Friday, 17 October 2008
League Table Update
P W D L Pts Played Vs
High Elves DO 2 1 1 0 3 4, 2
Dwarves DB 2 0 1 1 1 6, 1
Dwarves RJ 2 0 0 2 0 5, 4
Orcs and GoblinsCoJ 2 1 0 1 2 1, 3
Chaos CaJ 1 1 0 0 2 3
Wood Elves EL 1 1 0 0 2 2
Early Session 40K
P W D L Pts Played Vs
Tau DO 1 0 0 1 0 5
Chaos CJ 1 0 0 1 0 6
Space Wolves KB 1 0 0 1 0 4
Space Marines AH 1 1 0 0 2 3
Eldar MO 1 1 0 0 2 1
Space Marines EL 1 1 0 0 2 2
Late Session Fantasy
P W D L Pts Played Vs
Empire TC 1 1 0 0 2 5
Bretonians SM 1 0 0 1 0 4
Wood Elves MH 0 0 0 0 0
Orcs and GoblinsAB 2 2 0 0 4 2, 5
Ogre Kingdoms EE 2 0 0 2 0 1, 4
Late Session 40K
P W D L Pts Played Vs
Space Marines TC 3 1 0 2 2 2, 4, 3
Space Marines AB 2 1 0 1 2 1, 5
Orks ScM 2 2 0 0 2 8, 1
Tau SeM 3 2 0 1 4 7, 1, 6
Black Templars MH 1 1 0 0 2 2
Orks AE 1 0 0 1 0 4
Tau RB 1 0 0 1 0 4
Tyranids EE 1 0 0 1 0 3
Monday, 6 October 2008
League Positions
P | W | D | L | Pts | Played Vs | ||
High Elves | DO | 1 | 1 | 0 | 0 | 2 | 4 |
Dwarves | DB | 1 | 0 | 0 | 1 | 0 | 6 |
Dwarves | RJ | 1 | 0 | 0 | 1 | 0 | 5 |
Orcs and Goblins | CoJ | 1 | 0 | 0 | 1 | 0 | 1 |
Chaos | CaJ | 1 | 1 | 0 | 0 | 2 | 3 |
Wood Elves | EL | 1 | 1 | 0 | 0 | 2 | 2 |
Early Session 40K
P | W | D | L | Pts | Played Vs | ||
Tau | DO | 1 | 0 | 0 | 1 | 0 | 5 |
Chaos | CJ | 1 | 0 | 0 | 1 | 0 | 6 |
Space Wolves | KB | 1 | 0 | 0 | 1 | 0 | 4 |
Space Marines | AH | 1 | 1 | 0 | 0 | 2 | 3 |
Eldar | MO | 1 | 1 | 0 | 0 | 2 | 1 |
Space Marines | EL | 1 | 1 | 0 | 0 | 2 | 2 |
Late Session Fantasy
P | W | D | L | Pts | Played Vs | ||
Empire | TC | 1 | 1 | 0 | 0 | 2 | 5 |
Bretonians | SM | 0 | 0 | 0 | 0 | 0 | |
Wood Elves | MH | 0 | 0 | 0 | 0 | 0 | |
Orcs and Goblins | AB | 0 | 0 | 0 | 0 | 0 | 2 |
Ogre Kingdoms | EE | 1 | 0 | 0 | 1 | 0 |
Late Session 40K
P | W | D | L | Pts | Played Vs | ||
Space Marines | TC | 1 | 0 | 0 | 1 | 0 | 2 |
Space Marines | AB | 1 | 1 | 0 | 0 | 2 | 1 |
Orks | ScM | 1 | 1 | 0 | 0 | 2 | 8 |
Tau | SeM | 1 | 1 | 0 | 0 | 2 | 7 |
Black Templars | MH | 0 | 0 | 0 | 0 | 0 | |
Orks | AE | 0 | 0 | 0 | 0 | 0 | |
Tau | RB | 1 | 0 | 0 | 1 | 0 | 4 |
Tyranids | EE | 1 | 0 | 0 | 1 | 0 | 3 |
Thursday, 4 September 2008
Autumn League Sign Ups
Sign up by this weekend please, so if you aren't making it down this Thursday night, then drop by before then, or use the contact form on the main BSTS website to let me know your playing. Cheers!
Wednesday, 20 August 2008
Army Books

