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  1. So I have a busy week ahead of me!


    I've got a 3v3 game organised next week of order versus khorne. We will have myself and my freeguild along with Dan & his Pheonix Temple & Chris and his freeguild. It's going to be a tough game and we're likely going to have to try and win it through cunning, attrition and a boat load of shooting!


    So what I have available so far, in various stages of painting:

    10 gunners

    10 guard w/ sword and shield

    10 guard w/ militia weapons

    1 freeguild general on foot

    3 demigryph knights

    1 cannon (albeit lacking in dwarven crew)


    What I plan to finish building this week:

    1 general on griffon

    10 greatswords (mostly done just need to do a couple heads. They're a jaguar warrior conversion so take time to build but should be quick to paint)

    20 guard (I hate building the guardsmen so this will hurt)

    10 crossbowmen


    Possibly 1 luminark depending on how many points I have left as it would be nice to have something to buff my teammates. Also a 30" range gun will be nice for upsetting bloodsecrators.


    I'm going to be detailing my progress on the blog and also brainstorming some lists. Should be good fun!


    I do love my freeguild but they are a pain to get built and painted sometimes xD At least the demigryphs were fun when I did them. Also note to self: Buy some rocket batteries at some point... and make an engineer.


  2. Hi, people.

     Here is some progress on my Warband of Dread Solstice. As you can see I've added another five black knights and black Kurfurst. And something much bigger will come after.

    A little background on my Warband:

     The great Empire of the world that was provided to Sigmar many souls of great heroes for his Stormcast's army. But there were not only heroes. Many of that great warriors lost their faith in last days of the old world. Some of them were trying to find salvation in dark Gods promises of eternal life in unending slaughter, some in the bottom of the wine bottle celebrating the End Times. These apostates, traitors and oath-breakers were buried by the weight of their sins and under the wreckage of the world that was. 

     Millenias after, by the strange power of an ancient mechanism, they were brought to life if their existence can be called so. The strange person, ancient living dead, known as Prophet of the Twin-tail comet turned to this raised warriors of the old world with such words:"Maybe Sigmar think that we don't match to his shiny holly citadel, maybe He even didn't know of our existence, or maybe He's turned his sacred face against us. It doesn't matter for, because we are the damned sons of Sigmar, and now our accursed father will face us and tell us for why he abandoned his children.".    


  3. So in the last few months, I've fallen into the usual trap of getting distracted - by new shiny releases, old rediscovered projects, etc. As a result I've fallen behind in what I'm meant to be focusing on - a new Destruction army for this year's 6 Nations in Scotland, and finishing off my Golden Demon entries in Warhammer Fest in May. 

    Oh - and regularly updating this blog. I think I can probably file that under "never gonna happen"

    So - to business!


    With Golden demon just under a month away I've been furiously painting, trying to get entries ready for the big day. I've a few WIP images but i'll share those at a later date, once the competition is over - as only some are AOS related they may not interest the vast majority of readers here

    However, on the new army side of things I can show off some images. 

    For this year's Six Nations in scotland, I've decided to shelve my flesh eaters, and build up a destruction army. In case you're not aware, one of the rules is that each team needs to bring a minimum of 1 grand allegiance each. In our local scene there arent many destruction playser, so I decided that I'd take the initiative and build up an Ogor army, using my old 8th ed army as a basis.

    I always liked the ogors as an army. The relatively low model count allows me to go all out with conversions, freehand details, etc. I also liked the idea of building an army that wasn't seen everywhere. I've never counted myself as being overly "competitive" so building a cool themed army was more important to me. 

    The rough concept I'm working with is a roaming tribe of ogors on the plains of Ghur. I'm gonna lean into the tribal motif, so tribal tattoos, shamanic masks, etc. 


    The list is built around the gutbuster wartribe batallion


    As it stands, the list is as follows:

    Butcher (140) - Artefact : Collar of Domination

    Tyrant (160) - General - Command Trait : Might is Right - Great Gutgouger - Artefact : Battered Talisman Units

    9 x Ironguts (600)

    3 x Ogors (120) -Ogor Clubs or Blades with Iron Fists

    6 x Leadbelchers (280)

    12 x Ogors (400) -Ogor Clubs or Blades with Iron Fists

    6 x Ogors (240) -Ogor Clubs or Blades with Iron Fists

    Gutbuster Wartribe (60)

    Total: 2000/ 2000 

    I'm playing around with using the old Bragg the Gutsman model as a tyrant, converted to have a Baron Samedi feel - complete with battered top hat!

    I'll try and keep some updates of how the army looks as i finish off units. For now, the aim is to get everything built and on the right bases. For more up to date entries check out my instagram page @brush_lickers_anonymous

  4. Greeting Fate with a Smiling Eye

    The two runelords sat an uncomfortable distance apart, their common clan the only thing keeping them side-by-side. Lunn was beside Smakki, with Norgrim, Alaric, and Rungi almost completing the circle save for one space. The night before a Boartemper scout had delivered tales of unnatural creatures and mutated, mindless beasts. Tonight Svala was finishing a tale of an oddly armored squig and proudly brandishing the tusk she had kept as a trophy from her kill.

    And then Norgrim rose. He described an encounter with cultists lead by a foul shaman. The creature was said to be over seven feet tall with a bent beak poking out from beneath a shabby cowl. As the cultists were battered away into nothingness, the coward escaped on a flying chariot pulled by glimmering sky fish. Norgrim spat with disgust into the flame, the alcohol in his spittle causing The fire to crackle loudly before complaining that had the men not attempted to rise and lash out futilely on maimed limbs, they would have captured the leader. Rungi was troubled by this. These devout fanatics were being uncovered in larger and larger groups and the crude bird shrines had often now given way to statues of polished stone with trinkets hung from its neck and hands.

    His concentration was broken when Grimwold brought up the realmstone veins. Alaric excitedly interjected that these could be harnessed to fuel great machinations, but his suggestion to call in miner teams was cut short. Norgrim insisted that the bird-shaman was a pressing threat. Rungi’s quiet nods decided the matter. Speaking with the authority of an endorsed advisor, Norgrim restated the need for the miners to continue building a stable roadway so that the hammerers could advance and the ironbreakers could guard in lines instead of being thinned out and trapped by the seemingly endless swarms of grots.

    “Brother Lunn,” called Rungi over the muttering commentary, “ you asked to speak with us tonight?”

    “Yes my king. I've noticed rubble pilings and sloppy burial of places where the reamstone would seek to protrude from the earth. They’re frantically covered, as if greenskins are scared of them. The Rowsers, as they call themselves, have reported some indicators of crude removal. I’ve never studied the material myself, but if the designs from the Ironweld engineers are to be trusted, enough of it could be formed into a nearly impenetrable barrier.

    “Sounds blasphemous,” Smakki mused.

    “Realmstone is not merely neutral stone, nor is it sentient being,” Lunn explained. “Supposedly it can be activated by channeling energy through it. What that actually means though, I’m simply not sure.”

