Tuesday, 16 August 2016

Defending the Village scenario and battle report for AoMaS

Welcome to Andy Jefcoate's sixth article for Age of Might and Steel the 15mm fantasy wargame system.  This time Andy presents a two part scenario and battle report for the game called 'Defending the Village' using Goblinoid and Human armies.  You can find Age of Might and Steel (AoMaS) on our website HERE as a download and if you mised any of the previous articles in this series you can find them all easily in this search tag link HERE. We hope you enjoy and all comments or emails are most welcome. GBS


AoMaS Scenario - Defending the village

Having completed the HOB1 Human Starter Settlement set of 15mm buildings I was very keen to use it for a scenario and having also completed Goblin and Human armies I decided to have a Human force coming to the rescue of an outlying village as Goblin raiders move to attack.

The Scenario 
I decided to use all five buildings in the set together as one settlement and marked out an area 9" square in the exact middle of a 6' by 4' table. It's important to be clear on the boundaries of the village as I wanted it to count as rough terrain for movement purposes, count as a defensive position for a unit that charges or is charged while completely in the village (to represent house to house fighting), and it may also be critical to decide who wins the scenario. I used mdf tiles with paper printed to represent cobbles glued to it, but you could simply use a piece of paper or cloth cut to the appropriate size.

Other scenery wasn't important to the scenario goals so I decided to place a road from one short table edge to the other and passing through the middle of the village. I then used 2 hills and 2 areas of light woods with 1 hill and 1 area of light woods positioned by each player.This will be used purely to break up the table so you can use as much or as little terrain as you have available and you are happy with.

Each force will then deploy anywhere on opposite long table edges up to 6" on to the table.

The game was set for 6 turns with the Goblin raiders going first. You could set a higher number of turns but using only 6 means that neither army can delay and both players need to be decisive.

The Opposing Armies
The forces I used were set at a 400 points limit maximum which worked perfectly with the units I have, but the only limit to this is your figure collection and the size of playing surface available. As both forces would have to manoeuvre, no artillery pieces were taken by either army. The human force was a little bit light on points, mainly because the goblin force took 4 monsters whereas the humans only had 2 but as the monsters on the human force were both magical I felt that this evened out the points difference.

Goblin Force
General (45pts), Magic User (50pts), Hero (35pts), Hero (35pts), Goblin Knights (9 stands of heavy foot = 27pts), Goblin Spearmen (10 stands of medium foot = 20pts), Goblin Archers (8 stands of archers = 12pts), Wolf Riders (10 stands of light cavalry = 20pts), Wolf Riders with bow (6 stands of mounted archers = 15pts), Trolls x3 (Monster = 35pts x 3 = 105pts), Manticore (35pts).
Total 399 points

Human Force
General (45pts), Magic User (50pts), Hero (35pts), Hero (35pts), 2 Handed Swordsmen (9 stands of heavy foot = 27pts), Templar Infantry (9 stands of heavy foot = 27pts), Halberdiers (10 stands of medium foot = 20pts), Handgunners (8 stands of archers = 12pts), Mounted Templar Knights (9 stands of heavy cavalry = 31.5pts), Pegasus (35pts), Griffon (35pts).
Total 352.5 points

This scenario would easily work with other armies. There is no reason why Elves or Dwarves wouldn't want to save a human village as they are their allies or you could also have an Orc or Goblin force trying to save their own village. There is an excellent set of Goblinoid buildings in the HOB2 Orc Starter Settlement that could be used instead. 

Victory Conditions
The objective is to have control of the village.

Major victory
- One force has completely destroyed the opponents units.
- One force has a unit completely within the village with no opposing units touching any part of the village. This will count as a major victory regardless of losses. 

Minor victory
- Both armies have units within or touching the village boundary. The winner is the army with the highest points value of stands completely within the village. This will count as a minor victory regardless of losses. 
- One army has a unit touching the village and their opponent doesn't. This will count as a minor victory regardless of losses.

Any other situation will count as a draw.  

