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  1. Join us tonight as we discuss all you need to know about competing in a tournament. The tournament scene in Australia and around the world has really amped up with Age of Sigmar so now is a great time to get in the know! Want to see more? SUBSCRIBE and LIKE our channel to always be kept up to date with our latest content!

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  2. Hey Everyone!  I wrapped up my Army and Display for the upcoming Armies on Parade coming up in a few weeks and decided to begin painting up a few extra models I had around instead of diving into another army right away.  Also with Shadespire out this weekend, I am working on my paint schemes for that as well.  I might stick with my current schemes as they are for my full armies, but an idea put out via the Shadespire Whatsapp chat by Ben Johnson was to paint two versions of your Shadespire force.  One standard and the other for when the models are inspired. I believe I am going to do this for at least one of the armies at the start of the upcoming Leagues I am running for the release of the game locally.

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    I have had this little guy since Adepticon 2017 where he came in my Swag Bag.  Being Halloween I decided now was a good time to paint him up for some fun.  Still more I plan to do on him this week.

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    I found five Bloodreavers in my bits bin and thought I might paint them up for some fun in a different color scheme then my White Khorne.  Although they might be paired with the Shadespire force to give me a full ten man unit I can treat as a regiment of renown for my army.  Also, I re-primed my Sayl, The Faithless to give him another go with a better paint scheme then I had a while back when I first attempted him with a quick and loose paint job.

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    I also got another game in at one of my FLGS with a club mate Jason.  We played Knife to the Heart at 1000pts and after a very bloody battle I took the win with my Khorne but had to retreat to hold an objective at the end.  I might have won the game, but I am pretty sure I displeased Khorne.

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    As I have said I have completed my Armies on Display entry for this year and while there might be a few tweaks here and there I am happy with how it came out.  I plan to go into a full post in the next week or so about the project and army about its completion so be sure to check back for that soon.  If you want an early look to follow me on Twitter as always.  Until Friday, Happy Hobbying!

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  3. We are plotting our course through next year, and one thing we would like to add to our mission is utilizing the NEON blog and website to collect and promote a wide variety of narrative events and developments within the hobby. 

    To this end, we are adding a new weekly feature, our narrative of the week. Each Wednesday we will highlight an upcoming narrative event or post a retrospective with pictures taken during a one already past.

    Everyone in the NEO Network loves narrative play, but we also enjoy all aspects of our hobby, and we would like to see the hobby grow overall. We intend to include news and updates we feel inspired to share, but our main focus will continue to be on narrative play in the Age of Sigmar.

    And this week, with our first installment of our featured narrative of the week, we would like to share a retrospective of Realms at War "Legends" 2016. This will be the first of two parts, and next week we will collect some pictures and notes from the NEOs behind Realm at War Leviathans which is coming up in fewer than two weeks!

    Realms at War 2017 is fast approaching as anyone working on a unique leviathan or hunter model for this special narrative Age of Sigmar event could tell you. This will be a return of the popular Realms at War event launched last year by EATMingsFoote, a group composed of four "hobby-oriented nutjobs" with a goal to host the best narrative event in the U.K. which happened last year across a November weekend in Cambridge.

     

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    The "Legends" event featured many new and dynamic elements. The first of which was the special warscrolls for each player's Aspirant. Players had a choice between 4 different warscrolls, the Commander, Ranger, Warlock, or Warrior. During the course of 6 different scenarios of varying size (skirmish, battles, and doubles) each Aspirant began to rise from a champion to become a Legend of the Realms.

    But it wasn't just the cool new rules for legendary aspirants in a progressive narrative campaign. The production of the player's pack and other resources created for the event were incredible. Check out this teaser video below, released to promote the event.

    https://youtu.be/4p5K0LLXZrk

    Another feature of the event were the connected gaming tables, each set of connected tables representing a landscape within a given realm... and the borders of these tables were not defined, allowing models to move from one game table to another. Not only were the tables covered in unique terrain created for this event but there were special rules for models interacting at each table.

    life

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    One of the NEOs responsible for RAW17 is Jimbo9jimbo, and you can read more about his reflections on last year's event in the interview he did with us for NEO of Note: September.

    If you aren't already following Jimbo9jimbo... well, it's never too late! Jimbo - @jimbo9jimbo Check out #RAW16 on Twitter for lots of great pictures from the event or the thread on TGA. And you should be following all of these guys!

    Steve - @tinracersteve
    Mitzy - @EATBATSMitzy
    Ming - @Thornshield

    shirts

    But that was last year. The Realms at War 2017: Leviathans event is only days away! But we're going to save all of that for the second weekly narrative post coming up next Wednesday, October 25th, just before the event gets rolling.  But check out what players are building and painting for the event on Twitter.

    In the meantime, however, one of the battleplans for RAW17 has been leaked!

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  4. Greetings,

    Today I shall focus my attention on the final list I want to have available to me my 1250pt list. Again like my 1000pt list it’s not exactly what I want but it is the models I have painted at the moment.  And I do not play with unpainted models!

     

    ==

    Leaders

    Aspiring Deathbringer – General: Command Traits: Great Destroyer - (Bloodaxe and Wrath Hammer)

    Bloodsecrator

    Daemon Prince - Deamonic Axe, Wings. Artefacts: Daemon Weapon.

    Bloodmaster, Herald of Khorne

     

    Units

    40 x Chaos Marauders – Axes and Shields. Mark of Khorne.

    5 x Blood Warriors – Goreaxes and gorefists

    20 – Bloodletters

    Bullgors – Twin Axes

    10 x Chaos Warhounds

     

    ==

    I plan on running this list using the Chaos Allegiance, as until I hit the 1500pt level the Khorne one provides little benefit.

    So currently this is the same as my 1000pt list with the edition of a block of 20 Bloodletters. These along with the Bloodmaster gives me a second unit to aggressively score objectives with.  But it does leave me with 30pts left over..

    I have to the end of the year to get guys painted so I could add 30 Blood Reavers, or any of the other hero’s from the AOS starter box!

     What would you add?

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    Recent Entries

    The first force I've begun was Dr Nicklestein and his experiments in the realm of metal.

    Dr Nicklestein was a good, if eccentric, Doctor living near the city of Havenbrook.

    One day his wife took ill with with a wasting disease, in his frantic attempts to cure her he slowly descended into madness, his experiments becoming more deranged in his desperation to save her. It was all for naught as his wife died in his arms. 

    Loseing her destroyed what little sanity he had left and he began practicing necromancy alongside his "science".

     He now seeks more "material" to continue his experiments and bring his beloved back to life. But the people of havenbrook are beginning to notice..

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  5. Skeekrit
    Latest Entry

    This weekend I have a short break away from painting and preparing for RAW17 and WA5 as I am in Cambridge for a small 1 day warmaster tournament.

    But before then, I have to add a bit of meat to my Hunter and Leviathan background.

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    The Red Gobbo looked out at the sky before him, as his ship accelerated towards the Kharadon Overlord city of Barak Saghon. At least he assumed that was where the ship was headed. As he was a prisoner, and the cursed Duardin were in command of the ship he had limited power over his direction of travel. He was certain that once he arrived at Barak Saghon he would be 'questioned' by the Duardin in order to find out where his base, and his goblins, orcs, and giants were based. Under his command they had caused much chaos and destruction and the Red Gobbo was certain that the Kharadon's meant to stop him.

    He had to escape, but with limited time, a guarded room, and acres of sky below him his opportunities were severely limited. Still, no benefit in panicing. He sat down on the floor, closed his eyes and began concentrating on an image. A monster appeared in his mind's eye. 10 limbs stretching towards him and a powerful beak crunching down on his bones as he was crushed, sliced and swallowed by the beast.