    “And we’re supposed to trust ‘not sure.’ With respect brother bookkeeper, but runelore unlocks powers far beyond the energy generated by water wheel or oxen-crank.” Grimwold argued, “There would be a real threat of combustion from overloading without a mechanism for maintaining control over the whole production.”

    “You seem quite amused Lord Smakki,” pointed out Rungi in reference to the chuckling elder of the group. “You don’t believe it can be done?”

    “Young Lunn is not completely dreaming,” explained the ancient runelord. “Supposedly during the Age of Myth, Gods used runes to call the world into desired form. Some believe that the remnants of their construction is this ‘realmstone.’ “ Smakki took a deep breath and stared deep into the fire. “The Skaudaziwyr’ve successfully channeled ancestor spirits an’mountain powers before, but never on this scale and never to any degree of mastery. I must agree with my clan-brother. I’ve simply no way ah knowing how the dormant powers within realmstone might react t’the introduction of the energies channeled by a rune.”

    “Actually my lords,” interjected Lunn, “I might. Have you heard of the Master Rune of Krol Kraggson? Legend states that he reshaped whole mountain ranges by carving his namesake into the foundation and...”

    “It was called Age of Myth for a reason ye blubbering babe!” growled Smakki. “Noone has ever successfully recreated the rune. We don’t even have a record of it.”

    Lunn looked to Rungi. “Friends, you know that long before the throng was assembled, some benefactors re-established the Librarian guild. Those benefactors were in fact me, at the suggestion of Lords Proudsong and Boldmane. The Boldmanes understood the changing landscape of the realms at war, and no general is more respected than uncle Norgrim, but we knew that a quest of this scale would require the accumulated experience of the ages to guide us. Loremaster Lunn has distinguished himself amongst a hall of impressive scholars,” asserted the meticulous ruler. Turning and nodding, Rungi continued, “He may have something of interest to you.”

    The fire danced in the eyes of the lorekeeper as he unrolled a deeply yellowed scroll...

    IMG_2511.JPG.9faf69917aba1158971a54827e3aff21.JPG  IMG_2506.JPG.dcd6cd5cc9c12a933c9da22d41d72b14.JPG

    Loremaster Lunn                                                                                                     Librarian Guild of the Karakigrom


    One Defining Moment:

    Wave after wave of the sickly grey grots broke against the shield walls of stout Duardin clansmen. Teams of hammerers emerged from openings in the lines while rangers and quarrelers thinned the charges with volley after volley. There didn’t seem to be any end to the creatures though; always another tunnel, cave, or shanty-hall for them to scramble out from. In the distance, Rungi could see their master. His frenzied orruk slaves pulled at the chains that restrained them, hungry to join the fray. His eyes played tricks though, as one moment he saw a single figure, and the next the image would twitch into a ring of the things.

    Stromni’s lads were smashing their way from beast to beast, pulverizing troggoth and squig-beast alike. They should reach the cultists soon. That’s when the real chaos would start, as there was no telling what these tortured greenskins would do without the cultists lashes to drive them forward.

    Then there were the ironbreaker teams. While the miners shored up their roads between these islands amongst the gorges and tunnels, the ironbreakers were pushing hard to clear space for the Skaudaziwyr to etch their runes of power into the exposed realmstone veins and uncut bluestone deposits. Runes of stability, runes of power, runes of protection… While so many in Azyr had lost faith, Rungi was staking his people’s survival on the notion that the ancient artisan-priests wielded a power greater than the magics that proliferated this realm. “How much longer wise lord?” the king called to his elder.

    “Depends on the Stonespeaker. You near completion lad?” Smakki impatiently shouted to his fellow runelord.

    “Nearly brother. I’ve no idea how long I’ll have control of the stones though. This rune has never been carved into a substance so volatile as realmstone.”

    “You focus on waking ‘em up. I’ll control’m.”

    The last double-hornblast cut through the noise and reached Rungi’s ears, a welcome reprieve from the bickering of the rival elders. Before he could turn to signal the next phase though, the earth’s rumbling reached a deafening volume. Though conscious, it was as if his surrounding has been slowed to a crawl and he could no longer hear his own thoughts, or the voices and clashing of the combatants all around. A bluish light radiated from countless points in the ground and cliffs. The only sounds discernible in the madness that had crept into his mind was a screeching chant. As quickly as it they had been torn away, his senses began to return. This was no relief to the king though, as he heard the rumbling of the ground splitting and saw islands of stone raising, shifting, and popping upward when in other places the ground fell away to rivers of unnatural warpfire, burning away grot and dwarf alike.

    “It’s now or never my lords!” cried Rungi.

    Grimwold looked to Smakki, the usually-steady veteran needing his elder more than ever. The nod returned to him was sufficient. With a final strike, Grimwold Stonespeaker hammered the final strike of Kraggson’s rune into a flat plate of realmstone. Nearly instantaneously fingers of power reached out in all direction, lending a glow to stones or adding similar animation if it touched other substances of power. Boulders sprung to life and the very ground rushed to reshape into beings. Exhausted by the outpouring of energy, Grimwold leaned on his dear friend Lunn as the later hurriedly jotted down everything he could see happening.

    On the shoulders and fists of these manifestations of the mountains fury, the entire range climbed skyward while further boulders forged themselves into a single road into the peaks. Where these stones had been the earth fell away into the warpfire and madness the sorcerer was fueling, leaving only literal islands of nature amongst the hell-scape around it. Some floated in the air, others perched impossibly on fragile points. All around, those duardin who had survived the initial blasts of warpfire had hunkered down behind their shields, their faith in the ancient runes that adorned these heirlooms being tested as never before. Though the road to their future had finally appeared, it was just out of grasp. Moving from behind the shieldwall meant death, for though the greenskins were but burnt-out husks, the cultists were calling out incantations, stoking the color-changing flames and encouraging their assault on the Karakigrom.

    And then suddenly… silence. Like before, the silence was deafening. Although this time, rather than signal the coming of powerful magic, it signaled its death.


    Brothers in Arms

    “Gather round lads, for as bad as you all smell from the march, you'll soon be missing eachother’s stench when th’sour of tortured and corrupt’d greenskins fills your nostrils. These aren't the squabbling raiders and their waves of skinny slave grots we hunted in Azyr, men. The Rangers tell of rock hard growths and metallic claws grown on sickly grey bodies by fell magics.” Heavy-bearded warriors exchanged sideways glances. One uttered grim curses while his neighbor spit a thick wad into the dust, each hoping the other wouldn't notice the chill raising the hair on his neck.

    “An who has the pleasure of smashing through this toxic tide?” Stromni railed on. “The same brutes they always call for when they know the work will get messy. This ain't gonna be no neat rows’a Sigmar’s shiny tin men marching over some nekid cannibals or bustin’ back up a bunch of bones. The hooded bird man on that there hill is twisting and mixing up any poor wretch he can grab the soul of to enslave for his scheme. An’ that scheme will see all’a our people burn, same as they tried t’do ages ago! They called us to break through an’ send ‘im back where he come from.