END

With the scenario now in place I give you a battle report where my own playing out of the scenario is presented....


Battle Report
The General surveyed his forces. His infantry had marched hard to reach the village in time but his scouts had just come in to say that the Goblins were in sight. The villagers had barricaded themselves in their homes but it would be a close run thing as to who reached the village first. There was no time to rest his force so he gave the order for his units to assume their attack formations and advance at the double! He prayed for victory as he cantered his horse towards the unit of templar knights...


Turn 1
It was agreed that until the first unit made contact with the enemy no activation rolls would be needed.

Goblins - The Manticore was attached to the wolf riders, while 2 Trolls attached to the medium infantry and 1 Troll attached to the heavy infantry. The wolf riders and wolf riders with bows both moved to the left flank at top speed, with the latter in a march column in order to provide passing volleys. 2 heroes went with them. The archers and the magic user moved to the left of the village. The general then took the medium infantry straight towards the village with the heavy infantry moving to the right. 

Humans - The Pegasus joined the medium infantry to add to their speed while the Griffon joined the heavy infantry on the left flank. The Knights moved to the right to guard that flank with the general following up behind. The handgunners and magic user moved up to support them on their left. The medium infantry moved towards the village with a unit of heavy infantry on either side, the 2 handed swordsmen to the left and the templar infantry to the right. 1 hero went with the medium infantry while the other moved to their right with the templar infantry. 


Turn 2
Goblins - The medium infantry continued the rush towards the village but didn't quite reach it, while the heavy infantry continued their slower advance to the right. The archers and magic user also moved forwards to try to get in range. The wolf riders with bows rode around the edge of the woods with the aim of passing the handgunners on their flank next turn. Finally the wolf riders charged the knights. Although they are light cavalry charging heavy cavalry the attached Manticore gave them a magical attack and the fantasy races unique rules for goblins means that wolf riders get +1 to their dice roll in hand to hand combat. In the end both units lost 2 stands.

As the first units had made contact, it was now necessary to make activation rolls so it was important that units had leaders within their 12" command radius. 

Humans - The magic user cast a Shield spell on the handgunners that she was attached to meaning that enemy ranged attacks had a -1 modifier on their dice roll. Unfortunately the fear of the enemy bearing down on them caused the handgunners to then fail their activation roll but although they were disorganised, they remained in place. With the help of the Pegasus the medium infantry reached and entered the village, while the heavy infantry continued to move up to either side of them.   

Finally the heavy cavalry charged back at the wolf riders but due to a low roll the knights lost a stand while the wolf riders only lost 2 stands. 


Turn 3
Goblins - On the right flank the heavy infantry failed their activation roll despite the general being in range but remained in place disorganised, while the medium infantry moved into the village.The archers and magic user also moved up to get into firing range.

The wolf riders with bows passed between the knights and handgunners who received their passing volley. Due to the shield spell the handgunners only lost a stand though. The wolf riders attacked the knights again. Due to the Manticore's magic attack and a good dice roll the wolf riders only lost a stand but the knights lost 3 stands.

Humans - The magic user recast the Shield spell on the handgunners, while the unit wheeled round to face the wolf riders with bows on their flank but failed to down any with their shooting. The 2 handed swordsmen on the left flank continued to advance and the medium infantry reached the middle of the village despite the reduced movement it caused.

The templar heavy infantry charged the goblin archers and just managed to reach them. The defensive fire didn't cause any damage but in hand to hand combat the heavy infantry lost a stand while the archers were lucky to only lose 2 stands.  The cavalry combat continued on the right flank. Despite their heavy losses a herculean effort from the knights meant that they only lost a stand whereas the wolf riders lost 3 stands. Although the goblins still had the Manticore, only 2 stands of knights and 2 stands of wolf riders remained.


Turn 4
Goblins - The wolf riders with bows continued to move around the handgunners. Although they finished their move in range the handgunner's defensive fire failed to cause any hits while the goblin's shooting downed 2 more stands of the humans.

