Sunday, January 31, 2016

Shadowborn vs Imperial Free People

So about a week ago, an old gaming mate reached out to me, interested in the campaign I'll be running at the club. I offered to host a game at my house, and after a bit of a mix up, I ended up taking my terrain and army to his place for a game instead.
I arrived with my stuff, we had a bit of a catchup and then the games were on. I didn't know what size game he wanted to play, we hadn't really talked much about it but when I got there, he said he'd made a 6 point list, and I have basically took what I'll be running in the first month for 6 points and the game was on.

The Setting
I've only written one scenario so far for small games called The Cursed Wellspring. We're fighting over the well before a storm or whatever arrives, while the evil spirits in the Well don't really want anybody to drink from the well. At the end of the 4th turn, the victor is the player who has most wounds within 6" of the well.

The Armies
Shadowborn - Slaves to Darkness
Chaos Sorcerer Lord
10 Chaos Warriors with Hand Weapon and Shield
5 Marauder Cavalry with Javelins and Shields
5 Chaos Knights with Glaives

Imperial Free People
General of the Empire with Banner
Grey Wizard
20 Halberdiers
10 Archers
5 Knights

The Chaos Sorcerer isn't actually part of my month 1 Warband, but my Chaos Lord I was rebasing at the time. His army has a large unit of Halberdiers which would be interesting to fight against. I know they get bonuses for being 20 strong, so did want to try getting a casualty before engaging.

Deployment
The field had some cover in both deployment zones, with 2 building to either side. Most of the terrain on my side was Inspring, while on his side it was Mystical. This would turn out to be very interesting during the game, as basically he got to re-roll to wound a lot during the game. We played the Realmgates as any old terrain, and did not use their special rules.
As you'll see soon, I deployed into the cover with my Chaos Warriors and flanked by my Horsemen and Knights, while he deployed a line across the centre of his territory.

Battle Round 1 - Forward March
The Shadowborn had the first turn, and the order was given to march forwards. The Sorcerer gave the Warriors Mystic Shield (and forgot about his visions!). The Warriors and Sorcerer march into the Inspiring Swamp (Who knew Swamps could be inspiring). The Knights push forwards towards the Deadly Dreadstone Blight, while the Marauder Cavalry run towards the Mystical Watchtower.
In the Imperial turn, the battle line shuffles forwards slightly to get into better position. The Knights swing past on the far side of Dreadstone Blight, and call their Duty and Honour Charge into the Chaos Knights and manage to kill one or two with the help of the Mystical weapons the Mystical Swamp gave them earlier, but take some casualties in return.

Battle Round 2 - Mystical Terrain
The Knights charge may have blunted, but the Archers were looking to help out. First the Grey Wizard casts Mystifiying Miasma on the Chaos Knights. Being near the Mystical Realmgate, the archers hoping to deal some damage. They shoot some arrows into the Chaos Knights but its largely ineffective.
The Archers send in some arrows
The battle between the Knights and Chaos Knights is largely ineffective with the Imperial Knights charge being blunted, but slowly the toll is being taken on the Chaos Knights.
With the Chaos Knights being in trouble, the Sorcerer lends Daemonic Power to them to help take out the Imperial Knights. He sends his visions to the Chaos Warriors, who for now are happy to remain in the Swamp. The Marauder Horsemen are befuddled by the Mystical Watchtower, and spend the turn doing nothing.
In combat, the Knights manage to bring down an Imperial Knight, but the Standard Bearer goes down in return.
Battle Round 3 - The Line Engaged
The Imperial people let up a cheer as the Chaos Knights are bought low by the combined might of the Archers and the Knights, but as the storm front moves in, the Shadowborn are urged forwards by the Dark Gods. The Warriors and Marauder Horsemen are spurred forwards by the Sorcerer. The Sorcerer kills another Knight with an Arcane Bolt, and lends his visions to the Warriors. The Marauder Javlins kill an Archer, before the Warriors and Horsemen charge in. The Sorcerer Lord attempted to charge the Knights from the Swamp to stall their advance, but failed his charge.
The Imperial Line is engaged by Chaos
The Horsemen go first, and kill some archers but the Horsemaster and a Marauder can't manage to kill any of the Halberdiers. The Archers attempt to bring down some Chaos Warriors, but get slaughtered in return. Then the Halberdiers move in and lay low a few of the Chaos Warriors with their halberds.
Battle Round 4 - The Storm Arrives
The Storm was near, and the Free People take the final initative. However, the Wizard fails to cast Mystifying Miasma on the Warriors , while the General advances into the melee. The Knights swing around to charge the Sorcerer. The combined might of the Halberdiers and General aren't enough to take out the Warriors, leaving 5 remaining, while the Knights managed to bring the Sorcerer Lord down to 2 wounds remaining.
The storm had finally come, and as much as the Warriors of Darkness would love to slay the Free Peoples, instead they retreat back to claim the Wellspring. The Shadowborn had taken the game.
The Warriors and Marauder Horsemen retreat from the battle to claim the Wellspring
Overall Game Thoughts
So after the game we had a bit of a discussion. At the end, we decided that perhaps a random turn limit would help the game, so that one player can't just retreat out to claim the objective on the last turn. Thinking about it a bit more, this possibly could've been avoided by him though if he'd moved up to contest the objective earlier. I think he enjoyed the re-rolls to wound he was getting from the Mystical Terrain. If he'd moved up a turn earlier, then all of his halberdiers and characters could probably contest the objective as well, and I wouldn't just be able to retreat back on the last turn. He also could've given me the initiative and he could've taken the last turn. If that had happened and I had retreated, he could've then re-engaged closer to the objective.