    The Red Gobbo opened his eyes, sweat slightly obscuring his vision, and waited.

    Suddenly the ship stopped moving, and he was thrown into the wall of his make-shift cell. Within seconds cold crisp air was coming through the place where the wall was, and he could see three red tentacles stretching towards him. Smiling he walked towards them and let them take him in it's deadly grasp.

    The Kraken - more accurately the Sky-Kraken - flew away from the Duardin leaving their ship to either get home or crash. The Red Gobbo perched on it's chitin back, a single tentacle wrapped around his waist to help him keep his balance, the Kraken's air pockets slow releasing to allow it to descend. He was heading back to his mob. But he would need to hide for a while as he re-built the strenghth of his warband. He would need to change, and nothing spoke of change more than a new outfit... blue would be perfect. The Duardin would never think to look for him amongst an army of blue greenskinz!

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  6. Alright alright alright, finally another hobby update. 

    To be quite honest not a lot got done during the last week, but it was not completely fruitless. I cleaned some of the gaps in larger models and finished the chicken combs and wattles on demigryphs and a griffon.  

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    Also, I do not quite have the lore of my army yet, but I do know one thing for sure, and that's that they absolutely despise grots, especially the moonclan type. Thus, I'm planning to sculpt a dead grot on every base of a hero from this army. I also considered adding some to unit champions and will definetely have quite a few on a display board, but that's far in the future. 

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    That's it for this week's hobby update. What do you guys think? I would be happy to hear any feedback, criticism, or ideas for the army since it's definetely a WIP!

    Hope you like what I've got,

    Until next time!

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    Hi guys!

    With all the stuff lately about the Free Cities, such as those from the Firestorm campaign box, or about making our own cities, I started to think about a setting for my Order armies. I must say that I really love the idea of several races (humans, aelf, duardins, etc.) coexisting in a same army under the banner of their Free City.

    So I cooked my own Free City: Port Stellis.


    What is Port Stellis?

    It is a harbour city located on the Coast of Fleeting Hopes, in one of the thirteen domains of Ulgu.
    The Coast of Fleeting Hopes is a very dark region: the night lasts half of the year while the day is bleak and gray during the other half.

    Port Stellis was originally an aelf corsair campment but it developped fast to become a fully fortified city thanks to human, duardin and aelf settlers. To this day, Port Stellis has become the home of nearly 100.000 people (humans, aelves, duardins and stormcast eternals) and the number is growing.

    The city and the surrounding region possess many special and uniques features which make it a strategic place for the Order alliance.

    What factions are there in Port Stellis?

    Here is a list of some of the main Order factions in Port Stellis at the present time (more may come when the city gets bigger):

    • Collegiate Arcane
    • Dispossessed
    • Free Peoples
    • Order Serpentis
    • Scourge Privateers
    • Stormcast Eternals

    The others Order Factions are not necessarily absent from Port Stellis, but they don't have enough people present in the city to be considered as "real factions".

    Now, let's see the special features of Port Stellis!

    The Star Ocean Gate and the Scourge Privateers

    The primary feature of Port Stellis is that there is a huge Realmgate situated in the middle of the city bay. Its leads indirectly to the realm of Azyr. Since this gate is on the very surface of the water, a ship or a boat is required to pass through it. However crossing it is particularly dangerous because before you can arrive in Azyr, you need to sail through a mysterious interspace which separates the realms of shadows and heavens: the Star Ocean.

    The Star Ocean is a magnificent and breathtaking vision: a starry night sky, without any cloud or any light pollution, and a perfectly still ocean which reflects the sky just like a mirror. When a boat passes through the gate and enters the Star Ocean, it is exactly as if it were floating through the cosmos. It is all quiet and silent with scintillating stars everywhere and beautiful clouds of interstellar dust. However the Star Ocean is seemingly infinite and thus dangerous: if a captain goes astray or simply doesn't know how to follow the secret path hidden in the stars, then there is no way back home. The ship will get lost and wander forever...

    To this day, only the aelfs corsairs of the Coast of Fleeting Hopes know the path through the Star Ocean and to the realmgate at the other side. And even if they know the way, they still need the blessing of Sigmar to open the gate to Azyr. Note that those aelves worship Sigmar under the aspect of Silmaris, God of Cosmos, Lord of storms and Guardian of the Star Ocean. 
    Since the corsairs are the only sailors who can travel from Port Stellis to Azyr and thus transport passengers and/or merchandises, they have a huge importance in the city and they are one of the most influential factions. Among them, Captain Naritha Blackbird is the most powerful of all: she commands nearly all the aelf corsairs of the Coast of Fleeting Hopes.

    The Scintillating Mines and the duardins miners

    Half a day's walk from Port Stellis are the Scintillating Mines. They are a network of underground galleries in which duardin miners extract precious gems called clariæ . It is an iridescent gemstone that emit a scintillating light, like a little star.

    Clariæ gems are Port Stellis's first export merchandise but there are also a lot of jewelers in the city who specialize themselves in carving those gems and craft beautiful jewels out of them. The wizards of the Astromancer Guild are also very interested by those gemstones and they are actively studying them since they believe they may have magical properties.

    The duardins of the Miners' Syndicate pride themselves on providing the city's primary source of wealth (the gemstones) and thus they have a lot of influence in Port Stellis. Although they wish they could do business without the aelf corsairs, they need them to export their gems in Azyr.  The Miners' Syndicate is led by Barik De Bier, the richest duardin in town, who wears clariæ rings on each of his nine fingers. Rumors say that he became incredibly rich during his youth when he found a melon-sized gemstone while digging in the mine's deepest tunnels.

    The Stormkeep of the Stellar Champions

    A garrison of Stormcast Eternals is present in Port Stellis. They are the Stellar Champions, one of Sigmar's stormhosts. Their most striking feature is their dark armors adorned with stars. Their leader is the noble Lord Aquilor Andras Silverblade.
    The Stellar Champions' mission is not only to protect Port Stellis and keept it clean from chaos corruption, but also to chart the region of the Coast of Fleeting Hopes and hunt the strange wild monsters who may become a threat should they get close to the city. Sometimes they are accompanied by the aelf corsairs who are always interested in hunting and capturing monsters.

    The Order Serpentis

    A detachment of the Order Serpentis is posted in Port Stellis. The knights are led by Sicath Somberheart, an old white haired dreadlord who aspires to take back his lost fiefdom from the hands of Chaos barbarians. When the Age of Chaos came, he had no choice but to flee with his soldiers in Azyrheim because the  enemies were too numerous. But after several centuries he will finally have his revenge... In fact his lands are only a week's walk from the Port Stellis. So far his soldiers have been training and defending the city along with the regular army, waiting for the day they will be fully ready. New drakespawn riders regularly come through the Star Ocean Gate to join Sicath's cause and pledge fealty to him.

    Sicath has the secret support of a few sorceresses of the Darkling Covens who are also waiting to take back their own lands in Ulgu. If Sicath is succeessful in his quest then they too will move in Ulgu and go to war with their chaotic enemies.

    The Astromancer Guild

    Port Stellis is the home of the renowned Astromancer Guild. It is a college of wizards who seek to master the magic of heavens (although a minority of them choose to learn the magic of shadows instead). The Guild is led by the grand master Caius Lorentius, a very stern scholar who possesses his own Celestial Hurricanum.


    portstellis.jpg

     
    That's it for now. I will write more about the Coast of Fleeting Hopes and its strange inhabitants later.

    Here is a stormcast on which I tested a color scheme for my Stellar Champions Stormhost.

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    When the real army will come, I will probably do a few minor tweaks in the color scheme (like painting the halo around the helm in a different color, perhaps silver) but the idea is there. The vanguard stormcast from the blightwar set will be painted like that.