The medium infantry charged the human medium infantry in the centre of the village. The humans were halberdiers so were treated as having polearms which reduced the effect of the goblin attack and as both units were within the village it was agreed that the modifiers for a defensive position would cancel out. The result was that the goblins lost 2 stands and the humans lost 4 stands.

The magic user was attached to the goblin archers and cast True Flight to boost their shooting but they failed their activation roll and retreated disorganised so could not fire. 

The heavy infantry moved forward again to try to counter the 2 handed swordsmen but their failure to move last turn meant that they were still a fair distance away. The combat continued between the wolf riders and the knights. The goblins wiped out the remaining knights but lost 2 stands themselves so were also destroyed. Only the Manticore was left standing facing the human general who luckily hadn't attached himself to the combat.

Humans - The general moved back behind the rapidly reducing handgunners for defence and the magic user cast Shield on them again. The Shield meant that the goblins defensive fire didn't cause any damage before the handgunners fired back at the wolf riders with bows downing 2 stands.

The Templar heavy infantry moved towards the goblin archers whose defensive fire didn't do any damage. A disaster occurred in the village where the human medium infantry attacked the goblin medium infantry losing a stand themselves but doing no damage to the goblins at all!

Finally the 2 handed swordsmen charged the goblin heavy infantry. They made up for their comrades in the village by losing 1 stand themselves but removing 4 stands of goblins.


Turn 5
Goblins - The Manticore moved to join the wolf riders with bows along with a mounted goblin hero.
The magic user cast Fright on the goblin archers meaning that if the human heavy infantry charged them they wouldn't get a charge bonus. 

The goblin heavy infantry planned to charge back at the 2 handed swordsmen but failed their activation roll retreating back towards their general disorganised.  The medium infantry again attacked the human medium infantry in the village with the goblins losing 2 stands but the humans losing 3 stands. The wolf riders with bows continued to move around the flank of the hangunners and their passing volley took down another 2 stands of humans. The goblin archers fired at the templar heavy infantry bearing down on them and removed a stand of them.

Humans - The general remained behind the handgunners and the magic user continued with her Shield spell.

The 2 handed swordsmen charged the flank of the goblin medium infantry in the village losing a stand but removing 2 stands of goblins. The medium infantry then also fought the goblin medium infantry but lost 2 stands for the cost of only 1 stand of goblins. This wiped the humans out leaving just the Pegasus.

The templar heavy infantry charged the goblin archers. No stands were lost from the defensive fire and in combat despite the Fright spell the humans only lost a stand but destroyed 4 stands of goblins. 
The handgunners wheeled round to track the wolf riders with bows but their shooting didn't do any damage.


Turn 6 
As the scenario was set for 6 turns this was the last turn but due to the high losses on both sides it looked as though it would be decisive.

Goblins - The general moved towards the village and the magic user cast Inspire on the archers to bost their activation score as they were now below 50% strength.  The archers failed their activation roll despite the magic users efforts with the roll of a 1 and then routed with a second roll of 1! The heavy infantry moved towards the village to contest ownership but couldn't quite reach it. 

The medium infantry continued to fight the 2 handed swordsmen but only removed a stand of humans compared to losing 2 themselves. As this left only the goblin command stand then the unit was treated as destroyed despite the Troll that was still attached. Had there been a further turn the Troll could then attach to another goblin unit.

The wolf riders with bows left the 3 remaining stands of handgunners alone and also moved towards the village. Being light cavalry they had enough movement to reach it but couldn't charge the human infantry as they are mounted archers. They attempted a volley against the 2 handed swordsmen but didn't do any damage. 

Humans - The general moved towards the village and the magic user cast Inspire on the handgunners to boost their activation roll as they were also below 50% strength. The 2 handed swordsmen wheeled into the village facing the goblin table edge.  The templar heavy infantry then wheeled around the edge of the village putting them on the goblin side of it.

Finally the remaining handgunners moved as fast as they could towards the sanctuary of the village.


