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Aeloran Nomads - Wanderers Evolution for Age of Sigmar

So having worked on my Suneaters for a long time my partner has been working on her Nature Aelves to fight against them, one thing we have noticed is that the old Aelven scrolls are lacking... something, in splitting them down between so many factions and without recent updates they struggle to stand up to the more modern scrolls in efficiency or character. For this reason she asked me to look into allegiance abilities and more modern scrolls for a Wanderer evolution to fit the growing themes of Age of Sigmar for when Soul Wars hits. So heres where I am right now: AELORAN NOMADS When the Realms fell to chao those Wanderers who found themselves abandoned by their volatile and spiteful goddess fled across the realms, the tide of chaos ever biting at their heels as they sought a place to call their own. Yet godless and without allies every door became closed to them, even the mighty gates of Azyr were found sealed by the time their beleaguered populace came unto it. It was then that they were driven onwards, ever further out from their cities in the heart of Ghur towards the volatile and unknowable forests at worlds edge that they might endure the elements longer that they could the blades of their foes. Their hidden refuge at realms edge has, for the longest time kept the nomads hidden from the wars that ravaged the Realms, but the very magics that have shielded them have taken a heavy toll upon their bodies and souls. An intelligent and deeply invasive bestial wind called the Wyld at the edge of Ghur has seeped into the very fibres of every muscle, the primal drum beat that forms the very pulse of the realm now resides within the souls of every Aelf in their ranks threatening to overwhelm reason or logic with every beat of the endless rhythm. As the Wyld seeks to claim their souls the desperate Nomads sought ways to stave off their final bestial forms, that they might retain their Aelven grace and nobility for few millenia longer. Through many trials that claimed more and more of their population with every passing year eventually a symbiosis was found, the strongest souls within their ranks could merge their souls with the savage beasts of the realm, burying their own soul within that of the mighty beasts to hide it from the Wyld that sought to snuff them out. Such an act would preserve the Aelven soul but the toll it took on their partnered beast was heavy, no such beast could endure more than a few years of the merge before the Wyld claimed it entirely. It has then come to pass that the eldest amongst the Aeloran populace have formed such a bond with hundreds of beasts, each becoming inclined to merge with a beast that matches their personality beyond all others. At first such pairings seemed solely matched by personality, the most vigilant paired with the mighty raptors that claimed the skies of world edge, the fleet of foot would pair with the mighty stags that leapt deftly through the forest and the greatest hunters would merge with packs of the savage wolves that hunters in the darkest corners of their realm. As the years have worn on however the Aelorans features have begun to shift and alter to match that of the beasts whose souls have touched their own, the Birdkind develop accute vision, their bone structure lightening as though able to drift on the wind instead of falling. The Doekind develop extraordinary muscle structures allowing them to dance across the very tree tops with every deft leap, and the Wolfkin become hunters beyond compare. The Aeloran carry with the Wyld wherever they travel, it has become a disease that spread like wildfire throughout their populace and even the blending of souls can only delay it so long. They have become blighted, never able to settle for long lest the carnivorous plants of the Wyld itself spawn in their very footprints, beset at all times by the predators within and without they lead nomadic lives, ever in pursuit of the great hunt that they might find a beast able to endure the blend long enough to hold their degradation entirely.   ALLEGIANCE ABILITIES -   The Hunters Heart – To survive the Wyld is to understands ones place within the food chain, the Hunter must consume the prey, and the prey must be consumed. Roll a dice for every enemy model that flees due to battleshock whilst their unit is within 3 inches of an AELORAN unit, for every roll of a 4 more more the AELORAN unit regains a wound, if there are no wounded models in that unit you may instead restore a number of models to the unit lost earlier in the battle with a number of wounds upto the wounds restored.   Wyldform – The eldest of the Aeloran populace have begun their final descent into the Wyldform, every drop of their blood carrying the changing taint from world edge with them into battl. Should a precious drop of this blood hit the ground it bears the spores of the predatory plants of Ghur, erupting forth to reclaim the lands. At the end of any turn in which an AELORAN NOBLE is wounded but not slain, roll a D6 for every AELORAN NOBLE that was wounded adding the number of wounds lost. You may add one base of WYLDSHARD BRAMBLES within 3 inches of that model for every roll of a 4 or more.   WARSCROLLS: Many of these are still WIP and yet to be tested, as you'll see below I have pointed out scrolls that I havent yet published as I work out the details however the faction is split into 3 racial keywords (Aeloran for those still mostly Aelf, Centaurid for Aelven Centaurs and then Avari for the more Avian Aelves). Aeloran Reavers take the Reaver (Previously Ellyrian Reavers) warscroll with Keywords changed to match Aeloran Allegiance
Aeloran Chargers are currently just a retooled Pallador scroll because of fondness for the Gryphchargers, they'll become more distinct soon whilst maintaining mount specific characteristics       PITCHED BATTLE PROFILES
The table below provides points, minimum and maximum unit sizes and battlefield roles for the Warscroll and Warscroll battalions in this book, for use in Pitched Battles. Used alongside the rules for Pitched Battles in the Generals Handbook, this provides you with everything you need to field your army of Aeloran Nomads against any opponent   AELORAN NOMADS UNIT SIZE POINTS BATTLEFIELD ROLE NOTES UNIT MIN MAX Aeloran Noble on Wyldrunner Chariot 1 1 220 LEADER   Aeloran Wyldshaper on Griffin 1 1 260 LEADER, BEHEMOTH   Aeloran Lord on Wyldmare 1 1 220 LEADER   Aeloran Gladeshards 10 30 160/420 - BATTLELINE if AELORAN NOMAD Allegiance and your general is an AELORAN NOBLE Aeloran Reavers 5 20 140/500 BATTLELINE   Aeloran Forest Shades 10 30 160 BATTLELINE   Aeloran Chargers 3 12 200 -   Centaurid Huntresses 5 15 180 - BATTLELINE if AELORAN NOMAD Allegiance and your general is a CENTAURID Centaurid Stargazer 1 1 100 LEADER   Centaurid Gladiatori 5 15 180 -   Avari Sunrakers 3 6 200 -   Avari Starcaster 1 1 100 LEADER                                                                                          

Melcavuk

Melcavuk

 

The changer of ways has.. changed his ways.

So with with Age of Sigmar : Soul Wars slowly seeping out more information I don't think it's anyone surprise that Disciples of Tzeentch got hit with the nerf hammer and GW did swing hard. Nearly everything in the army, bar some of the weaker deamon elements & enlightened saw a price increase and some fairly hefty. I've noticed on here and on FB that the DoT community rightly seem a bit shaken by the heavy point increases.  I think as followers of the grand architect, the eternal schemer, the constant change we should embrace the changes. The army has been shaken up and will see change from the a typical Changehost or 9 Skyfires / gaunt on balewind. I think it's exciting times for the future of the army, especially with the endless spells (Hello spellportal & balewind). As well as that who doesn't love creating horrors, spawn and tzaangors as the god of change is always giving. I've mocked up a potential list I thought I'd drop on here. Lord of Change - 380
Gaunt Summoner - 180
Tzaangor Shaman - 180
Blue Scribes - 140
Ogroid - 180

Kairic Acolytes - 80
Kairic Acolytes - 90
Pink Horrors - 200 6 Tzaangor Skyfires - 440 Umbral Spell Portal - 60
Balewind Vortex - 40 The list can create Tzaangors & Spawn for free, because why not and should reliably get 9 spells off each turn, being able to throw them through the spell ports (It's a lot of mortal wounds). Mobile skyfires paired with cheap chaff can be used as blockers while you bring in more cheap horrors. 

AaronWIlson

AaronWIlson

 

Updates until June, 17, 2018, more WIP

So, to give a little update for the last week. My Ranger part of the army got another 10 Eternal Guard (so the unit contains 20 now) and 10 Wildwood Rangers). Actually don't have pictures of it because it's not really interesting showing mostly noncoverted minis. A little more interesting should be, that I made a High Priestess containing parts of Yvraine and parts of the Sisters of the Thorn. Actually I don't know that warscroll I should use (Spellweaver looks a little wasted here). Is there something better fitting for a priestess in Ghyran than a woman walking barefoot (except that she doesn't have legs where men become jealous of like it's the case with Alarielle). I undercoated her yesterday and started painting the skin, so this is the result: Still I don't have finished any more models but I will show the WIP pics. First my three heroes From left to right: Waywatcher, Nomad Prince, Spellweaver. And the first 10 Sisters of the Watch (of 30). Actually I have done a little painting on the 5 additional Wildriders, but I didn't make pictures of them. Next weekend will get interesting in case of Building: I actually orders 4 Boxes of Sisters of the Thorn/Wildriders and 1 Box of Sisters of the Watch. With these boxes I want to build another 10 Wild Riders and 2 units of 5 Reavers. Using the Deers standing on the hindlegs because if I saw correctly the Sisters of the Watch Cape should fit in this case so I could use the upper body of the Sisters of the Watch. I really must say, it's fun to work on a most/entirely female army that isn't over sexualized.

EMMachine

EMMachine

 

Useful Idiots: The Ally Choices of Clan Pestilens

In this blog entry I'd like to explain the best options we have for ally choices when running the Clan Pestilens alleigance. As a Skaven army, we can ally with all the other Skaven factions (Clans Verminus, Eshin, Skryre, Moulder and the Masterclan) as well as Nurgle Daemons. Obviously covering every single model we can ally in is a bit fruitless, so I'll just be talking the best options for matched play. Clanrats (Clan Verminus) Oh Clanrats, don't you ever go changing on me. These guys really just pull their weight in any list they're in. 200pts for 40 bodies with a buffable armor save. Sit these blokes on an objective, screen your army with them, or just run them forward and let the plague monks flank and smack the enemy from the side. Clanrats retreat and charge, and add 2 to their run and charge rules, making them shockingly mobile for getting in the way of the enemy. I will never not recommend these, and every pestilens player should have at least 40 painted and ready to go. Arch Warlock (Clan Skryre) 140pts for a caster that knows 2 spells, I still feel a little dirty taking this guy because surely his costing is a typo. Factor in his unique spell is 3 Arcane Bolts to fire at your leisue, and you've got a sneaky, durable and brutal hero skulking around the back line obliterating any enemy that dares to come at you and forcing battleshock tests on 3-4 enemy infantry blocks every damn turn. Screaming Bell (The Masterclan) The bell tolls for FREE SUMMONING. I mean sure, it's on the roll of a 12, but imagine spending 200pts on a versatile mobile buff/debuff/damage output machine and accidentally summoning the Lord Skreech Verminking 100% free of charge and him dropping the Thirteenth Dreaded Spell on some poor unsuspecting elite infantry block. But I digress, even without the free Verminlord gimmick this is the bell for you, random damage output, a unique spell that puts stormcast in the oven and sets it to fanbake, and a command ability that can pretty much always be at least slightly useful. Lord Skreech Verminking (The Masterclan) Getting your ass royally beat? Reach for the king. Verminking does everything you'd expect from the lord of all Verminlords, he'll duel any character in the game and shred them (if he fights first, but that's just the Verminlord deal), he'll move across the board with incredible speed to lock down objectives, he'll heal himself if he has to and if anyone even DARES to come at him without a reliable dispell, the Dreaded Thirteenth Spell will blast a hole in anything it hits and then replace the casualties with FREE clanrats.  His command ability will always be useful in any skaven army (Skaven units reroll wound rolls when near Verminking) so that's nice. Gutter Runners (Clan Eshin) These guys weigh in at 60 for 5, or 200 for 20. Cheeky backfield bombers that pop in from a board edge in your movement phase and get to run and shot where necessary. Essentially what Gutter Runners are is the only reliable backfield mobility skaven has, given everything else has a dice roll or too many conditions. They're a niche, meta dependent pick but having a full strength unit of 20 in your list is basically never a waste. They're average when they're not needed, and amazing when they are. Verminlord Warpseer (The Masterclan) This lad wouldn't have made the list during General's Handbook 2017, but free summonig made his command ability at least not pointless, and being the Verminlord dedicated to being a wizard he's going to come in handy during the hype phase of Endless Spells. Also, watching his unique spell burn holes in the unique named characters that can fly (Pro Tip, all of them except ours) is always satisfying. He can rip through infantry with his Warp-Glaive, and he's surprisingly survivable getting to reroll all his failed save. A niche pick, but not a bad one. Warpgrinder Weapon Team (Clan Skryre) Fresh off the assembly line with a points drop for Generals Hanbook 2018, this beast can put 40 plague monks directly behind the enemy and essentially force the opponent to adjust their plans or get rammed by 240 points of absolutely balanced, totally fair and family friendly foetid blades. Which for reference will wind up being around 120 attacks. And lucky last... THANQUOL AND THE BONERIPPER You read that right, Mr Chosen of the Horned Rat himself just got yet another point reduction, 400pts for the greatest and most clever seer to ever live and his walking, chittering battering ram. Thanquol is an absolute unit, he does everything and he does it well. His unique spell is Arcane Bolt at greater range (before it got gimped), he heals himself every turn with no condition, he knows the spells of every skaven wizard near him (oh hey Arch Warlock) and casts those spells better, because he has the warpstone token rule the Grey Seer model has but with absolutely no negative consequences should it fail. His command ability is the AOS equivilent of an invulnerable save on any unit of skaven that gets better if there's more than 13 models in the unit, absolutely insane. And all these benefits are just the bloke on the top, lets talk about the four armed gentleman down bottom. Boneripper is one HELL of a beatstick, he comes with two weapon loadouts, one is a melee attack that outshines any weapon in the entire Skaven line. The other option is a ranged attack that does 2D6 mortal wounds to anything within 8inches. No aiming, no hit rolls, no mercy. Whichever you choose, he has a second melee attack that's respectable as hell. These two will consume your entire ally choice points at 2k, but ****** he will do work.

