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  1. Elizabeth Reike-Woerlitz was always a precocious child, outdoing her peers both in the library and on the training yard. Like all the children of that family, she had been raised on the stories of the lost wonders of the Mortal Realms, and she took them to heart- burning to see every corner of the Realms with her own eyes. By the time she was of age, she was a noted scholar, artist and soldier, holding a well-deserved officer's post in the Reike-Woerlitz Freeguild. She spurned any talk of marriage, preferring to seek her fortune and future in the rough-and-tumble beyond the walls of Azyrheim.

    In her third decade, the great crusade across the Realms began, and she leaped at the chance to be one of its countless leaders. Victories in Aqshy and Ghur brought her to the attention of some of Sigmar's lieutenants, but it was her inspired assault on the Dogfort in Ghyran that won her real acclaim. She was chosen to lead an expedition into Chamon, to seek out the remnants of the Dispossessed and any uncontacted Fyreslayer lodges that might be found. Months of careful searching, though, left her empty-handed and frustrated.

    In her sixth month, though, she struck gold, or rather silver. To that point the expedition had skirmished with metal-skinned Beastmen, but seen no real battles- only vast, empty lead flats and iron mountains in the distance. This changed overnight. Her sentries brought her a Duardin, clad in the ruined scraps of a strange mechanical suit of armor and grievously burned by molten metal. He gasped out that he and his kin and their flying ship had been entrapped by a monster in the mountains, a gigantic argent wyrm that was roasting them alive, one by one. The creature was immune to shot and shell- perhaps, though, it might be vulnerable to mortal magic.

    Swearing to the dying fugitive to rescue his friends and crewmates, Elizabeth and the expedition followed his tracks double-quick across the plains. In the foothills, they saw what they were seeking- a vast caldera with steam rising like a volcano. Creeping to its rim, Elizabeth saw a massive Duardin airship, sealed to the ground by silver chains, and a huge cage containing dozens upon dozens of its crew. At the center of the caldera was a spring, and in that spring rested a massive dragon made of molten silver. From one long claw dangled a single Duardin, screaming as he slowly roasted in his armor to the monster's amusement.

    Mindful of the fugitive's warning, Elizabeth divided the expedition in two. The majority would go to shatter the air vessel's chains and break open the cage, freeing the prisoners and preparing an escape route. She would have the more perilous task. With her arcane halberd, Grimfire, and a few chosen companions, she would need to distract the monster away from the others for long enough that they could do their job.

    Bullets couldn't hurt the wyrm, but they could attract its attention. At the first salvo, it raged up the slope of the caldera towards her party, burning up the ground as it came. When it reached the top, she struck- a swipe and thrust of her blade grievously wounded the beast, and she dodged nimbly out of the way of its counterattack. Time and again, it struck, and any one of its blows would have ended her- but she was agile and quick-witted, and she knew how to keep it off balance. She hit it again and again, and Grimfire cut away at its scales and tore at its flesh. Every time it roared in pain, and every time the air grew hotter as it bled.

    Then it belched out a massive stream of burning metal, and though Elizabeth was not struck by the flames she was wounded by the flying debris.  The silver dragon loomed above her, pinning her fast with molten bonds that burned at her flesh. It laughed at her, mocking her for thinking that it, a creature older than the Realms themselves, could be defeated by her, a mortal. It would end her, the wyrm promised, and then perhaps it would encase her flesh in steel and make her its undying lieutenant. Her halberd would go into its treasure hoard, and her friends would be burned like the Duardin.

    Even as it said this, though, there came a great groaning from behind it- and Elizabeth saw the airship rising up, turning on the dragon, a gleaming hook planted at its bow. The wyrm swiveled in horror- and at that moment Elizabeth broke her restraints, plunging Grimfire into its heart even as the skyhook dug itself deep into the creature's metal flesh. In that moment, the argent monster died in a cataclysmic explosion of molten metal, burning Elizabeth horribly and staining the ground silver all around.

    ------

    When she awoke, it was in the belly of the Duardin sky-ship. She could not feel her limbs, and her eyesight was clouded and indistinct. As she lay there, one of the crew, dressed in the finery of a sky-captain, entered and stood beside her. He introduced himself as Throndin Steelheart, the captain of the vessel, and her debtor. The wyrm's flesh and its treasure hoard were worth a dozen king's ransoms, he explained, and it was thanks to Elizabeth that he was here to exploit it. In exchange, the least he could do was make her whole again.

    While she had lain there, almost dead, much of her burned away by the heat of the monster's final blow, the Duardin had constructed a metal body to sustain and empower her. As Throndin spoke, her newly augmented mechanical body came to life, and her mechanical eyes focused with unnatural precision. She rose, half woman, half machine, ready to fight for her family and her god once again.

    ------

    The storytellers call Sister Elizabeth the Iron Hand of Sigmar, the Neverforged, Conqueror of the Silver Wyrm, Skyfriend, the Bold, Queen of Battle, the Twelfth.

  2. Hey Everyone! The Nova Crunch enters its final stages with only eight days until the fun begins at Nova Open 2017!  I had many goals to complete by then and while quite a few will happen there is a bit that will not sadly.  However, it is no time to quit and while the goal will not be met I will readjust the timeframe for them to keep the goal in sight and reasonable.

    I was hoping to have my Khorne completed before Nova.  I did not plan to take them to Nova, but I was using the convention as a landmark goal.  I did manage to complete my unit of thirty Bloodreavers this past weekend as well as Skarr Bloodwrath.  That only leaves ten models left to go, but they are all Heros or Behemoths and I do not wish to rush through them simply to get them complete.  Time is drawing to a close, but I will push my deadline to complete this army to mid-September to keep the goal of completing the army close to my original goal but giving myself a reasonable amount of time to complete it all.  Including deciding on a basing scheme for the army.

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    The Bloodreavers were very much a challenge and I don't recommend painting thirty of them at once.  The detail of the unit really slowed me down and is in part a reason on why I am behind of my original goal.  While the level of detail is extensive it does really make the unit pop and despite my struggles, I am really happy with how they turned out in the end.

    20170820_193740.jpg20170820_193634.jpg

    Skarr was a fun model to paint and really easy as well.  My color scheme assisted since most of his model was left white on his armor and white with gray detail lines for the skin.  I might go back and add a bit more variation to the skin on this model to help differentiate the armor and skin a bit more, but he is tabletop ready once I get him based.

    I am curious to see what everyone is working so let me know in the comments or on my Twitter feed and until Friday's post.  Happy Hobbying!

    View the full article

  3. Here is my first characterdescription for my faithful army. Its the description for sister Christina, my Free Guild General of the Order of the yellow rose. There is already a hint, that she met with my Stormcast Eternals (How the Stormcast Eternals gets there is still Work in Process).

    For everyone who is wondering, I called the town 'Rosenheim' in the german version (Mithrilrock is called 'Mithrilfels' there for example. You guys already know Mithrilrock from my characterdescription of "Vanguard Raptor Prime, Ramir"). After I wasn't satisfied with translations like 'rosehome' I didn't translate it in that story. Have fun. ;)

    Free Guild General, Sister Christina

    Quote

     

    Sister Christina grew up in the town of ‘Rosenheim’ in the Realm Ghyran. Because of her devoutness, she decided to become a novice of the monastery of the yellow rose in town. She heart the news that chaos had invaded many areas of the realm and multiple monasteries got destroyed during attacks. Rosenheim survived attacked multiple times by small chaos warbands, thanks to the support of Mithrilfels, which supported them with weapons and armour for a long time. It was this alliance, that allows the order to trench the rare paladin order. Since she wanted to fight for the powers of order she decided to go the way of the paladin and ascended to the highest ranks of paladins. When the inevitable day came, they were prepared for the chaos attack. Troops of Nurgle supported by clan pestilence began to besiege Rosenheim. Christina had intended to fight, but the highest priest gave her the task, to evacuate parts of the population with units of paladins and small groups of the “watchsisters” through the catacombs, since there allies of Mithilrock and other town didn’t respond to their distress signal. Christina was saddened, that she couldn’t be part of the defence, but fulfilled her task. On the escape they battled multiple small chaos patrouilles, they could parry with only a few loses. In the distance they saw Rosenheim burning down. For many residents the loss of their home was difficult and after they only had their faith, they indulged in zealotry and loot weapons of barbarian warbands to fight as flagellants. On their journey Christina could convince small groups of surviving brothers and sisters of burned down monasteries of the Order of yellow rose to join them, so the group got some rangers.

     

    Than the auspicious day came then they met Sigismund. He was a charismatic and devoutness man who gathered many refugees, who worship Sigmar or Alarielle, behind him with his convince that the gods would help them. Even if some of these groups were a little suspicious to Christina, mostly some of the barbaric tribes, they joined him. She wasn’t sure if the gods would really help after Sigmar closed all Realmgates to Azyr and Alarielles wood spirits weren’t seen in a long time.

    It was the arrival of Yelena Stormheart and the Stormcast Eternals, which convinced her faith that the gods will help them. Furthermore she was intrigued that Yelena and Verena were sisters of the Order before they became Stormcast Eternals.

     

     

  4. Here's my completed Endrinriggers. Quite like these guys so have already purchased another 3, will probably equip with a grapnel and 2 more rivet guys. 

    IMG_9155.JPG.c9c468cd645c9bb72844105c7b0703d5.JPG

    I've made a start on my Endrinmaster and had just started assembling my thunderers. Was a bit confused considering the new changes to the wars till about how best to equip them but have settled for the full mix of weapons. Will probably do just the rifles for the next 5. 

    IMG_9157.JPG.07eff6a416b8c6fb26c8ff7726219364.JPG

    IMG_9156.JPG.af6135b83afa9cc407db8bdd0a24ddd6.JPG

     

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  5. On Friday I made a my actual third game of Age of Sigmar with the Battle of Heroes Event in GW-Wiesbaden.

    I wrote a little introductionstory before posting this the first time:

    Quote

    The Blazenhearts had fought for months in Eloni for the local citizens and armys to get them some rest. Doring a patrol, the lords of the Storm experienced through reconnaissance, that troops of the bloodbound got close to multiple places of power to corrupt them. Against the objections of Victor Brightsoul, the Lord Castellant, to wait for the rest of the chamber, Valten Blazenheart the Lord Celestant conforms, after the sighted troops were a small warband. Valten knew that they have to act quickly, so chaos could not determine in the region.