Result
This was a minor victory to the human force. Both armies had units within or touching the village but the human heavy infantry had more than half of the unit's stands within the village whereas the wolf riders with bows were only touching the edge.

Conclusions
Although it was a minor victory for the humans this battle could have gone to either force. The goblins were unlucky with the number of failed activation rolls especially with the heavy infantry failing to move at an important time. Then when the same unit lost 4 stands against the 2 handed swordsmen this was probably what won the game for the humans.

The goblin wolf riders performed well against the human heavy cavalry and the wolf riders with bows showed how they could be a very useful unit for breaking up an enemy line and disrupting their plans. 

It would have been interesting to carry the game on to see who was left standing. 

The human heavy infantry units were both down to 6 stands each although the 2 handed swordsmen had a Griffon attached and the templar infantry had the Pegasus. The handgunners were no longer effective being only 3 stands.

The goblin heavy infantry despite only having 5 stands left now had 3 trolls attached so was the strongest unit left on the table (as long as they could get some decent dice rolls!). The wolf riders with bows were behind the human lines and although they had 4 stands left the also had the Manticore and a hero attached. 

The General and his standard bearer sat on their tired horses at the edge of the village. The Goblin heavy infantry and lumbering Trolls had just disappeared from view and he knew from experience that the few remaining Wolf Riders would soon follow. The Goblins hadn't had much time to do damage to the houses or hurt the villagers who were bringing food and water to his battered troops. It had been a costly victory with around two thirds of his men being lost and it was impossible to pursue the remaining Goblins. All he could do was fortify the village as much as he could and await reinforcements. 

Thank you for reading.

Andy

Wednesday, 10 August 2016

Killer Plants and Survivors 15mm packs released!

“When the world ended it came in a way none of us foresaw. All that recycling, all the nature reclamation projects and all the efforts mankind made to save the jungles and forests from our predation; all turned to crap. The media, the damn media, they had us thinking the dead would walk. Pressure groups touting that the atom would poison the earth and fossil fuels would darken the sky. Hug a tree they said. Wrong. I used to be a web marketer...now I am something of a gardener. I wield the shears. How did it happen? I have no idea. All I know is that plants kill. Poison, acid and crushing vines. What is worse than that...they move too.” 


We are delighted to present three new packs released into the SHM 15mm range (Self Help Miniatures) by new designer Craig Armstrong. Killer Plants and Survivors and we think they are Triffic! Craig has one other code in the SHM range and it is SHM88 Bestial Cyclops. While the three packs are being sold as packs you can also select single miniatures from the packs too using a drop down menu on the product pages since every figure is a character. Very useful in a lot of wargame systems. Go HERE or read on for more information. 


SHMP25 Triffic Killer Plants 
This pack contains three different white metal 15mm scale plant creatures. They are a grown plant spitting its acid, a larger plant in motion with limbs flailing and a newly sprouted plant. You can purchase a pack or choose miniatures from the pack with poses running from left to right. Supplied Unpainted and without Bases. Shown mounted on 20mm round bases. Price 2.50GBP Go HERE


SHMP26 Blighted Survivors I 
This pack contains seven different white metal 15mm scale humans. From left to right in the image they are a Riot Cop nightstick raised with separate shield, Male Survivor running, Riot Cap nightstick lowered with separate shield, Male Survivor sword raised, Male Paramilitary with knife, Male Survivor in coat with shotgun and Sporting guy with double barrelled shotgun. You can purchase a pack or choose miniatures from the pack with poses running from left to right. Supplied Unpainted and without Bases. Shown mounted on 20mm round bases. Price 2.90GBP Go HERE.


SHMP27 Blighted Survivors II 
This pack contains eight different white metal 15mm scale humans. From left to right in the image they are a Female Survivor comforting a small child, Survivor with automatic rifle, elderly Male Survivor with cricket bat, elderly Male Survivor with pistol and loot sack, Female injured Survivor, teenage Male Survivor, Female veteran long haired Survivor with sack and bat, Paramilitary Man waving to stop holding a sub-machine gun. You can purchase a pack or choose miniatures from the pack with poses running from left to right. Supplied Unpainted and without Bases. Shown mounted on 20mm round bases. Price 3.30GBP Go HERE


Above is an image of all the miniatures in this release so that you may see them alongside each other. Enjoy! 

