Of the Human nations of the Old World, the most important by far is that of the Empire of Man, more often called simply “The Empire.” It was forged by the warrior-king and ascended deity Sigmar from the primitive Human tribes of barbarians who inhabited what became the lands of the southern Empire more than 2500 years ago.
This painted model of Luthor Huss was on display at Warhammer World in July 2018.
According to the latest posting on the Warhammer Community sites, the Old World in Warhammer is coming back.
The original Warhammer world was “destroyed” in 2015. The Warhammer: The Game of Fantasy Battles changed forever when Games Workshop (though they said Archaon was responsible) destroyed the world.
Everything we knew of the Old World collapsed into a void of Chaos and infinite possibility. From that tumultuous storm came the Mortal Realms, heralding a new dawn of unending war in the Age of Sigmar.
I never really got the Age of Sigmar, apart from it was an attempt to make Warhammer Fantasy Battles more like Warhammer 40K.
I am intersted to see where this is going, but it’s not a new story or a new world, it’s the original old world.
The Old World is to Warhammer Age of Sigmar, as the Horus Heresy is to Warhammer 40,000.
So looks like we’re getting the old Warhammer back…
I have always liked this jousting diorama, The Bretonnian Joust, by Dave Andrews which won the Open Competition in the 1996 Golden Demon awards. The level of detail is outstanding. There are hoof marks in the ground, created using clay. The manuscript on the back is handwritten.
Across the diorama are lots of figures adding to the story. The pavilion is made from foil, but is painted to look like cloth.
Some more photographs and details about the model can be found here.
Our rules have changed, and with change comes war on a scale as yet unimagined.
Gigantic monsters, flying creatures, legendary heroes and storms of magical power take their place on the battlefield, alongside thousands of warriors clashing in real-time tactical battles. All at YOUR command.
In the turn-based campaign game of statecraft & empire building, you will find the Old World an unforgiving and treacherous place, filled with endless war and cunning alliances alike. Whichever race you choose to play as and however you seek conquest, you will be faced with a conflict that threatens to tear the very fabric of reality asunder.
Morghast Archai as seen through the window at Games Workshop.
The Archai are Nagash’s elite guard and the greatest of the Morghast. Only Nagash’s closest lieutenants can command them and only the mightiest heroes of the mortal race have the power to defeat them. This multi-part plastic kit can be assembled as two Morghast Archai. They are clad in ebon-wrought armour which channels the magic of the world into their accursed forms. Possessed with the might of demigods, they wield swords and glaives that blaze with the spirit energies of the slain, the souls trapped within driven to drag others to share their fate.
You have to admit that the quantity, quality and complexity of the plastic kits that are coming out of Games Workshop are so much superior to the kits they produced ten years ago.
The full rules for using Morghast Archai in games of Warhammer are included in Warhammer: Nagash.
If you want to read more about Nagash, then it might be wortjwhile having a read of The Return of Nagash.
The End Times are coming. As the forces of Chaos threaten to drown the world in madness, Mannfred von Carstein and Arkhan the Black put aside their difference and plot to resurrect the one being with the power to stand against the servants of the Ruinous Powers and restore order to the world – the Great Necromancer himself. As they set about gathering artefacts to use in their dark ritual, armies converge on Sylvania, intent on stopping them. But Arkhan and Mannfred are determined to complete their task. No matter the cost, Nagash must rise again. Read this because The original bad guy of the Warhammer world returns for the End Times, ready to destroy the land of the living and begin a new age of undeath. If you like Warhammer, this is a must read — nothing that has ever happened within the Old World or without has been more pivotal to the future of the Warhammer setting.
I currently have on eBay a boxed set of Lumpin Croop’s Haflings Warhammer Fantasy Regiment of Renown for Dogs of War.
This box contains Lumpin Croop and his 9 halfling followers. Models designed by Ciolin Dixon.
This is a box of ten halflings, the infamous Lumpin Croop’s Haflings, a Regiment of Renown for Warhammer Fantasy Battles.
There are ten metal miniatures in the box complete with plastic slottabases. They are bare metal, unpainted models.
I originally bought these models for Flintloque, but never got around to painting them. Here is some of the background.
The race of Halflings is mostly thought of as a peaceable, well-meaning, honest and sociable. This, at least, is the common view, and it is a view readily encouraged by the sight of rosy cheeked, well-fed Halfling faces and broad Halfling smiles. Such are Nature’s gifts to that race. However, even amongst this tolerant and easy-going people there is the odd proverbial rotten apple that spoils an otherwise toothsome batch. In this case the rotten apple goes by the name of Lumpin Croop and the batch in question is known as Croop’s Fighting Cocks.
Lumpin Croop was born in the northern Moot, in a backward village, on the wrong side of the river. His mother was the blacksmith’s daughter and his father an itinerant carrot salesman. Unfortunately, Lumpin’s father choked to death on a horseshoe sometime before he was born. The Halfling’s childhood was not a happy one. His grandparents resented and disliked him, and could never forgive their daughter for her unwise liaison. Lumpin’s bright orange hair was a painful reminder of his parentage.