    Actually it was some sort of introductiongame because my it was the first game for my opponent. After he only has "normalsized" models I didn't use my Drakesworn Templar, so it was a 500 Point Game with 5 Heroes. So my army looked like this:

    Victor Brightsoul (100)
    Lord-Castellant

    Knight-Venator (120)

    Morbius (80)
    Lord-Relictor

    Valten Blazenheart (100)
    Lord-Celestant

    Total: 500/ 500

    The army of my opponent contained the following models:


    Aspiring Deathbringer with Goreaxe and Skullhammer (80)


    Exalted Deathbringer (80)
    - Ruinous Axe & Skullgouger


    Bloodstoker (80)


    Bloodsecrator (120)


    Mighty Lord Of Khorne (140)


    Total: 500/500

     

    At first I thought the shop would have a scenario for that event, but after should compromise to a Battleplan. To keep it simple we used "Three Places of Power", because it fits nicely to the event after heroes should hold objectives.

    I hope I didn't make an mistake that the marker is controlled by a hero until is is killed or left the 3" range of the marker.

    The battlefield was 48"x48", and we still used 3 markers so each marker were 12" away to each other instead of 18".

    So here was the battlefield (seen from my side of the table)

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    Sadly some of my pictures have a bad quality, because I made them with my smartphone and didn't wanted to waste to much time.

    Set-up of Stormcast Eternals:

    Knight Questor positioned next to the right wood

    Lord Relictor right from the magical water.

    Lord Celestant left of the magical water, next to the tower

    Lord Castellant between the left wood and the tower and the Knight Venator next behind the Lord Castellant

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    Set-Up Chaos:

    Blood Stoker right to the ruinwalls

    Mighty Lord of Khorne and Bloodsecrator behind the mausoleum

    Exalted Deathbringer and Aspiring Deathbringer positioned behind the wood in the enemy territorium.

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    I didn't read that the player that finished first could choose who has initiative we rolled the Initiative (after both armies did have the same number of units I think it was alright so).

    The first initiative goes to Chaos:

    Chaos Turn 1:

    Blood Stoker Wipped the Mighty Lord of Khorne

    in the Movement Phase all models exept the the Bloodsecrator ran to the markers. The Bloodsecrator moved right behind the mausoleum. the Blood Stoker conquered the right marker, the Mighty Lord of Khorne the middle marker and the Aspiring Deathbringer conquered the left marker

    3 : 0 points for Chaos

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    Stormcast Eternals Turn 1:

    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant

    The Lord Relictor moved into the wood. Lord Castellant and Knight Venator move near the left marker. The Lord Celestant moved closer to the two Deathbringers. The Knight Questor moved closer to the Blood Stoker but falied it's charge later this round.

    The Knight Questor shoots at the Aspiring Deathbringer and makes 3 wounds. The Lord Celestant uses his Sigmarite Warcloak, generating 4 hammers and killed the Aspiring Deathbringer. After that he charged Exalted Deathbringer and wounded him once but got 2 wounds (even with the lanterns effect).

    After my units were not near enough to the marker I didn't get any points that round. So it's still 3 : 0 for chaos

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    5jnJa-gOwyP5lucB9t8qabtfh_8Hrtxpkq1jBbry

    Ini roll round 2: Stormcast Eternals win

    Stormcast Eternals Turn 2:

    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant. The Lord Relictor used the storm to heal the Lord Celestant.

    The Lord Castellant moved to the left marker to conquer it. The Lord Quetor moved closer to the Blood Stoker.

    The Knight Venator moved forward to get free sight to the Mighy Lord of Khorne (more aesthetical than really needed)

    He shoots at the mighty lord, but failed to wound him.

    The Lord Celestant generated another four hammers and damaed the Mighty Lord with them.

    The Knight Questor charged the Blood Stoker. I activated the Knight Questor first, because I thought the Lord Celestant would will survive with the 2+ Save with the lanterns effect and made three wounds at the Blood Stoker.

    After it was the first game for my opponent I gave him the advise, he should attack with his Deathbringer first, after the Lord Celestant hadn't attacked yet and nothing would attack the Blood Stoker in that round. The Deathbringer failed to make damage to the Lord Celestant (because he blocked all damage). The Lord Celestant didn't make damage either because the Deathbringer blocked everything.

    The Blood Stoker was able to make one damage to the Knight Questor.

    After conquering the left marker the score was 3 : 1 for Chaos.

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    ZdNBIQo12IdIUe8CUeZdUSjIA_jtvm2caSCZdf4P

    Chaos Turn 2

    The Bloodsecrator used his portal of Skulls to for the Rage of Khorne Ability.

    The Mighty Lord stayes at the marker to "corrupt" it further.

    In the combat phase, the Lord Celestant makes 3 Damage to the Deathbringer, all other models fail to make damage.

    After the Blood Stoker is still controlling the right marker and the Mighty Lord controlling the middle one he generates 4 pointes. So the score is 7 : 1 for chaos.

     

    Ini Roll Turn 3: Chaos wins.

    Chaos Turn 3

    The Bloodsecrator used his portal of Skulls to for the Rage of Khorne Ability. Blood Stoker Wipped the Mighty Lord of Khorne.

    Mighty Lord of Khorne moved closer to the Knight Questor to charge him and makes 2 damage with his axe.

    Knight Questor tries zu kill the Blood Stoker but fails.

    The Deathbringer makes 2 damage to the Lord Celestant but gets killed after this in return.

    The ability of the Axe failed to kill the Knight Questor

    The Blood Stoker generates another 3 points. So the score is 10 : 1 now.

     

    Stormcast Eternals Turn 3

    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant. The Lord Relictor used the storm to heal the Lord Celestant.

    The Lord Celestant moved to the middle marker, the Lord Castellant moved closer to the marker and the Knight Venator moves within 8" of the Bloodsecrator.

     The Knight Venator tries to shoot at the Mighty Lord and sends its eagle to the Blood Stoker, but both fail.

    The Lord Celestant generates another 4 hammers sends 2 to the Mighty Lord and 2 to the Blood Stoker and killes the Mighty Lord but failes to kill the Blood Stoker.

    The Knight Venator tries to charge the Bloodsecrator but failed with a 6.

    In Combat Phase the Knight Questor killes at least the Blood Stoker and got controll to the right marker.

    After the Lord Celestant and Lord Questor got control to the middle and right marker and generating 1 point each and the Lord Castellant still controlling the left marker generating 2 points it's still 10 : 5 for chaos.

    Ini Roll for Round 4: Stormcast Eternals win (this is the last round)

    Stormcast Eternals Turn 4

    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Knight Venator. The Lord Relictor moved forward after he had nothing to do. The Knight Venator moved within 3,5" to the Bloodsecrator, shoots at him which makes 2 damage and charged him with a roll of 3.

    While piling in he moved around the Bloodsecrator (because he only has to move closer to the closest model at the end of piling in, so he is in the 9" bubble of the Lord Celestant).

    Neighter the Knight Venator nor the Bloodsecrator made damage in combat.

    The Knight Questor and Lord Celestant generate another 2 Points by holding the marker and the Lord Castellant another 3. So this is the first time in the game that the Stormcasts have more points with 10 : 12 for Chaos.

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    At this point the game ends after the Bloodsecrator is unable to make any points and is locked in combat.

     

    So it was a win for the stormcast eternals at the end.

    I know that a win against a veteran is more satisfying, but the game was fun and after I was 3 turns in the back that makes me sweat. If I hadn't slain the Deathbringer in chaos turn 3 or my Lord Questor would have slain during the game the game would have another ending.

    Perhaps the Chaos Army would have more power by having a slaughterpriest, after he could create mortal wounds and would have pressurize my Stormcast Eternals perhaps more but I didn't made the list.

    I don't know if the Mighty Lord should have attacked in turn 2 or generate 3 points by staying at the marker so I would have enough points in round 5 at best.

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    Oberael
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    Folkvar looked down at the realmgate he had stepped through with the Black Wardens when he had first come to Aqshy. He watched as the fyreslayers changed guard with their brethren, allowing those that had stood sentinel over the portal to Shyish to take their respite for the night. The recently dismissed Auric Hearthguard eyed the foreign duardin suspiciously as the passed by with their magmapikes slung over their shoulders.

     

     

    'They will never truly accept you.'

     

    Folkvar turned to see the Runemaster trudging down the stairs towards him. Ruadhar slung his staff over his shoulder in much the same way as his Aurics did. To him, it was a symbol of office and a weapon - he still carried himself with the vigour of a much younger duardin.

     

    'Come to proselytise to me again, gnollengrom?' replied Folkvar with a weary grin.

     

    'You are a warrior,' said Ruadhar as he sat himself down next to the young duardin. 'You have also led before. I see much of Grimnir within you, but I am zharrgrim. I see Grimnir where others do not.'

     

    'You sound like you have the gold fever.'

     

    'I'm being serious, flameling.'

     

    Folkvar bowed his head, embarrassed at his glib and disrespectful response to his elder.

     

    'Forgive me.'

     

    Ruadhar waved his hand dismissively.

     

    'They' - he said as he jabbed his staff at the fyreslayers guarding the realmgate - 'need a leader. You already have the undying loyalty of your Stormcast companions - who see you as some bloody prophet for all the sense they have.

     

    'Our Runefather is dead. His sons - all two of them - are dead. Before long, the rest of us will scatter. Or that lunatic the Zangorm will harvest us all for ur-gold.'

     

    Folkvar snorted at the mention of the avaricious grimwrath of Ashenhold.

     

    'Your coming here was foretold. I saw it in the flames, and I believe it. That same bitter refusal to die - to give up - brought you to this world. That same fury and stubbornness of Grimnir. So, if you really think about it, it is Grimnir that sent you here after all.

     

    'Besides, what else are you going to do?'

     

    *

     

    Folkvar stood before the altar deep within the forge temple; Vulcatrix and Grimnir loomed above him, locked in an eternal struggle.

     

    Two Runesmiters stood at either side of him. He held up his arms and they stripped him of his armour and his garments, until he stood before the altar in naught but his loincloth, his bedraggled brown beard virtually all that was left to cover him.

     

    'Who seeks the gift of Grimnir?' boomed the voice of Ruadhar.