    Meanwhile I ordered a gaming mat which will represent the typical terrain around Port Stellis and in the Coast of Fleeting Hopes:

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    I can't wait for it to be delivered at my home!

  7. The Huntress and Her Hounds:

    She always had an oddness to her, or at least that’s what the old maids said. Svala “Haresbreath” Snorrisdottir couldn't care less. Small in girth for a warrior-rin, the battle-axe and stiff plate of her father’s charges never felt natural. But Snorri Saggasson was not the type to have an untrained daughter. Instead, he taught her to hunt with a crossbow, hatchet, and other woodland tools. What she lacked in heft, Svala made up for in fluid precision and calculating accuracy. The daughter of Snorri, granddaughter of Saggaas might never join her father’s famed shieldwall, but she did her clan proud nonetheless, besting countless would-be challengers in the sparring ring. Even old grim face, Norgrim Proudsong, had rested his hand on her shoulder once while praising her father for his prodigious talents as a trainer of Karakigrom warriors.

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    Svala "Haresbreath" Snorrisdottir, Veteran Ranger and Champion of the Karakigrom 

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    ...Not that any of that mattered much to the Haresbreath. In the tradition of her clan, Svala had taken to ranging and exploring the wilds of Azyr. Her successes in tracking beasts and capturing them alive for sale in the markets lead Svala to be entrusted with the young king’s own missions. She scouted mountain passes, deep canyon trails, and even underground roads that few knew existed. Whereas most rangers lived on the fringe of society, the young rin was granted her own patrol of quarrelers just in time to join the vanguard on Rungi’s march from the Celestial Realms. Two-weeks ago today King Rungi had entrusted her yet again, his orders simple and to the point - “Clear the path, young sister,” directed the king. “Find a route into the mountains, leave markers for the throng to follow, and if you can do so safely, establish a valley camp from which we can evaluate the surrounding peaks.”

    Sounded so simple. How wrong she was.

    Wolf howls had been heard, and the potential for a greenskin raiding party to be nearby was very real, though if they were they’d remained out of sight since their first attempt at the gate. Disciplined as they were, her rangers could not survive long if a greenskin force of any real size found them. But tonight, with the sun setting on the 14th day of marching and now solidly in the upper foothills, only a lone, aged wolf had been found. About to roll over and catch some rare sleep by the fire before her watch began, a glint from the sun’s last rays rebounding off a sharp metal edge caught her eye. It was a fleeting image, but one she had trained herself to recognize.

    Half of the troop fanned out and settled into paired teams, back-to-back to prevent an ambush. The Haresbreath was bracketed by her remaining team as she stood still as stone, ears searching for signs of movement. A twig snapped. Further ahead, a misstep followed by the whooshing of a sinking leg through snow. Whoever had been watching was now fleeing. With a raised point they were aimed. A brisk chop of her hand signaled to the first wave of bolts into the brush. Red feathered bolts sped between trees at knee level. The howl of pain told Svala that at least one had reached their target. As they closed on the location of the noise, the rangers were disappointed to see that in place of a body was a trail of footprints and blood. More shocking still was the bolt. It's tip, though expectedly bloody from having punctured it's target, was bent and missing a sizable chip as though it had struck armor rather than flesh. Odd for a scout.

    They followed the trail, always in formation as Svala insisted. Whereas other ranger patrols operated as loose collections of hunters, or even independent warbands alongside the force, Svala had trained those in her charge to operate in tight formations. This concentrated their shots and made them harder to isolate and pick off. The Haresbreath’s “Hounds,” as they’d become known, were the king’s favored unit to hunt down key targets within a threatening force. And hunt they did in the first days since emerging into Chamon. This evening’s prey was becoming even more curious… The Hounds found that they’d reached the edge of the treeline, and though the brittle pines with their sharp, greyish needles only provided mediocre cover, it was much appreciated as they trail-blazed through this unknown land. The veteran ranger looked out at patchy grass and rocky outcroppings that gave way sharply to narrow ravines. These channels expanded outwards like a maze between the foothills, and from what she could see, they extended right up to the now clearly visible base of the mountain range she had been searching for. The whole scene reeked of grot ambushes and trickery.

    Living up to her title, the Haresbreath alone crept down the rocky face into the ravine, silent and virtually undetectable. Following the bloody drippings, she noticed signs that the rock faces had been disturbed. Though there were no open passages or tunnels, she suspected that this network of outcroppings and gulleys was quite intentional. Sure enough, the bloody trail ended suddenly with a right turn seemingly into the hillside. Running her hands over several of the great boulders she settled on a crack. Ever so gently Svala rolled the cover-stone from in front of the humid burrow. Svala crept slowly into the crack in the mountain. Every so often she would halt, slide forward, and slit the throat or snap the neck of a snotling lookout.

    After killing 5 of the wretches, the passage had widened. There were steps leading more sharply downward than before and an orange glow faintly rising up from the depths. The ranger continued on, the sound of ritualistic drumming growing, until the drums were drowned out by a snarling, snapping, gnashing frenzy. Svala knew this was as far as she could descend and still hope to see the sun’s rays again. The smell of blood was insulting their nostrils and she had begun to sweat from the oppressive, stagnant air in the tunnel.

    “Something was building, probably alerted by the scout they had failed to capture,” thought the ranger. She only had a limited force, and based on the ruckus below they were greatly outnumbered... Perhaps she could capitalize on the overzealous nature of greenskins and their reckless love of the chase. Chuckling at the blasphemy of her own plan, Svala poured her personal tankard of especially potent ale all over the cave walls as she backed out of passageway. This was not the sort of ale swigged at by freeguild knights, corsair sailors, or other of the softer folk who might develop a taste for dwarfish refreshment, but instead a homebrew used by generations of her ranging kin to burn away the freeze of particularly harsh mountain storms. Svala hacked free brush from outside the entrance and toss it on top off the piled snotling bodies for kindling, using a small tinder and flint to spark a fire on some strips of bark. Finally she wrapped the burning material around a specially prepared bolt.

    Svala noticed that the drumming had stopped. She lowered into a squat facing back into the deep, rotated and aimed down towards the rising glow. She had been raised on stories of  Saggaas and his older brother Norgrim facing down beasts of myth. Snorri had taught her to slow her heartbeat, center her weight, and think about her form as she squeezed the trigger by tightening her grip rather than clumsily pulling on it. Just as the first grot paused on the stairs, pointed, and turned backwards to scream in excitement, the bolt hit him center chest, bottle of musky oil shattering from the impact and rags lighting the entire creature in flames. Svala could hear his death screams but did not see them as she had already begun resealing entrance and hastily bracing it shut.

    From the pounding and screaming echoing behind her as she scampered back up to the stone ledge where her rangers awaited, she knew her trap had held. The greenskins were roasting in their den, their panic thwarting eachothers’ attempts to escape the fire. The Hounds aimed downward at the door as smoke poured from otherwise invisible seams. Eventually the screams were less man and more beast, but even these died down. Replacing them was a deep, rumbling growl so powerful it could be heard over the crackling flames.

    An enormous thud sharpened the senses of the rangers. A second thud was paired with a roar and the sound of splintering. Instead of a third thud there was an explosion of embers and burning wreckage as the giant cave squig burst from the tunnel, charred skin having scraped off over much of its body. Bolts sunk into the raw, exposed flesh. But Svala also noted how these same thick bolts clanged off the shining protrusions scattered over the beast’s back. This unnatural armor wouldn’t be enough to save it though. Her Hounds were taking their toll. The squig closed on their cliffside rampart but fell just at it managed to scrabble up the side and over the edge.