So that was game 1, now onto game 2! That's right! This game went fairly quickly, even though it was only like his 2nd or 3rd game of Age of Sigmar. That's one of the benefits of the small games. We replayed the same scenario, just with slightly more points.

The Armies
The armies were the same, except we added 3 points each in. For me, this was adding my unit of 10 Chosen into the army. He changed his up by changing the Halberdiers to be Spearmen, his Wizard to be a Bright Wizard, and added a unit of 20 Swordsmen and 10 Handgunners.

Deployment
We basically left the terrain where it was, but this time the board was divided diagonally. We ended up basically swapping sides, as I didn't want him near Mystical terrain again to bolster his shooting and line.
The battle lines form up
Battle Round 1
I gave him the first turn as he doesn't have range anyway, his army moves up into and around the swamp near the middle, and his Knights move in front of Dreadstone Blight to guard the Archers. The shadowborn move up as well, with the Marauders moving up in front of the Swordsmen to shoot off some Javelins, killing a model reducing them below 20.
The armies move towards the Well
Battle Round 2
The Imperial People gain the initiative. The turn starts with the Wizard firing off a Fireball at the Chosen, taking out a model and with more help from the Handgunners start to deplete the Chosen Warriors. The Swordsmen swarm into the Marauder Horsemen, but can't seem to deal much damage.
The Imperial Knights who had moved around the realmgate attempt to charge the Chaos Sorcerer Lord on the other side, but fail the charge.
The Sorcerer Lord quickly retreats back into the woods, with the Warriors moving to engage the Knights. The Marauder Horsemen retreat from the combat with the Swordsmen and throw a few Javelins at them. Now the combined might of Chaos meet the Swordsmen in combat, with the Knights, Chose and Horsemen all charging into the melee. The combat is swift and brutal, with no Swordsmen remaining. The Warriors take on the Knights around the realmgate, and manage to slay 1 and another retreats from battleshock.