Thanks for Reading, 

GBS

Tuesday, 2 August 2016

A brillig gift by Matt 15mm Jabberwock and August offers!

A regular customer of 15mm.co.uk recently got in touch with us and showed us the lovely gift he had made for his wife using our HOT94 Jabberwock.  I was so impressed that I wanted to show everyone what this fellow Matt in Australia had done.  He took this excellent 15mm monster and after painting it up placed it on a scenic base atop of tall plinth upon which are the words of Lewis Carroll; the origin of this fabulous creature.


We hope you enjoy these images and a big well done from our team including the designer of our Jabberwock Sam Croes.  An excellent gift.  If you are interested you can see our monster in the HOT 15mm Fantasy range HERE.  Below are three other pictures of Matt's gift showing it from different angles.




If you have not read Lewis Carroll's poem here it is in full:

Jabberwocky by Lewis Carroll 

’Twas brillig, and the slithy toves 
      Did gyre and gimble in the wabe: 
All mimsy were the borogoves, 
      And the mome raths outgrabe. 

“Beware the Jabberwock, my son! 
      The jaws that bite, the claws that catch! 
Beware the Jubjub bird, and shun 
      The frumious Bandersnatch!” 

He took his vorpal sword in hand; 
      Long time the manxome foe he sought— 
So rested he by the Tumtum tree 
      And stood awhile in thought. 

And, as in uffish thought he stood, 
      The Jabberwock, with eyes of flame, 
Came whiffling through the tulgey wood, 
      And burbled as it came! 

One, two! One, two! And through and through 
      The vorpal blade went snicker-snack! 
He left it dead, and with its head 
      He went galumphing back. 

“And hast thou slain the Jabberwock? 
      Come to my arms, my beamish boy! 
O frabjous day! Callooh! Callay!” 
      He chortled in his joy. 

’Twas brillig, and the slithy toves 
      Did gyre and gimble in the wabe: 
All mimsy were the borogoves, 
      And the mome raths outgrabe.


We have four new offers on our Deals and Offers page for August 2016 and all of them are 25% off the list prices on fantasy, science fiction and historical codes.  Go HERE to see them and they end on the 1st September 2016.  In addition to the HOT94 Jabberwock in celebration of this article we have 25% off HOT33 Chimera monster, 25% off the DR7 Imperial Crab classic droid and lastly 25% off MEG1 Bombard and Crew from our Medus 15mm Medieval range.  Check them out!


Thanks for Reading,

GBS

Friday, 15 July 2016

Spotlight on using Monsters for AoMaS

Welcome to the fifth article for Age of Might and Steel by Andy Jefcoate a great fan of 15mm fantasy wargaming. Andy has more articles to come which will feature on our blog while this time he discusses his collection of 15mm Monsters and some house rules for additional use of them in the game.  If you missed his previous articles they are all on our blog and you can see them on this search tag link HERE. We hope you enjoy and all comments or emails are most welcome. Follow the links in the text to visit our website for the rules and miniatures mentioned. GBS


Spotlight on using Monsters for AoMaS 

In the classic Barking Irons magazine Issue 1 Steve Hazuka the creator of AoMaS wrote an article about using Heroes, Monsters and Special Units in AoMaS. In this next article I'd like to expand on the use of Monster stands and provide some 'house' rules that I use in my games of AoMaS which I have played and tested. 15mm.co.uk provide an excellent variety of monsters in their HOT 15mm Fantasy Range and Tabletop classic ranges and one of the big advantages of using 15mm scale figures is that it is relatively cheap to acquire and easy to store a large collection of Monsters to use in your games. They are also great fun to paint as the only limit is your imagination! As most Monsters can be used for several different armies they are very useful but sometimes it's fun to theme them to a certain army. Those of you who have read the article about my human army will know that I mounted human figures on a Griffon and a Pegasus to tie them into the army. Of course you could then use these stands as your general or a hero if you want them to stand out on the battlefield. To see previous articles please click HERE