Start here to see what we've got.
Tuesday, 29 July 2008
Summer Warhammer
Wednesday, 16 July 2008
Original Backgrounds - Dwarves/High Elves 2

Dwarves
Art in your deep catacombs tells of the hardships your people faced at the hands of elves in the wars of long ago. They also, however tell of the great victory that was ultimately won in this part of the world, when you drove the Elves from their ancient forest home. Whilst it has been many centuries since the local Wood Elves dared to confront your people, your scouts report that High Elf vessels have been spotted off the shores. Your forefathers will not rest easily unless they are once again repulsed from these lands. The Wood Elves also have finally come out of hiding too. Zursa Mheryeltine must not allow them to gain control over these lands again.
Bonus Point Conditions
If either High Elf army is destroyed before the end of the campaign, you will receive 1000 bonus points.
If the Wood Elf army has less than 500 points (before bonuses), you’ll gain 500 bonus points.
Special Conditions
Dwarf army movement is not inhibited in the mountains. Your army dislikes forests however and they move at half speed in woods.
High Elves
Your foolish cousins the Wood Elves live in these parts. Sure they have their own forest, but what they don’t know is that once the vast desert in this land was a far more ancient wood. Long ago in the times of war with dwarves, your people were forced from these woods and without you, the trees withered and died. Now is the time to bring it back to life. Tales tell that the ancient magical stone that marked the centre of the wood is still intact. Two great ships have set sail full of noble High Elves. Your army, in the second ship, has been charged with revenging your kin against the local Dwarves, whilst your brethren secure the ancient forest. As Ider Ulap, the leader of these High Elves you have known personal suffering. Your brother died recently at the hands of an Ogre. If the chance comes along to avenge yourself against their kind, you will lay some of your ghosts to rest.
Bonus Point Conditions
If the you capture the Dwarf stronghold before the end of the campaign, you’ll gain 1000 points.
If the Ogre army has less than 500 points (before bonuses), you’ll gain 500 points.
Special Conditions
High Elves move at double speed in Woods, but half speed in desert and mountains.Original Backgrounds - Wood Elves/Bretonia 2

Wood Elves
Hemselt Shetwizattne has lead the Wood Elves of these parts in peace for most of the last hundred years. Only occasional proplems with Ogres have got in the way of your settled way of life. But now outrage of outrages, there are human settlers in these parts. What’s worse is that you’ve discovered they have plans for chopping down forests! This must be stopped and quickly. For the first time in many years, you have mobilized your forces. Action must be quick and decisive!
There’s also news that High Elf vessels have been spotted on the horizon. You’d love to know what they’re after.
Bonus Point Conditions
If either Bretonian army is completely destroyed, you’ll gain 1000 bonus points.
If you can capture the High Elves secret, you’ll gain 500 bonus points.
Special Conditions
The Wood Elves can move normally in Forests, but movement in mountains costs double.
Bretonians
As Farmac Shanelun, you are responsible for one of the two deployments of the Bretonian army in this area and are tasked with establishing a trading route to help your home economy. Your forces had been based at the logging operation at the top of the valley. Crucial to your success here was the establishment of a series of guard posts along the river. These allow fast communication between your outpost and the small town of
Bonus Point Conditions
Defend the four border posts along the valley from attack. If you control all four at the end of the campaign, you’ll gain 1000 bonus points.
If the Orcs have less than 500 points at the end of the campaign (before bonuses), you’ll gain 500 points.
Special Conditions
When in the valley, within 5 squares of the river, your army moves at 1.5* speed. They are poor at moving in woods and mountains and here movement costs double.
Original Backgrounds - Chaos/Bretonia 1

