Articles Tagged with “Kingdom of Equitaine”

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  • Hello



    I’m back after the broken ankle. I’m pretty much back to normal now so I was finally able to get a game of ninth age in so I set a game against a friend to dust off my ‘skills’ and get back on it. I used my Kingdom of Equitaine and my list looked like this:



    • Duke (General), Barded Warhorse, Virtue of Might, Divine Judgement, Crusader’s Salvation, Potion of Swiftness, Shield = 535
    • Paladin, Barded Warhorse, Virtue of Daring, Battle Standard Bearer, Wyrmwood Core, Basalt Infusion, Shield = 365
    • Damsel, Wizard Master, Druidism, Barded Warhorse, Wafers of Penitence = 410
    • 15 Knight Aspirants, Full Command = 670
    • 12 Knight of the Realm, Full Command = 608
    • 16 Bowmen, Musician = 210
    • 16 Crossbowmen = 238
    • 12 Knights of the Quest, Full Command = 630
    • 2 x 5 Yeoman Outriders, Shields and Light Armour = 270
    • 2 x Trebuchets = 560



    I’ve had some crossbowmen knocking about for a few years now and have never used them so this was basically an excuse to get them out an see how they fair. Now that Knight Errants are a reasonable price again I had to take them and I’m still persevering with the Questing Knights but I have yet to be impressed with them. I’ve got 3 main threats with the 3 big blocks of knights. I’ve taken a fairly shooty army to hopefully draw my opponent to me, weaken up any big blocks with the Trebuchets and then smash them off with the knights. That’s the plan at least.



    My opponent is using the Empire of Sonnstahl and his list:

    • Marshall (General), Great Tactician, Death Warrant, Imperial Seal, Lucky Charm
    • Marshall, Battle Standard Bearer, Dusk Forged, Black Steel, Shield
    • Wizard mounted on an Arcane Engine, Wizard Master, Basalt Infusion
    • Prelate, Plate Armour, Shield
    • Prelate, Plate Armour, Shield
    • 45 Heavy Infantry, Halberds, Full Command
    • 18 Light Infantry, Crossbows, Standard and Musician, Support Unit
    • 18 Light Infantry, Handguns, Standard and Musician, Support Unit
    • 33 Imperial Guard, Great Weapon, Full Command, Household Standard
    • 2 x 6 Reiters, Brace of Pistols
    • 2 x 3 Knights of the Sun Griffon, Musician

    So my opponent has a general with discipline of 10 and an 18” range on it with the Household Standard so I’m not expecting them to do a lot of fleeing. I hate the Reiters so I will definitely be trying to shoot them down with the Bowmen, their pistols are lethal against my knights and despite being chaff they cannot be underestimated. My number most hated unit in the Empire book though is the Arcane Engine with Arcane Shield, the -1 to hit on all units with 6” will severely limit my ability to get kills and I don’t need any help normally to rubber lance so that will just add to my frustration. It’s also got the Wizard on it so I’d like to Treb that if I can but I should be sensible and go for the Imperial Guard, weaken them up and then smash them off (I’m not sensible by the way). The Sun Griffons always give me a worry, they can’t be underestimated either, a unit of just 3 of them can put a severe dent in my units, even if I charge them.



    We roll for scenario and get Marching Columns, one I’ve not had the pleasure of playing, the secondary objective is Breakthrough. For my spells I pick Breath of the Lady, Summer Growth, Master of Earth and Stone Skin. I decided to not pick The Oaken Throne as it takes up one of my spell slots and I generally find it wastes dice as opponents let it through with the aim of dispelling everything else. Plus with taking the Hereditary spell it would only leave me with 2 other spells if I took it. I wanted to take Magical Heirloom, which would have gotten me around this problem, but I ran out of points.