Battle Round 3
With the Imperials on the back foot, the General decided they needed to get into action. Unfortunately the spirits took this as an opportunity to lash out, and killed 2 Spearmen bringing them below 20. The General put his Inspiring Presence on the Spearmen, with the Imperial soldiers moving forwards in the Swamp. The handgunners, wizard and archers continue to deplete Chosen Warriors, and then the Spearmen and General charge into the combat.
The Chosen show little mercy and start hacking at the Spearmen, depleting their numbers greatly. The Chaos Knights cannot bring their might to bear trapped behind the Chosen, and only a few attack. The general kills some of the Marauder Horsemen, but the Chaos Warriors wipe out the Imperial Knights.
However, disaster occurs! The Chosen and Knights both are befuddled by the Mystical Tower, they will not be able to attack in the combat! The Warriors swing north with the Sorcerer to start contesting the objective while the Chosen can do nothing but let Spearmen poke at them.
The Chosen can do nothing while under the Mystical effects of the Tower
Battle Round 4
The Imperials still have the initiative, and the Archers climb down from their perch to stall the Warriors. The Handgunners continue to shoot into the combat, and the combined efforts leave the Chosen sorely depleted. The Bright Wizard can't managed to cast any spells, even within the Arcane swamp. The Archers shoot and charge the Warriors, killing 1 or 2 but take heavy casualties in return. The General and Spearmen still continue to fight, wiping out the Marauder Horsemen.
In the Chaos turn, the Chosen and Knights finally turn the tide, killing most of the Spearmen and wounding the General. The Warriors continue onwards towards the objective with the Sorcerer to contest the Wellspring..
The end of the fourth battle round
Battle Round 5
We hadn't actually agreed upon whether we wanted the game to continue before we started, so we just decided on a 4+ the game went on. And so it did, with the Imperial winning the initiative again. The archers move up to the objective and shoot the Chaos Warriors, killing another one while the Handgunners launch a volley into the Chosen, leaving the Exalted Champion alive. In the combat phase however, the Exalted Champion and Knights are more than a match for the Spearmen and the Empire General, slaying them all and the Warriors quickly finish off the Archers. The Wizard calls a retreat and the both he and the Handgunners retreat from the field of battle.
The end of the game
Closing Thoughts
The games are a bit rough to the mind by now, since they took place 3 nights ago, but most of it's captured there. I seem to forget what the Mages were doing a lot of the time, I guess it was inconsequential in the long run. I'm pretty sure the Bright Wizard cast Fireball twice, but can't really remember the specifics.
I think it's good to get some playtesting of the scenario done. I'll probably tweak it a bit before the campaign starts, maybe around the random turn counter stuff. It's definitely a fun and interesting scenario though, so glad that's proven to be the case.
I do need to figure out some more small game scenarios that can be played though. Gonna have to look through some additional material before the campaign starts.

Sunday, January 17, 2016

Shadowborn's First Outing

Hi all,
So I got a lot of hobby done yesterday. A few days ago while I was busy, Doom and Darkness posted a call out to see whether anyone was available on Sunday for a game. I finally got around to replying, but indicated that I was only available on Saturday afternoon. He checked with the wife, no go, so figured, fine, I'll just get on with my Slaves to Darkness. Since I'm in a bit of a rut with the Chosen at the moment, I decided to get out the Marauder Cavalry and Chaos Knights to get them into shape, as that plus my Chaos Lord will round out my army for the first month of Escalation.
Later that night of course, Mrs Doom and Darkness has a change of mind, and we've got a game scheduled for 8pm. Doom wants to play a slightly bigger game, I play around in Warscroll Builder and give the OK for a 15 point game. I scramble to get dinner cooked, my Chaos Knights based (since the game originally wasn't going to go on, I had taken them off the bases but hadn't put them on), table set up, and the game was good to go with time to spare when he arrived.

If you want to see an alternate take on this battle (or prefer Youtube reports), you can see Doom and Darkness' Report for this battle.

Army Lists
Both armies were chosen using the Independent AoS Pool Choices document, to a limit of 15 points. Not that summoning occurred during the game, but we were fairly relaxed with it and it doesn't come into play during the game.

My List - Slaves to Darkness
Chaos Lord on Daemonic Mount - Zagul Darksoul
Chaos Sorcerer Lord
10 Chaos Warriors with Hand Weapon and Shield
10 Chaos Chosen
5 Chaos Knights with Lances
5 Marauder Cavalry with Javelins and Shields
Chaos Giant
Great Taurus

Doom's List - Beastmen Warherd
Doombull with Doombull Great Axe
Great Bray Shaman
6 Minotaurs with 2 Minotaur Axes
3 Minotaurs with Minotaur Great Axes
Chaos Spawn
Ghorgon
Cygor

My list had the numbers advantage and wounds advantage but the Minotaurs could potentially rip the Chaos to shreds. Almost every attack in the army is doing multiple damage, killing Chaos Warriors with any blow that makes it past armour.

