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Burrows & Badgers: A Skirmish Game of Anthropomorphic Animals

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Carnevale blends cinematic, acrobatic duels with Lovecraftian cosmic horror in historical Venice. | Image credit: Nic Reuben I had Haggis propped in a prime eye-ball position and mulled over what to do for a good number of weeks. Try again or go metal? Well the other day I said enough is enough and went with the latter. I laugh at myself now but within a minute or two of applying the base coat a great sense of relief came over me –“that was more like it!” I thought to myself. Rabbits are fast movers, but d6s across the board for their other stats means they don’t excel at anything. The ears look cute, though! At the beginning of a campaign, this helps you decide on the direction you want to take your warband and might also dictate which animals join your employ. Each of them has their own benefits and a special rule which makes them unique. For example, the Wildbeasts are Attuned To The Land which allows them to move through difficult terrain without penalty. Royalists, on the other hand, get Expert Training since they fight for the Crown, increasing their martial prowess.

Yeah, it was a mix, really. It depended on who you were working for. I did a lot of 15mm historicals, a lot of six mil sci-fi, and then odd stuff that wasn’t for war games companies. Like I did various bits of jewellery for people, I did broaches and things, and basically whatever work was available, just if it was sculpting, Burrows & Badgers uses the whole gambit of dice to determine scores from a d4 all the way up to a d12. When you fight you roll off between the two appropriate skills (adding modifiers for weapons and such) and the highest number wins. Really I want to cut down on the amount of pluses and minuses for every action as well, make it a bit more intuitive. Maybe not have any minuses at all, I’m not sure yet. I like them on wounds though, I like wounded models to have some kind of problem from being wounded. We’ll see how it goes. At its heart, the gameplay for Burrows & Badgers is simple to learn and hard to master as you get used to your different strengths and weaknesses. The wealth of different races in the game means that every time someone makes a warband they are approaching things from a different angle.I think that’s right, about 180 product lines for Burrows and Badgers but some have a few minis in them like the Stoatbarts and mist ghast sets. I’ve got another 20 odd in progress at the minute so will surpass that in another month or two.

About Oathsworn, your company, how big of an operation are you? Or how small, maybe? When did you start? Thank you for reading this tidy little selection of Burrows & Badgers miniatures. You may also find some of the following of interest! For example, I wanted my Mouse to have access to some deadly Bodkin and Broadhead arrows so he could deal with whatever situations came his way. Everything has a use here which is nice, especially when you delve into some of the scenarios a bit more.One thing that’s been really enjoyable and Burrows and Badgers is that I can spend a small amount, get a little warband to paint, there’s basically no build time at all and can get through 5-6 minis in a weekend across a few evenings after work. Much less daunting than full armies. And something about painting single piece metal minis is very nostalgic, despite being quite new pieces. The miniatures themselves, naturally, are bloody lovely - and sculpted by the designer himself, Michael Lovejoy - lending a wonderfully cohesive vision to the whole thing. Warbands run as small as three models each, and the single-piece metal models make a great, easy, charming and relatively cheap entry point for any younger gamers you might want to indoctrinate into the wargaming hobby. Oh, yeah. Generally, well… Yeah, to a certain extent it does. At least with things like historicals and spears, you can generally go, “Ah, they’ll have to use a brass spear,” and then just not worry about it, which is even easier. But yeah, no, it is that they’re not as hard to sculpt as when I’m, for instance, when I’ve had to do historical stuff for people before. When you’re doing something like Napoleonics and they’re wanting a flank company or whatever, they know exactly how big the epaulettes are, how many buttons they’ve got and similar things, so you end up spending so much time trying to get that side of things right. It’s quite refreshing with something like Burrows & Badgers where nobody can tell me how a magic badger should dress. Michael mentioned in the comments that they often clear out infestations of larvae, beetles, cave spiders and other mindless beasts. Perhaps they might end up running into a deadly Stag Beetle Grub that has invaded the sewers and is scaring off the local populace.

I really like this as it means that things favour the underdog (quite an apt pun) and while unlikely, you can have moments where a poor little Mouse can overcome deadly creatures twice their size! I was particularly pleased that this little fellow got added to the campaign because I'm working towards making a Highlands Clans warband next for the game. I have everything lined up in terms of the kind of warband I want to make and so this fellow will play an integral part in that. You would think that I would be attempting to work on some tartan to match this Highlands theme but I just can't bring myself to try it! If anyone has some good tips for very simple tartan patterns then I am all ears! A Cheeky Mole! Welcome to The Warchest. This is my sandpit for anything that I have an interest in. My main aim is to post some photos of miniatures I have collected and painted but I may well post some other randomness. Because we want more characters for our Burrows & Badgers games – my Freebeast warband needs reinforcements, for a start!Green Lizards– again, similar to a mouse in terms of stats, but slightly better at remaining hidden. Burrows and Badgers is basically Redwall: The Miniatures Game, and is as fantastic to play and lovely to look at as that sounds. | Image credit: Osprey Games Let’s have a look at the different races you can choose from; there’s nearly forty of them, so this might take a while. Grab a hot beverage and a biscuit, and we’ll begin… The Beasts of Northymbra Each player builds a team from a mix of characters and equipment, up to a points value. Then, you both populate the board with an equal number of zombie walkers, preferably in locations that disrupt your opponent’s objectives. Players take it in turn to capture supply tokens, using a risk/reward movement system. Faster and longer moves create noise, which attracts the undead hordes. While players move and fight, walkers are spawned and controlled by event cards, adding a sense of random narrative chaos to the strategic head-to-head.

So, that’s the beasts of Northymbra; what about the Allegiances? Well, you’ve got Royalists, Rogues, Freebeasts and Wildbeasts to choose from, and each brings its own benefits to the Warband. Excellent. I love that. That’s what you want. It’s the kind of thing where you need that to be possible, just not happening all the time. So it’s trying to find that balance where you get good moments without it just being completely random. Here is also where I get very excited as I managed to actually to paint a very poor version of tartan onto my Squirrel! This is the nearly finished model with the tartan popping up around his shoulders.

Osprey Blog

Four miniatures were previewed over on the Burrows & Badgers Facebook Group recently showing off a range of different characters that have decided to put on armour and take on the task. Each allegiance will also get themselves a Den which works as your base of operations throughout the campaign. This is something that might inform your choice of terrain during games and have you tinkering around with all sorts. These can also be upgraded throughout a campaign which is neat, giving them a character all of their own.

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