    Deployment



    KoE 1



    EoS 1




    KoE 2




    EoS 2




    KoE 3




    EoS 3




    KoE 4




    EoS 4




    KoE 5





    Until next time, Axel Vicious out. [Read More]
  • Hello all



    Sorry I’ve been silent for a while and not done any blog posts or bat reps for a couple of months. Last month I went on my Stag Do (Bachelor Party for our American friends) to Amsterdam and whilst there I slipped on some mud and managed to break my ankle! To make matters worse I waited two days before going to hospital because never in a million years did I think I had broken my ankle, I mean I slipped on some mud, how could that break a bone? So I’ve been in out an out of hospital and had to keep off the foot for a while. Sadly this meant missing TEC 18 this month and pretty much missing out on any hobby, except painting, I am getting lots of painting done at least.



    Anyway, I’ve decided to write up a Bat Rep of practice game I did back in March. My Kingdom of Equitaine vs Dwarven Holds.



    My List:



    Duke Mounted on a Pegasus: Faith of Percival, Virtue of Might, Divine Judgement, Shield

    Duke Mounted on a Barded Warhorse: General, Questing Oath, Basalt Infusion, Virtue of Renown, Shield
    Paladin Mounted on a Barded Warhorse: Battle Standard Bearer, Crusaders Salvation, Virtue of Daring, Lance, Shield

    Damsel Mounted on a Barded Warhorse: Wizard Master, Divination (Breath of the Lady, Know Thy Enemy, Scrying and Unerring Strike), Lightning Vambraces

    13 Knights of the Realm, Full Command, Banner of Roland

    6 Knights of the Realm, Musician

    6 Knights of the Realm

    11 Knights of the Quest, Full Command

    2 x 5 Yeoman Outriders, Light Armour, Shield

    5 Pegasus Knights, Skirmish, Full Command, Flaming Standard


    Basically running a triple threat with three big blocks hoping that they will carry the day , do lots of killing and stay alive long enough to deny my opponent any points. Playing against Dwarves though this may be difficult, they don’t die easily and they can easily hold a charge against one unit of Knights so I’m going to need some multiple charges. The little units of Knights of the Realm are there to be a pain to my enemy and redirectors if necessary, the Yeoman are there to die.


    My Opponents List:


    King, Shield, Crossbow, Shield Bearers, Rune of Destruction, 2x Rune of Might

    Thane, Battle Standard Bearer, Shield, Crossbow, 2x Rune of Iron

    Runic Smith, Shield, 3 Battle Runes (Rune of Gleaming, Rune of Oaths, Rune of Resilience)

    14 Clan Marksmen, Crossbow, Shields

    14 Clan Marksmen, Crossbow, Shields

    24 Greybeards, Banner

    20 Deep Watch, Banner, Runic Standard of Wisdom

    6 Hold Guardians

    Grudge Buster

    Grudge Buster

    2 Attack Copter

    2 Attack Copter



    So my Opponent has two blocks of Dwarven infantry that I probably won’t be able to take down without a triple charge and at least 15 rounds of combat. So I’m probably best off leaving them well alone and trying to pick off everything else, especially the Grudge Busters.


    The Deployment type was Frontline Clash and the Secondary Objective was Capture the Flags, a difficult objective for me as the small units of Knights of the Realm will easily be killed and I’m going to struggle to kill more than 2 of my opponents scoring units, my best hope is to wipe out the Crossbows and possibly the Greybeards if I can catch them with a multiple charge.

    Deployment



    Dwarven Holds 1


    Kingdom of Equitaine 1




    Dwarven Holds 2




    Kingdom of Equitaine 2




    Dwarven Holds 3




    Kingdom of Equitaine 3




    Dwarven Holds 4




    Kingdom of Equitaine 4




    Dwarven Holds 5




    Kingdom of Equitaine 5




    Dwarven Holds 6




    Kingdom of Equitaine 6




    Now that my Ninth Age career is on hold as I can’t get to play any games at the moment and have no tournies planned until the summer (getting married in June so nothing until after that) I’m probably not going to have any more bat reps for a while. I’m going to try and set up a big game but it depends how my ankle holds out. Keep your eyes peeled anyway, I’ll have something up next month. [Read More]
  • Hi All



    Just thought I’d write a quick hobby musing about the Kingdom of Equitaine list I’ve been running in 2.0 so far, how it’s been doing and how the hot fix has affected it.