    The young veteran gave the creature a shove with her boot, crossbow aimed in case the monster rose again, but it did not. She had heard rumors of squigs growing to this size but had never seen one herself. It was a fascinating, if unsettling prey. The skin around these scales, if that was what they were, was freshly grown and in some places had yet to heal from where the metalic growths had pushed up through it’s back. The Haresbreath cut a large tusk from the lower jaw of the great squig and tore loose one of the large scales. As she secured them in her pack as evidence of their findings, she noted a ring of crooked moons carved into it but said nothing. She rarely did after all. The huntress silently took to the trail again, and her Hounds followed, this time covering their tracks as they retreated back into the tree-cover.

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    The Huntress' Hounds, Ranger Unit of the Karakigrom

     

  8. So after Kairos's defeat at the hands of colour coded Bloodletter Spam and 21 Skyfires - there was only one possible solution! A bigger summoning pool!

    The new list jacks it up to 780 points. I keep the Fatesworn Warband. Nemo the Ogroid steps up to replace the role filled by the Sorc on Manticore. The Curseling is General.

    Allegiance: Tzeentch

    Leaders

    Curseling, Eye of Tzeentch (140)

    - General
    - Command Trait : Magical Supremacy - Lore of Fate : Shield of Fate

    Ogroid Thaumaturge (160)

    - Artefact : Paradoxical Shield
    - Lore of Fate : Treacherous Bond

    Gaunt Summoner and Chaos Familiars (120)

    - Artefact : Souldraught
    - Lore of Change : Arcane Transformation

    Chaos Sorcerer Lord (160)

    - Runestaff
    - Steed
    - Mark of Chaos : Tzeentch
    - Lore of Fate : Glimpse the Future

    The Blue Scribes (120)

    - Lore of Change : Tzeentch's Firestorm

    Units

    5 x Chaos Warriors (90)

    -Hand Weapons
    - Mark of Chaos : Tzeentch

    10 x Chaos Marauders (60)

    -Axes & Shields
    - Damned Icon
    - Mark of Chaos : Tzeentch

    10 x Chaos Marauders (60)

    -Axes & Shields
    - Damned Icon
    - Mark of Chaos : Tzeentch

    1 x Chaos Spawn (50)

    1 x Chaos Chariots (80)

    -War flails
    - Mark of Chaos : Tzeentch

    1 x Chaos Chariots (80)

    -War flails
    - Mark of Chaos : Tzeentch

    Fatesworn Warband (100)

    Reinforcement Points (780)

    Total: 2000 / 2000
    Allies: 0 / 400
    Leaders: 5/6 Battlelines: 5 (3+) Behemoths: 0/4 Artillery: 0/4

       

    Per the FAQ the Marauders have both Banners and per the GHB the Maras cannot be units of 9 for the 6++ as Battleline cannot be under minimum size.

    The Bloodletters are right at the bottom of the summoning pool. They have been joined by the Exalted Greater Daemons of Tzeentch and Nurgle along with a Sword wielding LoC.   

    Off to Warhammer World now for some practice games.

    Ben Savva is also heading up from the South London Legion with a beautifully converted Ad Mech Skryre army.

  9. wanderingrogue
    Latest Entry

    Got this guy done this week - lovely model

     

    pain in the butt to pain those  tatooes tho!

    Also got a game in vs the infamous Mark Wildman - it did not go well.

    I have a feeling that going from a hyper aggressive Overlord army to a very defensive chaos list is going to cause some mental clashing of gears :/

    f3a70920-b446-4fbe-9575-b2831540f53c.jpg

  10. Liberator Prime Stoneham cleaned the ichor from his warhammer and counted his troops: half a dozen Liberators, a couple of Judicators, and Judicator Prime Sparrowclaw. The assault on Marrowpeak had been successful, but at great cost: scorch marks revealed where lightning had burst the faithful back to Azyrheim, and the bodies of broken bloodbound lay heaped around each crater.

    “Sparrowclaw, get everyone together. We need to find a realmgate to take us back to the musterhalls.” The Judicator Prime nodded, and called orders to the remaining Hallowed Knights. 

    The route to the realmgate would take them through Candlefane Vale. The thought filled Stoneham with something close to dead. He muttered a quick prayer and twisted his hammer in his hand.

    “Sigmar protect us.”

    ±±±±±±±±±±

    The Duke Mauvaises Graines surveyed his estate. He could see workers toiling in the gloom, sowing crops for the changing season. Bitter winds swept through the fields, carrying with it the ever-present howl of nighthaunt.

    “A storm’s coming, sire,” croaked Morrlyn. The seer consulted a pocket dial, watching its green pin spin slowly counterwise.

    “Something the matter, old man?”

    “I’m not sure sire. There’s copper on the air. Blood and thunder.”

    Lightning cracked. Storms were rare this deep in the Candlefane Vale. When they came they could be brutal, washing hamlets from existence and driving ancient creatures from the barrows. He looked back out at the men in the field, and felt a fatherly tug in his heart. He called into the keep, “Riverblood!” 

    Out from the chamber stepped a colossal warrior. Lord Riverblood was the head of Mauvaises Graines' knightly order, and the Duke’s equerry.

    “Sire, can I be of service?”

    “Sound the alarm bell. I want the freemen in from the fields. And form up hunting parties – I want to make sure we’re ready if some foul leviathan crosses the vale.”

    “As you wish.”

    From the rear of the castle, an animal cry went up. The smells in the air had drawn the attention of the Duke’s menagerie, and they began to bay at the sky.

    “Care to take a walk, Morrlyn?”

    ±±±±±±±±±±

    Further down the valley, thunder rumbled. The Hallowed Knights paused at the crest of a great barrow, sighting stars to get a fix on the realmgate.

    “To have Voss’s Prosecutors with us now,” muttered Sparrowclaw, “Or even Otford’s lantern to see by.”

    “Have faith, friend.” Stoneham clapped the Judicator’s shoulder, “We’ll see the halls of Azyrheim by tomorrow’s night, I swear it.”

    “Movement!” The shout came from Jentar, a Liberator at the crest of the mound. She gestured to a glimmer some hundred yards off. Gaunt shapes loped across the fields, led by brute in rusty plate.

    “Form up!" Stoneham bellowed, "Liberators to the front, Judicators behind. Don’t attack until the last second: for all we know they could be the faithful.”

    “Hah!” Sparrowclaw laughed, “Better to place your faith in gods than miracles.”

    Beneath his silver mask, Stoneham smiled.

    ±±±±±±±±±±

    The Duke halted as he saw the glimmering shape on the hill ahead. Riverblood had taken his knights rimward, while he, Morrlyn and the house guard made for the Marrowpeak pass. 

    In another flash, he saw it: a lightning beetle. Twenty legs tottered, supporting a silver-blue shell glistened in the starlight. Its mandibles clacked together, in some crude approximation of language, shouting at his men.

    “Steady yourselves, men of Shyish. These things spit electricity and have hides as thick as steel. But, if you can, spare its life. Remember – it, like you, is merely afraid.”

    Morrlyn cast him a withering look, “Is the menagerie not full enough, sire?”

    The Duke ignored the old man, and drew his blade. “Form on me, faithful of Candlefane!”

    Lightning flashed.

    ±±±±±±±±±±

    So, with RAW17 just around the corner I figured it was time to paste my hunter and leviathan's backstory. The Duke of Mauvaises Graines is my hunter, a noble warrior and benevolent lord of the Candlefane Vale... sort of...

    IMG-0252.JPG.933e21102aeb6613e472b0c60ef5e262.JPG

    The Duke's my ghoul king, converted from an Orruk brute with leftover bits from a Crypt Haunter kit. He'll be my hunter for the event, seeking to expand his menagerie. He'll be supported by Morrlyn – a necromancer/old Mordheim dreg – and an array of ghouls and gals. Riverblood will be the Court's general, heading up an Abbatoir. 