AIdenNicol444

AIdenNicol444

 

Free Peoples AoS 1.0 Wrapup

Been a while since I posted a blog entry, but nows a good time with the conclusion of AoS 1.0 rapidly approaching. For last 9 or so months, I have been rocking my Free Peoples army. AoS so far for me, has been about doing armies that I didn't get around to doing in older editions of Warhammer. First was my Chaos Undivided army, and after being a little frustrated about lack of shooting with that, next on the bucket list was the Free Peoples. I've dabbled with Humans before, back in 7th edition I started a small Empire army as well as a decent sized Dogs of War army, some of the models have even made it into my army today. So I definitely like the idea of your regular old humans standing together to fight against the horrors of the world (Whether for Sigmar or for gold and glory!).   In total, to date I've painted up 2060 points of Free Peoples as well as 980 points of allies. So I've got a somewhat rounded collection, which has meant in the 3 tournaments I've played my Free Peoples I've played a different list each time. Each one slightly stronger than the last in my opinion. With my last AoS 1.0 tournament now behind me, and likely those games being the last under AoS 1.0, I thought now would be a good time to talk about the state of Free Peoples under AoS 1.0, as well as perhaps some initial thoughts about the future.   In general I think Free Peoples lists tend to boil down into 2 types. The first is the mega company, a list that centres around a singular great company that tends to be maxxed out. This usually runs the Luminark to further protect the investment into those units. This in my opinion, is likely the stronger list as it tends to focus on the 3 best units in the Freeguild and once in the right place, you tend to have 3 units close by that you can use Hold the Line on. However, I have run instead a Double Company list. This list tends to have 2 smaller great companies, although my latest iteration had 1 larger one and 1 smaller one. This IMO allows me to spread out a bit more as I have more drops in my army. I've also bolstered my list with a smattering of allies, including a Hellstorm Rocket Battery, a Battlemage and a Knight Azyros. My Badgacon army, the last AoS 1.0 games played So for the most part, I'll talk to my experiences with the lists I've been running but also extrapolating that to Free Peoples as a whole. In a sort of TLDR, I'll say upfront that I think Free Peoples are at current, a purely Tier 2 list that while having some strong components, just has too many weaknesses and not enough options in particular areas to edge their way into Tier 1 (Not even talking about the S Tier armies that sit at the top of the meta). So let's just talk through some components of the army and why they're strong or not strong, and how it impacts the army as a whole. Freeguild General on Griffon - These guys are super good. I think the best armies have 2 of these in. It's super hard to squeeze in a 3rd one, but if you could, I think you would. They basically fulfil the role of both mobile tank and mobile damage due to being able to take a great weapon as well as a shield. This gives the only rend -2 in the army, and due to lack of mortal wounds available it makes these guys super important. MVP of the Free Peoples? Freeguild Guard  - Swordsmen rock. Combined with the current Indomitable, big units of Swordsmen are just super hard to lodge. I haven't had any experience with the others, but at a guess I'd say Halberdiers are probably alright as well. In general the Swordsmen see the most use because the damage in the army is more efficient coming from the other places, so it kinda edges out stuff like Halberdiers and Spearmen. Freeguild General, Handgunners, Crossbowmen - These guys are basically 'the thing' that makes Free Peoples semi competitive. Handgunners and Crossbowmen (assuming they're out of combat) basically double dip with the Freeguild Generals Hold the Line. Not only do you get the +1/+1, but the disadvantage of not moving is actually and advantage as these guys get to add +1 to hit or double tap. Combined with the Great Company rules of an additional shooting phase, the whole army really promotes using these guys to the most effectiveness. But I would also argue, it's one of the armies largest weaknesses as well. The best part of our army is basically the only part of the army that works at a top tier level, and it promotes such a static style of play (Commonly known as the "Free Peoples Gunline"). The issue is that being static is a huge disadvantage in AoS. Especially since we have almost no battalions, we can't dictate the pace of the game by deciding who goes first or second. A common occurence I've had when playing is I outdrop my opponents, but I'm given the first turn. This puts me in a super awkward position, do I move all my shooters up (losing my Crossbowmen double tap bonus) so I can get into a better position? or do I sit back and buff up, but then I'm not able to get myself onto objectives. The 2nd turn priority ends up being one of the biggest priority rolls in the game no matter what you do. In some ways, it's why recently I've been thinking that Crossbows may not actually be the way forwards. Because Crossbows basically have to be immobile to get their 2x shots, while Handgunners are able to move and still take advantage of their large unit size bonus (even if they're in combat as well!). Demigryphs, Outriders and Pistoliers - These guys just don't do their roles efficiently enough at the moment.  This doubles up with the fact our best synergy basically says "Stay still and get better!" and these guys are like "I want to run around a lot and make use of my high movement!". It's super sad to see Outriders and Pistoliers not get a price drop for AoS 2.0. Demigryphs I think just have the stigma attached that they used to be super good cavalry in prior editions, and now they rubber lance more often than not. I think at their new price point, if people can get over them and ignore their hitting, they might make useful mobile tanks. The Allegiance Abilities - The allegiance abilities in my opinion, are the biggest Free Peoples blessing and curse. It's a blessing because it's quite a strong ability for our shooting units. Ultimately, a free shooting phase where you know your stuff is going to be in range. However, I think it's the ultimate curse of the army as well. I would much rather that the Great Company rule was a warscroll battalion and we had another battle trait instead. The main reason is, it basically forces you to build your army in a static gunline way. The ability to charge as if it was the charge phase, just doesn't tend to be a very powerful ability in a game where players alternate activation of units in the combat phase. In prior editions, it was super useful to get a flank charge or have a chaff unit take the charge with your heavy hitter coming in swinging. It's just not as useful as an ability in Age of Sigmar in the same way that flank charging isn't necessarily as strong anymore either. So ultimately, the free shooting phase you can get, coupled with the efficiency of our shooting units and the hold the line ability promotes building a great company with a swordsmen frontline backed up by 2 shooting units. This basically promotes building the core of the army around at least a single great company. Which ultimately means a core portion of your army is encouraged to be immobile and a static gunline. And if you're not using the battle trait, there's not really much of a reason to be playing a Free Peoples allegiance over generic Order. Midway through the game... and the army has barely moved Just to finish up the summary of the army. One thing I will specifically say about the double company, and in particular my version is that I tend to have a weaker flank and a stronger flank. Double company encourages you to split your deployment into 2 because you want to keep your great company units nearby each other. What this means is if one flank crumbles, it tends to be hard to reclaim it because the army doesn't have enough mobility in it.   The Future Now that AoS 2.0 is coming up, and some things have been leaked, here's some early thoughts on the army. I think sadly the army has only gotten weaker in AoS 2.0. None of the rule changes in particular benefit Free Peoples that much (or no more than any other army in the game). The army received some fairly minor points decreases on Demigryphs and Greatswords. To top it all off, the allegiance abilities are definitely nerfed in trying to prevent tailing back units to gain benefits (Something I certainly agree with, but makes them harder to use for sure).   Overall, does the future look bleak? I don't think it really looks any different than before, a middle table army that dreams of glory days of a united Empire. I would love to see (Although, that ship has sailed in GHB2018 at least) a way to combine Collegiate Arcane and Ironweld Arsenal beyond the 400 points of allies while still keeping the Free Peoples allegiance abilities. I think a bit part of the reason why the army 'builds itself' currently is that the army basically boils down to a few different ways to do the same thing (output a bunch of low rend attacks). So of course, you choose the best tool for the job.  If there were more options available (Builds a more magic centric human army, build a more artillery focussed army, build a classic board and sword army, build a mobile army with stormcast allies) I think the army would certainly feel a lot fresher and interesting to collect.