    I have a large KoE force all painted up but some are definitely painted than others and I’m a stickler for bringing along the nice looking soldiers to the battle. So after looking at the KoE Army book for ages trying to come up with a list that I could use given the models that I have I settled upon the following list.



    • Duke, Barded Warhorse, Virtue of Daring, Fortress of Faith, Crusader’s Salvation, Lance = 475
    • Paladin, Barded Warhorse, Virtue of Piety, Battle Standard Bearer, Wyrmwood Core, Basalt Infusion, Shield = 370
    • Damsel, Wizard Master, Divination, Barded Warhorse, Crystal of the Valiant Charge = 450
    • 15 Knight Aspirants, Full Command, Banner of the Last Charge = 679
    • 12 Knight of the Realm, Full Command = 608
    • 16 Bowmen, Musician = 221
    • 12 Knights of the Quest, Full Command = 650
    • 3 x 5 Yeoman Outriders = 360
    • 26 Peasant Crusaders = 272
    • Sacred Reliquary = 175
    • 2 x Scorpions = 250



    The basis of my army revolved around 3 large blocks which woulf hopefully do all the hard work. The Damsel was there to help the Knight buses hit more reliably, especially with the Hereditary Spell and the buffs from Divination. The Duke’s role was to help protect the Knight of the Realm block by soaking up attacks on the unit and ensuring that more knight survive to attack back. The Peasant Crusaders acted as a mini anvil until the Knights could get in and smash whatever was attacking them. The Yeoman were just chaff and the Bowmen and scorpions were there just for a bit of ranged threat.



    Going into my games the plan was to push all 3 knight blocks around together and charge whatever was in their way but it’s amazing how rarely I ever stuck to the game plan. I found myself struggling against enemy chaff as the Bowmen just weren’t doing the job and the Magic Missiles of Divination were just not going off. The problem with running a predominant buff lore is that your opponents know that they can just let the buffs go off if the units being buffed aren’t in combat, they then just dispel the missiles and you’ve wasted a magic phase. That is not to say that Divination has been completely useless, when the knight blocks are in combat it helps tremendously but the shining star really is the Breath of the Lady, what a fantastic Hereditary Spell, it helps offensively and defensively so it’s really useful.




    With the redesgned Magic Phase she is much less prone to blowing up whole units of knights now due to some unlucky rolling, so Damsels are definitely back in if you ask me!


    The Knight blocks each faired differently in their own way. The Knights of the Quest are very good at the grind but as with all knights they feel each and every loss, having a unit of 12 is great but as soon you begin to lose some knights their effectiveness is immediately reduced. So even though they are good at the grind there is little that they can go toe to toe with and win a war of attrition. Obviously they are not there to be fighting hordes of infantry so they shouldn’t be winning those long fights, I had them fight a hydra and some Chaos Knights. Against the Hydra they took 3 rounds of combat to kill it at the end of which there was about 3 knights left. Against the Chaos Knights they won but again, there wasn’t a whole lot left of them by the end. The Knights of the Quest should be used as a very expensive hammer, used for precision strikes of the perfect enemy and they better break them or they are toast (in fact, apply that to every KoE knight).


    (TBH, i bring the Knights of the Quest along because i like looking at them mostly)



    The Aspirants were great on the charge and then instantly lost any threat they once posed after that. I love having a big unit of 15 as they look amazing but 15 knights leaves a big flank that any smart opponent will wait to be shown and then pounce. That has always been the problem with the Lance formation, maybe it’s time to abandon it on large units. They might work better in a 12, 6x2.