Chaos
Varje Meronyac is not a happy man. You sent a demand to the Bretonians and they’ve had the audacity to ignore it. Do they not know who you are? You must teach them a lesson and wipe them from the face of Norsca. Your spies tell you that they have a line of communication that runs from their town to their logging encampment. If they lose control of this, they will soon perish in these wild lands. While your army is out and about, it would be good to deal a blow to the dwarves. They’re just so plain good. You don’t like that one little bit!
Bonus Point Conditions
Hold at least two of the Bretonian outposts in the valley at the end of the campaign and you’ll gain 1000 bonus points.
If the dwarf army has less than 500 points (before bonuses), you’ll gain 500 bonus points.
Special Conditions
Your army is well trained and organized and can cross any terrain at normal movement rates.
Bonus Point Conditions
Keep the town of
If the Skaven army is wiped out, you will gain 500 bonus points.
Special Conditions
Whilst moving in the land you control, within 4 squares of the river you gain an extra square for every two you move. Your troops though aren’t good in mountains and forests and movement here costs double.Original Backgrounds - Skaven/High Elves 1

Skaven
Borsra Shadow has led his band of Skaven for some time now. Out in the desert, it’s fairly lean pickings, but it’s what you call home. Raiding human populations is what you love and now is the time to attack. You’ve built your forces and it’s time to move. The humans have built a town, have they. Well lets see if we can upset things.
Bonus Point Conditions
Capture and hold the town of
It seems that incomers may wish to capture your desert home for themselves. It’s hard to see why they’d want it, but if you can protect it and still control it at the end of the campaign, you’ll gain 500 bonus points.
Special Conditions
Skaven’s ability to move secretly around the world is a great bonus. They suffer no movement penalties on any type of terrain.
High Elves 1
Your foolish cousins the Wood Elves live in these parts. Sure they have their own forest, but what they don’t know is that once the vast desert in this land was a far more ancient wood. Long ago in the times of war with dwarves, your people were forced from these woods and without you, the trees withered and died. Now is the time to bring it back to life. Tales tell that the ancient magical stone that marked the centre of the wood is still intact. Two great ships have set sail full of noble High Elves. Your army, in the first ship, has been charged with recapturing the desert and defending it against all comers. The young humans also seem to think they have some sort of claim over this ancient land. If you deal a blow to them, Yanor Vidad will be well rewarded his your superiors.
Bonus Point Conditions
Fortify the edges of the desert and control the ancient stone in the centre and you will gain 1000 bonus points.
If either human army is destroyed by the end of the campaign, you’ll gain 500 bonus points.
Special Conditions
High Elves move at double speed in Woods, but half speed in desert and mountains.
Wednesday, 25 June 2008
Campaign Map After Week 4

Scores After Week 4
1st | Bretonians 2 | Farmac Shanelun | 4758 |
2nd | Wood Elves | Hemselt Shetwizattne | 4282 |
3rd | Dwarves | Zursa Mheryeltine | 4089 |
4th | High Elves 1 | Yanor Vidad | 4027 |
5th | Bretonians 1 | Rame Choynli | 2500 |
6th | Lords of Chaos | Varje Meronyac | 1165 |
7th | Orcs/Goblins | B'tr Eter Gleridaxe | 1153 |
8th | High Elves 2 | Ider Ulap | 1000 |
9th | Ogres | Dnal Yeenau | 679 |
10th | Skaven | Shadow Borsra | 415 |
Thursday, 5 June 2008
Campaign 2 - Warhammer Fantasy - Background
The
The old races also live in these parts – some of the Human settlers report seeing figures moving at the edge of forests – are they elves? Explorers have also seen abandoned mines in the hills – perhaps there are dwarves here too. Will these two ancient peoples tolerate the incursion of Mankind into their lands? There have also been tall mysterious ships spotted on the horizon. Who do they belong to?
Finally, to complete the Bretonian’s current problems, last week a horse rode back into town with a dead scout on its back. Attached to the scout was a note with what amounts to a ransom demand from the local ruler of the next valley along – the infamous Chaos Lord Varje Meronyac.