    “Now me boys, you might be thinkin I don't see the twitch in your leg or the white knuckle grip your flexin, that I don't know yer scared. You'd be a fool not to be! Those claws are sharp, their hides hard to pierce, an those fires will burn the beard right off ya mug! But you ain't some soft lordlings. No ones polishing yer pauldrins or hangin’ jewels in your beards. The only one paying for your treasures is you, and you done that with the blood money from grim work. The lucky of you lot’r ******, the less lucky: rejects.” Stromni paused before he continued, allowing the growls and grinding of teeth to fill the void left by his thunderous voice. He could feel the heat from their anger. “Today you carve out yer space in this new world. Today you earn your place in the clan. Today, yer deeds lay the foundation for a great new hold where your grandchildren will lay their heads and dream of fighting alongside the heroic grandpappies they keep hearing tale of.” They were ready. Stromni’s voice roared, “Today, brothers, is your day!”


    Stromni Stormbeard,

    Champion of the Brotherhood of the Red Bull, Thane of the Karakigrom

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    Norgrim walked slowly up the right flank of the dense block of hammerers. The morning sun gleamed off of polished heart-stone armor. Light as metal, cool to the touch; the material was priceless and had not been seen since the fall of the Gharaz-Wyr. To see 48 Chosen champions of the clan wearing their ancestral mantles in resolute commitment to the king’s orders brought a slow smile to his face.

    As he turned to face the ranks, the rune priest Cranneg placed a meaty dwarven hand on his shoulder. Norgrim returned his embrace and locked eyes with the devoted warrior. “They've said their prayers to their forefathers, offered their pledges and received any blessings that are coming brother. No dawi souls will be stolen today,” asserted Cranneg.

    “Thank you Cranneg.” Replied Norgrim. “Should any of these great warriors die today, I'm sure they will be lead by Ghazul to feasts and ale in Grungni’s halls. We thank you for watching over us through this trial, brother.”

    The great white-bearded lord strode to the center of the line and unslung his glittering warhammer. He methodically shifted the haft from hand to hand, squeezing the purple-dyed leather and testing its balance. The smile turned to a chuckle before fading under long whiskers. The great lord stared directly into the eyes of his Chosen. With an earth-shaking boom he planted the hammer-butt into the rocky dirt before lifting it in salute.

    “Thrynaz!” Roared the response of 48 Chosen in unison. Norgrim pivoted into place amongst his clans prized warriors. As one they marched through the battle-line and set to their task.



    Norgrim Proudsong, Lord & Captain of the Chosen of the Karakigrom

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    Broken grey bodies littered the ravine as new ones hurtled forward only to be battered away by the massive steel warhammers of the Brotherhood. Ribs cracked, skulls were pulverized, and blood splattered with every duardin swing, and yet more of the unfortunate things scrabbled forth from every crack in the wall or ramshackle hut they passed. Still, onward drove Stomni’s force. Gore made the ground slick in their wake. Frenzied clawing and hacking rebounded off of the blood-tempered steel across their front. Progress was arduous at best and more than once doubt poked through the great thane’s resolve.

    A foul odor scraped at the inside of his nose and dried the roof of his mouth. Seemingly as soon as he noticed it, the oddly mutated greenskins redoubled their onslaught as though they too sensed the presence of a greater threat than combat. Stromni had never encountered warpfire, but he new this was how it started. “Push dawi! PUSH!” He bellowed. “The creature on that hilltop is calling to the flames that burnt yer kin alive. You planning on cooking today?”

    “Not today!”   “Nay!” “Won’ be this dwarf!” shouted the duardin between grunts of exertion.

    The hammerers flattened wave after wave of enslaved grot and plodded through the grisly remains. As they neared the foot of the slope’s face, Stromni called out orders. Half of the unit fanned out as a rearguard while the others thrust forward in clusters of frenzied warriors. The Stormbeard lead the center spear, swinging his weapon in massive arcs that ruined anything in his path. The ferocious duardin grew more desperate with every indecipherable utterance that reached their ears over the din of battle. They would either fulfil the king’s orders or be engulfed in the flames of defeat, nothing left of them to be buried in shame afterwards.

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    Coordinated maneuvers and precise strikes easily bested the unsophisticated attacks of the grot horde. Norgrim’s Chosen pressed deep into the pathways carved into the earth between the islands of safety. He had never seen such a maze of mayhem look so natural. It was if the land had been made to shelter these scum and as though they had always lived in these shallow ravines amongst the patches of woodland. The rangers said the maze crisscrossed the entire width of the foothills, creating a virtual moat in both directions around the cluster of mountains, and by their estimate housed no less than ten separate tribes of grot.

    Norgrim struggled to call them such, as these hardly resembled the greenskins he had hunted in his youth or used as training fodder in Azyr. There was no infighting or snickering at eachother's misfortunes. These beasts were barely clothed instead of painted in bright heraldic splatters of color, and where crude markings were seen, they were faded beyond recognition. Most odd of all though was their resilient hides and piercing claws. The lord was most thankful for his heavy plate as bladed fingers slashed wildly about him. No, these tortured creatures were mere shells of the devilish raiders he was familiar with, twisted nearly beyond recognition and put to foul purpose by the bird-witch on the hill across from the clan.

    How the young king was so certain that the mountains ahead were destined to be their new home, he was not sure. But it was clear the shaman did not want them to reach it. Norgrim wondered how much of this treacherous landscape had been by its design. Had the trickster architected some puzzle where these mindless savages were trapped as unwitting guard dogs of the tall, icy peaks the Karakigrom desired? Or were the mountains simply bait to draw homesick duardin into battle with his experiments?

    In truth, Norgrim hardly cared about his foes. He felt exhilarated by a fight with purpose. His pride swelled as the troops split off. Mundri planted his banner and held the center while the lord and his captain, Kemril, each drove in diagonal paths, clearing wide swaths through the enemy. Behind their line, teams of ironbreakers protected Skaudaziwyr runecrafters as they hammered their inscriptions into hunks of precious bluestone and coursing veins of realmstone that protruded from the side of the ravines. The youthful exuberance of the dawi that battled all around him breathed life into his old lungs. Norgrim did not know how many years he had left, but he was glad to spend them in this king’s service. He had given life to the Proudsong dreams of a life full of honor and old traditions. Rungi had shown him a vision to chase.

    ...Norgrim had waited his entire life for this quest. These adversaries’ deaths were the cheap cost of the clan’s destiny. The Chosen of the Karakigrom earned their title as they carried out the ice’s vengeful promise on the fools in their way.