someone2040

someone2040

Beyond the Light

_ Cleophus…   His name sounded like thunder, but hushed and deep like a distant rumble of an incoming storm over the horizon. As his consciousness sought any kind of coherence, he remembered pain. Excruciating pain. Razor-edged metal coming down like a violent storm, each drop like a blade lacerating his flesh to the bones. And from each wound, rays of light found their way out, so many that even Gods would have to steer their eyes from.   He remembered the light spreading out across realities in all directions, crossing dimensions and ethereal gateways, traveling far beyond reason and understanding. One could only imagine how vast eternity could be, but in an instant he felt every corner of this unfathomable place as he could touch them all with the tip of his fingers. He sensed only Aether around him. Nothing seemed to describe where he was, yet nothing described it so well. And for this was a place where time was no longer, he couldn't tell if it all happened in a split of a second or if it took eons to begin.   This new place offered an endlessness of possibilities. He only had to choose and fate would be manifested. But one stood out from all as inevitable. He remembered no resistance while being drawn from the stasis he was in. And like a river that becomes a waterfall, all energy spread out in this expanse slowly converged and fell through a dark chasm on reality.    He could feel this energy force intertwining with his own and remembered experiencing lifetimes of different emotions, as if hundreds of thousands shared time and space with him. But as much diverse these feelings felt, they were taken over by the same dreadful and agonizing sensation as they were all drained into nothingness.   _ Cleophus…   This time he heard his name as a striking sound waved through silence, making every suspended particle oscillate. This inviting pulse echoed from the opposite side of oblivion, shaking the core of the expanse and everything in it. He hesitated for a new possibility presented itself, bringing with it a proposal of glorious life and honorable fate. Each pulse that followed reminded him of embedded atributes that once made him whole. Devotion. Duty. Sacrifice. He ceased moving. All of a sudden, a booming pulse, stronger than any other before, dissipated all doubt that remained as he finally joined the others following the rhythm of this holy parade.   As they marched across the Aether, he felt a sudden pull preventing him to continue. The river must run its course. Whatever was the force that came from that void, it was resolute to not let anyone escape. He could sense others trying to resist, but many surrendered and were shredded into pieces. As he felt his essence beginning to shatter, he remembered words, sacred words. He dared to whisper one and immediately the brightest light flashed all around him. The pull ceased for a brief moment while the divine rhythm intensified as he recited word after word, thunder and lightning keeping them all safe as they moved again towards salvation.    Eternity gave way to urgency as the chasm turned into a colossal vortex giving a new boost to that ominous force, dragging inside not only the vital energy but the expanse itself. All reality was now crumbling and large pieces of this dreamlike landscape were sucked into oblivion. The pulse then hastened as if it was possible to avert this catastrophe  In the middle of this chaos he felt twisted, distorted. Nevertheless he kept chanting along with the divine drumming, trying to help the only thing he could recognize inside this madness.   But then, darkness overwhelmed it all.   His voice gave up as the last word came out as a gasp. Then his mind surrendered to unwilling thoughts - "Who am I to deny nature? Everything must pass. Life is brief and Death… Death is certain". But as his spirit was about to do the same, a final clang stroke him so hard that it became impossible for him not to yield to the will of the true God-King…   _ SIGMAAAAAAAARRRRRR!!! FORGIVE MEEEEEEE!!!!!!!!!   He woke up in a somber room. Four monolithic columns were spread out in front of a massive closed door. Their capitals adorned with dragons fighting monsters on landscapes of ages untold. Their dark blue marbles were covered by thin golden veins in a wavelike pattern that reflected Sigendil's light that was coming in from a partially opened window next to the bed. It had handles in form of hammers and frames embellished with celestial motifs. aHe felt the cold breeze coming from it as it touched his skin and noticed he was not wearing his armor nor his Mortis Helm. It was an awkward feeling not wearing it, for these many years his helm became part of him and what he represented. He then felt uncomfortable, like he didn't belong, and despite the luxury of the room and comfort of the bed, all he desired was to return to the mountains.   A knock on the door and his name was called again. "Come in", said the priest.   “Cleophus. Glad to see you again, my friend". He knew this voice. It was earnest and severe as one of the most disciplinarian Lord-Castellants should be in these dark days. But it was also serene in a way that could turn foes into friends and calm the most enraged of the hearts.  "Titus. Where are we? What happened?", asked Cleophus.   "We are back in Azyrheim", said Lord Titus, "And you were… reforged."   The word struck Cleophus like the sharpest blade. He took a deep breath and reached his mind for memories, anything lost would be a sign that part of his soul was missing. "I can't remember what happened! Titus, I can't…"   "Calm down. It'll come to you. Pray for Sigmar all-mighty, for he'll protect and preserve". The Castellant has seen it happen before with other brothers in arms. He came closer to Cleophus, bringing a small satchel and a wineskin filled with a dark brandy wine brought by the Duardins of Barak-Th'uum. "Drink it", said Titus while opening the window. The Castellant could see the Sigendil star perfectly aligned with the Golden Palace of Sigmaron that towered over the city, a breathtaking sight for all of those who were not part of a barbarian host of Astral Templars. "I miss the mountains too, my friend"..    Cleophus took a sip of the brandy wine. It tasted good and strong. Then came a long and steady gulp. He let the drink flow and cover every inch of his tongue before swallowing, looking for answers on that bitter sweat drink. He raised his hand, placing it ponderously over his bald head, then proceeded to slowly move it from forehead to nape and back again, reciting in whispers each mystic word tattooed on it. With the tip of his fingers he could feel the bumps of an unrefined twin-tailed comet tattoo that went from his right temple to the back of his ear. He missed his Mortis helm more than ever.      A spark of an image came to his mind.   A strange symmetric mark carved in a dark purple skin chest. But it was not a scar like any other, it was evil in its form and concept, a distinct shape that he knew so well. Khorne. The image became clearer and he could now fell a pungent stench that made his arm hair raise. He could see a wide muscled torso, then long arms with protuberant bones and hands that carry long and dangerous claws that could tear a man apart. Cleophus' hand swept the newly formed sweat from his head making it drip on the floor. The sound of each drop was unusually loud. Like steps, heavy steps. Every second that passed made them louder. And faster. Khorne. This imaginary beast started to advance in such pace, impossible to any creature that size. And it was coming right at him. He froze, unable to move...  "SIGMAAAAAAR!!!!”   As the enemy advanced into the Stormcast positions, all Liberators locked shields. There were still no Judicators, as their paint hasn't dried yet, but even so Lord-Castellant Titus knew there was no point in moving forward. The land was barren and covered by gray sand, a vast desert with no vegetation in sight. They could only see a small tower placed right on the center of the battlefield. He prepared a defensive formation with fifteen Liberators divided into three units. Bound to his master, Nestor was by Lord Titus' side, checking for any sign of threat around them, physical or ethereal. The Stormcast Eternal officer knew there was not enough men. He needed more points to achieve the unachievable.   Like a comet coming down from the heavens, help came from another Realm. Crossing through a mystical gate that linked both tables, a Lord-Celestant from the Hallowed Knights arrived swiftly riding his Dracoth to join the Astral Templars. "Lord Titus, I see you have quite an assignment here today", said the newly arrived champion. "Yes, indeed", replied the Astral Templar grateful to have a skilled ally on his side. “Lead us to victory, Lord-Celestant!" The Castellant learned the ways of proper manners when a fellow Stormcast outside the barbarian Astral Templars was present and knew all about hierarchy, even though his wild nature was bound to his soul like the trophy bones were chained to his belt. Furthermore, this would be his first game ever.   “I'm sure you are capable of this task, Lord-Castellant", shouted the Hallowed Knight patting his dracoth's head. "But I'll assist you with anything you need. For now, let me cover the left flank for you!" He rode his dracoth and found a place amongst the Liberators near a big fissure on the ground, with a slab of rusty metal over it like a bridge. A dark crimson liquid flowed at the bottom, it resembled blood but more viscous like thick oil, with bubbles popping every now and then liberating the most nauseating odor.   Meanwhile, Cleophus rose from the ground and found himself between two units of Liberators. He felt the weight of his helm and touched it with his fingers. He noticed he was wearing his old gauntlets. "How am I in full armour?”, he wondered. His gauntlets had the bones of an Necromancer attached to them, an old friend turned into foe during the time of malign prophecies. He looked around and wondered if this was a dream. Or perhaps a memory. Was he in Azyr or on a battlefield in a unknown Realm? "I can smell the stench of the enemy", he thought. “But memories do not smell. And if I'm here, how can I remember the room…"    His thought was interrupted as the first clash came at the left flank, a unit of Bloodreavers came charging, eager to eat the flesh of those who stood in their way. The mounted Hallowed Knight motivated the Astral Templar infantry to hold the line as the enraged enemy threw their bodies recklessly against their shields. A mad laughter came from behind the throng and a warrior climbed on their backs and threw himself over the Stormcast line. Right before reaching the ground, the Bloodreaver was caught mid air by the jaws of the Dracoth and was savagely mauled to his death, torn apart limb by limb. The Lord-Celestant proceeded to attack, finding his way through the Liberators until reaching the enemy line. He took the life of each adversary on his path and raising his hammer he shouted "For Sigmar”, raising the morale as the Liberators around him cheered enthusiastically while holding the assault.   At the right flank the enemy general advanced, followed by two strong units of Blood Warriors. Lord Titus knew this could be their weak point. 'Fall back 5 inches! Make an elbow with the other unit!". The Liberators knew what to do and followed his instructions precisely. He knew that if he kept his distance he could first finish the left threat and move all formation to the right before the Lord of Khorne and his men arrived. "All I needed was one unit of well trained archers" and wished The Hand had more time to spend on the Painting Hall.   Every plan looks good on paper and the Liberators performed the formation retreat perfectly. But at the center, horror came as a Khorgorath was unleashed upon them, managing to find a breach between both shield walls. The creature came charging, unstoppable as a Thundertusk stampede. The center unit had just been held in place by part of the Bloodreavers horde, unable to close the gap. But before this beast could bring carnage into the Stormcast lines, Lord-Relictor Cleophus decided it was enough.   Blocking the passage of the Khorgorath all by himself, Lord Cleophus held his reliquary staff as the creature charged at him. A crushing blow left the priest with only a wound left, but even so close to death he fought back and stood his ground. "You will not… take my head… foul beast…". Cleophus closed his eyes, the next Hero Phase couldn't come any faster.   The enemy general reached the right flank quickly. The thirst for blood made the Khorne Hand speed him up, inconsequently charging into the Stormcast shield wall. But this haste move was not secured by his bodyguards, since both units failed miserably their charge rolls. The mighty Lord of Khorne was held in his place by Liberators, and as much damage he could make, he would suffer twice his share. "Lay low the tyraaaaaant!", shouted the Liberator-Prime to his men as they brought down their warhammers over the Champion of Chaos, making his bones break with a deafening sound.   Lord Cleophus saw an opportunity that he could not miss. Knowing this sacrifice could take him out of the table he held his relic staff tightly and abjuring his healing prayer, the priest brought down a powerful Lightning Storm, taking the life out of Khorne's commander. "Sigmar…" Still holding his staff, the Lord-Relictor got on one knee feeling every muscle and bone ache. Sensing movement next to him, he remembered the Khorgorath. Dice were rolled…   There was no strength in his arms to defend himself. All he could do was pray. In an instant all would be over. “Was this the way I...?” A powerful BOOM was heard. He was still alive! The Khorgorath fell after a massive blow of a bright silver Grandhammer. Liberator-Prime Alexus Maximus hit the beast right on the jaw, smashing it into pieces. The strike pushed the creature away from the priest and its gigantic body almost fell on top of other Liberators, who cheered their champion as they formed another shield wall closer to the right flank. Alexus reached for the priest's arm and helped him to get up. Cleophus noticed the Liberator-Prime was still carrying Azyrian prayer beads around his forearm. It was a gift he gave Alexus as he was promoted to Prime. Though his entire body ached, he smiled.   He heard a scream coming from behind the shield wall, an enraged Blood Stoker was charging furiously towards the Alexus' unit after his beast was defeated. Vengeance foamed out of his mouth. With a single command, Alexus' Liberators responded by locking shields and preparing their warhammers. Meanwhile, the right flank was ready to engage one of the Blood Warriors units, but the other was out of reach, still advancing in the priest position. He raised himself and proceeded to chant a new prayer. The fight continued in the left flank. The Hallowed Knight and his beast were wrecking the enemy lines along with the Liberators. Many enemy units fled during battleshock, but the fight was far from over. It was time to consider moving the formation to help the other flank, but they were still far from reaching the center, let alone Lord Cleophus. Watchful as ever, Lord Titus pointed his Warding Lantern at his friend, who now faced a whole unit of Blood Warriors. Alone.   The brutes engulfed him. Lord Cleophus was exhausted after the Lightning Prayer and still had only a wound left. But again, for the sake of victory and to protect his men, he decided to bring another Lightning Storm into Khorne's men. As they burned from inside, they made their last attack on him, a despicable skill only permitted by a mischievous Khorne warscroll. But the God-King protects those who serve him well and Cleophus miraculously managed to defend himself again and again. As the final blow hits the priest, a lucky save roll result of six healed one of his wound. “Bless you, Titus”, he murmured. But he knew in his heart it was still not enough.   As the fight went on, Lord Titus shouted orders still pointing the lantern's celestial light to the Lord-Relictor. The enemy was enraged and insistently kept beating the priest. There was a tough decision to be made now. The Astral Templar was surrounded by Blood Warriors and if the Liberators came to help, the Khorne men would definitely unleash their final blows on him. But there was no other way and the Relictor knew it. “So be it”. As predicted, each felled enemy directed the final attacks at Lord Cleophus. The priest defended blow after blow and by Sigmar All-Mighty he rolled four sixes on the dice! None around the battlefield could believe this miracle! Blessed are the dice thrown by the hand of Sigmar, blessed is the one who fights unrestrained for His will!   But to every miracle that blooms, a treacherous tragedy looms.   Healed again, the Astral Templar priest kept his ground ferociously. His Relic Hammer circled around him, blazing lightnings from heavens and taking the lives of all who dared face him. But as much as he fought back, there were too many foes to defeat. A strike on his arm made his weapon fell. Another one on his back made his legs tremble and many of the sacred scrolls hanging from his armor were cut in half - ”Cleophus!”   He kept swinging his reliquary, hitting the enemies and trying to keep them away from him. “Cleophus, get out of there!” Another blow on his shoulder and he could not hold his staff anymore. There were too many battle axes coming down on him like a furious storm, his sigmarite armor barely holding out the attacks. “Cleophus, get up!” All he could see were legs coming back and forth, unable to recognize friend or foe. This war dance made the dust rise from the ground making him cough. Another strike hit him hard on the neck, his Mortis Helm was thrown many feets away. A dark sweet liquid was expelled from his throat as he coughed, collapsing into the ground in midst of an explosion of light.    _ “Cleophus”…   He heard his name once again, closer and soft.   _ “Cleophus, rise up.”   The priest was in the room again. He got up and sat on the bed, wet from his own vomit. “Crazy fool, what did you give me to drink?”, he said cleaning his mouth with his forearm, still dizzy from whatever happened to him. The Castellant reached for the wineskin on the ground and drank some of it. “Good, isn't it?” The priest stared at him. “Your new body is not used to this strong wine... yet. And I needed you... unguarded."   _ “What is this foul smell?” asked Cleophus.   _ "It's a piece of the Khorgorath's tooth. I took it after the battle.”   _ "So it really happened. I really died…"   _ "Yes. And brought back. As Sigmar whilst it. I thought this souvenir would speed up your memory." replied the Castellant - "Memories do not smell… but a smell can bring back memories.", thought the priest.   _ "You can add it to your trophies", said the Castellant.   _ "Give it to Alexus", Cleophus replied. "He deserves it more than I do”.   The Castellant put the tooth back on the satchel and took another sip of the brandy wine. "They are calling you… The Stalwart".   Cleophus didn't know what to say. Part of him was relieved to be alive again, but the fact that he was reforged still affected him in a way he couldn't explain. He remembered stories about the Excelsis knights during the Solstice, he saw the change in the eyes and hearts of many warriors reforged. Again, he felt uneasy.   "You are still Cleophus, my friend". The Castellant voice comforted him. Lord Titus was holding the Mortis Helm facing the priest, who reluctantly reached for it. Holding it with both hands, he got up and crossed the room until he reached the window. He looked at the golden city and wondered how many more times he would be back in that room before his emotions got lost forever after many reforgings. He faced his helm again and slowly put it on. He felt whole.   After a brief moment Titus put a hand on his shoulder. "We are all waiting for you, brother. It is time to head back to the mountains”.       _________________________________________________________________________________________________________________________________________________________________________________________________________       Hello. My name is Kako and if you reached this far, somehow my text was interesting enough. So… thank you! This is my first post at the Ghurian Chronicles, a tale-report of my Astral Templars.   But wtf is a tale-report?   Well, remember that miraculous save roll that kept your hero alive after your opponent's attack? Or that time you were losing but managed to turn the game to a win on the last tournament at your local store? And then you tried to tell your friends on your AoS whatsapp group and it looked… meh? So, I decided to turn my (sometimes) boring battle-reports into short stories!!! I think it would be a cool thing to make them more epic, specially if you read them with Jonathan Keeble's voice!           LAY LOW THE TYRANTS!!!         This short story is very special because, as it is mentioned, it was really the first time I played a game of Age of Sigmar! A actually played once before, a quick skirmish, but this was the first time I've actually played against an opponent with my army. Well... part of it. I was lacking my Judicators because I hadn't finish their bases… I know… I'm a slow painter. A veeeeery slow painter.   To complete the 1K points I needed for the games my friend Paulo, who was playing in the other table with his Hallowed Knights, lent me his Lord-Celestant on Dracoth... Hey, relax. Everything was under control. He had a Stardrake on his table... Even though I was completely lost with the rules, this was one of my favorite games ever, mainly because of Lord Cleophus' “return to life” bit, due to the Castellant's Warding Lantern ability (Bless you, Titus!). This was really something unbelievable and the reason that inspired me to write this story.   When I wrote its first draft and posted it on my instagram (@astraltemplars), at the end I said that Lord Cleophus needed a surname that fitted his actions during the game and one of my followers suggested some, including the epithet “the Stalwart”. I loved it so much and decided to make it canon in this final version of the story - thanks @winningbacon!!!           Lord-Relictor Cleophus and the Yan Campanella's Korgorath         I really hope that you enjoyed and I'm looking forward to your feedback! If you feel that something was off, know that English is not my first language so… be gentle! Many more tale-reports and short stories will come and I already have another one almost done, a tale about a Judicator-Prime facing… nah… better not to give any spoiler!   See you next time!   K