     

    'I do,' said Folkvar, his voice sounding weak and hoarse to himself.

     

    'What is your name, lad?'

     

    'I am Folkvar, son of Hroki of the Hrukvorn clan, called the Daemonbane and the Lord of Ashes.'

     

    'Approach the anvil, Folkvar Hrokisson.'

     

    Folkvar slowly appraoched the anvil that Ruadhar was stood beside. To the Runemaster's left was an ancient stone table upon which lay various smithing tools. Behind him - directly below the likenesses of Grimnir and Vulcatrix - roared a great furnace.

     

    'Kneel.'

     

    Folkvar knelt before the anvil. As he did so, the two Runesmiters approached and pressed his chest into the warm steel. Ruadhar drew a white-hot rune of ur-gold from the furnace with a pair of tongs, and took up a hammer from the stone table as he slowly made his way around until he stood behind Folkvar.

     

    'Grimnir tests us with pain, and rewards us with fire,' boomed Ruadhar as he pressed the rune into Folkvar's back.

     

    Folkvar hissed and gritted his teeth, clutching at the anvil.

     

    'Try to relax,' whispered one of the masked Runesmiters gripping his shoulders. 'Resisting makes the pain worse.'

     

    Folkvar's world span as Ruadhar's hammer struck, the pain intensifying ten times over. He gripped the anvil tighter, suddenly becoming aware of an agonising roar. The hammer struck again and again, heat surging through his entire body with every strike until he felt the heat and the pain suffuse with his very being.

     

    'You will be reforged in the likeness of Grimnir,' intoned Ruadhar as he strode back over to the furnace, reaching in once more to pluck out another ur-gold rune.

     

    'You will never be the same.'

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  6. I had an intriguing practice game at the South London Legion against the ever formidable @Leonardas

    I had played Rob's HDuplicitous before and built lists using it. I knew that even if I could pick off a few casters, their remnants could still wreck me (especially the Gaunt Summoner against a 20 Block of Arkanauts).

    My list isn't the classic clown car. Instead I fill the Ironclad with 20 Arkanauts and a Khemist and a Navigator (the General) and put it on the board. It then moves up in the hero phase using Zilfin, deploys the dudes and then acts as a shield. I found in a practice game that it's harder than I expected to get full value here. The movement penalty is brutal - going to movement  6" for just 2 extra models really hurts. I'm pondering running the unit as an 18 to prevent this. The ships moves 6", then the Skyhooks can stand 3" away (back edge of base) then the models can move 4" and shoot 24" or 12" for Pistols.

    The Ironsky Command Battalion gives a 5++ to the heroes as they offload damage onto the Arks. This was a big deal as we were doing Duality of Death - the new Battleplan which resembles 3 Places of Power.

    The real power in the list comes from the Frigate - packed with 10 Cannon Thunderers and a Khemist and 3 of each Balloonist.

    The Ironclad ventures out and does some damage, then tries to bait the enemy, then in a later turn, the Frigate arrives as a brutal counterpunch. 

    In an earlier practice game I found that the Last Word plus the bombs from the Ironclad are horrific vs MSU charges (as you can use them each time an enemy unit charges it).

    I bunkered with the Ironclad well out of the 36" range of a Balewind. Two lines of 10 Arks shielded me against a possible charge. Rob elected not to put the Changeling in my deployment zone. He did his normal square box bunker with heroes well back. He rolled like a boss for DD.

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    I also put my Khemist on the table so that I could buff one unit of Arks if Rob gave me first turn, which he duly did. Ultimately however the plan was to sit back and hope Rob overexposed himself or that I won initiative so I could give Rob the turn and then play for a double.

     

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    I shot off a pitiful 2 Pink Horrors with6 Skyhook shoots.... I gave Rob the turn. Rob buffed up and put the LoC onto the Balewind via swaps (this needs to be banned in the next FAQ). He killed 9 Arks with Battleshock. His Pinks shuffled toward a fair way as did the Changeling. Rob won the initiative and gave me the turn.

    In response I buffed the other unit and shot off the Changeling. The lone Ark also derped. Rob advanced the Pinks again and deleted the 10 Arks.

    Rob won the initiative again and made me go first. I did some ineffectual shooting. 

    However this time I won the initiative and gave it to Rob. Lock and load! Rob took 8 wounds off the Ironclad with spells. Rob still had zero points.

    In response I moved the Ironclad up and dumped its lethal cargo. Inspiring presence went on. The shooting deleted both units of Pinks outright. Rob deployed the Blues at the end of the shooting, but kept them well back so I couldn't make charges (and didn't want to walk into zap range either).

    On my left I brought on the Frigate and chipped 2 wounds off the General LoC with a Khemist buffed Drill Cannon (knowing that buffing the Aethercannons would be overkill) plus the Volley Gun. Typically the Thunderers derped and barely scratched the Pinks, but the other units cleared up. I left most of the Brims alive so the Riggers could charge, chainsaw and then reach the General if I won the double.

    I scored one point as my Navigator edged onto the objective.

    IMG_1182.JPG

    Rob's turn was complex. He knew my Navigator had a 3D6 unbind and that He needed to cast Infernal Flames on the full strength unit of Arks. This was a Mexican Standoff within a Mexican Standoff.

    Rob used the Herald to chip wounds off the Navigator (which took the Arks down to 14 models). I then forgot which hero he was targeting and didn't even use the unbind before he died. What Rob could have done was zap the Navigator with the LoC on the Balewind and then use Infernal Flames. On the left flank, the LoC used the final DD to charge onto the objective - flying over the Riggers. He derped and only killed 2 of them. However the champion was suffering from Scintillating Simulacra. Nevertheless he lucked out and did 3 wounds.

    Rob scored 2 points so 1-2 to him.

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    In my turn (bottom of the 4th) I shot up the LoC on the left objective after moving the Frigate onto it. By luck rather than design the killing blow came from the Frigate (so it immediately grabbed the objective). Had it not done so, then Plan B was to charge the Brims and use the back of the base to clip the objective on a move. The scoring always seems a bit fiddly on this Battleplan (e.g. Summoned heroes cannot score as they haven't moved).

    On the right flank, I shot off the Gaunt Summoner and then charged the Ironclad into the blues to score. 

    This gave me an unassailable lead going into the final Battleround. 

    All in all a real pleasure of a game. My cagey strategy paid dividends this time.

     

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  7. I'm back! Having only recently having my first son ive not had much time for gaming. Alas my partner has given me league to play tomorrow night!

     

    So my game will be against Legion of Azgorh. I've only played against them twice back when i played Beastclaw raiders and lost both games due to horrendous shooting. 

    Going into this game i predict it to be a complete and utter slug fest. So i will have to really think about my positioning going into the 1st turn. I don't know the guys list but if i can target his artillery with a good charge from my endrinriggers, or zipline into an important hero that may help. 

    Sooo heres the list that in taking into the fray. 

    Admiral

    X2 khemist

    Endrinmaster

    X3 arkanaut ( one with 3 skyhook, 1 with 3 volley guns, and one with skypikes)

    Frigate w cannon

    Ironclad w cannon

    10 thunderers w rifles

    6 endrinriggers. 

     

    So thats it! Any suggestions please feel free to comment below. 

    To the victor the spoils.

  8. 598e166860419_WA5Scenario1.jpg.dd9b54d94bcd1baf75cfa61c674e9ef8.jpg

    The first Chapter for Warhammer Achievements charts the journey of a young hero who has a small war band of loyal followers searching for an artefact that will allow you to control your destiny as it gifts you the power of foresight. 

    Designers Notes: The scenario requires you to find the artefact on a 5+, but you get to add the turn number to this roll, so its possible to find the artefact on the first turn. Their is only one artefact so once its been found that hero becomes a target for the enemy to focus on. If you find the artefact early on you are in a strong position, but you cannot activate the altar until the end of turn 3, so you will have to defend it whilst also making sure that there is a clear path to get to the altar. It was important to make it at the end of a Battlerround as both players should have an equal number of turns to try and activate or prevent this happening.

    Heroes are important as they can find the artefact and activate the altar, but you will need  more than one, and ideally you want them to be hard to kill. However the rest of the army is important as they can help generate the Blood Sacrifice points required to give your Hero enough points to activate the altar when needed. 

    One of the dangers is losing your heroes early, but hopefully even if this happens you can use the rest of the army to prevent the enemy from achieving their objective. 

    For those of you attending Warhammer Achievements there are also the game specific Achievements as well, which encourage you to attack with your Heroes, and also to try and control the artefact for as long as possible - can you balance activating the altar with keeping the artefact for three turns for example. 

    The Test Game

    In this game we played 1600 points of Disciples of Tzeentch against the Blades of Khorne. The game started with the Khorne side advancing aggressively turn 1, but failing to find the Artefact. The Tzeentch forces responded by blasting away at the Blood Crushers, killing 2, and the Skyfires eliminating the Demon Prince on the left. This was important as he was a powerful hero and the Tzeentch forces didn't want to see him getting into the lines. However at the end of the turn the Tzeentch force also failed to find the artefact when the Chaos Lord searched for it. 

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    The Blades of Khorne won the priority roll, and again they advanced with a sense of purpose. The large unit of Bloodleters charged into the Kairic Acolytes, but he Wrath of Khorne Bloodthirster failed to get into the Lord of Change on the right hand side despite having the run and charge ability put on himself. In combat the Bloodletters failed to kill many of the Acolytes who had Inspiring Presence on them so they stoically stayed put. Due to the failed charge the Bloodthirster was unable to search this turn. In the Tzeentch players turn the Lord of Change put 7 mortal wounds on the Bloodthirster with Infernal Gateway, and the rest of the magic started to whittle down the Bloodletters in the centre. In the shooting phase the Skyfires put a major dent in the Bloodletters, killing 11, although annoyingly they rolled a 1 for Battleshock, so instead of losing models that actually gained a couple. The Lord of Change charged into the Bloodthirster and did another 5 wounds, however in return he missed badly, failing to do any damage. At the end of the turn the Tzeentch army searched for the Artefact and the Lord of Change found it! 