Young Lumpin was forced to work long hours in the family forge. His grandfather set him to arduous and demeaning tasks such as poking the fire and straightening horseshoes. His mother suffered greatly from the unremitting disapproval of her parents. She became distraught and took to the bottle. Not surprisingly Lumpin ran away from home as soon as he could. By this time he had already fallen into a life of pick-pocketing and bunk-artistry. These were talents doubtlessly inherited from his father along with his passion for root vegetables.
Lumpin Croop became a poacher. His extraordinarily acute night vision proved a great advantage on dark, moonless evenings. Lumpin soon learned to support himself from the surrounding farms and estates. This was an annoyance to the many gamekeepers who found their game stocks and reputations plummeting fast.
One day Lumpin happened to visit the Old Pig and Bucket, a shady hostelry in the otherwise attractive village of Beggar’s End. The inn’s landlord, Raggo Barrelgut, had been an eager buyer of poached rabbit in the past. On this occasion, however, rabbit pie was noticeably absent from the menu. Instead, the snug was brimming with angry gamekeepers led by the notoriously crazed Ned Hamfist. The gamekeepers were all armed with cudgels. Raggo was hiding in a corner looking embarrassed and a bit frightened.
Anticipating a sound beating, Lumpin immediately launched into a long and complicated story. Once he had begun he soon found himself spinning a yarn of excitement, treasure and vast banquets waiting to be had in the lands over the mountains. The gamekeepers were taken aback by the young poacher’s tirade and soon put all thoughts of vengeance aside. Eagerly they found themselves signing up to join Lumpin in his bright and exciting quest to the land of Tilea. Ned Hamfist bought drinks to toast their bold venture and some bright spark came up with a name for their band – Lumpin Croop’s Fighting Cocks.
From that day to this, Lumpin has tried very hard to give the Fighting Cocks the slip. However, the gamekeepers are even better trackers than Lumpin and always manage to find him and insist that he takes them along on his adventure. Lumpin’s regular attempts to escape are thought to be ‘training exercises’ by his admirers. Similarly, his efforts to misdirect the Fighting Cocks away from Tilea and any chance of fighting are considered to be ‘initiative tests’. Unfortunately for Lumpin, the Fighting Cocks are extraordinarily good at direction finding, being experts at navigating their way around quietly in the dark. Their faith in Lumpin and their belief in his adventure is unshaken.
The truth is that the Fighting Cocks are really rather good. All the ‘training exercises’ and ‘initiative test’ have honed their natural skills to a point where they are expert trackers and woodsmen. Their marksmanship is, as you would expect, second to none. Their woodsman’s clothing and pelt-caps adorned with feathers are memorable to say the least.
Thanks to several remarkable battles, the Fighting Cocks have acquired a well-deserved reputation, and their services are now in great demand. On one occasion Lumpin was credited with saving an entire army. An enemy force had worked its way behind the army’s lines and was preparing to launch a devastating attack. At the same moment Lumpin happened to be leading the Fighting Cocks directly away from the sound of fighting. Unknown to him, his route was taking the Halflings straight towards the encircling enemy. In the ensuing clash the Fighting Cocks fought with great enthusiasm and the enemy was soon scattered. Everyone was very impressed by Lumpins foresight, not the least Lumpin himself, and the Fighting Cocks were showered with offers of employment.
Indeed, money has started to flow into the band’s coffers, and Lumpin’s impromptu tale of fame and riches is starting to come true. His troops believe in him utterly and take great pride in their leader’s growing reputation. Lumpin himself is learning to live with his sudden change of fortune. He is becoming unexpectedly fond of the Fighting Cocks. Such is his dedication that even on the eve of battle he can be found in his tent working hard on devising new ‘training exercises’.
Motto: Short, Fat and Dangerous to know.
Battle-cry: “Hurray! Hurray! The Moot! The Moot!”
This stems from an occasion in a particularly nasty battle when Lumpin Croop attempted to give his troops new orders. What he actually shouted was, “Run away! Run away… to the Moot… to the Moot!” but his words were lost upon the wind and his lads charged ferociously upon the enemy, screaming their now instantly recognizable battle-cry.
With the recent release of the new Lizardmen Army Book I mentioned in a previous post that I had a Lizardmen Warhammer Army in the 1980s. These were (skinny) metal miniatures that were released in a boxed set. Really nice models if I remember rightly, no idea where they are now.
For rules I used the ones from Forces of Fantasy.
Forces of Fantasy was the first published supplement to the Warhammer rules system, it was published in 1983.
My main army intiially with Warhammer were Dwarves and then Orcs.
Brightly coloured scales, tarnished golden weapons and yellowed claws are all distinctive visuals of the Lizardmen army. From the markings denoting specific spawnings to the icons of the ancient Slann cities, each Lizardmen force has a unique appearance.
This product contains eleven painting guides for a wide variety of Lizardmen Citadel Miniatures, including, Slann, Kroxigor, Skinks, Saurus Warriors and Temple Guard, allowing you to create an impressive looking army.