and ideas in the Comments below.

Warmaster: A quick update. Today, I downloaded the new version of Warmaster Revolution, which was posted yesterday, and the latest Army lists. Earlier this week, I began reworking the Empire set to bring it back in line with the size of other “figures,” such as the High Elves. This has been bugging me for ages. I also bought several packs of Pendraken 10mm for an Empire army—more on that later. Onto the Hurricon pics!

Warpaint hosted by Jim Riley
Jeremy and I played a large 25mm game of Warpaint hosted by Jim Riley. I played on the Apache side.
Figures were mostly Foundry. Here is the settlement we Apaches are going to raid.
The cavalry players strategize how to head off our Apache attack and reach the settlement before we do. A word of advice: Don't dismount at the first sign of Apaches on the hills. Just charge though toward the ranch. ;-)
I loved the rolling hills.

Rob Hall Memorial Game



Bill Moreno setting up the game. I hope Bill is doing better. He and his son are so nice, and it's a pleasure gaming with them


The Rest of the Photos

Trailer Park Warlords of the Apocalypse.

My gang of 3 mutated critters. These are 3D printed.











I always wanted to paint and build a winter game. This was an amazing table.




A game of ALdG. I have the rules, but Warmaster keeps pulling at me.


I enjoy how HMGS-South has a varied mix of historical, pulp, fantasy, and sci-fi. They even had large Battletech and Battlefleet Gothic games. No 6mm EpicArmageddon, another game I always wanted to do.

Love this Fantasy Trip set-up.