    IMG_2477.JPG.4333e04817e7dbcbff0e1f69fa6220da.JPG   IMG_2479.JPG.0b395ecc795f7c96385ef3bec034ad38.JPG   IMG_2483.JPG.c886c5d2655d301c80ca363ec1ff6402.JPG

    The Chosen of Karakigrom

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    Pillars of rainbow colored light erupted from the earth, searing everything they touched in grotesquely beautiful flames. The explosions of unnatural color and overwhelming heat were as unpredictable as they were horrific. Lunn ducked low at the first one, less so at the second, until he simply swung his head in awe at each new terror the caster called forth with its beaked maw. His plan had been working. The rare materials that were oddly common in these foothills had proven easy enough to inscribe, but they had run out of time.

    And then suddenly his entire world seemed to explode with blue light. The loremaster tensed his still-muscled body with a force he had not put forth in centuries, expecting to be burnt alive by warpfire. Instead, he was surrounded by compete silence and seemed to be watching an unbelievable scene unfold in slowed time as the very landscape came to life. Entire islands became airborne, somehow released from earthly shackles. Giant fists of stone punched upward alongside massive beings of living boulder, lifting the landmasses the Karakigrom traveled on higher while the floors of the ravines fell away to reveal flickers of the mutating fire.

    As quickly as it began, the burgeoning cataclysm ceased. Lunn had just managed to pull his head from the runelords pulsing with unnamed powers to look across the battle towards their feathered enemy. His eyes focused in time to see a rush of midnight-colored beard followed by the swirl of a red cloak, the arc illustrating the force the dwarf surged forward with despite the magic restraining every attempted movement around him. The glint of his hammer disappeared in a burst of blue-grey smoke and ash, as though it's strike had crushed stone to dust instead of sorcerer to corpse.

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    Stromni lifted his hammer from the dent it had beat in ground, shaking the dust off of it with a frustrated muttering of vulgarities. He studied the ground to the left and right but saw no gore or splatter. At his feet was the battered remains of the bird-caster, though it was shriveled and dried as though he had struck pottery instead of a living thing. He did see, however, fire-kissed duardin survivors standing over the burnt bodies of friend and foe alike.There were few who remained more than husks after contact with the warpfire, and those not of their throng were dispatched swiftly.

    ...they had won.

    The triumphant thane let out a roar of exuberance and pride, the defeat of this enemy the greatest victory of his life. Stromni quickly regained his dwarven composure as he felt the eyes if the throng on him. Cheers and battle cries answered him as the survivors began to grasp the miracle they had experienced. Stromni knew he was but a small part of an unfathomable feat, but that did nothing to diminish the swelling of his chest or euphoria coursing through him. For the first time the warrior had been tested not by arena challenger or swindling band of thieves, but by a true force of the dark powers. And he and his charges had emerged victorious.

    The Stormbeard’s eyes found Lord Proudsong’s, an acknowledgement of relief briefly shared between them before his mentor furrowed his brow forcefully and scowled something about haughtiness. Stromni hardly saw Norgrim about-face and march his hammerers back to the body of the throng though, as his gaze had traveled upwards towards the ravine-edge. Rungi the Revenger raised his axe into the air in a salute which Stromni returned. The Brotherhood of the Red Bull had won the day with their dismantling of the enemy command, and Stromni Stormbeard had written his legend.

    FullSizeRender.jpg.ddc90c9dff24ba8e4b92e2b7ee0899ba.jpg   IMG_3584.JPG.e18fa200418dad68bffb610862602b97.JPG   IMG_3583.JPG.f3cdfb4c21b4105962bc4fbd4fcf3806.JPG

    Brotherhood of the Red Bull,  Outcast - Warrior Cult of the Karakigrom

  5. With my last army pretty much dropped out the meta it was time for a new army but to be honest it could have still been the best army around and I would have still switched to the KO!

    The models are just amazing love dwarfs, always loved Malakai Makaisson and his airship from the Gotrek and Felix novels and now they release these beauties. 


    Ironclad, Frigate and the Gunboat

    Lets start with some painting, scheme wise I wanted this to be more "natural" than my other projects in the past keeping it to natural leather colours and the metallics in gold and gunmetal. Problem that arose here was the book talking about painting the in the correct scheme to match the Skyport of your choice and the tournament scene looking like it would lean towards following this. It ended up somewhere in the middle with some of the big events rewarding painting if you followed the correct scheme.


    First unit of Arkanaughts





    I had my scheme in mind and I had done my test model for the first Arkanaut Company. Happy with the result I started thinking about how I would paint the Airships and thats were I got stuck, brown being my main colour after gold I could not really paint a massive flying ****** so decided I would avoid using colour as much as possible besides the stripes along the hull indicating the Skyport. With no bright ideas for what colour scheme I would like I played it safe using the colour of the skyport I would play Zilfin.


    Just the Ironclad left to do

    I liked lots of the Skyports they have some excellent themes and most of them seem like they could be really powerful I particularly liked Urbaz taking even more advantage of the Khemists even more then normally allowed. Problem they all have besides one how the hell do you get them to were you want them to be.

    That all leads you to Zilfin and one list in particular the Clown Car played to huge success already by Gary Percival looking something like this:

    Allegiance: Kharadron Overlords

    Skyport: Barak-Zilfin
    - Additional Footnote: There's No Trading With Some People

    Aether-Khemist (140)
    - General
    - Trait: Fleetmaster 
    Aether-Khemist (140)
    - Artefact: Aethershock Earbuster 
    Aether-Khemist (140)

    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks

    9 x Endrinriggers (360)
    - 3x Grapnel Launchers
    12 x Skywardens (400)
    - 4x Aethermatic Volley Guns
    - 4x Drill Cannons

    War Machines
    Arkanaut Ironclad (440)
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)

    Total: 1980 / 2000
    Allies: 0 / 400
    Wounds: 105

    Fantastic list huge amounts of alpha, 2 drops, great targets for the Khemists, love the use of grapnels something I over looked when min maxing my units it does not end there so many other great details also but Gary has covered this many time now on multiple media outlets.

    Problem I have with this list is that I love the airships and I have a painted Frigate :) Now people don't kid yourself airships are bad. I had come up with a few lists using two Airships but settled on this as the list I would paint and hopefully take to GT heat one.

    Allegiance: Kharadron Overlords

    Skyport: Barak-Zilfin
    - Additional Footnote: There's No Trading With Some People

    Aether-Khemist (140)
    - General
    - Trait: Fleetmaster 
    - Artefact: Aethershock Earbuster 

    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks

    12 x Endrinriggers (480)
    - 4x Skyhooks
    3 x Skywardens (100)
    - 1x Aethermatic Volley Guns
    - 1x Drill Cannons

    3 x Skywardens (100)
    - 1x Aethermatic Volley Guns
    - 1x Drill Cannons

    3 x Skywardens (100)
    - 1x Aethermatic Volley Guns
    - 1x Drill Cannons

    War Machines
    Arkanaut Ironclad (440)
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
    Arkanaut Frigate (280)
    - Main Gun: Heavy Sky Cannon

    Total: 2000 / 2000
    Allies: 0 / 400
    Wounds: 109

    The main changes to summarise between the two lists are 

    -2 Khemist +1 Frigate

    -3 Sky Wardens + 3 Endrinriggers (and MSU the Sky Wardens)

    The number of premium weapons after buffs in this list is actually more than the first list 33 compared to 32 but its not as flexible and most of the focus is in the max size unit of Endrinriggers I have taken to squeeze the most out of my one Khemist I also lose the grapnels in this army as I can just not afford to lose a single gun I hope to make up for this by having them in the faster Frigate and the Wardens being split up allowing me to spread around the board for objectives none of this will help me getting to those sneaky character hiding at the back that grapnels are so good at!