    IMG-1695.JPG.7ca1c921658ad26e73418779a5c70ceb.JPG

    I kept the Ironjawz theme for his conversion, kitbashing the weapons from a Morghast as cleavers. He made his debut at Blackout a few weeks ago, and was impressively sniped off the table in the first turn of three of my games. These noble warriors will be defending the Vale from beastly intrusions.

    Knowing I'd be taking a court to RAW, I got in all kinds of knots about what Leviathan to make. I wanted it to be a metaphor, playing into the delusions the Flesh Eater Courts are known for. Initially I thought about having some sort of large spirit host, the souls of the court, doubling as a monster they wanted to capture. I also thought about having a mirror-tree, in which the court see the monsters they are reflected back at themselves. I then thought about getting some sort of noble stag and making it a hunting party... but I couldn't find the right kind of thing for that.

    I then listened to the recent Hardcore History about the romans and celtic tribes, and started thinking 'Man, what would the court see those formations as?' The thought was still with me while I read Plague Garden, and I thought there might be something in the whole 'locking shields' vibe of Stormcast chambers.

    IMG-1980.JPG.f66ba47b0b9490c803c324d154fcc9a0.JPG

    I'll be honest, I hoped the models would be knit together more tightly than the sculpts allow, but I still like the idea. To the Stormcast, acting as one body is the best way to wield the strength of every warrior in the chamber – to be the anvil or the hammer. But to a ghoul king? That's just a great shiny creature with way too many legs and sharp bits.

    Anyway, four weeks to go and I think everything's together. Just down to list selection now. Might blog about that in a week or so. 

  11. Frederick Holtz grew up in the shadow of Sigmar himself. The son of a nameless courtesan in the courts of Azyr, he was raised as a ward of the State in the prestigious Starhammer Academy, not far from the high palaces of Azyrheim. Starhammer was where the elite future soldiers of the God-King were raised, and in the course of his upbringing Holtz had the chance to see Sigmar three times when the deity came to speak to the students about their duties as the leaders of tomorrow's wars. He passed all his tests with flying colors, and seemed poised to take a place as a petty officer in the school's own military regiment, the Starhammer Guard- at the last moment, though, his request was refused, and he returned to the general pool of graduates.  Holtz spent a night alternating between fear and confusion, unable to understand why he had been passed over in favor of lesser students and wondering what his future might be now that his constant goal had been taken away.

    The next morning, a man came to see him. Missing an eye and three fingers, scarred and limping, he was clearly a veteran of hundreds of encounters. He introduced himself to Holtz as Templar-Captain Gregory MacDonald. He was the one who had pulled strings to have Holtz denied entry to the Guard, he explained. Though prestigious, the Starhammers were no place for a man of Holtz's talent and acuity. Instead, MacDonald offered Holtz a place in his retinue.
     
    Over the next decade, Holtz would earn his rank as a full Templar fighting enemies all across the Mortal Realms, rooting out corruption and heresy behind the lines and crushing monsters that threatened Sigmar's nascent domain. When MacDonald retired, Holtz took up the mantle of Templar-Captain in his stead, and after his destruction of the Ghoul-Triarchs of Ghyran and their cult received a promotion- from Azyrheim itself- elevating him to the rank of Templar-Marshal. In this capacity, Holtz had a regiment of his own to command, and it amused him as he began to poach graduates of his old academy from the Starhammers to fill his own ranks.
     
    Then, the Steelglass crusade was called in Chamon against a fragment of the clockwork legions of ancient Cypria. Suspecting Chaos corruption among the metal men, Holtz attached his regiment to the crusade, seeking to destroy whatever taint existed among the ruins. It was some of the hardest fighting that the Templar-Marshal had ever encountered. The enemy seemed to have planned for their every move, every stratagem, and his soldiers were often thrown into combats that would tax ten times their number.  Holtz was unsurprised when evidence of Tzeentchi corruption was found among the clock-men and in the ruins of the great libraries they fought among, though he was perplexed as to why it was never his men who did the finding.
     
    As the Crusade reached its apogee, it approached one of the last great intact libraries of the ancient Cyprians. Its leadership called for the total destruction of the library to ensure the removal of all taint from the region. The night before the offensive was to begin, however, Holtz had a dream of a great beast buried under the library, thrashing against its chains. Waking suddenly, he was gripped by a horrible suspicion. His tomes confirmed that Cypria had waged long wars against Tzeentch at the time of the fall of the realms, serving as one of the Changer's most stalwart foes. Why, then, would there be evidence of taint among their defeated enemies?
     
    Rousing his men, he sent a messenger to the crusader lords asking them to delay their attack until he had had a chance to discern the library's true nature. A reconnaissance in force showed that much of the interior of the library was covered in warding runes, seals against the demonic. Holtz's pulse quickened as he sensed the malevolent presence lurking under its floor. The library was a prison for a powerful daemon, and if it was destroyed... At that moment shells from the crusade's artillery began to fall among the regiment. The attack had begun.
     
    Almost from the moment they left that place, Holtz's troops found themselves under attack- not by the Cyprian legions, but by the crusade's own forces. Advancing to the trenchline surrounding the library-mountain, Holtz found that his soldiers had been declared traitors by the crusade's leadership and ordered to be killed on sight. With the power of his oration and his reputation, Holtz convinced the gunners at the front lines to stand down and allow his men to pass.
     
    The artillery park was more difficult. It was commanded by the Bluefeathers, the personal regiment of General Kraft of the crusader lords. Here, the Templars had to fight doggedly, disabling the artillery pieces one by one. When he captured the Bluefeather commander, General Kraft's son-in-law, Holtz knew the truth. Heinrich Kraft bore the secret mark of Tzeentch on him. Steeling himself, Holtz and his soldiers attacked towards crusade headquarters. At first, the Templars faced human soldiers of the generals and lords' personal guards- but as they pressed closer to the command chamber, these became twisted by the power of Chaos, and their attacks sorcerous and strange.
     
    The command tent itself held the final horror- every general of the Crusade, their eyes lit by a strange blue glow, hands crackling with arcane lightning. At their head was General Kraft, whose visage had begun to twist into that of a daemon. He laughed when he saw Holtz. The Templar-General had failed, he said, and now he would erase one of the legacies of ancient Cypria and deal a blow to the plans of Sigmar the Deceiver. On the contrary, Holtz replied. He had stymied Kraft's aims. The library could not be destroyed now that the guns and soldiers of the army no longer obeyed the General, and Kraft and all of his conspirators would die.
     
    At this, his men opened fire, tearing the General and his fellows to shreds with a hail of gunshot- but Kraft alone did not fall. Holtz misunderstood Tzeentch's aim, he said. True, the daemon might stay imprisoned, but its clockwork wardens were destroyed... and so were Holtz and his regiment.  At this, the tent and its surroundings exploded in blue fire, consuming Holtz and most of his soldiers. In the aftermath, the Steelglass crusade came to a halt, as the survivors limped back to friendly bases and regrouped, bereft of leadership.
     
    Still, Holtz had done a great service for the forces of Order, preventing the release of a daemon-prince and the opening of a portal to the Realm of Chaos, and exposing the treachery of high-ranking officers in the armies of Azyrheim. For this, he saw Sigmar again, as he was reforged into an incarnate vessel of the God-King's mighty will and released into the world again to do battle in His name. Indeed, Sigmar had a special assignment for him- Holtz would join the Death Watch as an unflinching agent of the God-King, and there keep watch over his fellows even as he was responsible for rooting out evil in the Mortal Realms.
     