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    Tzeentch won priority Turn 3 and this was to prove to be a pivotal turn. However it didn't start in a particularly auspicious manner as the Lord of Change had his gateway attempt stopped, and the also the Herald of Tzeentch was also stopped from casting. This meant that the Tzeentch force would be held up for another turn. The movement and combat phases were used to try and kill more bloodletters, but really it was the combat phase that would be important. The Lord of Change went first and chopped down the Bloodthirster, and the Tzeentch army took down more of the Bloodletters. However in return the Tzeentch Chaos Lord was finally brought down by the Bloodletters. 

    IMG_1218.JPG.6bc30e00a8c854ae214d3d18c90e2599.JPG

    In Turn 4 the Tzeentch force again won priority and were able to push towards the altar. The Forces of Khorne through everything from of the army of the Changer of Ways, but couldn't focus enough damage on ethnic Lord of Change to make any real impact and at the end of turn 4 the altar was activated, giving Tzeentch the Major Victory. 

     

    Designers Notes: the game played well, although the Khorne army suffered from some particularly poor dice at key moments. In hindsight the Khorne force could have done with some more heroes, but also the Tzeentch army really benefited from the Skyfires and the Lord of Change, two powerful units. It would have been more flavourful to include Enlightened rather than Skyfires, but we did not have a unit painted in time for the game. We played the game on the Realm of Life table and drinking from the Waterfalls to restore D3 wounds to heroes was useful as well for the Tzeentch player. 

     

  9. The Numbers Game

    Invariably tournaments are born of ‘wouldn’t it be cool if…’ foundations and I dare say a good many such ideas wither and die under the harsh lights of practicality. The five big considerations are when, where, how many and how much? Of course that’s only four – the fifth is special. The fifth is ‘if I build it will they come’.

    When
    Two years ago this was a simple matter of choosing the date that suited you. Not so now – at least not in the UK. There are some monolithic tournaments in the calendar, rightfully etched in stone; Blood and Glory, SCGT, Slaughter, Facehammer… and more. It can be the done thing to put a date in a couple of weeks prior and label it a ‘warm up event’ (a good bet if you want to run a 1 dayer), it’s probably suicidal to slap your event in on the same date or immediately afterwards.  The UK ‘scene’ seems to pretty much self-govern itself to these ends. Blood Tithe – International AOS Team Event takes place 2-4th March, purposefully distant from other events.

    Where
    This has many facets. There are hotspots in the UK and comparable deserts. London and the SE are proportionally scarce – no doubt in light of the expense (perceived or otherwise), high running costs and miserable denizens! However, it’s no secret that most of the UKs population lives there – so that should get a good reception, right? It also has to be easily reachable by road and public transport  - especially for the all-important Sunday trek home.

    How Many
    Often linked to ‘Where’ – how many people you want also correlates with ‘How Much’. How many people do you need to meet the running costs of events. Events in London do have high running costs – Blood Tithe is no different, and to that end more people are needed to get the event over the balance line. 60 is also the magic number for ranking points – the minimum number to garner the winner 100 points. Most big two day events aim for 100 players but often fall short. I don’t know why this is – late drop outs seem the most plausible explanation. We’ve gone for 80 players – 20 teams… nice round numbers.

    How Much
    Much debated, often fiercy, the cost of the event can have an effect on ‘How Many’ and ‘If I build it will they come’. For me the ticket cost is almost immaterial; whether £30 or £50 or £65 for a GW event ticket, because when you’ve factored in travel, hotel, drinks, food, models, paints etc the % difference in the ticket price as a proportion of the overall cost is negliable. I would imagine it’s overwhelmingly the case that TOs set their price against their projected expenditure. Is anyone ever getting rich from running tournaments? Doubt it. Even if make a little on top of their forecast where does that go? Back in to the tournament – because TOs surely want to ensure people don’t have a s**t time.

    If I build it will they come
    By getting the first four right, yeah, they should. Blood Tithe has been set up to work – domestically and internationally. Traction is important. Podcast tournaments get plenty of traction. Will I have to do a podcast? Hope not – thick northern accents and a stutter don’t bode well! J. I’m banking on positivity winning the day – and good project management of course – can’t hope to succeed without that. If you like what you read, what you see, please tell others. I really hope me and the South London Legion boys can make this a success and a fixture in the calendar.

  10. I ran my first ever tournament this last weekend gone. Here's a bunch of pics of all the scenery I built, and the event I organised out in NZ in Welly. Probably sunk about 1000hrs or so of my time into it over the last 3 or 4 months . I had a little bit of help from Nathan Smith the manager of GW Wellington, but I did most of it myself. I started the scenery build in the Uk and shipped it over to Welly and finished it off.

    You can hear me talking about it on Bad Dice Daily here : http://baddice.co.uk/jim-mcphearson-talks-aos-events-new-zealand-aos-daily-129/

     

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  11. Hey guys and gals,

    Check out my video showcase for my Megaboss on Mawkrusha! This is the perfect centre-piece mini for any Ironjawz or destruction force and I had loads of fun assembling and painting it. I’m pretty happy with the colour scheme I went with but I always love to hear C&C’s.

    This model looks great on the tabletop or just on display, so it’s definitely one I can recommend if you are on the fence about getting one for your own force!

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    Recent Entries

    In June 2017, Sydney Australia hosted a 2 day Age of Sigmar tournament with custom scenarios. This is my story;

    Sydney Slaughter Player Pack

    --------------------

    Game #1, Nurgle’s Garden, Clan Skryre, Dave H.

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    The Ghyran Guard Stormhost had been acting peculiar around the city of Altdorf over the last few months. The rumours around the Chubby Carriage Arms pointed towards a specific Realmgate deep within the Bihopt Grove, and knowing the Ghyran Guard had involvement with Nurgle. The Grand Theogonist Volkmar would call upon Helmut von Hass and the Sons of Reik to follow the latest Stormcast warband heading into the Realmgate and investigate.

     “Ambush!” cried Folan The Glorious Loremaster.

    It was no sooner that Helmut von Hass army stepped from the Realmgate that his Sons of the Reik would be ambushed from ground beneath them. A dying Knight Heraldor stood at the foot of the Realmgate, shot to near death by warpfire, and in his last breath whispered to Helmut to find Sigmar’s crystals. The field around them was unlike anything you would see in Ghyran, full of disease ridden and twisted vegetation. It was disease and instability that provided the filth Skaven with the perfect opportunity to strike.

    Arc-Warlock Dave Hurley, the leader of Clan Skryre, lashed out with the unstable yet deadly powers of Warpfire with the half rat-half ogre abomination. Good men died to ensure they never broke our lines to threaten the mages of Altdorf, for they were the key to unlocking the powers of the Terrasvol.

    At the peak of the battle, the rat ogre Stormfiends punched through the free people line, coming face to face with the celestial wizard Arwin Fein riding the majestical Celestial Hurricanum. With little chance of the white wizard taking down the giant rats in combat, Helmut von Hass reached into his leather pouch to call upon The Earth Shard and praying to Sigmar that the soil would solidify around the Celestial Hurricanum long enough to call upon the Storm of Shemtek.   

    The defeat of the Stormfiends would swing the battle towards Sigmar’s warriors and would finally advance through Nurgle’s muck. Arch-Warlock Dave knowing the battle was lost would scurry into the forest in an attempt to live another day.

    Victory: Forces of Order

    --------------------

    Game #2, Slaanesh’s Pleasure Palace, Iron Jaws, Jett G.
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    Eager to avoid the decay and disease of Nurgle’s Garden, Helmut von Hass’ force would step through the next Realmgate they would find to reappear in a beautiful palace that resembled a grand ballroom. The room is full of decadent treasures that would command a small fortune back in Ghyran, with the highest prize being four marble statues positioned in each corner of the palace.

    Helmut von Hass would lead his force towards the closest first marble statue, transfixed by it’s alluring energy. Before he could reach the statue, Helmut would hear a loud crash on the opposite side of the palace. Standing in opposition was a raiding Ironjawz tribe lead by Megaboss Jett Griffiths on a Maw-Krusha.   

    Jett was no ordinary Orruk leader. Unlike other Orruk Megabosses, he understood battlefield strategy and attempted to split the Force of Order. The Orruk Brutes would charge down the centre of the battle field, Jett lined up The Carmine Dragon which was the biggest skull he could crush in honour of Gork (or was it Mork?), while the Weirdnob Sharman harnessed the power of Waaagh! to summon a balewind vortex.

    Helmut would look to his wizards to fight off the Greenskins, demanding his white wizard Roland Binder shoot down the Weirdnob Sharman with the Luminark Of Hysh searing beam of light, Arwin Fein to call upon the Comets of Cassadora and the Storm of Shemtek to weaken the Ironjawz, while Folan The Glorious Loremaster guided the Carmine Dragon before the enviable clash with the Maw-Krusha.

    The Foot of Gork would stomp a mud hole in Helmut’s force, however; the tide would turn when the Carmine Dragon ripped apart the Maw-Krusha as well as the Weirdnob Sharman burning to a crisp by the light of Hysh. Realising it was an impossible feat for the Greenskins to steal all four statues, in another demonstration of the intelligence of Jett’s tribe, their forces would retreat to the furthest statue.

    The retreat of the Orruk tribe would allow Helmut von Hass enough time to barter their escape with Slaanesh.

    Victory: Forces of Order

    --------------------

    Game #3, Khorne’s Arena, IronJawz, Ashley M.

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    Escaping the palace may have seemed like a victory for the Forces of Order at first, but Slaanesh would have one final trick up his sleeve, the exit portal that unknown to Helmut von Hass that would lead into Khorne’s Arena.

    Standing on a red desert of dried blood within an ancient Colosseum, Helmut took the opportunity to address his troops about the knowledge of the Terrasvol. Helmut would be interrupted mid-speech by Gerwig Schock, captain of the Handgunners, as he points to the third crystal sitting on an altar of Khorne before racing over to remove it from a skull holder.

    The removal of the Fire Shard would enrage Khorne, and his displeasure could be heard like a thunderclap throughout the arena. While Helmut’s attention was fixed on the Fire Shard, in the distance of the arena a hoard of Ironjawz would spew forth from a blood portal. These Orruks were not like anything Helmut had encountered in the past. A blood thirsty hoard of Orruks riding wild boars leads by The Fist of Gork himself, Gordrakk McEwan on his rampaging Maw-Krusha.