    The Knights of the Realm were the bedrock for me and combined with the Duke they just didn’t die at all. The games I won or drew were down to this unit not being destroyed and maintaining a huge amount of points.


    (Knight of the Realm, still remain the Core of KoE after 20 years!)

    I think this unit always faired best because I found myself having to sacrifice my other 2 knight blocks to protect them from flank charges. That’s because I used my Yeoman poorly and sacrificed them far too early. I always try and send them out to go Warmachine hunting or to harass the flanks with their 5 bow shots, as if that will make any difference. They should sit behind my knights waiting to heroically dive in front of a threatening unit. Also I should have paid the 2 points per model to give them a 4+ armour save, definitely worth the points to keep them alive long… [Read More]
  • In my ongoing effort of giving money to starving artists, I've once again commissioned art of one of my generals.

    Art by Shane Mercer, goes by the moniker littleliongod on Tumblr

    This is Duke Robert Roquerre, wielder of the Dragon Lance and jouster extraordinaire and well as owner of a magnificent Mustache!

    The first and most useless of my Dukes. In the three games....
    In The first one he brutally murdered a Flame Warden champion before being chased off. He was later charged by a Lion Chariot (which he admittedly beat up).
    In the second he never got into combat.
    In the third he roaster three Reavers before being charged by s bunch of Lancers and a Eagle and run down.

    Love the guy but he just doesn't do that much for me.

    As for the Duke himself, he's quite interesting. A knight of the old school, he keeps himself to a very high standard despite his age and his knights to one almost as high.
    And he is always ready to prosecute any injustice done be the lower nobles in his duchy against even the peasantry, at the point of a Lance, if need be.
    He's very much the honourable bull in a China shop.
    Knowing that he couldn't get away with this approach for too long until someone smarter and a better schemer than him (a list of which includes most of the populace of Equitaine, including some of the horses!) would eventually out-manoeuvre him intl either death or worse, dishonour. Knowing this, Duke Roquerre set about to find an ally to compliment his strengths and shore up hid failings.
    He found Duchess Lovisa and found a solution to not only this problem, but the issue of an heir and got himself a life-parter than was even willing to indulge in his... Less than acceptable behaviour sometimes.

    Both of them being about as straight as a rainbow, he and Lovisa love each other dearly in just about every way but the physical, using their wedding bed only to produce a decent number of heirs before finding lovers of their own.

    Duke Roquerre had drunk of the sacred Grail and moves like a man less than half his age and has no problem unhorsing one either. He is the Lance that Lovisa wields, the brawn to her brain and they make a formidable team, defending their shared realm against elven raiders on multiple occasions.
    Duke Roquerre's Arms are those of the Swedish Special forces, whose motto of "Forward Through the Night" he also shares; perceiving Equitaine as having fallen into a deep dark night of corruption and dishonourable behaviour, he hopes to lift it into the light through personal example and ruthless pruning of those that do not live up to his standard [Read More]


  • Welcome back to part 2!

    In this episode, fanboys are treated to listening to Kristoffer and Henry discussing Narrative games and scenarios as a method of deciding the winner. You can see below some of the scenarios we have come up with.

    The second part is a bit more interesting. Kristoffer discussed his Kingdom of Equitaine list and gives some tips with regards to army selection.

    Henry talks about his Vampire list and some of the elements of Vampire Covenant army selection (by no means an expert opinion).

    The 6 primary scenarios you can find here:

    www.dropbox.com/s/fhmg9padycsjgsr…20Ideer.docx?dl=0 [Read More]


  • Welcome to Episode 17.

    This is a quicky about the new KoE release. There has been a lot of negativity about the book so we thought we should share our slightly more positive angle with the community to get a balanced view out there.

    Hopefully this will give you a little more faith in the lady to keep you going while you test the new book.