Kako

Kako

Suneaters Relics and Spells - Card Designs

For the Suneater tribes with Artefacts, Spells and Prayers to keep track off within the army there needs to be a good way of staying informed within a game, so along with working out the technical components of these items I've been working on basic card designs to bring them to life within the game. So here they are for judgements and review! PRAYERS - MANIFESTATIONS OF THE SUNEATER  1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature until the beginning of your next hero phase.

  2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

  3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit increase their rend by 2.

  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

  5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

  6)       Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards.   SPELLS - LORE OF THE FLAME 1)       Fireball
Casting Value 5
Pick an enemy unit visible to the caster and within 18 inches and roll a D6, on a roll of a 1 that unit suffers a mortal wound, on 2-4 that unit suffers D3 mortal wounds, on a 5-6 that unit suffers D6 mortal wounds.
  2)       Molten Shield
Casting Value 7
Pick a visible friendly unit within 12 inches of this wizard, until your next hero phase you may re roll failed saves for that unit, additionally any save roll of a 6 or more inflicts a mortal wound on an enemy unit within 3 inches.
  3)       Jaws of the Suneater
Casting Value 8
The ground itself seems to warp and shift into a molten burning maw that threatens to swallow a man whole, consuming all in its path until its hunger sates. Pick a visible enemy MODEL within 18 inches that MODEL (damage will not overspill into the unit) suffers D3 mortal wounds, if the roll resulted in 3 mortal wounds (and the model was slain) select another model in the unit and repeat the process until you inflict less than 3 mortal wounds on a roll or the unit is destroyed
  4)       Aftershock
Casting value 6
The wizard slams his foot against the dirt with a thud that resonates as though a clap of thunder, as they ground shakes and distorts enemies find it hard to find their footing. Until your next hero phase enemy units that initiate a charge move within 9 inches of this wizard must subtract 3 from the result.
  5)       Choking Ash
Casting Value 6
Pick a visible unit within 18 inches of the caster, until your next hero phase that unit must subtract 1 from all hit rolls as they as surrounding by a thick blanket of ash, if the casting roll for this spell was 11+ that unit must also subtract 1 from to wound rolls until your next hero phase.
  6)      Immolate
Casting Value 8
The last spiteful act of many a Suneater wizard is to give themselves over entirely to the flame. Every unit friend or foe within 6 inches of this model (including this model) suffers D6 mortal wounds, if the casting roll was 11+ they instead suffer 2D6 mortal wounds as the Suneater revels in the destruction. ARTEFACTS - TROPHIES OF AQSHY 1 - The Elusive Spark
This shimmering spark was once a fire imp, its essence ripped away by Suneater priests it now fuels a lantern lengthening and distorting the shadows of its bearer into a haunting spectre. Enemy models within 6 inches of this model reduce their Bravery by 2
  2 - Drake blood Oils
Pick one MELEE weapon for the bearer to apply these oils to, this cannot belong to their mount. Any wound rolls of 6 or more with this weapon inflict a single mortal wound in addition to their normal damage
  3 - Embers of the first Pyre
Blessed are those given but a part of the first Pyre of the Suneaters, this model may utilise the Spark of Destruction prayer even if they are not a priest. If the model is a priest they may use this prayer twice in a turn.
SPARK OF DESTRUCTION: In your HERO PHASE select a terrain feature within 15 inches of this model and roll a D6. On a roll of 4 or more that terrain feature sparks into flame and you may place an INFERNO MARKER on it. Additionally roll a dice for any model (friend or foe) entirely within that terrain feature. On a roll of 6+ that model suffers a mortal wound as they are engulfed in the flames.
  4 - Flickerfire Cloak
The bearers cloak ripples and shifts as though a coursing magma flow, enemy models attacking this Hero in the combat phase must re roll any hit rolls of a 6 as they are captivated by the cloak.
  5 - Volcanic Shield
Hits struck against this shield reverberate with the deafening boom of a volcanic eruption, Cunning Ogors bang their blades against the shield on the charge to send their foes off balance. Enemy units within 3 inches of this HERO may not be selected to attack in Melee until all other units have been resolved.
  6 - Bone hewn Effigy
This model has a small token effigy of the Suneater carved from the bones of a great drake, it is said when the strength of the bearer begins to leave their form they may drain the last of the drakes energies from the bone to reinvigorate themselves. Once per battle in your hero phase you may elect to use this effigy, restoring D3 wounds to this model.   SAMPLE CARDS  

Melcavuk

Melcavuk

 

eBay scavenging

I recently ordered a bunch or Orruk boys to add numbers my destruction army which has turned into a Greenskinz force though I’m thinking of adding in some gutbusters leadblechers and an ironblaster.  They are from the 6th edition starter set from way back when I started the hobby.  The nostalgia is real today!

Gorthor21

Gorthor21

 

The grand architect of fate plays his hand..

So time is getting closer to pre-orders! I was planning to go in on the new Nighthaunt for my Tale of four warlords but my Tzeentch have pulled me back in, the Tzaangor guys are just so much fun to paint that I'm going to rock with them. We're kicking off at 500 points with 1 battleline & 1 leader.  I'm going for a Tzaangor Shaman, 10 Tzanngors on foot & 3 Tzaangor Enlighted on Discs for a nice round 500 to kick off with. I'm going to start painting my Tzanngor Shaman soon, updates to follow
 

Tribes all off Kinds...

As the name implies the Suneater Tribes consist of more than one Singular migration, back before the Age of Chaos the great prophet climbed from his pitlike grave and set out across the realms to unite his kin in a conquest that would shatter the very walls of the cities of Order. It was here that the first tribe, dubbed the Burning Klaw tribe was formed, born out of Ghur and yet in time many others have sprung up, each led by and tailored to the great Volsungr that leads them. Whilst the Suneaters might naturally seem to favour the wild landscapes of Ghur or the flaming hills of Aqshy they can be found in nearly every realm.   THE PYRE MAWS (SCORCH) -  When the forces of Man, Aelf and Duardin sought to retake the realm from the wilds and chaos that had reigned the did so with supreme arrogance and lack of foresight to the whims of the realms themselves. In the chaos that had descended over the realm the Suneater Tribes had flourished, their trail of destruction cared not if the cities razed were of Sigmars pathetic cohorts or the Dark Gods of the deluded masses, simply that the flames rose high into the night to please the Suneater. To see such glorious destruction come to an end as the forces of Order sought to raise new Cities, their “Seeds of Hope” was an affront to the Great Destroyer, that anything could rise from the Ashes was an insult to the devotion that the Maw Pyre clan had shown in their ravaging of the forests of Ghyran.