    Gordrakk McEwan capitalised on Helmut’s distraction and charged at full speed screaming warchants in the name of Gork (or was it Mork?). “Hold the Line!” commanded Helmut to his Freeguild Guard. With no exit in sight, the best outcome would be to embrace the charge in old school rank, and file defence then fights through the green wave. The Orruks hit the defensive line with the strength of 10,000 men with wild boars hooves trampling bodies, Orruks furiously swinging big choppas, and deadly attacks from Bigteef.    

    What little men standing after the dust had settled from Gordrakk’s charge would attempt to hold up the Orruks long enough for the Celestial Hurricanum and Luminark of Hysh to tap into the Arcane energy that flowed through a golden statue of a Bretonnian champion. In a Burning Rage, The Carmine Dragon would fly straight at Gordrakk and his bodyguard of Ardboyz, ripping bodies apart with it’s amethyst fangs. The blood rage would create a tunnel vision for The Carmine Dragon where it would ignore the Orruk Megaboss and Weirdnob Sharman hiding from combat upon Khorne’s alter.

    Ignoring the Megaboss and Weirdnob Sharman would be a costly mistake for Helmut as the Orruk’s continued to beat down his forces. It was unclear why he was surrounded by so much Arcane terrain in an arena which loathed magic, however; he would take his chances with the Winds of Magic with Cassandra Wagner the battlemage summoning an exit portal. What remained his Helmut’s force would retreat in an attempt to see another day.

    Victory: Forces of Destruction

    --------------------

    Game #4, Tzeentch’s Crystal Palace, Sylvaneth, Liam B.

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    Landing hard onto a polished mirrored floor, Helmut quickly released why Cassandra Wagner found it so easy to tap into an Arcane portal; it was corrupted. Tzeentch had set the Arcane trap to lure the mages into his Crystal Labyrinth. The labyrinth was divided into six rooms, each bound by impassable transparent walls, a series of portals which could only assume lead into the other rooms.

    Tzeentch had split Helmut’s force between two rooms in an attempt to destroy the mystical synergy. In the distance Folan The Glorious noticed the twisted woods started to spring to life as a defence mechanism to protect the labyrinth. “FIRE” screamed Helmut as he ordered his ranged weaponry to shoot the portal, unclear on what would happen once the shots were fired. The Strategic Genius was befuddled when some of the shots landed on their target while others ended in different rooms.

    Furious that an intruder had breached the crystal labyrinth, Liam Durthu called upon his tree folk to surround the humans. Kurthnoth Hunters with a Tree Lord Ancient appeared on the left flank from the wood, Tree Revenants awoke from the rear of the Luminark of Hysh, and Liam Durthu advanced his remaining force. The Luminark of Hysh would be blindsided by the Tree Revenants as they charged in for combat. Shots continued to rain through the portal and spit out randomly throughout the battlefield. The most damaging shots would come from the Branchwitch who took Helmut out of commission with an Arcane Bolt and Liam Durthu’s verdant blast rebounding from the portal and wounding himself.

    The fearless Order leader was down injured, and Tzeentch’s portals started to become unstable. With the fear that the portals would start to collapse, the Wizards would band together long enough to ensure a safe passage for The Carmine Dragon, Prosecutors, Great Eagle and Freeguild Guard. The troops would separate across the labyrinth to secure each portal, with The Carmine Dragon wrestling it off a wounded Liam Durthu, Prosecutors over the Tree Revenants, and the Freeguild Guard barely holding it from the Kurnoth Hunters (with a little help from the Storm of Shemtek).

    No sooner that Helmut’s troops stepped through the portals that one by one they began to implode. Glass shards sprayed across the battlefield injuring anybody surrounding it. The Crystal Palace was wrapping it’s talons around both forces, however; the combined arcane wisdom between Cassandra Wagner, Arwin Fein, Roland Binder and Folan The Glorious were able to solve Tzeentch’s elaborate puzzle and identify the Realmgate from the fake portals.

    Cassandra spent several minutes inspecting the ancient glyphs and four runes adorning its stone façade: ‘Earth’, ‘Air’, ‘Fire’ and ‘Water’. By combining the Shards with the Realmgate runes, Cassandra would activate the portal and lead the force through a golden light to Azyrheim.

    Victory: Forces of Order

    --------------------

    Game #5, Sigmaron Fortress of Azyrheim, Chaos, Scott N.

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    Tzeentch’s Realmgate would lead Helmut’s forces to the outskirts of Sigmaron; Fortress of Azyrheim. With no immediate threat in sight, they would use this time to rest and heal before the final quest to reach the Numinous Occulum. Unknown to Helmut was that he wasn’t the only commander looking to control the Numinous Occulum.

    Through the thick of night, a Chaos raiding party would storm Helmut’s camp, determine to stop Helmut securing the Numinous Occulum. Bloodstoker Norwood would direct the Tzaangor Skyfires and flying Stormfiends into the heart of the Order force with a hail of great arrows of fate and warpfire projector shots into the sleeping Carmine Dragon. Brutally wounded but not dead (on a single wound), Helmut would overcharge the Life Shard to restore the Dragon to it’s full potential.  

    15 Skyfires would crash into the mortal front line causing havock with their vicious breaks and daemonic discs of Tzeentch. The Freeguild Guard would counter-charge the disc riding bird men in a vain endeavour to protect the wizards. With the Skyfires locked in combat, The Carmine Dragon would charge over the heads of the Skyfires and rip apart the 30 daemon strong Bloodletter unit.

    The battle became the tail of two battles where Order looked to wrestle back control from the Skyfires, while Chaos wanted to nullify The Carmine Dragon holding the Numinous Occulum. The Skyfires would break through the Freeguild units and pressure the Wizards into a corner fighting for their life. The Wizards would eventually wipe them out, but it would push them to the brink and force them from challenging for the Numinous Occulum.

    In the middle of the battlefield The Carmine Dragon would continue it’s rampage through the Stormfiends, Sayl the Faithless and a large chunk of the Marauders. Alarielle would save the life of the Dragon one more time, but it would come at the price of Helmut succumbing to the Life Shard. The Carmine Dragon’s luck would eventually run out when the remaining Marauders surrounded the red beast and took it down.

    Gerwig Schock’s handgunners would advance towards Life Tower and shoot down Khorne’s Bloodsecretor. When the sun had set, both Sigmar and the Chaos Gods took a heavy toll on the battle field, however; the remaining Marauders were given enough time to secure the Numinous Occulum.

    Victory: Forces of Chaos

     

     

     

     

     

     

  12. Recently, I started going to the local games store. The people are nice, and I'm loving Age of Sigmar. There is only one problem...I'm a graduate student and therefore my disposable income is essentially nonexistent. I dithered, I fussed, I tried to think of where I could scrounge up a few extra bucks, and every time I went back to the store I felt terrible leaving empty handed -- the place is, after all, a business, and I'm not exactly helping the bottom line. 

    So I talked to my wife and she, as usual, worked out something of a solution. No, we can't afford models or paint or anything else involved in this very (very) expensive hobby -- but we do have a printer. And here we are, super budget wargaming. Stuff from around the house for terrain, paper bases cut to size. The folks at the store don't like it, but that's alright. We can play each other, and without the expensive hobby bits we can experiment a bit. 

    With the help of the new Path to Glory (which a friend generously let us borrow for an afternoon...) we've put together a bit of a ladder for ourselves. Eight games, two armies, and every bit of randomness we can manage. 

    SUPER-BUDGET WARGAMING STARTING WARBANDS

    Mine (Slaanesh)                                                                                                                                                                                                              

    Herald of Slaanesh on Seeker Chariot (General)                                                                                                                                                    

    - Spiteful Destroyer                                                                                                                                                                                                                

    - Daemon Weapon                                                                                                                                                                                                                          

              Herald of Slaanesh on Steed                                                                                                                                                                                                        

              Herald of Slaanesh on Steed                                                                                                                                                                                                        

              Hellflayer                                                                                                                                                                                                                                      

              10 x Daemonettes                                                                                                                                                                                                                        

     

    Hers (Flesh Eater Courts)

     Abhorrent Ghoul King (General)

    - Death Incarnate

    - Cursed Book

              10 x Crypt Ghouls

              10 x Crypt Ghouls

              10 x Crypt Ghouls

              10 x Crypt Ghouls

    ROUND 1 

    For our first battle, we are using the Ambush! Narrative battleplan from the new 40k rulebook, because we found it online and liked the look of it. From our narrative we played it as though my Slaaneshi warband wandered into the wrong village in the Realm of Beasts. That village happened to be full of ghouls. Setup wise, the attacker (me) gets to deploy within a 12" by 36" box on one side of the battlefield. The ambusher gets to deploy anywhere outside of 18" away, or within a 6" gap on the flanking board edges. The end goal is for my army to escape the far board edge -- 1/2 or more units is a major victory, 1/3 or more is a minor, and anything less is major defeat. 

    We used the concealed deployment recommendation (tokens for FEC deployment, flipped over to reveal what is where once everything is on the table.) I won the roll to deploy first and knowing that the victory condition was escape rather than fighting I pushed everything as close to the far side as possible. This was a mistake, as it also clumped my units together and effectively neutered the mobility that is my real strength. The FEC deployed on the flanks, close as possible and set to close from both sides.

    Long story short (we did keep a detailed transcript of everything we did just to keep track of things, but didn't take pictures) the ghouls closed the gap before I could move things around, and the rest of the battle consisted of a single long scrum. I tried to maneuver, but ghouls are simply amazing tarpits, and my chariots are just too big to really move around. The real MVP was definitely the Cursed Book though -- I cannot say how annoying it is for all of my 6's to lose out on spawning additional attacks because of that stupid things -1 to hit!

    It was pretty easy game for the Flesh Eater Court really: none of the summoned crypt ghouls units from the Ghoul King's command ability even made it to the fight. Without the charge, the hellflayer couldn't utilize it's soul-scent ability, and my general just didn't have the same punch. That said, she did wipe an enitre unit of Ghouls in 1 round of attacks, which is nothing to sneeze at. On my end, I was happy with my use of the Daemonettes to screen my general -- I caught the Ghoul King on the initial charge with them and he never did make it through to hit my Herald on Seeker Chariot (even if he did knock 4 wounds off the Hellflayer).

    I definitely think the game was lost in deployment. If I had been more conservative and spaced my units better, Sally could not have caught everything on the opening charges and I could have either made a break for it and salvaged at least a minor victory or shifted the lines with a quick flank. That said, we both had a great time and can't wait for Round 2. 