Natural Creatures 
In the AoMaS rulebook natural creatures includes Giants, Eagles, Mammoths, Elephants, Rhinosaurs, Owl Bears, Ogres, Trolls, Golem, Animal packs, Wyvern, Giant Animals (Spiders, Bats, Slugs etc), Dracci Lords and Giant Lizardmen. The basic cost of these is 35 points a stand and they can be put with any army that their alignment allows. They are very useful to simply attach to your units to increase the number of stands. 



Magical Creatures 
In the AoMaS rulebook magical creatures includes Giant Hydra, Chimera, Manticores, Griffons, Cadaver Giants, Were Creatures, Demons, Pegasus, Skeletal Behemoths, Ents, Giant Elementals and Cockatrice (It also includes Dragons but I'll talk about them separately). These can also be put with any army their alignment allows. On page 25 of the AoMaS rulebook it states that these are also 35 points each but in Steve Hazuka's article he said that with the exception of Were Creatures the cost of Magical Creatures should be 50 points. This is because the majority of Magical Creatures have special abilities and are more valuable in game terms. For example when a Pegasus is added to a unit, it increases that units movement by half so can make sure that unit gets to where you want it to go much quicker than your opponent expects. Using this system, any creature can be made magical and given an ability. If your opponent agrees a Giant could be painted as a Frost Giant and given a magical attack (which deducts 1 from their base number when attacking), for the cost of another 15 points. If you do this I would only use abilities that match a spell on page 17 of the rulebook so that they fit in with the game and are comparable to existing magical creatures in the rules. 


Dragons 
These are another Magical Creature and the most powerful Monster in the game which is why they can generally only be added if 2 armies are fielded on each side (The Dracci can field 1 per army). They cost 100 points each but as well as being able to fly they have a permanent Fright spell which removes an attackers charge bonus, and a magical attack which deducts 1 from their Base Number when attacking. They are worth the additional cost. 


Additional 'House' rules for base sizes 
The points system for Monsters in AoMaS is very simple and the fact that each Monster counts as a stand makes them easy to use so it works. Sometimes though I like to change this so that Monsters play a bigger role in my games. According to their size my Monsters are all based on 40 x 30mm, 40 x 40mm or 40 x 60mm stands. Those based on 40 x 30 count as 1 stand, those based on 40 x 40 cost an additional 15 points and count as 2 stands, and those based on 40 x 60 cost an additional 30 points and count as 3 stands. This system is used for Natural and Magical creatures and gives bigger creatures more punch but at a cost. It means that a giant on a 40 x 60 stand is more likely to beat a troll on a 40 x 30 stand in single combat due to the 2:1 outnumbering rule which I like. It also means that a large '3 stand' monster can really boost the number of stands when attached to a unit. Be careful of the 12 stand maximum for units though. As my Dragons are based on 40 x 60 bases this makes them cost 130 points and even more powerful but as they are rare it hasn't made a huge impact on my games. Other monsters on 40 x 60 stands have just as much chance of beating them as they did before. The only down side of this is that the monsters need to have damage recorded but I do this with a small dice sat on their base avoiding any record keeping. A '3 stand' monster that takes a point of damage then effectively becomes a '2 stand' monster to reflect the effect that the injury has on it's fighting ability. 