    Ammertime team. [Read More]
  • And I finally got a Hippogriff I can see myself playing with!
    Allow me to present Duchess Lovisa Elqerie of Leksand







    Very happy with her. The arms on the barding didn't turn out very well but the wings, which I patterned after a combination of a Bird of Paradise and a Peakock turned out amazing!

    Lovisa is one of my two Dukes and is happily married to my other, Duke Roquerre though they seldom spend any time in each other's bedchambers on account of them both being somewhat aging at this point and both being about as straight as a rainbow :)
    Still, they're happy and got a bunch of kids to dote on (my Paladins and Damsels)

    Using the TMS Hippogriff for this one. It's a very fine model. The resin was a pleasure to work with, much better both in the feel and painting than almost any other resin I've used (and I've worked with a LOT). Much fine details though I very much disagree with the aesthetic decisions they've done since I despise the old GW style of "Lots of tiny shields on everything!" which TMS has unfortunately gone for.
    The stance of the Hippogriff is also rather awkward looking, which is a shame.
    There's some sculpting oddities on the rider as well, such as the gauntlet holding the weapon being wildly oversized.
    But overall it's a very nice model and I would gladly use it again. Not a 10 by any means, but perhaps a 7/10, good enough but not really amazing in any way, though I do really like the Hippogriffs head. [Read More]
  • Finished my Knights of the Grail, which means I finally have a heavy hitter for my KoE to fight nasty things with. Yay?




    Whole squad, as of now. Dunno if I'm gonna run 'em like this or in two "darts". Also in my head apparently Magical Attacks = Glowing Enery Lances? I am quite okay with that being the case.



    Champion. her face turned out really horribly, sadly don't know how to fix it. It's pretty much this bad...
    Lady of Solna, a very suburban kind of place, it also houses three of our royal palaces, for those that like to look at rich parasites in pretty clothes. It is part of Stockholm, our capital, which is large enough that it actually extends beyond its own municipal borders.


    The knight of Skinskatteberg (skinsack mountain, possibly a robot name?). It boasts one of the worlds most mineral-rich mining fields and Cerium was discovered here in 1803. Not too shabby for a little mining town of 4500 people.
    Arms are specifically mining tools known as "Mountain Irons" for which I do not know the english name, not merely hammers
    He also has a pretty cool hat :)


    The best knight ever hails from Storfors, a town of just over 2000, it os one of Sweden's least populated municipalities and specializes in manufacturing heavy wall pipes.
    But that doesn't matter when you got an awesome set or arms! This might just be the best patterns I've even done for this army and I'm extremely pleased to be able to pull it off as well as I did. Checkers patters are awesome, shame I don't think any other municipalities use them :(
    Also has a nice hat, in fact all Knights of the Grail got awesome hats (hats serve as a secondary measure of rank for me).




    The knight of Salem, a town that is known to have existed since at least 1283 when it is mentioned in a royal letter. Amusing it was known as Slem (Slime) for a couple of hundred years. It was probably founded somewhere in the 9th or 10th century.
    It has a pretty nicepaired cottage from the 15th century.
    Also I don't know why but painting heraldic fishes just makes me happy. Look how cute and happy they always are!
    Had a pretty boring hat to start with so I made him some horns so he fit in better. They're kinda fragile :( (fell of twice while painting).
    The leaves are supposed to be from clinging ivy. The fish is unspecified, but cute.


    The only set of arms so far in my army that couldn't actually pass as proper medieval heraldry, the arms of Stenungssund feature something so interesting and strange as a stylised Hydrocarbon chain which is really unique and pretty cool.
    I think I really like just how different this one looks.
    The town is Sweden's greatest producer of polyethylene so the arms are well chosen. The arms were registered in 1977 and are a magnificent example of a more "modern" heraldry.
    Also the knight seems to have caught a arrow in his chest, sucks to be him.

    Also the are has come iron age burials, in which have been discovered roman artifacts, which is neat.




    Sadly I couldn't really do Sotenäs arms justice but they feature a very cute flatfish.
    Just as look at the original, its so cute! Also kinda confused. But then Flatfish are very confusing fish, aren't they?