    Other benefits to this army would be having better deployment options in certain circumstances two ships would also be confusing against players who lacked a detailed knowledge of what the army does, being able to have more threats on the board early will force other deep striking armies to blink first so I can then bring the Ironclad down with my remaining force. 

    I also hoped to try to "circle the wagons" against certain lists hiding my main force behind the tough high wound Airships that don't do a lot once they have delivered their troops.

     Well thanks for reading my thoughts on the list heading in to Heat one with this long in the past now my next article will cover how I managed to finish in 21st at my first event.


  6. Hey Everyone!  I wanted to give a heads up that the Realm Gate has moved here on TGA.  The bad news is you will no longer see my blogs posted here in this public blog, but the good news is The Realm Gate now has its own section within the forum!

    Find the forum section here!

    As always you can see my posts on their regular schedule posted on my blog page by clicking this link.

    Happy Hobbying!


    Chuck Moore

  7. The skirmish campaign  is at it's end - today will be the final battle. So far the Stormcast have been victorious: 1 minor and 4 major victories. As I planned, I mostly invested in high movement and ranged attacks. And after 5 games I can say that movement is one of the most important characteristics in skirmish battles. My warband's damage output is less than medicore, I won only one battle by wiping enemy out (and even there I just killed the general by dumb luck and others models ran away), otherwise I managed to kill one or two models. But I was able to keep away from the enemy, rarely lost any models and just fulfilled the objectives.

    For the last two games I took Vanguard-Palladors (love the models!) - their damage output is rather low, but 5 wounds, good save and good movement. So they are my tanky units. Today's the last game, we'll see, how it goes.

    Here's my final warband, 87 renown:
    Knight Azyros, general (converted from Prosecutor)
    Lord-Relictor (converted from Liberator)
    Judicator (converted from Vanguard-Hunter)
    Freeguild Handhunner
    Doomfire Warlock



  8. AoSDeepkin-Apr9-Image9uz.jpg.1adb557ab9295b6731edf83ca0082365.jpg

    Painting and Modelling: 

    March has been a bit of a painting disaster - is it possible the wheels are falling off the challenge...? I have dropped off my model a day target so I need to claw it back somewhere. I managed another 10 chaos warriors for the Nurgle force, as well as the Darkoath Warqueen to act as their leader. She has come out really well and I am super happy with the conversion. I also finished a couple of the Pusgoyle Blightlords. And finally I managed to get through Horrors 20-25, meaning I only need to complete another 5 to have my three units of 10 completed. Lets hope they get done in April! I need to pull myself back on track, or at least get through some bigger models. At the moment I am finding it hard to get the painting time in due to being back at work and also watching the Commonwealth Games!   


    I managed three games this month, all at the Coalescence Malign Portents event run by Steve Fotte and Jimbo at Warhammer World. I took the Tzeentch, and it was probably a little towards the tougher end of the builds at the event. Even holding back some of the models the Tzeentch are still so strong, particularly in a narrative event. I enjoyed the games a lot however, and the army managed to win the best army award at the event so i got a rather nice GW certificate which is up on the wall. I think if I di another narrative event with the tzeentch force I think it will be more appropriate to roll out the horrors, chariots and warriors rather than sky fires and a lord of change! 


    This month I picked up the Daughters of Khaine book as well as a Changling, but that is all. A good month....

    ...however as you can see from the image at the top the Deepkin are coming, and I have my eye on these guys as the next Order army :)


    We had a rather fun personal holiday over Easter, taking the boys to Linclonshire and visiting Tattreshall Castle as well as doing a few fun play areas and farms. The boys had a great time swimming and playing in the hot tub too. School is going OK, its getting hectic now that GCSE's are creeping up, but summer hopefully is just around the corner. We managed one basketball game, but we got beaten and finished tied for first on points, but ended up in third due to points differential. I have to say I had a shocker in the final game! I also picked up a rather annoying calf strain that kept me out of running action again. However some regular physio seems to be sorting it out nicely. 

  9. With the Legions Of Nagash and Malign Portents I have finally found the motivation to finish the Shyish themed table I started awhile back.  I collected a bunch of terrain for my Shyish board, assembled it but never got around to painting it.  My hope is to really get on it. Here are my first two pieces, a set of the Hobbit Ruins and a Shyish themed Realmgate. 




  10. So, today was the 3. Malign Portent Painting Contest. I painted some Putrid Blightkings this time and this time all models of all three contests were there.




    Actually there were 5. Entries this time.

    Looks like, I didn't hit the interests of the voters.
    With this contest I because 5. place twice and last place twice.

    3rd place were the Beastclaw Raiders
    2nd place where the other Nurgle Daemons
    1rd place was the death army.

    Actually don't know, if I will take part in a painting contest again.

  11. Narrative Update: Beastclaw Raiders


    Vorkar Bloodice, Ice-Prince of the Bloodice Alfrostun, treads the realms as an avatar of winter's fury. Where he walks, the ground shakes, and his Stone-Skeletal mount, Jaergund, is feared throughout the duardin of the Caengan Lodge. Travelling from Ulgu to Ghyran via the Gate of Shades, he intends to reach the Unhallowed Wastes, gathering followers as he does so, and destroying all who stand in his path.


    Vorkar Bloodice, Frostlord on Stonehorn

     Mighty Bulk, Pelt of Chargnar

  12. Defensive Formation:


    Named after the multiple layers it uses.


    When to use:

    When you know you're going to be hit hard by an aggressive army, preferably one that wants to punch you in the face, since shooting armies have ways to circumvent your outer layers entirely. Notable examples: Ironjawz, Beastclaw Raiders, Bloodbound, and armies with similar playstyles. Mind that it is potentially dangerous to do this versus an Ironjawz army, as their Megaboss on Mawcrusha can chain-charge through your outer layers. In such a matchup, ensure that your outer layers are not weak enough to be wiped out entirely by the mortal wound output of a Mawcrusha charge. 


    What you need:

    - Several smaller, low-value units (2-3, depending on how many layers, or how wide you want to go)

    - At least one big bubblewrapping unit (This usually means a unit of 40, but there can be exceptions. This is your "wall") 


    How it works:



    By using multiple layers of small, low-value units as seen above, you're able to keep an enemy at bay for several turns. This serves both as a stalling maneuver, and as a highly defensive one. The opponent can only charge during their own turn, which limits them to 5 charges during the entire course of the game. If you can force them to charge something with little to no value to you, you've essentially robbed them of 1/5th of an incredibly valuable resource.  It is imperative that you keep the separate units safely outside of 3" of each-other. Should the opponent be able to pile in past a unit onto the next, you lose the advantage.