    Surprisingly, Lord Celestant Steelios did not object to this- indeed, he's said to have laughed for hours when he heard about who was being assigned to his command. It has been almost a decade since that day, and Holtz continues his watch- ever ready, ever vigilant, ever eager in his war against the enemies of Sigmar.
     
    ------
     
    The storytellers call Brother Holtz the Black Templar, Sigmar's Fire, the Holy Warrior, the Watchful, the Eyes of Azyr, the Sixteenth.
     
  12. Just like the major sky ports, the leaders of Elgi-Bar also interpret the Kharadron Code to reflect thier own way of warfare and trade. 

    When batteling with an army from Elgi-Bar, they follow the Code in the following ways: 

    Artycle

    Defend your territory - Your units doesn´t need to make any battleshock tests while being in thier own territory.

    Amendment

    Trust to your guns - Your units add 1 to thier Bravery as long as there are no enemy units within 3" of them

    Footnote

    Heed to your instincts - Once per battle after the first battleround, instead of rolling for whom gets the initiative, you can take the first turn that battleround. 

    Abilities

    Master monster hunters - Add -1 to all weapons rend characteristic when your units is attacking a unit with the MONSTER keyword. 

    Artifact of power

    Ancestral gromril chainmail - Cared for since the days before founding Elgi-Bar, this extra layer of armour protects its bearer from all but the most mortal blows on the cost of some mobility. The bearer of the Ancestral gromril chainmail must lower its Move characteristic with 1 and counts as 2 models while embarked upon a SKYVESSEL. When making save rolls for the bearer of the Ancestral gromril chainmail, ignore the enemy´s Rend characteristic unless it is -3 or better. 

    (These rules are not made for matched play, solely for my own amusement and with narrative in mind). 

  13. So it's been a month since the Generals Handbook 2017 came out. I gave an initial battle report in my last blog entry, and now on the eve of my 3 week holiday, I figure now is as good a time as any to write down some further thoughts.

    Since my initial battle, I've managed to get in another 3 games. 2 of them were using the Matched Play scenarios, while the other one used the Open War cards. 

    I've been using the following Free Peoples list during these outings:

    Spoiler

    Freeguild General on Griffon - Armour of Meteoric Iron

    Freeguild General w Sigmarite Weapon and Pistol - General- Indomitable

    Freeguild GEneral w Sigmarite Weapon, Shield and Stately War Banner

    20x Freeguild Guard

    30x Freeguild Xbows

    20x Freeguild Handgunners

    10x Freeguild Greatswords

    3x Demigryph Knights

    5x Freeguild Pistoliers

    2x Cannon

    Gryph Hound

     

    Game 1 - Sylvaneth - Battle for the Pass

    The first of the 3 games was Battle for the Pass vs Sylvaneth. The Sylvaneth player dumped a Wyldwood on what would ultimately be my objective , and being an army with battalions outdropped my army easily (Either way he would've out dropped me).

    20170909-freepeoples-vs-sylvaneth01.jpg.72446c0d969b554e8ab5068cb6ba00ff.jpg

    Deployment finished

    Overall this game went pretty smoothly for me, as my opponent deployed pretty far back (Given we needed to reach objectives in the mid-field). His Tree-Revenants went after my cannon, but bounced off the crew and were shot down by the cannon in return (Due to being locked in combat, couldn't move into range of something better). By the end of my turn 1, I already had control of both side objectives and was ahead on points.

    20170909-freepeoples-vs-sylvaneth02.jpg.1ede93a24ad6e18a201dd4c588af42ad.jpg

    The Freeguild Guard race up to get control of the objective, while on the far side the Pistoliers do the same

    Ultimately it took too long for my opponent to get up to the side objectives. I had left a Gryph Hound and Greatswords back to prevent my opponent teleporting onto the Wyldwoods on my side of the board, so the Sylvaneth had no easy way to catch up on points. Eventually Durthu did get into the fight, smashed aside the Freeguild Guard, Demigryphs and Handgunners before being bought down.

    20170909-freepeoples-vs-sylvaneth03.jpg.0c59a365c3e3c48a3a03fdcda110a0b7.jpg

    Durthu about to smash the Demigryphs, but on the far side the Griffon has dispatched of the Scythe Hunters

    The counter-attack was ultimately far too late. Durthu was felled by combined firepower, while the Ancient did finally control the objective the Freeguild General on Griffon had managed to demolish the rest of the army and even stole control of the enemy objective on the last turn. While the Freeguilds took heavy losses towards the end of the game, it was a resounding victory overall.

    20170909-freepeoples-vs-sylvaneth04.jpg.04635b672d86760bf7701202e57bccbb.jpg

    The Ancient takes the side objective, but in the background the Griffon is busy gobbling down a Branchwych

    Game 2 - Wanderers - Open War

    The second game (played the same day) was against a Wanderers army. The Open War cards I remember was that we had diagonal deployment, the objective was to kill as many enemy models as possible (doubling that number if you slew the enemy general). I believe the twist may have been one army has to finish deployment first, and gets first turn unless a 1 is rolled. My opponent got choice of board edge, and got a lot of mystical terrain. Coupled with the Wanderers ability to teleport around at will, this made the game quite difficult.

    20170909-freepeoples-vs-wanderers01.jpg.128b3b07b562301621c4f45f66217b0c.jpg

    Deployment finished, the Wanderers appear to be on one side...

    My opponent got the first turn, rolled a bunch on his mystical terrain, and then both units of Glade Guard and the Nomad Prince teleported towards my main army, and took off a bunch of my Freeguild Crossbowmen. Wild Riders appeared in the backline to go after the Cannons, but thankfully failed their charge. I think both spells failed on the Eternal Guard.

    In my turn, all I could do is move forwards to get into range. I think the Handgunners went after one of the Waywatchers (may not have bee in range of the Glade Guard), while the Crossbowmen took some shots at some of the Glade Guard. Both Cannons I believe fired at the Eternal Guard and took some off. In combat, the Griffon ate one of the Waywatchers, while the Demigryph Knights killed 2 of the Wild Riders.

    20170909-freepeoples-vs-wanderers02.jpg.4dc40a01d883b47e254f84f8175a529c.jpg

    Crossbowmen heavily depleted, but initiative could swing the game

    The rest of the game is pretty hazy. The Wild Riders basically spent most of the game going after the Cannons, failing charges, and all that. The Greatswords ultimately finished them off, but got lost in the sea of dead models. The Eternal Guard were so heavily depleted by the initial attack by the Griffon and Cannons they were basically out of the game for the rest of the battle. I believe the Nomad Prince and at least one unit of the Glade Guard (the one that hadn't taken casualties) teleported back over to take some shots at the Griffon. The Griffon had a chance to get into the Glade Guard and Prince, but ultimately failed to kill the Spellweaver in one turn so didn't have the opportunity to charge them.

    20170909-freepeoples-vs-wanderers03.jpg.bf3875f85d37bed92e4f31039ebc4a9c.jpg

    The Freeguild General on Griffon failed to take out the Spellweaver, so was locked in combat for another turn

    Ultimately, a lot of mistakes cost me the game, but getting reckless with my General was the worst one. The game was pretty even, but I decided to use him and  my Demigryph Knights to go after the enemy when they teleported back over to my side of the battle. This ultimately cost me the battle as the General was slain my a Glade Guard model, and even with the combined might of all my shooting, I couldn't take out the enemy General in return (The -1 to hit was pretty tough). My General on Griffon was eventually laid low by reflected mortal wounds off the Eternal Guard also (If it seriously mattered, I would not have done this but I knew it didn't matter by that time).