Deployment
The two warbands met on the battlefield, searching for the fabled treasure that was said to lie within the area. There were 3 sites where prospective treasure was waiting, but one of them was full of fake treasure, and nothing of real worth. The Warherd assembled on the battlefield with the Minotaurs stomping around in the centre, while the Ghorgon and Cygor strided around to the other side of the ruined tower. On the opposite side of the field, the Chaos Warriors and Chosen stood on the hill, while the mounted forces of the Shadowborn were looking to swoop in from the side.
Deployment
Battle Round 1
The battle got off to a slow start, as both armies moved forwards but neither making a move. The Chaos Warriors went into the Forest, and the Chaos Sorcerer fore-warned them that the Minotaur stampede was incoming with his Oracular Visions, and cast the Mystic Shield on them. Zagul had strayed too far from the Warriors, so had to Inspire the Marauder Horsemen instead.
The Warherd also strode up, but were fairly cautions to not go too far forwards.
The Forces move up for the inevitable fight
Battle Round 2
The Warherd wins the initiative, and the Doombull inspires all the Minotaurs with his Slaughters Call ability. The Bray Shaman lurking behind, casts the Mystic Shield on the Minotaurs with 2 axes. The Minotaurs and Doombull surge forwards into the Chaos Warriors in the forest, while the Cygor misses the Chosen when hurling the boulder. The Great Axe Minotaurs were more cautious, and only slightly progressed towards the battle line. In combat, the Minotaurs and Doombull managed to slay a grand total of 2 Chaos Warriors thanks to the foresight offered by the Chaos Sorcerer, in return the Warriors managed to deal 3 wounds to the Minotaurs, but vitally hold up the advance. Not it was time for the Shadowborn to take the iniatitive in this fight. Zagul urges his Knights onwards towards the Great Axe Minotaurs, using his Knights of Chaos command ability. The mage continues to warn the Warriors of threats ahead with his visions, and casts Mystic Shield on them again. Otherwise the Horsemen and Bale Taurus both also move forwards towards the Great Axe Minotaurs and harass them from afar, dealing a few wounds.
In the combat phase, almost the entire Chaos army swarms into combat. The Knights swoop in first, dealing absolute carnage to the minotaurs and leave 1 standing on a single wound. The 2 Axe Minotaurs retaliate by slaying a few of the Chosen, who in return finish off a Minotaur, leading the rest of the army in slaughter. Thanks to the Slaughter Leader ability of the Chosen, the Chaos Lord manages to deal a few wounds to the Doombull, the Warriors and Giant tear down another Minotaur or two.
Battle Round 3
The Warherd win the initiative for the 3rd round in a row, but things are looking a little shaky for the herd with the monsters out of position while the Minotaurs are taking a beating. The Minotaur with Great Axe retreats out of combat, while the Bray Shaman arcane bolts the Great Taurus that had been harassing it and the Spawn before retreating from the combat. The Doombull urges on the Minotaurs again with it's Slaughters Call ability, with the Minotaurs attacking first and killing a few of the Chosen. The Giant goes next and kills the Doombull before he strikes, while the Chosen and Warriors finish off another Minotaur and another flees, leaving the unit looking quite depleted. However, a Chosen flees the field, after the unit had taken a battering from the Minotaurs.
The Giant finishes the Doombull
The fighting continues, as the Chaos Knights swoop after the fleeing Bray Shaman cutting him down with their glaives. The Giant makes a long charge, and decides to stride into the Cygor and knocks her down a notch, but takes a few wounds in return. The Chosen left the combat, trying to retreat to safer ground but the Chaos Warriors still cut down the Minotaurs to leave only 1 remaining. A Chosen flees the field due to the onslaught of the Minotaurs.
At the end of this round, it was found that the treasure that the Ghorgon and Cygor had been guarding was fake! The Ghorgon would need to get on the move.
Battle Round 4
Again, the depleted Warherd seize the initiative with the Ghorgon smashing into the Giant, slaughtering him before he could fight. However, to their misfortune the Giant toppled onto both the monsters, dragging the Cygor down to 4 wounds and wounding the Ghorgon.
The Giant falls onto the Monsters
