Giaks, Gourgaz and the first Citadel Journal

Winter Wolf

Mongoose
I was reading through the Darklands and while looking at the excellent Giak regiment information on page 107, I realised that I had seen it before. I'm not sure if it has appeared anywhere else but it did show up in the first ever Citadel Journal from September 1984.

There are two pages written by Joe Dever and Gary Chalk to support the release of the Citadel Lone Wolf miniature range and it detailed the same nine giak regiments. So I guess that they must have come straight out of Joe's notes. In addition there is a giak army structure.

3 Giak Warriors = 1 Kezneg (squad)
4 Kezneg = 1Nadarog (company)
3 Nadarogs = 1 D'Orgar (regiment)
3 D'Orgar = 1 Zegorim (battalion)
3 Zegorim = 1 Orgar (army group)

Specialist troops such as Doomwolf riders are generally grouped together into separate units known as 'Gogozim' meaning twenties.

The article also contains first or second edition rules for using Giaks and Gourgaz in games of warhammer. Some of the rules are quite entertaining and obviously designed around goblins for the giaks as it has them fearing elves (elves Magnamund) and hating dwarves but also nudniks, and who can blame them "oh get off my money pouch you thieving sewer rat!" Giaks are also subject to frenzy when lead by a Gourgaz.

Finally the Journal contains all of the minis released by citadel including, Bandit, Guardsmen, Giak, Young Thaumaturgist, Lone Wolf, Vonatar, Helghast, Vordak, Nidnuks and all at 60p each ah twenty years of inflation.

The Giak Attack boxed set is also pictured and includes a gourgaz, a giak with banner, two with sword and shield, one with a bow, one with a spear and shield and one with a two handed sword. There is also a mini of a mounted Prince Pelathar. £5.50 :)

Just thought I'd share that. The army structure at least should be useful and the rest has a certain nostalgia value.
 
I still have my LW figures, they were some of the earliset figures I bought. I remember that the boxed set was quite expensive and I had to wait for Christmas to get that. :)
 
Thanks for the nice info, Winter Wolf.

Is it right, though, that the battailon (Zegorim) is above the regiment (D'Orgar)? One would expect it to be the other way around.

as it has them fearing elves (elves Magnamund)

Mmh, fear of the unknown? :wink:
 
Confused Wolf said:
Thanks for the nice info, Winter Wolf.

Is it right, though, that the battailon (Zegorim) is above the regiment (D'Orgar)? One would expect it to be the other way around.

I agree. I would expect them to be the other way around as well battalions to a regiment and all. I'm pretty sure that was how they were written down in the article because I also did a double take but I will double check just to be sure.

I thought the numbers seemed a bit small too but maybe I shouldn't compare them to modern battalions and companies.
 
Does anyone remember the Grapes of Wrath adventure published in an early White Dwarf magazine (I think issue 97 ish)? Anyone possibly publish/send the article? I features Skaven, that could be converted to the rat-like creatures in the plague Lords of Ruel game book.

Sorry if this is too far off topic.
 
Daveyspawn said:
Does anyone remember the Grapes of Wrath adventure published in an early White Dwarf magazine (I think issue 97 ish)? Anyone possibly publish/send the article? I features Skaven, that could be converted to the rat-like creatures in the plague Lords of Ruel game book.

Sorry if this is too far off topic.


I don't remember that particular adventure, but I do have quite a few WFRP adventures and campaigns. I actually think that many of these could be quite a good fit for Magnamund particularly if based in the Stornlands. The Enemy Within campaign could be made to work in the Stornlands with cernerese and vashnan cultist running around. Death On The Reik could become Death on the Storn and with a bit of work you could have a group of PCs running a river boat trading on the Storn and use a Doomstone to replace the large piece of warpstone that was central to that adventure.

There is a definite difference of style between this low dark fantasy of game and the standard approach to Magnamund seen in the game books and the RPG. But at the end of the day it is your game and I think the Magnamund setting will take 'dark' very well. After all you only have to look at the horrors ranged against the nations of light. The Darklands is pretty freaky in places.

Two of my favourite WFRP small adventures that I would recommend are two tavern adventures. Night of Blood that appeared first in white dwarf and A Rough Night At The Three Feathers. I believe that they appear in a WFRP compendium that you still may be able to get.

It is certainly on topic enough for me! Which may not be saying much. :lol:

I will have to go and dig them out their will probably be some ideas in there for the 101 Adventure Ideas thread.
 
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