Incensed by this affront to their destructive labours the Maw Pyres migration was ceased, no longer pushing onwards to their homes in the lands of Aqshy and the blistering heats of the volcanic winds in that realm of fire their Prophet turned them back toward these fledgling cities. The wrath of this tribe was unlike anything the mortals had come to expect, the ferocity of their flames tore through the forests of Alarielle in a seemingly unstoppable tide, the very nature of her Sylvaneth making them vulnerable to the heat and flame that sought to devour everything in its path.

It was then to the great engineers of the Freeguild that she had so often rebuked for their ways of industry that Alarielle went, their smoke belching machinery seemingly more tolerable in the face of the total incinerations of her forest realm. These bewildering machines were put to task by their engineers, digging great trenches through the forest to blockade and surround the tribes of Suneaters as they made their advance. These great trenches were linked to the river Terral, its coursing life giving waters flooding through the trenches and forming a bulwark against the fires and halting the Ogors advance. The wound the Maw Pyres carved into the very skin of the Realm of Life would never fully heal, the heat of their onslaught had burnt deep through the dirt, scorching and sealing the dirt and rocks into blades of volcanic glass that would endure no life to grown in them. To this day this lingering malignant wound persists, a reminder of the outrage of the Suneater Tribes to the fresh onset of civilization seeking to end their joyous infernos.   THE BURNING KLAWS (SHATTER TOOTH PLATEAU) The Burning Klaws tribe is said to be the original Suneater tribe, born of the teachings of the first prophet after he was chosen by the great burning god. In the beginning they were few, the Ogor Firebelly wizards had been spread far and wide throughout the realms as they sought new and more potent elixirs to try and mirror their gods mighty powers, however the Prophet was a beacon fire, one great burning pyre that drew all the disparate Firebelly tribes from across the realms toward the Shatter Tooth Plateau in the realm of Ghur. It was here, many months before that the Prophet had been reborn in the stomach of the Suneater, here he had faced trial by fire, combat and of resolve, and it was here he had emerged the champion and prophet of the great God.   In modern days the Burning Klaws are the largest of all tribes, holding dominance in the realm of Ghur whilst many of their kin undertook the great migration to the fires of Aqshy, here they control the greatest site of power in the Suneaters history, one that inspires both the respect and ire of lesser tribes. When each of the great Volsungr left the Burning Klaws to start their own tribes they took with them their own interpretations of the Suneaters whims, it was in this way that his teachings of the Pyres changed, evolved or diluted with every new tribe. The Burning Klaws however stayed true to the teachings of the first prophet and are afforded far more potent magicks than their kin, in battle they are known to field elite Ogor bodyguards for their Chosen Prophet, carrying great slabs of volcanic glass as shields to create an unbreakable wall around their foes, penning them in and pushing them ever closer to the pyres. In this way foes that do not perish in battle slowly roast alive in an ever-tightening cage of fire and shield. The Burning Klaws invoke far more Bal Kasta than any other migration, so long and far has their migration marched that many tribes have fallen to their ever onwards onslaught.   THE UR-GORES (FYREWATER GULCH) When the Great Migration to the realm of fire occurred, it was the Ur-gore tribe that led the way, their young and inexperienced Volsungr commanded his tribe make the journey that they might bathe in the burning might of the Suneater in a realm that reflected his eternal glory. The first of the great tribes to separate from the Burning Klaws they cut a swathe of destruction from the Ghur gate into Aqshy, however in their wake they often spied the stunty and arrogant Fyre Slayers, these dwarves held no love or respect for the great Suneater but worse they seemed to pillage the Ur-gold left in the ruins of the great advance of the Suneater Tribes. To see anyone finding comfort or solace in their reign of destruction angered the mighty Ur-gores, that their weak and pathetic foes might profit from the glory of the Suneater was a slight that could not be allowed to endure. It was then only proper that the Volsungr found a momentous act of spite to shown dominance over this foe, when they razed their next village the prophet gathered his Gothi Fyri priests to him and set them to task, a great pit was dug in the heart of the ruined village with every precious metal found thrown in. When they had gathered all of worth he stoked a mighty blaze, calling on the primal fires of the realm and his own gods mighty magics the blaze roared with blistering intensity, slowly melting the precious metals into a glimmering, bubbling pool of burning hot metal.   Gathering his most elite kin to him the Volsungr and his priests set to work, shaping and warping the molten metals with agonising efficiency into glistening golden tattoos across the skin of the Tribes chosen. The very touch of the metal was a torturous burning unlike any they had endured before and yet the Ogors endured it as they would any gift from the great Suneater, and when the Volsungr will was completed his tribe marched to war once more, now emblazoned with rippling metallic tattoos formed of the very Ur-gold that they Fyreslayers had sought to pillage from the ruins of their migration.  The Volsungr of the tribe is a mighty creature, his entire skin covered in rippling and shifting Ur-Gold ever heated by the supernatural flames stoked from inside his destructive soul. He marches as a living effigy and idol to his tribe, considered far more a demi god than mere prophet by those who follow in his wake no blade can pierce his golden hide. Such arrogance and spite has left to a fierce conflict between the Ur-gores and Fyreslayers, the latter desperate to reclaim the Ur-gold of their god.   THE ASH WALKERS (MISTS OF ULGU) It is said that the mists of Ulgu glow with the brimstone haze in the approach of the Ash Walker tribes, the thick fog that envelops the realm shifting and enhancing the lights from the many torches of the tribe until the very air around them seems to boil and hiss with the encroaching flame. It has been many decades since the Ash Walkers moved into the mists of Ulgu, led by a young prophet seeking to carve out his place in the legends of his people by finding and bringing down the cities of the elusive Aelves rumoured to call the city home. However there are creatures that lurk within the mists of this realm, born and shaped by the ever shifting nature that began to pick away at the migration, ripping Ogor from mount and consuming whole swathes of the Grot accompanyment in a single bite. Beset on all side and never truly seeing their foe the Prophet found himself shaken by not quelled, he spurred his Aldin Draken kin forward with him at the head of the pack, charging headlong into the mists with a ferocious roar and a gout of flame that lit the entire region. What fate found the Volsungr is as yet unknown, but with both their prophet and elite warriors having been taken the migration was on the bring of collapse, no Ogor had the strength of will nor the divine status needed  to lead the tribe onwards. Just as it appeared the migration had come to an end the Gothi priests came togther, their shrill voices shrieking and wailing out into the nights sky as they were riddled with visions (or so they say), it is the word of the Gothi that the Suneater wishes them to push onwards into the realm, that their prophet yet lives still waging wars ever deeper into the shifting mists of the realms. WHilst doubtful there was little the Ogors could do to contest the vision, this small flicker of hope was enough to spur them onwards deeper into the mists of Ulgu. As time has passed the Gothi leadership of this migrations has shifted and shaped its actions, leaning more heavily on Grots to do the majority of fighting they favour quick strike and hit and run tactics across the realm. The Ash Walkers make extensive use of Carrion Drakes, favouring bow over spear and pulling the mighty artillery and Waagh karts behind them that they might atleast have the eye of the Suneater upon them if his prophets cannot be with them. THE DEAD HEADS (GRAVES OF SHYISH) The Dead Heads are odd kin to the Suneater tribes, hailing from the rotting lands of Shyish where all life begins to wither and fade they have taken the very energies of the Realm into their migrations. Wielding strange and shifting green flame borne of the darker magicks of the realm they are a disconcerting sight for those that behold them, their warriors dubbing bio luminescent paint across their forms in the vague shapes of a skeletal visage they can be seen leering from the darkness on the still nights as a legion of glowing skeletal monstrosities. For Suneaters this is a sombre migration, gone are the visicious chants, the maniacle laughter or the revellery that comes with a normal migration, instead they set to task with a startling efficiency and near silence save for the occasional grunt or groan of the mighty beasts that accompany them.  In battle the Dead Heads make more use of the elite Ogor units than their kin, favouring the Slatr warbeasts and Aldin draken both of whom can march for days without food or sustinence, ideal for a realm where even crops are known to wither with the briefest of glances. It is said that their mighty Volsungr can never know death, having bathed in the ethereal flames deep at the heart of the realm his body lay littered with scars from wounds that could have been mortal to a lesser beast, he dons and ancient carved skull mask  and has adorned his magma drake with skeletal armour. To fight the Dead Heads is to witness the ruthlessness of their commitment to the task, to face sheer burning agony in the eerie green glow of the flame, and when battle is done the Dead Heads efficiency in burning all that fell ensures their battles do little to reinforce Nagashes legions in the realm. THE LOST MIGRATION
Whilst the tribes hail from nearly every Realm there is one that no tribe calls home, the mercurial and shifting metallic realm of Chamon, it is said in centuries past some upstart Ogor tribe within that cursed realm considered themselves the true disciples of the Suneater. What followed was a savage battle between the Suneater migration and the self dubbed Furnace King of Chamon over the true teachings of their destructive God (who likely simply revelled in the fresh destruction and onslaught to be witnessed). It is said the Prophets and Iron Baron clashed over days, weeks and months, every battle sending hundreds of Ogors to an early grave and countless grots, great gouts of flame clashing with cold and beaten ironworks of the Furnace kings yet there was to be little victory found on their side. As the months turned to years the first great prophet made a decree, the realm of Chamon was to be blocked to the Suneater tribes, the children of the Suneater could not waste their numbers in such petty conflicts whilst the true enemy of their kind erected yet more cities, walls and fortresses across the other realms that they had neglected. Instead an accord was found, the Iron Barons would send great shipments of the Iron Bark of their realm through the mighty gates to Aqshy and the Suneaters holy site, in return the Fyrepowders of the realm of fire would be sent back, each would pursue the destruction of the cities of Order in their own manner without shedding the blood of other Ogors. The accord was sworn, yet shakily held, all together weakened by the rumoured the Iron Barons had made off with a shard of the eternal flame of the Suneater stolen from a fallen prophet. What machinations these Ogor engineers had for such a potent relic was as of yet unknown, though if it was brought to bear against the newly swelled ranks of the Suneaters the conflict might well consume both tribes.

Melcavuk

Melcavuk

 

Updates until June, 10, 2018

So, to give a little update here. I both another 10 Sisters of the Watch (to fill the third Battleline) and a Nomad Prince (except I don't know if he really fits with Antler) into the Order of the yellow rose). After Path to Glory only has the Nomad Prince as Herochoice for Wanderers right now (okay Sisters of the Watch are not even part of it, but would somebody say something against it if they were took instead of Shadow Warriors?), I made a Kitbash Nomad Prince for my Maidensguard. Those of you who follow my Twitter already know them, but here are the pictures of the build models. I undercoated anything, put the Texture Paint on any models base and started painting the Maiden Guards Nomad Prince, Spellweaver, the Waywatcher (where I actually changed the head to a SotW head) 10 Sisters of the Watch and the other 5 Wildriders. (I didn't made pictures of them, yet) For my planning. I will actually give the army another 10 Wildriders (actually have to look if I have enough heads left), but I also have to look, if I can give this part of the army some more varity. For once I have seen those nice Reavers, made by @Melcavuk After they are Order Battleline I can try to fill the Armys Battleline with Order Battleline instead (or use them as Allies). I think, it would be nice to have some more close combat units in Maiden Style. Something like Eternal guard would be nice, but after I used the Wildrider Spears for my Wildriders they would look more consistent if they would have these spears (the problem is, the downpart of the spear is used by both mounted units (if we don't count the shields) so this could get really expensive. Another easier way would be making a Sword + Shield unit, combining SotW with the Shadow Warrior bits, but after Wanderers don't have a Sword + Shield unit (only Darkling Covens having one) I would have to use Order because of missing Alliance Rules. I think, the strangest Idea would be, using the Swifthawk Agents Chariot, spanning 2 deers in front of it and putting 2 Sisters of the Watch on top.