The lone Minotaur had retreated from the combat with the Chaos Warriors, hoping to prey on easier prey. The fight between the Great Taurus and Spawn finally came to an end, as the Great Taurus stomped the Spawn into the ground with a single wound remaining.
Zagul decided it was time to end this, and urged all the might of his Chaos Riders to bear in on the two monsters while the Warriors went to run down the fleeing Minotaur. The Chaos Sorcerer tries to soften up the Ghorgon with an Arcane Bolt, but the Cygor dispels the attempt. Between the Javelins of the Marauders, and the Belching Breath of the Great Taurus, the Cygor was left with a single wound before the combat begun. The Chaos Knights go in for the kill on the Ghorgon, but fail at the sight of the monstrosity and whiff all their attacks. The Ghorgon cuts down Zagul from his steed, while the Cygor falls to the Horns and Teeth of the Great Taurus.
Battle Round 5
The final round, with Zagul gone the Sorcerer takes command of the warband. Ordering the Warriors back to the treasure after they finished off the Minotaur. He also sent the Marauder Horsemen onto the other treasure, while the Chosen went to guard the Baleful Realmgate in case one of the monsters decided to move through. The Great Taurus belched fire at the Ghorgon, but nothing happened and the confused Taurus refused to join the combat. The Knights attack and cannot do any harm with their Glaives, but the Chaos steeds are bred strong, and do a huge amount of damage to the Ghorgon, bringing it down to 4 wounds. The Ghorgon tries to attack back, but cannot get past the armour of the Knights.
In the final turn, the Ghorgon sees that the nearest treasure will be impossible, and travels through the Realmgate to the one on the other side. But seeing the field, and the Chaos army in full control, decides not to charge and to lumber off back into the forests nearby. The Shadowborn had won, claiming the treasure for their own.
The end of the game - the Ghorgon refuses to charge
Overall Game Thoughts
So some general thoughts on the game.
Definitely apparent in hindsight, but his monsters were just kept too far away from the area where the fight was happening. It took them too long to get into the battle, and it didn't help that the Cygor basically missed every single time when it tried to hurl boulders.
I was very happy when the Minotaurs went into the Chaos Warriors and basically bounced (killing only 2 Warriors). This played into exactly what I wanted, I could combo charge in a bunch of stuff, while my faster units could go harass others before collapsing in on the Monsters later on the in game. I felt that the two Beastmen monsters spent too much time lumbering around, not getting much done and too far away from the fight to be any real cause for concern.
The Great Taurus was fairly useless. I may have forgotten to use its ranged attacks once or twice in combat, but it just didn't seem to do much. It's 'decent' is 1 attack, 4+,3+ and then does D3 damage at -1 rend. Slightly better on the charge in that it can re-roll failed wounds. Most of the game it just flat out missed.
I probably should've protected the Chosen a bit better, maybe instead of casting Mystic Shield on the Warriors to make them tank up, I should've paid a bit more attention to the Chosen. Those were the killy guys, so he's going to go after them first and the Warriors had the protection of the forest as well.
Not sure if charging the Giant into the Cygor was a good or bad move. I thought I had the game fairly in control, so decided to go for something more cinematic and fun. I think in hindsight it probably was a mistake, I could've bought more of my army to force if I had made the monsters come to me where there was more space. When the Knights went into the Ghorgon, I could only bring 3 into range to attack.
The final mistake, was in the last battle round I finally won initiative for the first time in the game. I should've just let him go first. Ultimately it would've resulted in a similar move, jump through the portal, go for the left-most objective. But in that case, I would clearly have 1, and could bring more of my force to contest the other with my fast moving cavalry. I might not even have to combat if I can get within 3" of the objective as well. As it came out, due to this mistake he could've turned it into a draw if he had made the charge into the Horsemen and somehow managed to wipe them out.
I also didn't quite know how the Realmgates worked, so didn't realise you could re-appear within 6" of one. So the placement of my Chosen just ends up being stupid, I should've used them to screen the Horsemen, or at least be nearby so if the Ghorgon made it in, they could fight as well.