    Game 3 - Sylvaneth - Knife to the Heart

    Last game I've played (and the last for a while :() was once again against a Sylvaneth army. We originally rolled up Scorched Earth, but decided to re-roll it since we had both already played that scenario. I won the roll off for deciding territory, and decided that I would take the side with the Arcane and Damned terrain, letting my opponent having the Mystical and Deadly. He had placed a Wyldwood base somewhat close to my deployment area pre-game, and I knew that he would be looking to alpha strike due to his Ancient having the Moonstone of Hidden Ways.

    20170923-freepeoples-vs-sylvaneth01.jpg.56d4be35437b2fbc8bd7c92eaa838a27.jpg

    Deployment finished, Durthu, 2x3 Kurnoth Hunters, 10x Spite Revenants all waiting to come out from the Wyldwoods

    Right from this turn 1, he summoned a new wyldwood with the Branchwych, buffer up the Treelord Ancient, and then teleported everything. The Ancient and Tree Revenants appeared behind my lines (With the Revenants only just being outside 10" from the Gryph Hound). The stuff coming out of the Wyldwoods  appeared from the front. Unfortunately for the Sylvaneth though, the Ancient missed with his ranged attack, Durthu wasn't in range of the Handgunners. The Treelord and one unit of the Hunters managed to get in a charge, with the Hunters taking a lot of firepower from the Great Company to lose a Hunter before even fighting. A fairly lacklustre round of combat saw the Ancient only being able to kill a single Pistolier, while the Hunters killed some of the Freeguild Guard (including a few running due to battleshock), another Hunter was bought low.

    20170923-freepeoples-vs-sylvaneth02.jpg.11eb5b9580d44cc69dcbf9cc764d9739.jpg

    The Freeguild Forces get off quite easily given the army of Trees bearing down on them

    In return, the Free Peoples line held and blew the Ancient out of the game. The Handgunners even got to split their fire between the Ancient and the Tree Revenants with more fleeing due to battleshock. A devestating turn of events, even Durthu took a wound from the cannons.

    20170923-freepeoples-vs-sylvaneth03.jpg.529a5b0e2b9cdc35b633fa70dd727058.jpg

    A good portion of the army gone already

    Ultimately there's not a huge amount more to talk about in this game. The Greatswords were killed by Durthu and the Tree Revenants, but the combined firepower of the Free Peoples was too much. One of the cannons even managed to roll 2 sixes for damage against Durthu when he had a single wound remaining! (If only it was the first turn!). The Freeguild General on Griffon got into the backline and deleted all the Dryads in a single turn, and that was about it.

    Thoughts

    So those are summaries of the games I've played so far. I think it's important to note, that it has only been a month, and we don't exactly play every week, so people are still trying things out. My opponent in the last game wanted to see how the Moonstone worked, and I think alpha striking his Treelord turn 1 was not exactly the best game plan. But here are some thoughts I have

    Freeguild General on Griffon

    This guy has done work for me every game. Sometimes he whiffs a round though, but it's going to happen from time to time of course. He is amazingly tough as well, but I haven't come up against many armies with mortal wounds yet.

    20x Handgunners

    At some point I think I'm going to have to either make another 10 of these guys, or build up command for another unit. I've only gotten away with them being in 20's due to either my opponents not understanding their strength, or getting extremely lucky in my last game.

    Gryph Hound

    I'm still not sure I actually like this guy or not. His warning cry abilitiy has never gone off, even though I've played 3 armies which actually have 'teleporters'. My opponents will just make sure to put them further than 10" away. I guess in a way, this is fine, as it gives me a pretty critical turn to retaliate. Think I'm going to have to play around a bit more with him, my army is 1960 points so if I did drop the hound, that's another 10 Freeguild Guard I could fit in.

    Demigryph Knights

    They just... never seem to do damage. They're alright with tankiness, but without any buffs (The only one I can give being Hold the Line), they just can't deal any damage. Dunno, my gut feeling is that ultimately they'll be cut from the list unless I'm making a Freeguild Regiment. I feel I'd rather the utility of something like Pistoliers or Outriders, but for now, being painted they'll be sticking around. Maybe the Cavalry Halberds will be better? Perhaps I just have this thought of how Lances should work (Go in and blitz away half a unit) and they're just never going to be able to do that.

    That's about it for now. Obviously not a huge amount of experience yet, but when I'm back from my holiday, there'll be our first GHB 2017 tournament two weeks later. Should be a good work out for the Free Peoples (But getting everything painted in time is going to be trouble!).

  14. This is probably my favourite shot - I feel like facing this bunch would be pretty scary...

    59c6ae8fd7d33_DryadsGroup.jpg.378ba31743f74867a39b4b5f0b51fe62.jpg

    The recipe for these dryads was pretty straightforward. After priming, the bulk of it is the wood, and if you do this before anything else you can be quick and messy.

    Dryad Bark all over (except for the loin cloths, skeleton, etc), then Baneblade Brown on any surfaces that would catch light from above (zenithal lighting). Then a highlight of Karak Stone on the lightest/sharpest edges. Then a wash of Agrax Earthshade all over; then a highlight of Rakarth Flesh. And to catch the light and really bring out the forms, a super-light highlight of Stormhost Silver sparingly.

    The eyes are just Mephiston Red, Evil Sunz Scarlet and a glaze of Bloodletter.

    The greens (leaves/loincloths and also the same recipe for drybrushing the base) is Castellan Green followed by Loren Forest working outwards. Then highlights of Elysian Green followed by Ogryn Camo. And finally a glaze of Lamenters Yellow really changes the last highlight (Ogryn Camo) and makes it really fresh.

    That's about it - it's possible to paint the whole unit to a decent standard in just a few hours in this way, with only a bit of extra time for details on stones/skeletons, etc.

  15. 59c040fe632d0_Table1TheSerpentsLair.jpg.957d03afffe010a7947711028a5bb9b9.jpg

    For each table at Warhammer Achievements I want to have a map on each table that shows the scenery rules and the secondary objective for that table. Here is the first example that I have put together. To set it up I laid out a board on the living room floor and then stood on the chair with a selfie stick to get the aerial shot. After that it was just a case of importing into photoshop and adding in all the rules and fancy graphics stuff to make it look professional. Hopefully the players will appreciate the work! 

    59c18dfcd1992_Table2TheVolcanicPlains.jpg.13d1ccbf9bdf2f8a9b422d3ba132fbf8.jpg

    59c2e76344162_Table3TzeentchsWill.jpg.9a14bf0c0c8d47d00f277581d11fed5a.jpg

    59c8262db2bd0_Table4MansesofMelkoth.jpg.ad462300e294a8e7d2e18f23c744e2a4.jpg

    59c82644a6717_Table5SludgeonBridgeBattle.jpg.be4b4b1a5acfc9f08404cb743ffb9929.jpg

    59c8264fc4c7f_Table6ControltheShimmerfalls.jpg.ef482aef9e6ebb32233df964bd8cca1e.jpg

  16. We interviewed one of the NEOs involved with Coalescence. He's also one of the masterminds behind the REALMS AT WAR which is running a second huge narrative event later this year, October 27-29, in Cambridge, U.K. And they still have a few spaces remaining! RAW17

    How did you become a NEO?

    I played Warhammer 40k in my early teens but followed the usual trend by dropping out of the hobby around the age of 16 to play more sports and video games.  Almost 20 years later, I wasn't playing as much sport as I had previously and I decided that I wanted to start a new hobby.   I have always been a big fan of the sci-fi and fantasy genres so I thought I would have a go at Warhammer Fantasy Battle (WFB).  That was around four and a half years ago and is one of the best decisions of my life!

    I was really lucky to meet a group of similarly aged local WFB players who called themselves EATBATS (East Anglian Tabletop Battle And Tournament Squad!) and after they took me to my first tournament, my interest in the hobby soared even more!  I really enjoy playing with people I haven't played before so I find tournaments or events are so much fun.