EMMachine

EMMachine

Finished the Great Unclean One

So i finished him! I started him halfway through working on my Glottkin, which I worked on entirely by hand, no airbrush. I think with massive models like this, the airbrush saves so much time and more importantly, gives a lot more consitency to the shading than doing it by hand! It's been a struggle with the Glottkin to get the same shading over the whole model, whereas with the GUO, it was done in 15 mins with an airbrush!

hughwyeth

hughwyeth

 

I Did A Thing

Sooo... That was Faster than I anticipated   I got a little gung-ho this weekend. With only one day off I decided that I needed to get something done, and set out to try figuring out my army schemes. I think I have done that!  It started with Two models I have had forever. An old Vampire Countess model, and the newer (though still before round bases) Wight King. These models are so fantastic, and full of character. The old countess is a Metal model, and in the last few years of playing Infinity, I've learned a lot better how to prep and care for these metal minis. Unfortunately for myself, this was in the dark times. I'd built and painted this countess before I knew about filing, and real trimming, and heck, even before basing and priming, so I had some cleanup to do. I love this model to death, but I'd done a fair bit of damage to it over the years, and as such i knew it'd be the perfect "test model" for the death army. It went pretty well, and I was excited enough to strip my old wight king, and take a stab at him as well, to really nail down the palette before I moved on to skellies, and the mortarchs, and zombie dragon. (this stuff has been a grey tide for far too long)  I'm still not certain how I'm going to apply this to the skellies, but I'll be taking a stab at this, over the next week (I hope) on the buttload of mantic skeletons I have, and I'm hoping to perhaps work on the black knights and Hexwraiths and perhaps the spirit hosts over the week. we will see!  As for the stormcast, I went gangbusters, and got all of them coated in leadbelcher, washed black, and drybrushed Runfang steel, which will help me bust through a whole bunch of minis faster. I then decided to work on my  Retributors. I went with a sort of jade and cream look, and was inspired by a video I saw a while back to paint thier hammers in marble. I really enjoyed this effect and will certainly be continuing it throughout the army! now for the pictures! please excuse the phone camera pics, I'm pretty sure they aren't great, but they'll give somewhat of an idea of what was accomplished!    so. next week will be busy. I'll be at my sister's wedding, so I don't know how much time I will have to hobby. hopefully enough to get some more stuff moving! thanks for paying attention, anyone who has, and I'll see you next week!

The Roster - Units within the Suneaters

The great tribes of the Suneaters are a nomadic people, their every migration an endless march to war for the glory of the Pyre. Many creatures of the realms see the glory of the flame, and seek the blessings of the great Suneater, adding their number to the swelling ranks of devotees following the Great Prophets of the Suneater Tribes.       HEROES AND CHAMPIONS Volsungr on Magma Drake
In the guttural dialect of the nomadic Ogor tribes the word Volsungr roughly translates to Chosen one or Chooser, both of which apply aptly to the great Volsungr of the Suneater Tribes. They are the highest authority within the tribe, seconded in potency only to the great Suneater himself, they have walked the blasted wastes and faced the great trials in the same way the very first Prophet of this kind did and emerged the stronger for it. Each nomadic tribe has but a single Volsungr, the most potent of their Ogor wizard that has risen to dominance, often the oldest and strongest of their kind their skin is rough and blistered from decades walking the flames of their Gods glory, adorned with trophies of civilisations that they have incinerated. To pass the final trial to become a Volsungr each aspirant must tame one of the great drakes of Aqshy, walking alone and unarmed into the Scorch fire Chasm as their prophet had done so long ago. So seldom does such an aspirant emerge from the Chasm successful (or intact) that there are but a handful of Volsungr roaming the realms, each at the head of a great host of the Suneater tribes who recognise their glory. Volsungr ride into battle mounted atop their Magma Drakes, a rippling beast of scorching heat and burning hot scales. Their hides are thick enough to deflect even the best of Duardin blade and their great wings allow them to race down the battlefield even carrying to burden of their master atop their backs. In the heat of battle, they can unleash boiling brimstone flame from their wicked beaks, boiling blood and shattering bone with the intensity of the molten magma that erupts from their gullet. Tribes form around the Volsungr, seeing them as the prophets of the Suneater and his embodiments within the realms, as such each tribe takes on features of their Prophets, often mirroring his garb and trophies with priests screeching out their new masters interpretation of the will of the Gods. For this reason, should a new member of the tribe seek to take on the position they are cast out into the blistering wastes, for no prophet can endure the word of another, if the Suneater finds the challenger worthy he will protect them and allow a tribe to form around their new interpretation of his will.   Exalted Volsungr It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the Gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its presence. Indeed, many take to bathing in the Magma flows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungr migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanied, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the unsightliest of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require. Gothi Fyri It is said in Suneater tribes that no Ogor has ever held the rank of Priest to the Suneater, they claim that their deep and booming voices are too like the sounds of volcanoes erupting for the mighty god to distinguish them from the volatile realm of Aqshy and hear their pleas, meanwhile it is the shrill and piercing cries of the Grots that are unlike any other within the realm, able to pierce through the seismic rumbling and volcanic eruptions to irritate the god enough to earn his attention. It has been this way since the very beginnings of the tribe, those grots of particularly loud, shrill or annoying voices picked out from the crowd at a young age and thrown out into the wastelands to earn the attention of their God. Each is forced to live in exile until they return with a convincing token of their gods favour, though what is considered convincing is often left open to interpretation, some hunt the great phoenixes of the realm to try and carry off a cloak of flaming feathers as the warm (and burning) embrace of the Suneater. Others climb to mountains top to pluck a shard of the great salamanders burning rocks from the very lip of a volcanoes edge. Of course, many more simply band together in a conniving mob and wait for a more competent grot to complete such a heroic feat, then as their soon-to-be victim heads back to camp the mob descend on them in a flurry of rocks and fists to savagely beat them to death and steal their prize. Such acts often amuse the Suneater enough to let pass... and in doing so he loses but a single priest and gains a handful more as their victims trophy gets divided up between them. In battle the Gothi Fyri cut small figures, often able to hide behind the ranks of Suneaters that they might search for favour and blessing from the great god, it is this cowardice and cunning that makes them particularly adept at their jobs, often finding the resolve to channel the gods will when it benefits them most. Aside from their divine talents the Gothi Fyri act as mouth pieces for the great chosen ones of the Suneater, barking out their orders in a shrill and piercing cry to the rest of the tribe, though such cries often boil down to the annoying and hardly helpful “He's right you know”   Gothi Herald
Some Gothi priests can be seen riding to battle atop a weedy scavenger dragon known to feast on the corpses left in the wake of the Suneater tribes known as the Scorch. The Carrion Drake is a lesser dragon in the realms, lacking in the brute strength of its greater kin and unable to produce volatile breath to drench its foes it instead finds its feasts in the wake of greater creatures, using its acidic maw to burn through cloth, armour and stone to feast on what meats the other predators could not reach. Its cry mimics that of the death wails of its victims, known for capriciously toying with its food before it feasts, often if it can separate a weakened mortal from their people it will strike and retreat, leaving rents gouged in their flesh and relishing the scent of their blood spilling into the dirt as they try and make good an escape. Time and time again it will claw at its victims until eventually sweeping from on high to feast. It is said the first Gothi to ride a carrion drake subdued it quite by accident, when scavenging weapons and armour from the corpses left in the Scorch the grot opted for an impromptu break to consume mushrooms to sate a growing appetite (and due to immense laziness), cracking open the breastplate of a fallen human soldier he packed it full of mushrooms before starting a blaze beneath the corpse, relishing the scent of fresh meat blending with the narcotic smokes of the mushrooms. Alerted from his mushroom induced stupor by the cry of a carrion drake above the little grot scuttled across the ground, secreting his small form in a crevice between two rocks and uttering a shocking array of curses as he was left to watch the serpentine dragon feast on his meal. However, as the acidic maw sunk into the crumpled breastplate the vicious liquids merged with the mushrooms, the two combining into a heady haze of madcap madness which was quickly followed by the resounding thud of the now unconscious drake landing on the ground beside it. The Gothi saw he opportunity, this new beast would raise him high above the other grots, its guaranteed status, respect (for a grot at least) and most of all meant he'd be a good distance further away from getting stabbed, shot, sat on, fallen on or generally crushed on the field of battle Gothi Heralds fly ahead of the great hosts of Suneaters, where their lesser kin are the spark that will burn down all in their path it is the Heralds task to break the will of the people ahead of the host, they are masters of the long hunt, scratching and screeching at their foes until huge trains of refugees march for the safety and refuge of the mighty fortresses of Order. The Heralds ensure that every human, Duardin or Aelf in their path cluster together to hide within their stone walls so that when the main host arrives all of the meat is in one place, in this way they ensure that when the Suneater consumes the souls of the fallen he is now fed meagre scraps, but a banquet fit for a God of his magnitude.       Beserkr -     THE TRIBE Ashen Grots – Grots by their very nature and small stature often find themselves at the bottom of the pecking order in the mortal realms, yet these cunning creatures are drawn to power either desiring the acquisition of it or to be elevated by their very proximity to it. Those that follow the will of the Suneater do so with a fanatical devotion, revelling with glee in their ability to slip past the walls of the cities of order and start a blaze deep in the heart of their enemies fortifications. These blazes are much like the grots, small and weak when isolated but when many rise up together they are able to topple even the biggest of foes. Ashen grots make up a large portion of the Suneater tribes, and their fanatical cackling laughter ripples through the forces with every fresh pyre lit, they bombard their foes with an endless onslaught of black powder spark grenades or get in close to slit throats with crude but glistening obsidian blades. Ashen grots can often be seen in a host of shuffling grey hoods and cloaks as though a roiling tide of ash threatening to choke out all life in the battlefield, their name however is derived from being unfortunately short enough in stature to soak up much of the dust kicked up by the great beasts of the tribe, lending them an unfortunate dusty camouflage whether they want it or not.   The Svangur – Sun-bleached and half Starved Ogors saved from the Desert by the will of the Suneater, these fanatics descend on their prey with startling speed and ravenous appetite. Those who have looked upon the face of the Suneater are often driven mad by the experience, gouging out their fingernails in a gruesome display of devotion and forcing in jagged shards of obsidian in their place, others go even further, ripping the teeth from their mouth to replace them with wickedly curved metallic tusks with which to gorge their foes during the feasting on the battlefield. These Svangur never truly lose the hunger they felt when wandering the deserts, it is ingrained into every element of their being and the urge to feast drowns their every sense, on the field of battle they a gruesomely gore drenched sights as they feed on fallen foes before descending pack like onto the next.   In their ravenous and deranged state, the Svangur are a challenge for any general to marshal, they are volatile and often given over to fits of rage that can run rampant and contrary to the will of their Tribal Leaders. And yet these mad Ogors are considered to have been touched by the very hand of the Suneater, they cannot be cast from the camp without risking the ire of their volatile god. Instead such creatures are often led at a distance to the rest of the host, parties of ashen Grots and their Gothi Fyri carrying great torches lure the Svangur as a vanguard to the main body of the tribe, at once limiting the damage they can do to their kin and allowing favourable flanking around an enemy force.   Gullveig Ogors - The Gullveig Ogors live in the unenviable position of being part of the Suneater tribes but devoid of blessings of the Suneater, in this manner they are often considered the lowliest of the Ogors in the tribe (but still far preferable to a mere grot). Due to their precarious role within the tribe those who can afford it often don heavy armour and large slab shields until such a time as they have earned the protection of their fierce and demanding god whilst others are doomed to rely on their (admittedly lacking) wits and their coarse skin to save them from harm. Such things are unneeded after all by those who bear the mark of the Suneater as that in itself would protect them from harm. Often comprised of the tribe juveniles these fanatical followers seek to slaughter and pillage until they have accomplished feats of such destruction as to earn the favour of their God, many leaving their tribes to join that of the most feared Volsungr across the tribes, that they might bask in the glory of the greatest prophets and be led to feats worthy of earning their name. Other still become mercenaries, travelling far beyond the borders of their tribe migrations to seek out their own destinies before eventually returning to their true homes in the tribes.      SAVAGE VETERANS Bal Kasta – The Bal Kasta (Also known as Akursed) are Trophies of the Volsungr, taken from the firstborn of conquered tribes these massive Ogors would be contenders for Tyrant one day in any other Ogor migration, instead in the Suneater tribes they can never hold rank or power. Those tribes who refuse the enlightenment of the Suneater, too blind to see the true path to glory, and who are too weak to avoid subjugation by a Suneater migration swell within the ranks of the Gullveig of the tribe. But these tribes are hidden from the Burning Gaze of their mighty god, they are not viewed as foes of the Suneater (such a status would make them fearsome indeed), they simply no longer exist in his eyes and therefore can never receive his blessings. As such the flame still burns them as it would never burn a true disciple of their god, they cannot belch forth his devouring fires nor summon the pyres to his glory.    Such is the curse of the Bal Kasta, they will live their entire lives in the service of those chosen by their God but never live to see that power become theirs. Great Volsungr will have full regiments of Bal Kasta within their armies, a striking show of his dominance over the tribes as his fallen foes now serve at his whims in Battle, and in time some of these fallen champions may well be put to use. The Gothi Engineers of the tribes have long since mastered the Fyre Powders of Aqshy, using it to power their catapults payload and feed the mighty Pyre Belchers of the tribes, and whilst no true Son of the Suneater would disgrace himself with using it to mimic the mighty fire belch of the Beserkr there is little that Bal Kasta have to lose, and many find themselves all too willing to try.   These brave (suicidal?) Balkasta have two mighty fire belching blunderbusses strapped one beneath each arm, their form clad in beaten iron plating that might (probably not) resist the flame should the volatile alchemical mixture backfire onto them, each is attended to by their own compliment of Grots tasked with filling and reloading the fire belching cannons as the Ogors simply cannot use their hands for anything other than holding onto this fearsome arsenal. Those who live long enough in battle hope that in time, should their gods eyes fall upon them belching flame from these mighty cannons, they might earn his favour and be elevated from the rank of Bal Kasta, though such a thing is unlikely.   In their desperation to find the attention of the Suneater these Akursed Bal Kasta have been subjected to the most extreme of Gothi engineering, their unfavoured forms however prove poor vessels for the sheer power of their god being forced through them from Gothi incantations. The weakest of Bal Kasta burn alive, their god devouring their souls first and their bodies withering away after, but a rare few can endure the constant agonising torment, learning to crave its agony as a mark of recognition from a god that cannot stand their presence much less their prayers.   Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Gullveig, these chosen of the Suneater have walked the blasted wastes alone for months on end and entirely without supplies. They are tasked with finding enlightenment that at their lowest moment in their final breath they might look upon the face of the Suneater, be judged and reborn. Perhaps more shocking they have emerged from those daunting wastes with enough of their sanity intact not to descend into the bestial hunger that claimed so many of their kind, and with the physical strength to drag what remains of their half-starved bodies back from the brink of death. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace, their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Draken nest, a bustling feeding ground for the enormous stone hide bearing Draken of Aqshy, an irritable bundle of sword-proof hides and jagged teeth prone to belching flame when provoked, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Drakens nest, each must engage in mortal combat with the Draken with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.   Those who survive the trials do so through the use of brute force and strength of will to beat a reptile into submission, triumphantly riding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes.  The sacred duty of the Aldin Draken is to accompany the Volsungr into battle, should their mighty prophet fall the Magma drake mount has been known to rampage back through the Suneater Migration wreaking havoc on their numbers. Should this happen the Aldin Draken are put to task, pursuing the distraught beast and bringing it down that it might join its masters body on the Pyre and ascend to the halls of the Suneater together. Burnin Bomb Catapults – The destructive toys of Gothi engineers these ramshackle artillery pieces have felled the walls of many a city who thought themselves secure from an encroaching migration. Formed of the Iron Bark of Chamon the skeleton of the catapult is impervious to the volatile fyrepowders it is tasked with launching at the enemy, a blessing not extended to its overly eager and some what derange Grot crew. Driven onwards by their fanatical faith the Grot crew drag the catapult from ash and mud to reach their perfect firing position before loading ever increasing piles of volatile fyrepowders mixed with the excrement of the tribes beasts (to make it stick to a target) into the catapult cup. Launching this volatile chemical down the field hopefully before it detonated in their hands, though such a divine act of destruction from their god would only stoke the Grots faith higher. A battery of these crude machines is capable of bombarding the villages and townships of order from over their wooden palisades, raining hellfire down upon the populace and inviting them to leave the safety of their walls to fight the tribe in open battle or burn alive in a cage of their own making.   Pyre Belcher –  This great beast from Aqshy is a bloated and tormented creature gorged on the industrial runoff from the cities of man. Its form has swollen and misshapen with the volatility of the chemicals it has been fed but in return it has developed the ability to spit forth huge gouts of flame in the course of a battle. It is forced forward into battle by its Grot handlers, poked and prodded and gorged on lesser squigs that it might launch its payload further forward setting flame to all in its path.   THE GREAT BEASTS Slatr Warbeast – When one looks upon the Slatr Warbeast it is hard not to be wowed by the majestic nature of this primal creature, it is not by any stretch of the imagination a creature of traditional beauty but one evolved perfectly for longevity and resilience. Indeed, it has never been recorded of such a creature perishing due to natural causes lending credence to the theory that such a beast may be immortal lest for death by less natural themes. Its flattened and bullish face is akin to many a nightmare as a child with the full stretch of its maw measured at over a cart in width and at least the same in depth to the gullet though I have yet to find an apprentice willing to test that, when looking into its eyes you are struck by the sheer simplicity of the creature not burdened by higher thought or malice. The juveniles of the species are often found in migratory herds travelling alongside the Suneater tribes of Aqshy, seemingly drawn moth like to the pyres to their primitive gods that these tribes are prone to igniting, indeed the subdued state these creatures enter in the presence of such a blaze has allowed ramshackle howdahs to be assembled across the beasts’ broad backs. It is then sadly witnessed that when these savage tribes march to war they goad the Slatr alongside them, bombarding their enemies from afar with crude catapults launching burning debris down the battlefield. Such burning projectiles seemingly spur their mounts onwards chasing the bright lights racing across the sky   Mighty Slatr Dwarfing even the regular Slatr these beasts of war can carry units into battle, they are also inspiring to those Suneaters nearby as living manifestations of the might of the Suneater. Crewed by an Ogor chieftain with Bal Kasta as their personal guard.   GREAT TOTEMS OF THE GODS Waagh Kart Totem of the Suneater - A destruction war shrine that moves with the migrations of Suneaters. The rippling heat and power of the shrine can turn away blades and burn up projectiles before they reach the fanatical followers of the Suneater, but its true potency lies within the trials of flame. Gothi attendants stoke the flames around the giant stone effigy before swinging it forwards, should he prove willing the Suneater musters his energies to belch forth huge gouts of flame from the pyres to engulf loyal warriors, consuming them and letting them emerge unscathed from other pyres of the Suneater. Those who are unworthy however will find themselves consumed by the Suneater in his eternal hunger. These mighty shrines spur the Suneaters warriors onto even great violence and destructions. A physical manifestation of their gods mighty and wrath these mighty war machines are prized possessions of the Prophets and often jealously guarded from the other Migrations.  