Overall, it was a pretty interesting game. With the way the game went, I was unsure if we really needed an extra 5 pool choices of models or not for the game to feel a bit more interesting and close for contesting. As it stands, due to a big of poor luck on my opponents rolling in some cases, and perhaps some ill-timed assaults, I only had 2 units killed (General and Giant), and 1 unit severely depleted (Chosen), while all he had left was a Ghorgon. Perhaps with more pool choices, there would've been more contesting over the objectives at the end of the game, more blocking to keep units away, etc. The objectives though certainly added to the game, rather than detract from it.

Saturday, January 16, 2016

Beginnings of the Shadowborn

Greetings all,
Today I'll introduce my Slaves to Darkness Warband, the Shadowborn. Their journey to glory or destruction will be told during the escalation campaign that will start in about a months time. So I've got my work cut out for me to get the Warband all painted for the beginning of the  campaign.

A bit of history. I get bright ideas all the time on cool little armies or things I'd like to do. Some of them I take a whole lot further than others. Some of them should probably have just stayed ideas. And some of them are just ideas, and never progress any further. One of the major issues I've had with Warhammer in the past is, you have to really go big or go home. Sure, maybe at the start of 8th, when people were learning the ropes, everything was fresh, maybe smaller scale games were being played then. But they weren't particularly enjoyable once someone broke the system, especially with some of the scaling issues that are in 8th (and also in 9th Age).
So while I have ideas, most of them were I'd like to build a small force of this. If I want to take it further, great, otherwise hopefully I'd be able to get use out of them even at that small size. My High Elves are one of those armies, where the Island of Blood models were awesome, build a small army of them, and for many years they stayed in their state of about 1200 points of models (With a few random but small purchases over the years). It wasn't until recently I started splurging on them.

So what does all this have to do with Age of Sigmar. Well, Age of Sigmar I think does a fairly good job of a ruleset that should be able to be fun in small scale games. Not only that, but allies being a very accessible part of the game, means the creative juices can flow even more and do smaller forces of models that can join together for a bigger game.
I've wanted for a long time to have a small Chaos Undivided warband led by Crom the Conquerer (a model I picked up when there were a lot of rumours going on about how fast metal models would be axed). I love the look of the black armour with metal trims. A few months ago, when I was beginning to think about running the Escalation Campaign, I was humming and haaing about what I would do. I saw some cheap second hand Warriors of Chaos models, and decided to just go for it. So this is the beginning, of my Age of Sigmar warband.

So lets get into it, my first unit completed are The Blades of Darkness.
The Blades of Darkness are a group of nefarious Chaos Warriors that particular enjoy slaughter in the dark of the night. The Free Peoples cower in fear as the Blades of Darkness swoop in on their settlements, their blades reflecting the torchlight illuminating their townsteads where the Darkness slowly consumes all.
The Blades of Darkness in their glory
The command group, let by Ironus Darkblade
The remainder of the warband. Abnir the Pale secretly covets to take over
So all of the above models came pre-assembled. So I didn't have much choice in terms of posing, but luckily for me there are some interesting poses in the lot.
I'm unhappy about two things. First is that it's a little hard to pick out the champion if you don't know what you're looking for. If someone saw the group of them, I think they're more likely to pick out the guy with the steel face plate or Abnir the Pale than the leader hefting his Axe forwards.
Second is that I'm not particularly good at chipping, some look good, some look crap. Need to work on that, hopefully by the end I'll be a chipping master!
Originally I also painted the chaos star on the banner black, but it didn't stand out at all, so I changed it to be brown (and will add a little more highlighting later). At some point in time, I am going to get some tufts to add a bit more variation to the bases (rather than cracked dirt and some loose stones).

Lastly, I have begun work on my Chosen. The only problem I have at the moment with the test models, is it doesn't stand out from the regular Warriors of Chaos. You could easily mistake him as a regular Chaos Warrior just with a large axe. I'm thinking that I might change their helms to be red, to try and distinguish them a bit more. I don't want to make the helms bronze/gold since that will likely be reserved for leaders/characters (Since another problem is whether the Chaos Lord with 2 Axes model will stand out from the Chosen).
Chosen between two Chaos Warriors
Let me know what you guys think.

Saturday, January 2, 2016

New Years Resolutions

Happy New Year anyone who reads this little blog!
Today's topic, Resolutions.
Everyone always does this around the New Year, what do they want to accomplish during the year to come. What's going to make their life better, more enjoyable, more fulfilling. And no doubt, many resolutions don't end up being fulfilled for whatever reason. I can't even remember mine from last year :). I'm sure I made some hobby resolutions like paint more than I buy, that kinda thing. No idea whether I accomplished them or not, because I never really kept track of what I painted and what I bought.
So I think, I need smarter goals. Ones that don't specifically need me to keep track of numbers throughout the year (Such as models purchased or models painted). So here's my resolutions for this year.

1. Southern Escalation Age of Sigmar League
I am running an escalation league at one of the clubs here in South Australia. I want this to be successful, as I believe Age of Sigmar works best in this kind of small scale environment.
This resolution will be fulfilled as long as the following are met:
A) People show up to the Campaign Days that are held once a month
B) The League goes for the expected duration of 4 months
C) At least 4 other people actively participate in the league (Play games, write hobby blogs, write fluff, etc).
As long as the above are fulfilled, I will be happy.