    ROUND 1 RESULTS

    FLESH EATER COURT MAJOR VICTORY

    Slaanesh Losses: 2 Heralds of Slaanesh on Steeds, 1 Hellflayer, 10 Daemonettes

    Flesh Eater Court Losses: 28 Crypt Ghouls  

     

    Since it's just the two of us and we want things to be even, we are actually switching the rewards from Games Workshop's rulebook. Since I suffered a major defeat, I will roll three times for rewards, and since my wife landed a major victory she will roll once.  If a follower reward is selected, that unit is also increased in size once (i..e. 10 Ghouls become 20, 1 Hellflayer becomes 2).  Here's what the new warbands look like...

    SLAANESH                                                                                                                                                                                                                                 

    Herald of Slaanesh on Seeker Chariot (General)                                                                                                                        

    - Spiteful Destroyer                                                                                                                                                                              

    - Daemon Weapon                                                                                                                                                                                 

    - Aura of Acquiescence (-1 to hit against champion)                                                                                                                

             Herald of Slaanesh on Steed                                                                                                                                                        

             Herald of Slaanesh on Steed                                                                                                                                                        

             Hellflayer                                                                                                                                                                                        

             5 x Seekers                                                                                                                                                                                    

             5 x Seekers                                                                                                                                                                                       

             10 x Daemonettes

     

    FLESH EATER COURT

    Abhorrent Ghoul King (General)

    - Death Incarnate

    - Cursed Book

             20 x Crypt Ghouls

             - Hunger for Flesh (+1 Attack once per battle)

             10 x Crypt Ghouls

             10 x Crypt Ghouls

             10 x Crypt Ghouls 

     

    * EDITED 10:45 8/3/2017 FOR FORMATTING

  13. Moldek
    Latest Entry

    Even before the Realmgate collapsed, there was an air of defeat, an atmosphere of fear to this region. The bloody wars of yore left the valleys filled with bones and broken metal, blood washed away by the rains. Gigantic skeletons slowly turn to stone while moss and shrubs cover the ruins. Not many newcomers venture on the old road, and the sparse hamlets are half empty.

    There are tales of old magic of course, and creatures grim and faceless that dwell in dark places. Who knows what corrupted warlock, what ancient daemon crawled amidst cadavers after the slaughter, half mad with fright and hatred, and slithered into some cavern to bid his time? Who knows what might still be waiting, slowly spreading its malevolent will, proding for weak minds and lost souls?

    Anselme Gartilius, A scribe's voyage into the lost Baronies 

    ***

    Well, I guess the warband is done! There are a lot of things that I'd want to do differently but given my current skill level, I feel I'd better get a few more projects under my belt rather than dragging this one out.

    I still have to paint the bases and I'll leave this sorry bunch be. I have a lot of ideas for this setting. The next step : I am going to get my hands on my brother's old (circa 2004) chaos warrior army, and bring it to aos. So my future includes a lot of rebasing, stripping and airbrushing. The idea is to paint all these OOP warriors as very rusty lost souls, survivors of ancient wars left wandering in this desolate mountainous region.

    More on that later, for the moment I'll leave you with some pictures. I tried to make some clean light box photos but I still need to progress on that front :P . As usual all comments are welcome!

     

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  14. Just a quick update to show the finished Treelord Ancient with the autumnal leaves/beard now in context.

    I'm quite pleased with the results, and this guy really stands out from the normal Treelord that's painted in nice, fresh Spring greens.

    Note on the cloth - this light blue colour is used to match in with Alarielle's dress, in case you were wondering why such a colour departure from the rest of the model :D

    Questions/comments/feedback welcome.

    Treelord Ancient.jpg

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    Recent Entries

    HMB
    Latest Entry

    Hi pals, here's my first entry for this blog.

    For this "event" I want to show you one my favourite model: SLAMBO. 

    He embody all I love about Chaos Warriors.

    Hope you may like it.

    IMG_20170724_234533.jpg.04e9b00006bcf709fbdd919f094ffb89.jpg

     

    I kept a simple colour scheme, for this and all other chaos model of my army. Armours are deep black with no decorations, and the second color is an oxidized brass used only in some detail.

  15. So today I'm going to write about aesthetics and why the sub-faction break down was both a good and a bad thing for Age of Sigmar.

     

    Games Workshop at the beginning (and still is) in a tough spot when they decided to reboot the Warhammer Fantasy game. They wanted to create a world, where you could focus on a particular faction, or branch out and collect whatever you want. They wanted to create worlds where they could introduce new factions into the game, and wouldn't have to launch a huge product range at the same time just to put them up to par with the factions that had been out for 20 years. 

    So what did Games Workshop do? They took each significant idea, each aesethetic they had created for the old world Warhammer races, and created a faction out of it. No longer was there a combined Empire, but there were the Freeguilds, the militaristic might of the humans. There was the Devoted of Sigmar, those with unflinching faith in Sigmar. The Ironweld Arsenal, a combination of both Human and Duardin engineering. And there was the Collegiate Arcane, those Humans who spent their life dedicated to learning the ways of magic. No longer one combined human force, but a diverse range of Humans following their own ideals and goals. And in future, if Games Workshop wants to introduce a new faction of Humans, lets say some techno-wizards from Chamon, or Barbarians from Ghur, they can do so. Because they're not trying to fit in those factions with the existing Empire, they're just trying to fit another smaller faction into a part of the larger world.

    State_Trooper.png.7ed01c94f6744aa8c867909dd917d52b.png

    The Free Guilds aren't the core of the Humans now, they are now their own faction amongst many Humans

    A lot of people complain about how the Aelf factions turned out. Instead of the cohesive and larger factions from yesteryear, they've been split into a dozen tiny factions. For many, a hero and a few units if they're lucky. But I would actually argue, the bigger sin isn't that they were split up, but how they were split up. There's a big difference between creating a world, and transitioning an existing world. Unfortunately Games Workshop don't have a blank slate to work from, they have an existing model range that they still want to make money off of, but they need to transition those ranges into the new realms.

    And this is where the Aelves come in. I'll tackle the High and Dark Elves separately. For the most part, the Wood Elves transitioned over pretty easily, the Aelf side stayed as Wanderers, while the Tree folks went into the Sylvaneth. A good and easy divide between the two different aesthetics the old army shared.

    Let's tackle the High Elves first. They were actually split fine for the most part. Yep, you're gonna yell at me. You're going to say stuff like "But they've got these tiny little micro-factions, how am I supposed to build an army out of one of those!?". And the answer is, you shouldn't, not yet. You see, the High Elves actually had some pretty distinct but shared aesthetics within their armies. This largely came from Games Workshop promoting differences in how the different units looked due to coming from different regions of Ulthuan. Dragon Princes, don't look that similar to Swordmasters who again don't look that similar to White Lions. Sure, they're all Aelves, they all have tall helms, and they all wear scale mail. But there are notable differences also. Dragon Princes wear Dragon helms and their armour is embossed with dragons all over the place, White Lions wear lion cloaks draped over their bodies, and have shorter scale to allow them to move around more easily. Swordmasters are largely the more boring of the lot, as they just have plumes and large swords. But you see what I mean, differences in aesthetics.

    99120210017_DragonPrincesofCaledorNEW02.jpg.c735a7e640e97010c3927d1d67a09356.jpg99120210016_WhiteLionsofChraceNEW02.jpg.2eabdb3486e16e213c4cae00424c599b.jpg

    Similar though they may be, they are very clearly different

    So now we get back to, not yet. Games Workshop have sadly been lacking on the follow through. They can't magically bring out new models for everyone, but other than the initial 'promise' of expanding these factions, they haven't acted on it yet. So we have these sub-factions like the Order Draconis, Eldritch Council and Lion Rangers that have the glimmer of that gem in the rough. Will they turn into diamonds? I certainly hope so.

    So where have the High Elves gone wrong if the split was actually good for them? There are two things I would like to point out, one minor and one a bigger disaster.

    The first minor one, is the Dragon Noble (and slightly the Dragonlord). The Dragon Noble kit has the issue in that it was supposed to represent a High Elf Prince originally, one that could've been from one of Ulthuans many realms. So while there's some Dragon Iconography in the kit, there's plenty that's not. I mean, there's a Phoenix Banner in there, what do Phoenixe's have to do with Dragons? Much better in the apt named Phoenix Temple faction huh? And that's a problem when transferring these kits across, they don't mesh seamlessly. You've got Dragonlords riding around shooting bows, just because they're an option in the kit. 

    The second one is more of a tragedy, as there are lots of good models in the faction individually. I'm talking about the Swifthawk Agents. This faction is essentially a mish mash of everything else that they wanted to support in the game. You've got the Skycutter, cool model, makes sense they want to keep it around. Spireguard should've been recut already so they're not relying on the Spire of Dawn set, but sure, makes aesethetic sense with the Skycutter and Skywarden. But the rest of the faction? How do Shadow Warriors fit in with flying Sky Chariots? They're running around in the shadows. Why weren't they put into the Shadowblades instead? A faction that far better fits their aesthetic. The Reavers don't fit in with either the Spireguard nor the Shadow Warriors, only back in action due to the Spire of Dawn set again. And then you've got the worst offender of the lot, the simply named 'Chariots'. The only reason this kit is still around is because they want to use it for the Lion Chariot set. So hey, Swifthawk Agents are swift... lets just cram it in there.

    99120210010_TiranocChariotNEW01.jpg.d2a2a71a5f3ca76ed32e568ec3c739af.jpg

    There's no place here for you my friend, but marketing says we need to keep you around

    It's a shamble of a faction, that has a super cool premise but at the end of the day it's this complete mish mash of Aesthetics. The only reason I can surmise they created this faction was they wanted to keep the Skycutter Chariot kit around, so built a hodge podge faction around it instead. Better to have retired some of these models and left them in the legacy Highborn faction.

     

    So that's the High Elf side of things done, so now, the Dark Elf side. The Dark Elves I think are fine, but they were split just one too many ways. There are some good splits, and some bad, so let's tackle the factions.

    The Daughters of Khaine, an examplar of a faction. They have a hugely distinct aesthetic due in part to basically being bare women. The only criticism I have is why put the Warlocks in this faction? The Daughters aren't exactly known for using magic. I guess because they're part naked? No, I think they would've been better off in the Darkling Covens.