Melcavuk

Melcavuk

 

Of Great beginnings, and Single steps.

so this is where it starts... Like most wargamers, I imagine, I have many lofty goals. Play more games, paint more miniatures, have more fun... Profit? This blog is my attempt to get all of these things done.  I'm mostly new to AoS, as I've been out of the fantasy game since seventh edition (just seemed to fall by the wayside to 40k, and infinity) but I've got loads of GW models. Death, seraphon, high elves, skaven, chaos, bretonnians, I've kept them all.  If I have learned one thing in my 20 years of modeling and gaming experience, it's that setting goals, and letting others hold you accountable is the biggest motivator. It's also incredibly helpful to set a long term goal, with small, deadline goals to keep you progressing along the way.  To that end, internet, I'm going to set a goal right here, right now. I want two, fully painted 2000 point armies, by the end of the year. I want to have attended at least one tournament with said armies. The two armies will be my death army, (which, granted already has some stuff painted for it, but none of it will be used in this 2000 point force) and a stormcast eternal army, for which right now, all I own is the original AoS starter set. (All gloriously grey with no paint applied) I will be getting the new starter set to help bolster both of these lits.  I'm really a thematic gamer at heart, and I love to have my lists be themed, so in the end, my stormcast may end up all sacrosanct, or straight stormcast, I don't know. My death though... Oh boy... My death army. My true love. Vampire counts... I mean soulblight?  I'm very much looking forward to putting this together. I've got a Neferata and a Prince Vordrai to paint up, but after reading up on the rumors page here about the mortarch of grief being Isabella von Carstein, and the black coach containing Vlad.... Ooooh... The shivers I got reading these rumors... If it's true, it looks like my whole army will change... and I can break out those sweet ancient vampire models for Vlad and Isabella, and just add them in for sweet sweet irony. We shall see. They are my favorite Warhammer characters after all.  For now, I just need to get started. So my goals for this, the week ending on June 17 2018 are thus: Work out a paint scheme for vamp.. er... Death army (man... That'll take some getting used to)  And work out a scheme for the stormcast. I'm thinking deep purples and reds for vamps, and silver armor, with cream and green details. The goal is just one model, but I'd like to finish a unit, or perhaps a hero for each. It's a small step, to be sure, but an important one, as it sets the workload for the whole army. Until next week's hobby update,  Nicholas Carreau, the TubmasterGeneral  
 

A Hidden Truth...