    A short time before the release of Age of Sigmar (AoS), a narrative event called The Mingvitationals was held in Bristol by Ming Lee and a few of the EATBATS crew, including myself, managed to get places.  It was my first experience at a narrative event and to date, it is still the most enjoyable weekend of hobbying I have ever had!  Non-standard armies everywhere (do you remember the netlisting??), custom made scenarios with hidden secondary objectives and a mix of singles and doubles games!  Awesome fun.

    When Age of Sigmar dropped, the majority of EATBATS jumped straight in and we immediately fell in love with it!  The freedom to customise your army opened up so many possibilities to everyone.  For me, this simple change meant that it really felt as though my army was now truly my own and I started to work up a background for it including stories for each of the characters and units.

    Another of the EATBATS crew, Mark 'Mitzy' Mitzman, had been in contact with Ming about putting on an AoS  narrative event and in late spring in 2016, I joined with Ming, Mitzy and Steve Foote to become EATMingsFoote.  Between us we created the Realms at War 'Legends' event (RAW16) which was held in Cambridge in November 2016.

    RAW16 was the first narrative event in the UK and our 40 attendees brought their armies plus an Aspirant who, over the course of the weekend, gained new attributes, equipment and skills to eventually become a Legend.  All of the players created custom built minis for both their Aspirant and their Legend which was amazing!  We also encouraged lots of customisation of armies, display boards and a background for each army.

    As part of our player pack, we had collated all of the background stories the players had submitted for their armies and bound them into a booklet which we designed as an ancient manuscript. - this was one of my favourite parts of the event, but I suspect that most people would talk about the RAW16 terrain.  There is too much to describe but its safe to say that these were some of the most themed tables ever in the UK scene.  If you'd like to have a look at the tables, please visit http://www.tga.community/forums/topic/6718-realms-at-war-legends-raw16/

    It was definitely after RAW16 that I felt I could be called a Narrative Event Organiser (NEO).  It was an awesome experience and even though I didn't get to play in the event, seeing all the attendees having such a fantastic time was incredible. We were really pleased with how the event went and we are currently planning RAW17 which is suffixed 'Leviathans'.  Something big is coming soon!!

    After RAW16, EATMingsFoote and the Hobbyhammer team were invited by Games Workshop (GW) to spend a weekend at Warhammer World and discuss our hopes and visions for narrative gaming in AoS. It was another incredible experience and I can definitely say that the future of narrative gaming is safe in GW's hands!

    Can you tell us about your local group?

    While there are a couple of wargaming clubs in the local area, most of the EATSBATS have young families or other commitments which means that there is no guarantee of us getting to a regular club night. However, we are all lucky enough to have properties which are big enough to get a gaming table set up in, be it on the kitchen table or in a dedicated room, so we game round each others houses.

    During our games we often take photos and post them to our whatsapp group so everyone can get involved and enjoy the action.  We also have irregular 'big' game nights where we put whatever we want on the table, roll dice and drink some beers (yes, we are all over eighteen!).  These games are usually very lax on rules and high on laughs - usually for failed charges or whiffed attacks but the biggest guffaws are when one player decides to attack one of their teams mate!  It's kind of like a game of Triumph and Treachery but with very little triumph and a lot of treachery!!

    We also occasionally skype whilst we are painting which is a great way of socialising plus you are getting your army or terrain finished at the same time!

    I do really enjoy building terrain so when I'm not painting or playing with my army, I'll be making some scenery whether it's for my table at home or for RAW.  I find that mixing up the hobby is a great way of keeping interest high.  There is nothing worse than having to paint twenty minis all from the same unit in one go!

    Being in the UK, there are a lot of events going on throughout the year and generally they're within a four hour drive.  I can get to some awesome events in Norwich or Colchester in a little over an hour though plus  central London is only an hour and half away!

    When we go to local events, we tend to go to those put on by small independent stores although I do enjoy SCGT each year (yes, I also enjoyed matched play events too!).  I'm really looking forward to Hobbyhammer's narrative event in February next year and need to start thinking about what army I'm going to take - will we see some aelves soon???

    Why is narrative gaming important to you?

    I've always been a fan of creative writing so seeing people produce background stories for their armies is the part of narrative play which I enjoy the most.  It really brings an army to life to me and gives them a purpose for doing what they do.  The ultimate aim is for a player to control the army to follow it's theme and make decisions based on what it 'would' do rather than what it 'should' do.  What do I mean by this?  Well, an easy example is a Bloodbound army would charge at an enemy to appease Khorne's desire for blood and skulls even if the alternative option of staying put to hold an objective would gain Victory Points.

    For me, when a player users their army in this manner, that's when narrative play comes into its element.  My good friend Mitzy always likes to describe his games as 'directing a film' so he will play his army to make the most cinematic moments possible.  This can create utterly incredible scenes as unlikely things seem to happen more often than not!!

    Another fantastic thing about RAW16 was seeing all of the effort that all of the attendees had put into their armies.  Not only did each army have custom made Aspirants and Legends, but most players built and painted completely new armies just for the event often involving rarely seen units or using a single theme - Paul Buckler brought an all flying Order army which was based on clouds!! It looked superb!

    Hopefully, RAW16 inspired people (and not only those who attended) to try their hand at customising minis, creating back story for their armies, building some interesting terrain for their games or simply naming their General!

    What tips do you have to share with other NEOs?

    My top tip for new NEOs would be 'keep it simple'.  Narrative play doesn't need to be complex; indeed if it is too complex, the game will suffer.  A couple of custom rules can completely change how a game plays.

    In my opinion, the ultimate aim of narrative play is to change the mind set of the players from 'win-at-all-cost' to 'what would be most fun?'!  Encouraging people to make those backstories for their armies also generates a stronger psychological bond between the player and their army and I think that when that happens, more narrative style decisions will be made during the game.

    It's also important to remember that not every player is going to enjoy narrative play.  I feel that I'm really lucky because I very much enjoy all three styles of AoS play (narrative, open and matched) but I know that's not the same for everyone. The hobby has room for all different types of play so if there is a style that's not for you, that's fine!  Play the game you enjoy and encourage others to play the game that they enjoy - there is no competition between the styles!

    I really hope that more people will try narrative play and if they try it, I think most would like it.  I'll leave you with a quote from my friend Steve which I think truly sums up the narrative style succinctly and should be fully embraced in every narrative game - 'it's not how you win the game but how you lose the game'.

    Thanks, Jimbo! You can see more of the games he plays on Twitter  @jimbo9jimbo

    And check out RAW17 and get your ticket before they're all gone!

    http://www.tga.community/forums/topic/5582-events-uk-raw17-realms-at-war-2-leviathans-5-places-opened-up/

    https://wearetheneon.com/2017/09/17/neo-of-note-jimbo9jimbo/

  17. My first fully built unit is my Grundstock Thunderers.

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    These guys were a rough kitbash from the 40k poxwalker models and the weapon components from the Thunderers set.  I think they have a bit of a Davy Jones crew feel to them with all the tentacles and bits.

     

    I still have most of the rifles remaining so will hopefully get round to building 4 more at a future point. Since the GH2017 has made the rifles a good choice I am just weighing up wether I want to do the remaining as my pox guys or add them to a different race.

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    So Far I have 3 Endrinriggers, an Endrinmaster, and a couple Grundstock Thunderers painted. Enough for some skirmish, but probably only the Endrinriggers would be in my 1K list.

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  18. Hi all!

    Check out my unboxing of the newly re-released Orruk Rogue Idol! I'm really happy they are producing these again and can't wait to paint mine up for my ironjawz as an ally for 2000 point games :)

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