Using Monsters as Units 
It's sometimes fun to use monsters to represent units in your armies. As an example Ogres could simply be used as allied heavy infantry to represent mercenaries in a human army. I have a unit of 9 Trolls each on a 40 x 30 stand that I use with the stats of heavy cavalry to add punch to my Goblin army, if my opponent is happy to allow it. The Goblin army doesn't allow heavy cavalry in the main rules so this is fun to do as it changes the tactical options of the Goblin army as well as those of the opposing army. Using the alternate rules about base sizes you can also make units from bigger Monsters. I have 3 Eagle figures each based on a 40 x 40 stand (which then equates to 6 stands) and I give them the stats of 6 stands of light cavalry to give an army a different look. They work particularly well with Elves guarding their woodland realm. If you want to be more conventional, you could use the rules for allies which gives a maximum number of 8 stands for the monster unit, plus a character. A unit of centaurs could easily be used as allied cavalry for most armies but why not substitute something different using the same stats! 


Conclusion 
Using monsters and magic is often what attracts us to fantasy games and I hope that this article has got you to think about how you use monsters in your scenarios. I also hope that it's given you a good excuse to paint some extra figures and take advantage of the great offers that 15mm.co.uk do when you purchase multiple packs. You can choose to buy a pack or three packs with a saving or even samples.  Excellent.

Thanks for reading and see you next time! 

Andy

Thursday, 14 July 2016

Wally paints up the Ikwen!


I was kindly given permission to post up these two photographs from the collection of Wally Harwood who is a customer of 15mm.co.uk and a fan of the Iwken, the alien race created by Eli Arndt at Loud Ninja Games which we stock.  I hope you enjoy them.  I certainly do and I really like that green colouration.



A very original idea you can read about the origins of the Ikwen on our blog HERE. If you want to see all of the posts including release ones this specialised blog search will show you them HERE. There are three packs of Ikwen and a great platoon saver deal too.  There are also specialised terrain items for the Ikwen all of which can be seen on our website HERE.


Perfect for use as an indigenous alien foe for your space faring forces or as alien guerrillas fighting a heroic resistance against say Human occupation of their world. 

Thanks for Reading,

GBS

Monday, 4 July 2016

New Deals and Offers for July 2016!

All of us at 15mm.co.uk are delighted to announce our Deals and Offers for July 2016 are now online. Go along to our offers page HERE to see them all and read on below for highlights from the page. These limited time offers are around until the end of the month when they will be taken down. They can be ordered any number of times and can be purchased in conjunction with any loyalty code you have or offer in your packages from us. If you are a wargamer who plays 15mm Fantasy, 15mm Science Fiction or 15mm Napoleonic French we have something for you! 

HOT70 Elf Bolt Thrower 25% off
This code contains white metal 15mm scale miniatures in the following poses: Bolt Thrower kit with wheels, Elf Crew with Bolt in helm, Elf Crew with Bolt, Elf Officer with Sword. Excellent for any Elf army in 15mm wargaming in need of artillery support. 


HOF51 Grey Alien Landing Party 25% off! 
Contains 12 Greys in twelve poses and a resin Flying Saucer kit. The initial landing force of the Greys. This pack contains one of each grey and the saucer from codes HOF47-50. White Metal and Resin. Grey Aliens are an enigmatic race of small, bulbous-headed, and highly intelligent aliens, the Greys are primarily scientists rather than soldiers, but sometimes come into conflict with other races when competing for resources, or when seeking to establish possession of a particular site for temporary and mysterious purposes. Their unauthorised experimental activities on live subjects who have usually been abducted can also provoke a hostile military response from races who have been subjected to such intrusions. 


25% off core 15mm French Line Poses! 
We have a huge range of 15mm scale classic Napoleonic miniatures formally of the Tabletop Games line up and among them is the massive French Army the primary army of the period. We have taken a quarter off four codes giving you the chance to form a line battalion with a saving. As singles or small sets they are as follows: F100 French Voltiguer Firing, F101 French Fusilier Advancing, F109 French Grenadier Advancing and F106 French Line Command (3) set. Enjoy! 

For all these and more go HERE

15mm.co.uk will have more news this month including a new designer in the SHM Range with some rather triffic miniatures. This news will appear across the month with further information and images. 

Thanks for Reading, 

 GBS

Wednesday, 15 June 2016

Five new 15mm Fantasy Scenic packs released!