    If, for some reason, a layer of your onion should survive until your next turn, simply retreat it backwards past the layer behind it, and continue the process until you reach your main bubblewrapping unit. Then, bubblewrap your bubblewrap, and use the opponent's charge as an opportunity to pile-in your 40-man unit with little to no damage in return, piling in your layer-bubblewraps first, then removing casualties in such a manner to make room for your 40-man unit to pile in properly afterwards. You can do this with more valuable elite units as well, since they usually lose quite a bit of their edge if they are hit first. By utilising a layer in this manner, you can ensure that the damage done to you is minimal, and the damage you do in return is maximized. 




    What can an opponent do:

    An opponent can work around your onion formation with in a number of ways. Do not expect them to play according to your plans, and always be ready to adapt your formation should the need arise. That being said, should the opponent play into your hands and attack the onion head on, then do not stray from the strategy. Any fight done on your terms is a fight in your favor. Among some of the things that can be done to work around the onion formation is the following:

    - Shooting the outer layers: Can work in your favor if the opponent have to focus a lot of his shooting on your outer layers to open them up, but with good shooting, he should be able to open up gaps, if not outright remove some of the layers entirely. Be smart about what models you remove to ensure you can retain a blockade as long as possible. Even a single well-placed model can be a wrench in your opponent's attempts to charge things beyond it.

    - Magic: Definitely works in your favor. Any spells used on your outer layers are spells not hurled at your far more valuable units. Otherwise, it serves the same principles as shooting

    - Flying, teleporting, double pile-ins, extreme mobility etc: Many of these can be worked around, but are all something you have to consider when you place your outer layers. Flying units will love big gaps between each layer, while units with pile-in tricks, or large number of units hurled at the same unit, will take full advantage of smaller gaps, by potentially piling past a destroyed outer layer onto the next.

    - Alpha/Deep Striking: I will cover this in another entry, but if you are in a position to utilize the onion formation to begin with, you should also have the tools to prevent an alpha/deep strike from hitting anything but an outer layer. Simply alter the form of your formation on demand, and deny your opponent the ability to teleport in behind you (have at least one unit within 9" of either corner, as those are the easiest spots to teleport to) - or, alternatively, build your formation in a more circular manner, to deny even a flank or rear charge.


    If utilized correctly, and your flanks are protected (by more layers, perhaps) - then the onion formation should serve well as a defensive maneuver. While it does work offensively as well, it's best used in situations where you don't want to charge anything, and simply want to stall an enemy unit, or large force, for several turns without throwing big resources at it. A good rule of thumb here is to never, ever, charge first. Always let the opponent come to you, while utilizing the rest of the board in such a manner that you decide the overal flow of the game. Force their hand. Be proactive, not reactive. While you want to be defensive, don't be afraid to move aggressively. For example, walk up and layer up in front of an opponent's force, and dare him to charge you - if you do it correctly, and he takes the bait, you've succesfully wasted his time. 


    Got any input? Or think I'm horribly horribly wrong? Feel free to let me know! :)

  13. So, I'm finished with painting 10 of my Dreadspears (but need to paint another 10 to finish the unit). After a thought the cloth was a little flat on my testmodel, I made another hightling with Blue Horror.



  14. The Vanguard-Hunters were surprising tricky to assemble and I've learned a valuable lesson to share.


    The key is that certain arms match up with certain cloaks and you can tell by dry-fitting the under-pauldrons/circle bits. The cloaks then fit with torso backs; this is a bit delicate and the primary point if matching is how the cloak settles at the base of the neck. Finally, the torso front should be dry-fitted to torso back with the arms present as the torso front should slide in under the arm's portion of under-pauldron. Unfortunately this is all after-the-fact knowledge gleaned from my mistakes. I'll get pictures the next time I make some more Vanguard-Hunters. The actual pauldrons hide a lot of sins through. I'm doing the painting as lower body and upper body because the cloaks. I plan on not spraying the upper body gold because the cloak/fur and weapons make up the majority and I think it'll be faster to paint the arms, heads, and any exposed armor gold rather than re-black the other parts.

    Future plans are to finish this unit and then assess whether I want to branch out and complete a match play legal 1,000 points or aim higher.  Because of the, ahem, silly options for Stormcast Eternal collected kits I only have 5 Liberators and these 5 Vanguard-Hunters for battleline units, assuming a Lord-Aquilor.  I have one of those and this is where I'm a bit peeved because I figured the rumored new Start Collecting set would be more like 5 Liberators, 5 Judicators, a dracoth elite or two, and a hero rather than pure Vanguard - if I had waited a week, I could have picked up the Lord-Aquilor in the collected kit with that second Vanguard-Hunter unit and other goodies.  Oh well. I'm going to ask for some list advice in the forum before deciding.

  15. TwiceIfILikeIt
    Latest Entry

    Haven't gotten much painting in lately, but did a little and wanted to share the red red theater curtains.  I think it's starting to come together.




  16. She was done mainly by airbrushing. Her skin is Vallejo Model Air Skin Tone over Vallejo Game Air Barbarian flesh, washed with Reikland Fleshshade, then a thinned burst of VMA Skin tone followed by a thinned (and targtted) wash of Druchii violet.

    Her golden pieces are are Vallejo Metalics Copper and Gold. Based with Copper, highlighted with a 50:50 mix, then a final edge highlight (with airbrush) of Gold. These paints are an absolute dream. Stop using GW metalics and get these.

    Her boots and gloves are a mix of Vallejo model wash grey, nuln oil, abaddon black and incubi darkness. Her hair is the same mix but with more green (so that when she becomes the Shadow Queen the hair and snakes resemble one another).

    The fabric is Screamer Pink on the outside and Khorne Red on the inside. Both washed with Nuln Oil, Druchii Violet and highlighted with the original colour and edhge highlighted with Wazzdaka red and Slannesh Grey respectively. The Slaanesh grey was the tough bit. It needed significant clean-up and a targetted wash. I learned my lesson here - use a bigger brush!

    Her hair and cloth were the only bits not airbrush based and honestly I regret not doing that. It was becuase messed up the order in which I painted by starting with the metalics and then the skin - which is how I would hand brush (inside-out and all that) - but I should Have started with hair and cloth, then the metalics, then the skin.

    morathi 1.jpg

    morathi 2.jpg

    morathi back.jpg

    morathi side.jpg

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    Recent Entries

    'War in the North' rages on and the Forces of Titanspear muster to defend their territory from friend and foe alike.


    So ive avoided posting until I had something to show but now we are halfway through Month one of our little groups escalation collect-and-paint I have managed to paint up the bulk of my first batch. Needing to build a core for further expansion I went with 20 freeguild guard in 2 units, a general to command them, and an Archmage as the start of the Aelven part of the force.