A continuation of the background story for my Suneaters The tomes of Azyrheim tell little of the battles that quelled Gorkamorkas rebellion, nor the atrocities that followed it at the hands of those who fought in the name of justice and Order. The few tales that have survived to the modern age speak of a host of men, aelf and dwarf the likes of which the young realms had never before seen, all marching in the shadow of the Man-God Sigmar under the mighty flags of Azyr. This massive host was drawn not just from the noble houses within Azyr, but every general (disgraced or otherwise), pirate, corsair and mercenary who owed fielty to the Barbarian king. This vast host spanned from horizon to horizon, some say that its footfalls could be heard across the entire spanning continent of Ghur as it marched across the lands, that its nightly campfires were so many that they threatened to drown out the darkness entirely as though day simply spanned into day once more. It is said that the tides of Gorkamorka were met by this host on the plain of Rok-Gor, a once verdant and beautiful landscape in a realm of savages, the green tides number were twice that of the Order host and beneath the combined footfall of the legions every spec of grass within sight was crushed out of existance. It is said that the mages of Hysh wielded their sun based powers with reckless abandon, forever changing the intensity of the sun in this part of the realm to scorch all life from the grounds below, that so savage was the combat that no native fauna escaped the onslaught.   The battle was savage, with vast number of casualties on both sides, but eventually the god of destruction found himself brought to heel, beaten and bloodied but his thirst for mayhem and war thoroughly saited the mighty Orruk god lay down to revel in his heady onslaught. With the rebellion quashed Sigmar returned back to Azyr, with matters more befitting a god to focus his attentions on he left his grand host to disband themselves, here he trusted in the souls of men to do as they were instructed… a fools hope. His vast host had been raised on the promise of bloody conquest, of glorious trophies and heroic deed, but moreover they had been promised a wealth of gold and treasures that they might use to raise kingdoms of their own. Men lured by such temptations are not so easily swayed into forgetting them, and Sigmars conquest against Gorkamorka had cost them many lives and far more gold than they had been repaid, now left in the midsts of the savage landscape of Ghur these weak men sought to find treasure of their own.   Corrupt generals and greedy nobles all spurred their legions forth into Ghur, they butchered the local populace indiscriminately, Ogors that had no part to play in Gorkamorkas rebellion and mighty beasts older than human memory all under the guise of bringing order and civility to the Realm. Whole Ogor migrations found themselves on the wrong side of man-forged blades, any lands of worth or found to be rich in metals and minerals soon became annexed by Dwarven kings and merchant guilds, the previous owned put to work in slave camps or executed as warning to the savage populace of Ghur as to what happened to those who resisted the recent influx of Order into the Realm.   The Iron Klaw Ogors, who had lived in relative harmony with the man-kingdoms of Ghur for as long as records existed, never took more meat than needed from the human villages around their migrations. To blame them for taking their share would be to blame the man for taking the sheep to slaughter, these Ogors demonstrated immense discipline only picking the elderly or weak from human villages to sait their hungers, never staying in one place long enough to diminish the populace beyond reason. Their demise came without warning, unbeknownst to the tribal elders their migration had setup camp atop a wealth of mineral deposits high up in the mountains at realms edge, it was in the dead of night amidsts a thunderous storm that a dwarven cannonade sought to bring the whole mountaintops down upon them. Flashes of black powder detonating lit up the nights sky, punctuated by streaks of lighting racing to the heavens, war scarred and embittered dwarven veterans marched up the mountainside to butcher those Ogors who survived the savage cannonade. It fell to the young Chieftan of the tribe to muster what little defense he could bring to bear, a mere handful of champions atop mournfangs raced down the crumbling mountainside to meet with their attackers. Fortunate was not however with the young chieftan, struck in the helmet by an oncoming cannonball he found himself flung backward off of his mount, foot still tangled in the saddle straps he was dragged down the mountainside, dazed from the strike and beaten by every rock on his descent his blood crazed mount ran throughout the night deep into the deserts beyond the mountains.   As the dwarves butchered all those Ogors who remained they lacked the insight to know what they had instigated, the nightmare that they had unleashed upon the realms with the soul survivor carried far beyond the charted edge of the realm….

Melcavuk

Melcavuk

 

A introduction to who I am

Hello lovely readers of TGA My names Aaron Wilson, I'm 26 from Harlow, Essex in the U.K. I've been playing tabletop games since I was 11 and I'm still going strong. I love rolling dice, I love the hobby, I love the strategic challenge each game represents but most of all I love a good weekend surrounded with like minded people full of good laughs. I play a fair amount of game systems right now, playing mainly Horus Heresy and Guildball at my local clubs. I like playing competitively and I'm currently ranked 34th in the world for Guildball, using the other games I play to kick back and play more relaxed narrative style of game. Age of Sigmar for me is all about the gorgeous models, fulfilling that awesome fantasy game.  Locally AoS is very quiet for me, I play maybe once every 2 months if I'm lucky. With the buzz of AoS 2 I've managed to organised a tale of four warlords (There's eight of us) at my local games club I run. I'll be exploring that with the new Nighthaunt goodies!

I'm hoping to attend my first AoS event this year, which would be amazing. I'm going to use the blog to post my hobby, keep you all updated on the TO4W and battle reports etc. Thanks for taking the time to read this today
 

HALFLINGS ALLY WITH KHORNE!?

Halflings are back again!!  This time the hobbit forces attended a doubles tournament in Ohio hosted by "Rend 4, Age of Sigmar War Gaming" club! An unlikely alliance was formed between the forces of the Moot and the bloody pillagers of Khorne.  Here's a bit of fluff on that! Since I didn't attend a tourney for a while, I wanted to make this one special and make my first display board, and boy did it pay off! Event itself consisted of 16 teams and 32 players battling it off to see who was  superior! Each player brought a 1000 point list, so in the end it was a 2000 point battle. There were three games, with each lasting three hours, which was more than plenty of time. Me and my teammate brought middle of the road lists and were just hoping to stay on mid tables, and man were we wrong. . Our first game was against double Slaves to Darkness list with lots of chaos knights, and Total Conquest scenario. The guys, Josh and Nick, were newer players, but knew their rules very well, and were great fun to play against!  They decided to give us the first turn, and that was their biggest fault as both my teamamate and I got lucky on our run rolls and grabed the side objectives early on.  From then on we just had to weather the knights' charge and stay put, as we had a large advantage in numbers! We got 30/30 points this game, scoring both our secondary objectives as well!  Going into game two, we were slighlty fired up since we unexpectadly did so well our first game! This time, our opponents, Rob and Matt, combined the forces of Nurgle and Daughers of Khaine (They also might have had one of the best team names "Dirty Girls"). The scenario was Starstrike. The first objective fell right into the middle of the table and large unit of bloodletters quickly snatched it away. However what the game came down to was where the other two objectives were going to fall, and they dropped exactly where we wanted them to, which won us the game. However, by the end of the game there was only one brave halfling left on the table. This game we also scored 30/30 possibe points! Pressure was one!    Doing way better than we thought we would, our last game was against the "Defending Champs", Michael and Roger, who also scored 60/60 possible points so far. While we were excited to be on table 1, we also knew that now we were playing against top players. Our opponents brough a Stormcast and a Fyreslayers alliance list (+ flamesphyre pheonix). The scenario was Scorched Earth, and quite honestly we got pretty schooled this game. Our opponents outplayed us  every turn, and we lost a crucial priority roll in the middle of the game. I also did not use my griffon as effectively as I could've, which Roger pointed out in the end of the game. Overall, we got crushed, but managed to score 5 points (due to the kindness of our opponents). This game was defientely a learning experience and showed us that there is much room for growth! In the end of the tournament we finished 5th out of 16 teams. Not too bad considering we were hoping for mid-tables! What was the most exciting though is that we got both "Best Combined Alliance" and "Best Chaos Alliance"!  On the side note, there was also a pianting competition and my halfling ranger ended up taking home "Best Painted Single Model" award!  At the end of the day, this was an absolutely amazing event, with a great TO and community which loves their hobby! There is also talk of even bigger GT-type event in the future, which is very exciting!  ****Here's a link to the "Rend 4, Age of Sigmar Wargaming Club". You guys should definetely check them out! It's a very active Age of Sigmar group in Ohio, with some amazing people running it!*** https://www.facebook.com/groups/Rend4/?fref=gs&dti=274472279563016&hc_location=group_dialog    That's it this time!  Hope you like what I've got, Until next time!  

AKING

AKING

 

Champions of the Tribes

So who then make up the Champions of this Flame obsessed tribes, that they might elevate themselves above the Gullveig and Grots within the migration and carve out their own names in the legend of the Suneater. Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Gullveig, these chosen of the Suneater have walked the blasted wastes alone for months on end and entirely without supplies. They are tasked with finding enlightenment that at their lowest moment in their final breath they might look upon the face of the Suneater, be judged and reborn. Perhaps more shocking they have emerged from those daunting wastes with enough of their sanity intact not to descend into the bestial hunger that claimed so many of their kind, and with the physical strength to drag what remains of their half starved bodies back from the brink of death. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace, their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Draken nest, a bustling feeding ground for the enormous stone hide bearing Draken of Aqshy, an irritable bundle of sword-proof hide and jagged teeth prone to belching flame when provoked, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Drakens nest, each must engage in mortal combat with the Draken with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.   Those who survive the trials do so through the use of brute force and strength of will to beat a reptile into submission, triumphantly riding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, Often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes.   The sacred duty of the Aldin Draken is to accompany the Volsungr into battle, should their mighty prophet fall the Magma drake mount has been known to rampage back through the Suneater Migration wreaking havoc on their numbers. Should this happen the Aldin Draken are put to task, pursueing the distraught beast and bringing it down that it might join its masters body on the Pyre and ascend to the halls of the Suneater together. Tactics: These fearsome heavy cavalry become battleline if you field a Volsungr as your general, whilst slightly slower than their Prophets they excell at following the mighty beast up the Battlefield and using their crossbows to weaken foes he intends to charge. More over their specialties against monsters make them a genuine contenter to hunt down the enemies toughest warriors and drop them before any damage can be dealt to your heroes.   Bal Kasta -  The Bal Kasta (Also known as Akursed) are Trophies of the Volsungr, taken from the firstborn of conquered tribes these massive Ogors would be contendors for Tyrant one day in any other Ogor migration, insread in the Suneater tribes they can never hold rank or power. Those tribes who refuse the enlightenment of the Suneater, too blind to see the true path to glory, and who are too weak to avoid subdjugation by a Suneater migration swell within the ranks of the Gullveig of the tribe. But these tribes are hidden from the Burning Gaze of their mighty god, they are not viewed as foes of the Suneater (such a status would make them fearsome indeed), they simply no longer exist in his eyes and therefore can never recieve his blessings. As such the flame still burns them as it would never burn a true disciple of their god, they cannot belch forth his devouring fires nor summon the pyres to his glory. Such is the curse of the Bal Kasta, they will live their entire lives in the service of those chosen by their God but never live to see that power become theirs. Great Volsungr will have full regiments of Bal Kasta within their armies, a striking show of his dominance over the tribes as his fallen foes now serve at his whims in Battle, and in time some of these fallen champions may well be put to use. The Gothi Engineers of the tribes have long since mastered the Fyre Powders of Aqshy, using it to power their catapults payload and feed the mighty Pyre Belchers of the tribes, and whilst no true Son of the Suneater  would disgrace himself with using it to mimick the mighty fire belch of the Beserkr there is little that Bal Kasta have to lose and many find themselves all too willing to try. These brave (suicidal?) Balkasta have two mighty fire belching blunderbuss strapped beneath each arm, their form clad in beaten iron plating that mighty (probably not) resist the flame should the volatile alchemical mixture backfire onto them, each is attended to by their own compliment of Grots tasked with filling and reloading the fire belching cannons as the Ogors simply cannot use their hands for anything other than holding onto this fearsome arsenal. Those who live long enough in battle hope that in time, should their gods eyes fall upon them belching flame from these mighty cannons, they might earn his favour and be elevated from the rank of Bal Kasta, though such a thing is unlikely. Tactics: Short ranged and at their best when immobile the best use for Bal Kasta is to use a Waaghkart to throw them up the battlefield, becoming a point defense unit on an objective you need secured and scorching any enemies that mighty dare to come close. The Bal Kastas ideal target is mid weight infantry though they are no slouches in horde control. Supported by a defensive line of Ashen Grots to take any charge these Ogors can then fire over their defenders in unrelenting barrages to fell oncoming units.

Melcavuk

Melcavuk

 

Tales of Lucas - The first battle of the Blazenhearts

This story, not like the other stories was based on a Hinterlands testgame. The Knight Venator wasn't part of that game, but I made up the character here because the game went bad. I can't make the game from perspective of the Lord Celestant because he really died the way in the story do to a doubleturn in turn 2. Afterwards thinking, perhaps it would have been better, using a Knight Azyros instead of a Knight Venator because the Azyros doesn't have a Missile Weapon that could shoot every opponent from a distant. In the end, this is the mission I mentioned in "Yelena's first mission" and the point why Valten Blazenheart wasn't there. But still have fun.   The first battle of the Blazenhearts  

EMMachine

EMMachine

 

Detailing up the big fella

Having taken a break from the GUO for the London GT, where I fielded the Glottkin instead, I'm back to detailing him now.      The speckling issue with the airbrush basecoat is now much less apparent after some layers of washes and detailing have been applied! I'm still unsure if the speckling is an issue with the cheap chinese airbrush I'm using or an issue with how I'm maintaining it. 

hughwyeth

hughwyeth

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