Yes! Scenic items in 15mm scale for Fantasy and Historical wargaming!

We are delighted to announce the release of five brand new packs of 15mm scale white metal scenics into the HOT 15mm Fantasy range at 15mm.co.uk. A new part of the range.  Designed by Elton Waters these five packs contain multiple of pieces suitable for dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  On top of this we have an offer on these packs which lasts until Thursday 23rd June.  The offer is 15% off the regular pack prices!  Go HERE or read on for more details and pictures.


HOT105 Dungeon Gear 15mm Fantasy Scenics 
Great for 15mm Fantasy Wargaming! This pack contains a random but even mix of fourteen 15mm scale white metal pieces taken from nine different scenic miniatures.  In this pack are four different grave markers, two different loot piles and three different treasure chests all of which are ideal for use as dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  All are single piece castings and can be applied in many different ways.  You can purchase a pack, or three packs with a 10% saving and selecting from the drop down product menu on the page a choice of single sprues taken from the pack if you wish only for certain types of items from the pack. 4.00GBP


HOT106 Stockpiles 15mm Fantasy Scenics
Great for 15mm Fantasy Wargaming! This pack contains a random but even mix of seventeen 15mm scale white metal pieces taken from seven different scenic miniatures.  In this pack are a shield pile, a baggage pile, a bundle of spears as well as five different kegs, barrels and boxes all of which are ideal for use as dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  All are single piece castings and can be applied in many different ways.  You can purchase a pack, or three packs with a 10% saving and selecting from the drop down product menu on the page a choice of single sprues taken from the pack if you wish only for certain types of items from the pack.  4.00GBP


HOT107 Encampment 15mm Fantasy Scenics
Great for 15mm Fantasy Wargaming! This pack contains a random but even mix of eighteen 15mm scale white metal pieces taken from ten different scenic miniatures.  In this pack are a small tent, two different bed rolls and a campfire, a giant birds nest and a well along with four different mushroom clumps all of which are ideal for use as dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  All are single piece castings and can be applied in many different ways.  You can purchase a pack, or three packs with a 10% saving and selecting from the drop down product menu on the page a choice of single sprues taken from the pack if you wish only for certain types of items from the pack.  4.00GBP


HOT108 Woodlands 15mm Fantasy Scenics
Great for 15mm Fantasy Wargaming! This pack contains a random but even mix of twenty 15mm scale white metal pieces taken from thirteen different scenic miniatures.  In this pack are four different big mushrooms, four different rock croppings, two stumps and three fallen dead wood pieces all of which are ideal for use as dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  All are single piece castings and can be applied in many different ways.  You can purchase a pack, or three packs with a 10% saving and selecting from the drop down product menu on the page a choice of single sprues taken from the pack if you wish only for certain types of items from the pack.  4.00GBP


HOT109 Crops 15mm Fantasy Scenics
Great for 15mm Fantasy Wargaming! This pack contains a random but even mix of twenty four 15mm scale white metal pieces taken from twelve different scenic miniatures.  In this pack are three different wheat stalks, three different cabbage rows, three different potato plant rows and three different squash rows all of which are ideal for use as dungeon quests, dioramas, base or element decoration and for scattering on your wargames table or tiles.  All are single piece castings and can be applied in many different ways.  You can purchase a pack, or three packs with a 10% saving and selecting from the drop down product menu on the page a choice of single sprues taken from the pack if you wish only for certain types of items from the pack.  4.00GBP        


In our scale shots of each pack you can see an evil knight (17mm tall) on a 20mm square base) standing among the scenics to give you an idea of their size.  This miniature is from the new HOT104 Anti-Paladins.

Go HERE.


The HOT Range contains over one hundred different packs of miniatures covering a dozen fantasy ranges and thirty monsters all in 15mm scale.  We also have the HOB 15mm Fantasy Buildings range of Human and Orc structures which go excellently with these new 15mm fantasy scenics.  Follow the links to see more.

Thanks for Reading,

GBS