    Next up, Scourge Privateers! Another great example of taking the Aesthetic and going with it. A faction that only has models in it that make sense. If I were to add anything, is that the War Hydra should belong to this faction, and not the Order Draconis. The handlers have the sea dragon cloaks that the Scourge Privateers are known for, the War Hydra looks pretty aquatic also due to sharing the kit with the Kharibdyss, a better match in my opinion.

    99070212002_DarkElfFleetmasterNEW01.jpg.4f2c889c31c120fd2c4f0ceb598fa54b.jpg99120212007_WitchElvesNEW02.jpg.3a3fae9c17bbffe4a7a0353cb701e682.jpg

    Examples of good splits, two factions that have a core identity

    Those two factions are the diamonds in the rough. A few more characters, a new unit or two, and they'd be great factions to collect and have strong aesthetics and thematic appeals to the players.

    So then where did the Dark Elf split go wrong? I'd argue by separating out the Darkling Covens, Order Serpentis and Shadowblades. A big part of this is aesthetic similarity between the troops of these factions. You've already got in game links between the Serpentis and Darkling Covens as the Sorceress' get Black Dragons from them (A thing so rare that they needed to create Drakespawn, but Sorceress' can just waltz in and ask for one huh?), but the problem is that the Drakespawn Knights armour, and the Darkling Covens infantry just don't look all that different. Then you've got the Charioteers on the Drakespawn Chariot also. Not only that, but again, you've got Charioteers using ranged weapons in a faction that shouldn't really have any. 

    99120212006_DarkshardsNEW02.jpg.9695441daf0b90627e7b5d3e47200451.jpg99120212012_ColdOneChariotNEW02.jpg.3f45136b843ea11ebb8c9db1619b1c54.jpg

    Not so different, these two

    So personally, I feel that the Order Serpentis should just be a part of the Darkling Covens. Perhaps they could've changed the fluff, so each Coven is led by a Sorceress and a Coven Master. The faction then, would be much more cohesive due to the factions shared Aesthetics, and a much more diverse faction also. You wouldn't have the problem where they have no leaders with command abilities, or the faction is made up purely of infantry. These two, bridge the gap and make the faction that much more interesting and balanced.

    Lastly I briefly mentioned the Shadowblades. I don't really see them ever becoming a fully fledged faction. I think they could've just been merged into the Darkling Covens also, especially since the Dark Riders are similar to the Darkshards also. I also mentioned the Warlocks, it's a lot easier to keep the aesthetics tightened up if boxed sets only belong to a single faction. It also means you can market that boxed set for that particular faction. I mean, Shadow Warriors/Sisters of the Watch have this issue where they're in two different factions, so do you market the box for Wanderers or Swifthawk Agents? A lot easier if they just belong to a single faction.

     

    So then, why didn't they keep Darkling Covens, Order Serpentis and Shadowblades as part of one larger faction? The only two reasons I can think of is they thought that there was enough identity for them to forge their own path, but also they didn't necessarily want to make it 'too' easy for a player to transition their older armies. Yep, money huh. If we look at all the other 8th edition forces, they all got split into multiple factions also. Especially the core parts of each army were split across multiple factions. Ogre Kingtoms were split between Gutbuster and Beastclaw Raiders. Orcs and Goblins by each different aspect of Grots of Orruk. If you had an 8th edition army, you could run your existing collection as a Grand Alliance army with less synergy. But it made you think, do I take one aspect of my army, and expand that instead to make a more synergistic army?

     

    Overall, I appreciate what Games Workshop are trying to do. I just think they need to follow through on some of their ideas. Show us it's not just a hindrance to us (Where before, we could run a synergistic Highborn or Exiles army). I want to play an army full of Dragon Armoured Aelf Warriors, but I don't want to play with just Dragon Blades and Dragonlords. I want to create a Phoenix Temple force, but I could use some mini-Phoenixes! I love the Scourge Privateers, so where's their flying skyship? Tons of great ideas that are just waiting for some awesome models and a battletome to go with.

     

    As a parting thought, I'll leave you with this. Did Deathrattle kill off the Tomb Kings? In some respects, you could definitely make the Tomb Kings work in Age of Sigmar (Likely as 2 separate factions). You can even get rid of a bunch of old kits like the older Skeletons. But was the fact that there'd then be two factions largely composed of Skeletons a problem for Games Workshop?

     

    Let me know what you think in the comments below.

  16. Clue
    Latest Entry

    As mentioned I've been working on a squad of sisters of slaughter. I don't feel as if these guys are near my best work - but they look great at a distance. I also got a tad bored painting them; finding the skin tones tedious at times.

    I may have gone overboard with the gore but it does fit in with their lore. After all, these guys are meant to live to fight. Let me know what you guys think. :D

    Hope you all enjoy the progress updates! It really means a lot to share this army with the community.

    IMG_0794.JPG.5a1db4fac799aca0b7c7bb0714ec540b.JPGIMG_0800.JPG.a0b21170b74e400f6dd62dd0e0e0b3c7.JPGIMG_0815.JPG.4c3f676cf50eb2a6a951fff588a40135.JPGIMG_0823.JPG.9284da1d6e919d2094bbc722bdf57891.JPGIMG_0820.JPG.867d8d385542ec8cd295d0fe1bf4feca.JPGIMG_0799.JPG.5abffc7a35199e1fb45c2b25e51e0fac.JPGIMG_0825.JPG.1b79b1c1562746cf2244b04b39aee387.JPGIMG_0813.JPG.ef411236e02215faf6b5eb3dfb190094.JPG

    "The Sisters fight as they live, moment to moment, with every gut-spilling swipe and viper-quick slash going unplanned until the second it is unleashed."

    Clue

     

     

  17. On July 8th and 9th the Southern Califonia Age of Sigmar community got its first (annual?) Dichammer Grand Tournament at At Ease Games. The event was put on by a local tournament organizer that goes by the name of Nick Dicehammer along with Scott Reed. They used matched play scenarios from The General’s Handbook along with secret agenda’s that must be picked prior to starting the game.IMG_0522.jpg?resize=300%2C225

    This was the first two day AoS tournament, that I am aware of, that was held at a local game store and not at a rented hall or part of a bigger convention in the Southern California area. I was watching the signups on both Best Coast Parings and Facebook and felt pretty confident that we were going to to get about 25-30 players. Unfortunately the actual number was 14. I am pretty sure there were a few factors that went into it: First the release of new 40K. This event was planned months ago and there was no way for the organizers to know the specific day of 40K’s release and impact. Second, I think it was hard for many members of the community to commit to 2 days of playing. As it was a new event and not part of an established tournament or convention players were skittish to commit and tell their loved ones, bosses, etc. they were going to play over the course of a couple of days.

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    For those that did turn out I was amazed at the distance players were willing to travel and the quality of armies that were on display. We had bunch of guys from NorCal come done along with two members from the Phoenix area.

    For this tournament, and probably the foreseeable future, I used my Stormcast Eternals. My list theory was to use a Hammerstrike to aplha my opponent hopefully by turn two and make them make some tough deployment and movement decisions. My Thunderhead Brotherhood would hold objectives while my heroes buffed and redirected my opponent’s target priority. This is what I brought:

    Heroes
    Lord-Celestant (100)
    – General
    – Command Trait : Staunch Defender
    – Artefact : Mirrorshield
    Knight-Heraldor (120)
    – Artefact : Spellshield
    Lord-Relictor (80)
    – Prayer : Lightning Chariot
    Lord-Castellant (100)
    – Mystic Light : Lantern of the Tempest
    Knight-Azyros (80)
    Units
    5 x Liberators (100)
    -Warhammers
    – 1 x Grandhammers
    5 x Liberators (100)
    -Warhammers
    – 1 x Grandblades
    5 x Liberators (100)
    -Warhammers
    5 x Judicators (160)
    -Skybolt Bows
    – 1 x Shockbolt Bows
    5 x Judicators (160)
    -Skybolt Bows
    – 1 x Shockbolt Bows
    3 x Prosecutors with Stormcall Javelins (80)
    5 x Paladin Retributors (220)
    – 2 x Starsoul Maces
    10 x Paladin Protectors (400)
    – 4 x Starsoul Maces
    Battalions
    Hammerstrike Force (120)
    Thunderhead Brotherhood (80)
    Total: 2000/ 2000
    Heroes: 5/6 Battlelines: 5 (3+) Behemoths: 0/4 Artillery: 0/4

    Day 1 I drew Justin Rusk and his Nighthaunt army for a game of Escalation. I’ve played Nighthaunt armies before and was aware that they ignore rend making my Paladin’s Starsoul Maces invaluable. Turn one I was able to roll on my Prosecutors and get both the Retributors and Protectors right in Justin’s center mass. I made a tactical error though by trying to sandwich them in the backfield and leaving my Protectors too far from the center of the table. For the first few turns I held two of the objectives but by turn 4 I was on the ropes. Turn 5IMG_0523.jpg?resize=300%2C225 I was in a position to tie or possible win the game by making a 3” charge with the Protectors I deployed too deeply but rolled snake eyes. This was one of many games that came down to the wire.

     

    The second game of the day was against Ben Cornelius’s Blades of Khorne fighting in a game of Three Places of Power. For this game I put everything I had in the Celestial Realm. I knew his army was able to move and charge into my deployment zone turn 1 if he wanted and figured I would be able to get 2 of the 3 objectives secured by the end of turn 2 or 3. As expected Ben moved his army forward having his 2 Bloodthirster each claim an objective and bubble wrapped a Skullmaster with 30 Bloodletters on the third. On the bottom of turn 1 I was able to get my whole army on the table (3+ per war scroll). I dropped my Protectors right in front of one of a Bloodthirsters and put my Retributors in a position to attack the Bloodletter bomb. The Thunderhead Brotherhood (which I had to roll in individually) went center on Ben’s half of the table. My Judicators made quick work of the Bloodsecrator and I opted to activate the Protectors to kill a Bloodthirster. The Bloodletters killed 3 of my Retributors leaving just two Starsoul Maces to mortal wound back. From that turn on I acted as a leaf blower working my way from my left flank to the right slowly grinding Ben’s army off the table and placing my heroes on the objectives. My downfall though was I was not able to shoot the Skullmaster off the table and could not get into close combat until the bottom of my turn 5. The Skullmaster scored 15 points for Ben and secure him the win. I got the moral victory by vanquishing every worshipper of Khorne and tabling Ben on the last dice roll of the game.

