Tuesday, 30 May 2023

Halfling Burghers - 28mm halfling army showcase for Fantastic Battles

Having finished up 1,000 points worth of 28mm halfling burghers for Fantastic Battles, I felt it was time to bring them all together in an army showcase. 

As I have painted up this army, the faction's backstory has started to emerge. Inspired as something of a ménage à trois between 15th-16th century Low Countries mercantile cities, War of the Roses unit types and nostalgia for early 1990s Games Workshop halflings, these lads (and lassies) hail from Beerenburg, a coastal mercantile city-state with an active foreign policy and an army ready to enforce aggressive negotiation techniques. 

Considering the militia racial trope (which reduces each unit's melee capability therefore their points value), this is a relatively small 1000 point army with a breakpoint of just 9. It does, however, have plenty of characters to aid in command and control, and most units a pretty resolute.

The army's characters. From left to right: the plague doctor/apothecary (being used here as a rogue), bar maid and bard (magic-users who will bless and empower respectively), the army warlord, and three captains.
The very wealthiest merchants in Beerenburg ride to war as mounted Burghers-at-arms to provide the army with at least one unit capable of responding to enemy attacks from the flanks or rear.

The plutocrats who run the city fight as a slow but resolute block of Burghers-at-Arms. Their heavy weapons - mostly a combination of warhammers and flails - also give them a bite worth remembering.

Different guild-units muster in the livery of the principal merchant companies. Here, skilled archers in the white and red of the Brewers' Guild.

More skilled archers in the blue and yellow of the Tailors' Guild.

The swordsmen sporting the yellow and green of the Cutlers' Guild are more fleet-of-foot than their bow-armed brethren and can serve as a ready reserve to plug holes in the front line.

The Alchemists' Guild in their red and black (to hide the burning and the blood) provide some more explosive long-range support to the main battle line.

Trailing in the wake of the army, and functioning as harrying skirmishers in battle, are the urchin slingers.

Less chipper camp followers manifest in the swarms of rats that are utilised as distractions on the battlefield.

The final piece of the Beerenburg puzzle is a giant mercenary to add that little bit more punch to the, largely, missile-armed halfling guilders.

Monday, 29 May 2023

Famous Faces of Beerenburg, part 4

Riding at the head of the Beerenberg Expeditionary Force is the Burgher-meister, a leader elected by the burghers, from among the burgers to oversee external trade negotiations and hostile take-overs. Outside of the city walls, the Burgher-meister's word is final as he (or she) executes all business in the name of the city. 

Custom dictates that they manifest, as far as possible, the Three Pints standard of the city. Here the commander rides a black stallion representing the flag's field, and wears tankard-bronze armour. Like all Beereburgers, his helmet is topped with a plume of beer-foam white.

Project Beerenburg - Burghers-at-Arms

The final unit of Beerenberg's (initial 1,000 point) expeditionary force are the Burghers-at-Arms. These halflings represent the elite plutocracy of the city - merchants whose established wealth and power allow them the free time to train at arms. The three-company unit is based on the elite company profile with the militia racial trope and the doughty and heavy melee weapons traits. Although they will hit no harder than regular units of larger folk, their impressive Resolve will serve as a bulwark for the guild units to fight around.

Apart from the single Anvil Industries rat hidden among the long grass, all miniatures are from The Assault Group (TAG). The unit leader (purple bonnet) is from command pack, and the mounted musician is from the knight command pack. All the other figures use bodies from TAG's dwarvern foot knights, with halfling heads. I have to mention the excellent service from TAG who were really helpful when placing special orders like this. The standard is built from spare shields and green stuff.

Thursday, 25 May 2023

Project Beerenburg - Culters' Guild Swordsmen

The next unit for my Fantastic Battles halfling burgher army are hard-bitten swordsmen from Beerenburg's Honourable Company of Cutlers. This two-company unit is based on the formed company profile with the militia racial trope and the fast trait. Dressed in the guild's green and yellow livery, the Cutlers may not hit hard, but they are reletively mobile and will serve as a ready reserve or to protect the flanks of their bow-armed colleagues.

As with my other guild units, this unit is predominantly composed of TAG halflings with a couple of Duncan Shadow 3D printed female halflings add variety.