2. Chaos Undivided Age of Sigmar Warband
Linked to point 1, one of my current hobby projects is painting a Chaos Undivided Warband for Age of Sigmar, specifically to use during the Southern Escalation League. This is part of promoting the league, because if I as the organiser aren't promoting the various hobby related points to it, then who will?
This resolution will be fulfilled as long as the following are met:
A) Have at least the Deployed Troops each month painted
B) At least twice a month, write hobby articles on how my Warband is progressing
C) Write a fluff/battle report post at least once a month on the trials and tribulations of my warband
D) At the end of the Campaign, have my entire force painted (Does not include models not used during the campaign).

3. Dungeon Saga
I picked up Dungeon Saga in the recent Mantic Games kickstarter. I failed previously with painting Arcadia Quest, possibly related to the fact I haven't played either game yet. I don't want that to happen with Dungeon Saga, as I find it somewhat relaxing to actually paint this (Possibly because I'm not trying to go over the moon with them).
This resolution will be fulfilled as long as the following are met:
A) The Core Dungeon Saga set is painted
B) The extras I got as part of the Kickstarter (Heroes, Orcs, Abyssals) are painted
C) Host at least 1 game of Dungeon Saga during the year with a fully painted set

4. Fantasy High Elves
My High Elves are my current 9th Age/Kings of War army that I am painting. They are currently not on the painting bench as I am focussing on the Chaos at the moment, but I currently have about 1200 points painted. I want to double that so I can run a fully painted army in larger games of 9th Age and Kings of War.
This resolution will be fulfilled as long as the following are met:
A) Finish painting 2500 Ninth Age/KoW points of High Elves (must be able to write a list for both that meet this to be met)
B) Play at least 1 game of Ninth Age with a fully painted High Elf force
C) Play at least 1 game of Kings of War with a fully painted High Elf force

5. Warmaster High Elves
I played my first game of Warmaster using a mix of my own models, and my opponents High Elf models back in October last year. I really enjoyed the experience, and am keen to get in a game or two more in the year to come, ideally, with my own models!
This resolution will be fulfilled as long as the following are met:
A) Finish painting 1500 points of Warmaster High Elves
B) Play a game of Warmaster

6. Bloodbowl
Bloodbowl is a game I love and play also. Lately the scene has been a bit poor, with our local league basically collapsing with nobody playing games. But as always, I do want to take a new team to our states premier tournament every year, with the long goal of getting NAF ranked with all 24 teams.
This resolution will be fulfilled as long as the following are met:
A) I finish painting a completely playable team for Southern Shrike Bowl 2016
B) Finish painting the SSB 2015 MVP figure in time for SSB 2016.

7. Terrain
Before the GW Embargo, I bought a whole bunch of terrain and a Realm of Battle board from overseas. The board I finished a while ago, but has had limited use since (3 games played on it). I also recently hosted a game at my place, and most of the terrain I have is unpainted, so doesn't look as nice as it could on the tabletop!
This resolution will be fulfilled as long as the following are met:
A) I have at least 10 pieces of terrain fully painted
B) Host at least 4 games at my house during the year


8. Purchasing and Selling
Finally purchasing of course. I like many wargamers out there, have accumulated a vast amount of hobby material over the years. Lots of grey plastic sitting in boxes that are crying to be assembled or painted. So of course, I would like to get more of it painted, more of it in use, but there's a limited amount of hobby time through the year. Overall would like to curb the amount of stuff I buy, and sell off some of the stuff that I won't be using.
This resolution will be fulfilled as long as the following are met:
A) Only buy models for armies I already am collecting
B) Start a maximum of 1 new force during the year (For Warhammer, 40k, KoW, Whatever Else comes up)
C) Any army that is not used in the next year, should be considered for the chop list in 2017
D) Sell any armies/models I am not expecting to use in the future anyway

And that's it for now! Some hopefully fairly achievable goals. My only concern is a lot of these are what is on the mind in the short term, and who knows what the hobby situation will be like in the latter half of 2016. I think the best way to keep track of it will be to create a Hobby Goals page, where I list these plus anything else that comes up during 2016.