    My last game of day 1 was against Troy Salewske and his Disciples of Tzeentch. The games was Gift From the Heavens so once again I decided to put everything in the Celestial Realm.  My general idea was to drop the bulk of my army on my objective and get the Hammerstrike Force on Troy’s, having a single model from my army within 6” of his objective would disrupt his scoring. Troy deployed his army on his right flank. He bubble wrapped 3 Lords of Change and Kairos Fateweaver with Pink Horrors creating a devastating 18” threat bubble. Troy deferred turn 1 to me to see where I dropped. As a Stormcast player you don’t

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    have a choice but to roll to see if your war scrolls come on, if I could have deferred I would have. Most of my army was rolled on one at a time and I put them center of my deployment zone so I could react to where the objective fell. Fortunately my Prosecutors failed their reserve roll and was able to keep my Hammerstrike Force in reserves. Troy then won the initiative and and deferred to me again. My objective came up on my right flank so I started turtling my army around it. My Prosecutors came in and I dropped my Paladins in right in the Pink Horror’s faces. I wiped two of the Pink Horror units but they became Blue Horrors then Brimfires. I knew my Paladins were toast but was hoping they could hold out during Troy’s turn to disrupt getting points. Hope failed. His objective crashed right in the middle of his daemons and a devastating magic and shooting phase wiped all my Paladins and Prosecutors. Then karma kicked in and I was slowly table dying a slow death getting tabled on turn 5.

    I realized how long this blog entry is getting so I am going to stop here and wrap things up this weekend with day 2 and my final thoughts of the event. Thanks for reading and I will get Part 2 out soon!


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  18. Battleplan: Acquisition (from the Kharadron Overlords Battletome)
    Match-up: Order vs. Legion of Azorgh

    On the burning plains of Aqshy, Hazim the Blooded and his loyal Fireglaives approached an ancient Zharr Goroth ruin.  He and his Daemonsmith, Dray the Alchemist, had been searching the ruins of an old empire for weeks, seeking enchanted artefacts and other treasures.  So far, they had turned up only a few... an enchanted weapon that Hazim had claimed for himself, and a sacred duardin relic that was in Dray's possession.

    As Hazim began to climb the steps into the ruin, he heard cries of battle behind him.  He looked back to their base camp, fortified on a nearby butte, just in time to see a trio of Judicators assault their gun-line.  They opened with a thunderous barrage of hammers, battering the artillerists, and then, with a valorous battle cry, charged the Dreadquake Mortar.

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    He readied his weapons to fight and began to look around for more enemies.  Sure enough, his scouts had done a terrible job.  The ruins were filled with Stormcast Eternals, but what would they want with the wreckage of the Zharr Goroth?  There must be some reason for their presence.  The question would have to wait for the moment.  He cast Mystic Shield on his Fireglaive unit, as Dray had taught him, and prepared for battle.

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    Meanwhile, from camp, Dray spied a unit of Retributors and their Lord Relictor marching out of a nearby crypt.  While the Magma Cannon sent the winged Prosecutors back to Azyr where they belonged, Dray ordered his Dreadquake Mortar and Deathshrieker Rocket Battery to rain down devastation on their position.  

    Lord Relictor Gladion Sunseeker did his best to heal the Retributors with his heavenly lightning, but the unit was nearly wiped out.  He and his one remaining ally marched forward, intent on joining the fray.

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    The reason for the Stormcast's interest in Duardin artefacts became suddenly apparent.  Fleet Admiral Skragnir the Recalcitrant and his Arkanaut crew opened fire from the base of the butte, slaying the crew of the Magma Cannon with their Aethergold-powered weaponry.  Apparently, the forces of Barak-Thryng were at work this day, presumably attempting to reclaim the salvaged duardin heirlooms.

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    The Liberators charged the Fireglaives, fighting for control of the ruin.  They slew a few, but the combination of Mystic Shield, Blackshard Armour, and the cover provided by the ruin itself rendered the duardin nigh impervious.  Not so, however, when the surviving Retributor charged in, his hammer crackling with critical energy.  He was furious at the destruction of his battle brothers.  With little regard for the Fireglaives entrenched position, he hurled mortal wounds in all directions until the duardin, and their fearless leader Hazim, were no more.  Gladion picked up Hazim's enchanted weapon, hung it on his belt, and continued the fight.  There was still a sacred relic to be reclaimed.

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    By the time Fleet Admiral Skragnir had climbed to the top of the butte, his Akanauts had been gunned down to a man.  They had acquitted themselves nobly, felling both the Magma Cannon, and the Deathshrieker Rocket Launcher, and nearly destroying the Dreadquake Mortar.  But the job that remained needed to be done right, so he would have to do it himself.  

    Though Dray's Blackshard Hammer nearly sundered Skragnir's plate armour and sent him back to the spirit in the sky, the Slave Ogor had been whipped too mercilessly during the battle and contributed nothing to the melee.  Skragnir set upon them with his Aethermatic Hammer, reassuring himself of his righteousness muttering under his breath "there's just no trading with some people".  

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    His devastating hammer blows demolished the Dreadquake Mortar and sent Dray flying back off of the butte.  He looked on in shock, took one last puff of his pipe, and fell into the crackling lava below.  The sacred scroll he had been carrying drifted slowly to Gladion's feet.  Gladion collected it and gave a signal to Skragnir.  Then they began the long walk to rejoin their skyfleet.

    Crossposted from hive fleet charybdis.

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    Recent Entries

    Lazyfimfim
    Latest Entry

    Hi guys, long lurker here but pretty new in AoS in general.

    My first real army was Ironjawz, but after quite some games and 2 tournaments, i see that actually, a full IJ isn't really effective in tournament (an expensive and quite useless shaman, no ranged, and melee sucks in general).

    So after some readings and as i like greenskins, i decided to build a full Bonesplitterz army for some reasons.

    First, no one plays them in Paris (oh yeah, i lie, a guy is playing them, but he doesn't do well) so they can create some surprises.

    Second and third, i love greenskins, so naked screaming orcs do have something, y'know xD

    And finally, i really enjoyed their fluff. Great waaghs roaming, looking for great beasts to free GorkaMorka's spirit (sorry for maniacs, i have to sum up a bit)

     

    After some brainstorming, i ended with this list in 2000 points.

    Allegiance: Bonesplitterz

    Heroes
    Maniak Weirdnob (100)
    Savage Big Boss (100) Ki'Zune
    - General
    - Granite Choppas 
    - Artefact: Dokk Juice 
    Wardokk (80)
    - Artefact: Big Wurrgog Mask 
    Wardokk (80)
    - Artefact: Big Wurrgog Mask 
    Wurrgog Prophet (140) Fo'Xiz

    Battleline
    10 x Savage Orruks (100)
    10 x Savage Orruks (100)
    10 x Savage Orruks (100)

    Units
    2 x Savage Big Stabbas (100)
    2 x Savage Big Stabbas (100)
    40 x Savage Orruk Arrowboys (400)
    20 x Savage Orruk Morboys (240)
    10 x Savage Orruk Morboys (120)

    Battalions
    Bonegrinz Warclan (40)
    Kunnin' Rukk (60)
    Teef Rukk (40)
    Kop Rukk (100)

    Total: 2000/2000

    So you can see some holes in artefacts and general traits, that's because i have the french book, and i am lazy enough to not search the english names right now ;)

    Basically, 5 spells per turn, a kunnin'Rukk, 200+ HP on the table, one place on deployment. On the paper, it sounds good, we'll see where this is going.

     

    I started to buy, i have for now 2 shamans, and 40 guys glued. 60 more to buy and the last heroes.

    And i have to paint it all (and test it for sure) BEFORE the end of August, as we have a big tournament here in Paris. And i really believe in it. 

    Or maybe i may paint it all before testing it, so i'll have to stuck myself to play it :P

    Stay tuned for next entry, test of color scheme, and a bit of a fluff (because fluff does matter) !

  19. HI Guys here comes another project I really enjoyed working at.

    IMG_5349.jpg.0c907b6160d8ebb574293b6474b9394c.jpgIMG_5350.jpg.b0a6fcdd999b1d443c93a90df8d7c555.jpg

    For this one I stated playing with the idea of having a skink priest that looked a little more savage so that it was my lore of beast caster in 8th edition. to make it clear that he was a beast caster I wanted to make some conversion so that he was casting the number 6 spell. Transformation of Kadon, in which the caster becomes your choice of monster.

    I wanted him to look like the spell was just beginning to cast, but making it clear where it was going, and that is where it all began.

    I first started by choosing the model that I liked, with was the skink priest atop the engine of the gods, with the bird skull as a helmet. Starting from a black primer, I focused on a lot on the contrast on the muscles as you can see below:

    IMG_5056.jpg.17eb35d7d76afa602dd4fd0a13c3af87.jpgIMG_5058.jpg.d33a4102c0e313b1a6dd9eabfd823909.jpgIMG_5059.jpg.c4cb507799a58bfdb9937fcaf6415443.jpg

     

    I Continues doing this until all the skin was finished, adding some purple on the deepest recesses and white for the highlights. I also started experimenting with a little of NMM on some of the gold and painted the bulge in the neck orange to give a little of cool/warm contrast.

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    Having finished this, I went for the marble staff, base coating with white and than playing with random patterns of grey and black to find something that somewhat resembled marble. Than I started the cloth and the pin holding it together, this one was a simple red with shades and basic highlighting an a little stripe of free hand. Finally I worked on the skull by base coating with off with and using shades and highlights to make it look how I wanted it. The last touch was to paint the gems, skull pin and eyes of a glowi  green to give that arcane feel to my priest.

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    After this, the hard part was done and I had just to go and compleate the details.

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    And now for the fun part. To make the spell I used some wire the head of the high elf dragon and a bunch of green stuff:

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    After the sculpting was done I started painting it. the idea was to make it look like a fiery combocation that was rapidly shifting to arcane green flames and than materializing into flesh and bone. Fallowing this train of thought I went on to try and make it a reality.

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    And after everything was said and done the spell looked like this:

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    Put it all together and the finished piece is this one:

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