    Also I have now run out of Spoons, so Sotenäs don't get any cool facts. Deal. [Read More]
  • Wow! Can you believe it, Buckeye Battles 2016 has come and gone! Buckeye Battles is a 100 man that has been going on for the last 10 years event located in Deleware OHand this year made the change to 9th age. Long time listeners of Ohiohammer would remember that we have described it as "A place where everyone knows your name, and they are always glad you came." To check out more info on Buckeye Battles see their website:

    http://buckeyebattles.com/

    In this episode: Andrew and Bill talk about their experiences! Andrew also gets the opporunity to talk to lead BB TO - Jeff Parkhurst, 40K Lead Organizer - Joe Elverson, and the host of Model Citizen and long time tournament organizer - Allen Blount!

    If you are interested in checking out the full results, look here:

    warscore.net/event/334/view.html

    Or you'll have to listen to the podcast. For a sneak peak of who won Overall:

    As always, please let us know what you thought of the show by emailing us at ohiohammer2011@gmail.com, on twitter @ohiohammer2011 or by posting a review of our episode on Itunes.

    If you enjoy the show, tell others about it and check out our other shows that are part of the Ohiohammer Network (Countercharge, Countercharge Xtra, Xtra Points, and Model Citizen).

    Lastly don't forget to check out our miniatures convention - OhCon!


    OH 82 - Buckeye Battles 2016! [Read More]
  • GAME 2 – Kingdom of Equitaine


    Loik is the resident KoE general of the Tour d’Ebene club, and a veteran of many tournaments. We talked a bit about the new KoE rules (long story short: he isn’t too happy about them, and will be writing a long letter to Tulmir explaining why :D ) and then he went on to explain his army:

    Loïk wrote:



    LORDS/HEROES:


    Duke on Warhorse, Grail Oath, Virtue of Renown, Crusader’s Helm, Shield, Blade of Strife, Token of the King

    Paladin BSB on Warhorse, Questing Oath, Great Weapon, stuff (possibly the Orriflame?)

    Grail Damsel on warhorse, level 4 path of Heavens, Dispel Scroll, Ring of Ruin

    Damsel on foot, level 1 wilderness


    CORE:

    10 Knights of the Realm, Full Command

    11 Knights of the Realm, Full Command

    10 Peasant Bowmen, Skirmish

    10 Peasant Bowmen, Skirmish


    SPECIAL:

    10 Knights Forlorn, Hedge Knights, Skirmish

    10 Knights Forlorn, Hedge Knights, Skirmish

    3 Pegasus Knights, Devastating Charge, Skirmish


    RARE:

    8 Knights of the Grail, Full Command

    8 Knights of the Grail, Full Command


    This time the scenario was Secure Target, with regular deployment. I picked side, opting for the one with the buildings (always a good thing against knights). We exchanged deployments, with me outdeploying Loik by a fair amount: in the end he went with a central deployment, with forlorn knights on either flank and peasant bowmen deployed as a screen in front of the knights.




    Magic: Grail Damsel got 0,1,4,5 from Heavens, the Wilderness Damsel got the signature, Dryad Matriarch got 0,6 from Wilderness and the Druid 2,5 from White Magic.

    I won the roll for the first turn, and went first. Letting KoE play first is never a good idea, all the more time for them to put you in a tough place.


    TURN 1 – Sylvan Elves


    The Archers entered the house on the left, the wild huntsmen stayed relatively wide and out of range of the peasant bowmen. By placing his bowmen as a screen, my opponent had involuntarily given me a turn of protection against charges, so I tried to make the most out of it: the centre of my force inched forward, with the forest guard pushing more aggressively towards the two Realm Knight blocks. The Briar maidens moved full speed ahead, entering the forest occupied by the Forlorn, and tempting them to charge. The rest of the fast contingent stayed relatively back, but in close support.