    Month 1 - March 2018

    Freeguild General (100)
    - Stately War Banner
    Archmage (120)

    10 x Freeguild Guard (80)
    10 x Freeguild Guard (80)

    Total: 380 / 400

    So far my painting has produced 7 Freeguild to a good level, 7 to a basic level, 6 base coat.  My general has gone walkabout so he need found and ive just put together my Archmage.

    Here are the almost complete Freeguild Guard (with Tempest Lord Stormcast support), final highlights, shields and basing to go. Ive used Bretonnian models as they suit the theme of Tempest Eye and the Tempest Lords Stormcast (and i have them already).



    My Archmage is now assembled ready for primer. Obviously its a conversion, based on the Mistweaver model with a different head (Sister of the Watch) and arms (Doomfire warlocks, Sisters of Silence and Island-of-Blood Archmage staff). Pretty happy with it, cant wait to paint!









  17. Greetings,

    So I have recently been working on a chaos army (chaos ogres) and have been converting up some demon weapons! They are really simple to do :)

    I though I would share this video with you guys if you want to do something similar!


  18. I completed the basecoat on the great unclean one with three colours- a light green called Dead Flesh, a dark green called.......Dark Green, and a bright pink/red for the wounds. pic.jpg.8d911ab27eb6d7d9dee486002e2848e8.jpg


    It looks very airbrushed right now, which is not a look I like, but hopefully some washes and detailing with a brush will help!

    I found consistency with this airbrush to be pretty difficult. I'll be painting with perfect coverage, nice smooth gradients of colour, and then a minute later it's all spotty! I've found putting some thinner into the pot first and then the paint, mixing it up and spraying through a bit seems to help with coverage. I was also painting at around 15psi which seems to have been too weak, so I'm now using 25psi.

  19. Entombet
    Latest Entry

    Yesterday i had second battle with Fyreslayers preparing for next weekend turney, we played 2000 points. My army

    Infernal Guard Castellan (120)
    - Darkforged Weapon & Spiteshield
    - Artefact: Crown of Conquest
    Infernal Guard Battle Standard Bearer (100)
    Daemonsmith (100)
    - Darkforged Weapon
    Drazhoath The Ashen (320)
    30 x Infernal Guard Ironsworn (240)
    30 x Infernal Guard Ironsworn (240)
    10 x Infernal Guard Fireglaives (100)
    10 x Infernal Guard Fireglaives (100)
    Iron Daemon War Engine (180)
    Skullcracker War Engine (200)
    Magma Cannon (140)
    Magma Cannon (140)

    he had

    Runeson on magmadroth - obsidian coronet + exemplar of ancestor
    4x runesmiter
    2x 30 vulkite berzerkers - warpicks & slingshield
    1x 20 vulkite berzerkers - pair handed axe
    1x 30 auric hearthguard

    Some pictures from it






    Short story with list of my mistakes. He started with all units underground only big lizard on top, i deployed my skullcracker and castelan to far and they died in first turn of shooting of dig out hearguards and vulkites rest of the battle grinding with two of his units of beresrkers (wtf naked dwarfs with 4+save, 4+ ward, 2 attacks, rerolls and 20 points more expensive than ironsworn).

    To add to the list of the mistakes, in one turn i forgot about mystic shield on my ironsworn, rerolls 1 from bsb, i need to invest in some tokens.



  20. Hi guys,

    3 months into the year, and kinda failing at my attempts to make more blog posts. So I've decided to perhaps, focus my efforts on a new blog.

    I'm kinda passionate about a lot of the older races, and what can be done to make them more playable in the Age of Sigmar. Games Workshop gives plenty of love of course for those armies that have battletomes and the like, but there's a lot of armies out there that don't get that attention.

    So that's where I come in! I dabble a bit in creating my own rules, especially when bored at work or something (Shhhhh). I've posted some stuff in the past around the place, but I feel a blog is a good spot to write down my I guess 'designer thoughts' behind the custom rules I've made.


    To get started, I thought I'd do a nice an easy one, extra terrain rules!


    I made these rules a while back (and by made, I basically just borrowed terrain rules common across existing types). I feel that in Age of Sigmar, there's something missing with terrain. 

    Lots of people complain about the shooting phase and how oppressive it can be (Thanks Skyfires!), and I think part of that is that the core rules only really work of Area terrain. If you've got a building, or some kind of defensible obstacles on the field, well... if they can see you, they can shoot you and without any penalties either!

    And that's kinda lame! If I'm behind a wall, I should be able to use that wall for defense.

    Now this is where you go "Well, there are rules for Walls, go pull out that warscroll and use them" and my answer to that is "I shouldn't have to". The warscroll approach is great for units, but I feel it's not so great for Terrain. It's a struggle remembering your own warscrolls, what your enemies does, all the fancy allegiance abilities, and all that stuff, without having to remember 10~ additional warscrolls for the terrain on the battlefield at the time.

    Additionally, Games Workshop do not produce terrain warscrolls for terrain they haven't produce(d). A lot of clubs have their own custom selection of scenery they've built up over the years, ranging from forests, to swamps, to various building and more. What do I do if I have a swamp? Well, luckily the default rules are probably good enough, but then it feels like you're not interacting with the board in a more meaningful manner.


    So that's where the Mysterious Landscapes document I've tried to create comes in. You can basically boil down terrain to 4 types, area terrain, buildings, defensible terrain and rough terrain. Some pieces like Realmgates and the like I categorize as other, and you just use the regular terrain rules as best as you can. It's a 1 page document that details all the rules of the above as well as the Mysterious Terrain rules from the Age of Sigmar core rules. 

    The intent was, that it can be difficult to remember all the custom rules for the 10 or so different terrain pieces on the board, but if you just need to remember 1 page of details, then it's not quite so daunting. Being a 1 pager, it's easy to print off and have available for you in game.


    So that's the hope, let me know what you guys think, and hopefully more blog posts to follow on more rules I'm developing.

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    Recent Entries

    Hey guys here is the latest version of the Knights of Breton for AoS fanmade battletome! Hope you Enjoy!


  21. The other day I was lucky enough to get a battle in with my mostly gitmob army.

    We were playing 1250pts and my list was:

    Gitmob shaman

    Troggoth hag - general, rock eye

    40 gitmob spearman

    60 gitmob archers

    spear chukka

    rock lobba

    5 wolves

    My friend was using the new death and he went with:

    Vampire - armed with an orb that provides an additional 6++


    wight king - axe

    40 skeleton spearmen

    20 grave guard

    10 black knights


    We rolled up scorched earth. I deployed in a large castle with my minions forming a thick wall around the troggoth hag. Off to my left was a multilevel ruined building that I was able to hide my shaman in out of sight and capping my far left objective was my wolves. I placed my artillery back from the frontline as I wasn't sure how fast the new black knights moved. I knew they used to be able to get a turn one charge in that bone legion battalion thing.

    My friend deployed centrally, hiding his wight king and necromancer out of line of sight from the artillery (he didnt realise the rock lobba doesn't need line of sight). His grave guard were placed on the far right to move up the flank.