    Magic opened with a successful guiding hand raising the Forest Guards’ movement to an impressive 8. The rest was easily dispelled. Shooting was directed at the two forlorn units: the left one suffered 3 casualties by the archers’ volley, failed its panic test and fled. On the right, the Briar Maidens dropped another 3 Forlorn, but these stood their ground.



    TURN 1 – Kingdom of Equitaine


    Not being ones to shy from a challenge, the Forlorn Knights charged into the Briar Maidens, aided by the Pegasus Knights. The Maidens took potshots at the KoE skirmishers while they moved in, killing two. In remaining moves, the Knights of the grail approached my lines, one scaling the hill and edging slightly to threaten my wild huntsmens’ advance. The fleeing forlorn rallied, while the two Realm Knight units were kept at bay by the threat of the movement 8 Forest Guard.


    In the magic phase Loik spotted my plan’s weakness: I needed the kestrels to live to be able to countercharge once the maidens were dealt with. So he directed first a Lightning Bolt, then a Fireball and finally a Lightning Storm at the rightmost unit, which forced me to use my dispel scroll to be able to weather it all. I was reluctant to use the scroll so fast, but losing a unit (or potentially two) would mean that the Pegasus knights would crush that flank with ease. Shooting cost me a Bladedancer from the rightmost unit.

    In combat the Briar Maidens hit first, killing three forlorn knights. The return attacks (2 forlorn, one Pegasus knight) all missed or failed to wound. This meant that, unexpectedly, the Briar Maidens won combat! Both units passed their Steadfast Ld test, but interestingly the Pegasus Knights failed their test to combat reform!




    TURN 2 – Sylvan Elves


    Last turn’s good luck gave me an opportunity that I couldn’t pass up: the Kestrels fell into the Pegasus knights, while the Forest Guard flanked the two remaining Forlorn. To pull this off, I had to declare long charges on the screening bowmen, to cause them to contract and create some space. The Thicket Beasts and Dryads both failed their respective charges. In remaining moves I moved the second Kestrel unit in a sacrificial position, to prevent the Realm Knights from charging the Forest Guard on the following turn. This would also force the Grail Damsel to forego any magic missile spell for the following turn, since she’d be engaged in combat.


    Magic proved to be uneventful this turn, starting with a failed casting of the Curse of the Wildwood on the Damsel’s Knights. Shooting was aimed at the Knights[Read More]
  • Managed to snag a classic Paladin model over on Facebook.
    She's intended to be a BSB, but that would require me to make a banner and my freehanding skills are.... lacking. To say the least.
    Really nice model, excellent proportion for a GW model.

    Fun bit of trivia: This is supposed to be the first model sculpted by the legendary Michael Perry with his left hand, after losing his right to a cannon misfire (his last two-handed sculpt was the legendary Green Knight, one of the finest model GW ever released).




    Since she has pre-sculpted heraldry, I painted her in the arms of Normandie, as no swedish heraldry has two lions like that.

    EDIT: An no, I didn't forget to paint the lance. Its just that my knight roll with black lances. [Read More]
  • Finished my damsel :)




    My headcanon verison of the Kingdom of Equitaine is very, very knight-centric when it comes to social hierarchies. Non-knights are not entitles to their own arms but people of noble (i.e. from a knightly family/bloodline) are entitled to wear the arms of their closest knighly relative in the preferential order of: Life-partner, Father, Mother, male sibling, female sibling, grand parent of either sex, other relative.
    Families that can show no relative of knightly honour for three generations lose their noble status and their rights to arms.

    Married non-knighted nobles show the arms of their mate on the dexter side and that of their bloodline to the sinister. Children inherit the arms of their knightly parent only. In case of two knightly parents (which is rare) the parents usually choose which arms they should bear, a decision of great political weight is powerful noble families are involved.


    Being a damsel and thus not a knight, she wears her husbands arms o the left and her sister's on the right. [Read More]