    He game me first turn and I move my wolves forward, daisy chaining back a bit so I can still cap my objective, my spearman  move up on the right of the unit to get my far right objective and I move a few archers forward to cap my central objective. The spearchukka kills a black knight and the rock lobba's rock bounces off the vamps head. I also get mystick shield off with the troggoth hag on the spearman and inspire them. The gitmob shaman fails sneaky stabbing on the archers.

    In my friends turn he's able to bring the knight back, he also casts mystic shield on the black knights and uses the additional attack command ability on them. Everything moves up, with the wight king just failing to be in range the objective on his right (my left, across from my wolves).

    Turn 1 score 3-2 to the gitmob.

    Turn 2 priority goes to me (thankfully). I manage to get mystic shield off on the spearman and also inspire them and sneaky stabbing on the archers. I can see that the black knights will be in in his next turn, I was worried about the potential casualties since he goblins are pretty flimsy so move the spearman up a bit to ensure he can't get within 3 of my middle objective. I also manage to ramapge my wolves forward with the gitmob shaman. In my movement I run my wolves onto his right objective and hold my left objective with the shaman, I manage to kill 2 black knights with combined artillery and a few stray gitmob bow shots. At the end of the turn I burn his objective for 2

    His turn begins with mystic shield on the black knights and healing the two I killed back. He also gives the black knights an additional attack with the vamp command ability. He also manages van hels on the black knights. Everything moves forward again, except for the wight king who moves over to charge my wolves. Charge wise he manages to get the wight king into the wolves and the black knights into my spearman. He decides to activate the black knights first who after saves kill 26 goblins! I remove the goblins from combat with him meaning he won't technically be in combat, so isn't able to pile in and attack again with van hels, the wolves do 4 wounds to the wight king who in return kills one and they pass their bravery.

    Turn 2 score 8-3 to the gitmob

    We roll for priority and the gitmob manage to win it again!

    Things were looking good from a points view, but bleak on the battle front. I imagine this is going to be every game I play with this army haha. Anyways due to the way I removed casualties I wasn't able to shift my spearman into coherency, so they were stuck where they were. I inspire my archers and hag curse the black knights, I also get sneaky stabbin off on my 60 archers. The troll hag also rock eyes the black knights. Movement wise I move the archers up as far as possible towards the black knights staying out of 3, and then am able to shift the troggoth hag within range for her vomit attack, shooting starts with both artillery pieces going into the black knights and killing 1, troll hag kills another, gitmob archers kill 2 more. Not enough... I charge with the archers killing another 2 and losing about 5 or so in return.

    His turn begins with mystic shield being dispelled by the troll hag (forgot to use her d3 mortal on a 4+ when dispelling a spell), he arcane bolts a wolf off with the necromancer. He's able to heal back 4 black knights with a combination of grave sites, the hero within range and the hand of nagash 5+ thing.

    He moves the grave guard up and the along with the skeleton unit (daisy chaining back to keep his centre objective). Charge wise he gets the graveguard into my spearman holding my right objective and the vamp is able to get into the archers. In cc he picks the black knights to attack and rolls pretty average killing under 10. I next pick the spearman who kill a couple of graveguard, he goes with the wight king who kills another wolf, I do nothing to the wight king with the wolves thanks to the deathless save after he fails his armour saves! He then picks the graveguard who kill all the spearman bar 3 after battleshock. The archers manage to kill 2 black knights and cause a couple of wounds on the vamp who kills about 4-5 in return. He's not within 3 on the right to take my objective and also doesn't yet have the numbers to take my middle objective.

    Turn 3 score 10-4

    We roll for priority and this time the death get their double turn...

    He fails to get van hels off on the black knights, and arcane bolts another wolf off. He provides another attack to his graveguard, he doesn't move to take my far right objective for burning, but instead decides to move everything into the centre to try and table me (which is looking reallllll likely at this point haha). charge wise he manages to get his Necromancer into my gitmob shaman with a bit of a long charge and the graveguard into my goblin archers. we move into the combats and he chooses to activate the vampire lord first as he was surrounded and looking like he might die, he kills a few goblins, nothing too bad though. In return I kill a black knight (who were back to full), the vampire lord and 2 grave guard. He manages to bring me down to 34 goblins with his combined attacks. The wight king attacks and leaves only the wolf champ alive who is finally able to kill him!

    My last turn we discuss the battle and realise I'm going to win no matter what happens in the battle. After speed playing the last few turns the black knights end up taking the objective and burning it on the archers, I kill the necromancer on the left with artillery and arcane bolt and the troggoth hag takes my right objective

    Final score 11 - 8 - gitmob win

    He managed to kill:

    40 spearman, 60 archers

    I killed:

    vamp lord, necromancer, wight king

    We spoke about the game and unfortunately due to his army composition he was always at risk of having his objectives burned by my wolves. Having to hold his middle objective with 40 skeletons meant I was able to hold on and not get tabled in the mid game. He was also more timid then he needed to be with his heroes due to my artillery, in the end with the double deathless save he didn't have to even worry about the artillery with them only managing to kill the heavily injured necromancer. The black knights were a pain for me to deal with, with sneaky stabbin I can cause about 20 wounds with all my shooting after a 4+ sve, but the double deathless sve + regen options + mystic shield I had no chance of ever killing them haha.

    A fun game and I look forward to my next one! Which will be against the same friend, only he'll be using his wanderers. So will be good to see how long my characters last when faced with some decent long ranged shooting and re-deployment tricks.

    Crispen out!

  22. Heya friends!  As many know, this past weekend was the Holy Wars 2018 narrative event in the Chicago-area.  Holy Wars is the premier narrative hobby event in North America that miraculously balances the highest levels of hobby with the highest levels of competitive play.  This year was certainly no different.  I've posted some photos at the end of the page with stand out armies at this year's event.  Photos of @Holy Hammer Hern's beautiful tables can be found in my Holy Wars 2017 posts from last here (found here, here, and here). 

    Vince and I have done a lot of coverage thus far so I don't see a reason to repeat those details here.  On the drive home from the event, Vince and I covered each of our games in a blow by blow coverage over the course of two videos.  On Wednesday, we had Steve Herner (@Holy Hammer Hern), who is the creator and driver behind this event along with his club the Holy Hammers,  on to Warhammer Weekly where we talked all things Holy Wars and his experiences as a ringer for the event.  Finally, last night we @Rob Symes's Honest Wargamer show where we talked about the event and our experiences (Apologies to David Griffin for getting our score wrong on Rob's show; it was 14-6, not 20-0).  The links to all of this coverage can be found below:





    While I didn't perform as well in the games as I would have liked, I was honored with the Hobby Hammerist Award for a second year in a row.   I was super honored by it as there was such stiff competition at the event in the hobby categories.  



    Thanks for such a great weekend everyone who attended and participated!  Now enjoy a handful of the awesome looking armies that were present at the event!