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  1. Daankop, has not been the leader of the Da Big Blue Fist clan for long.  Always gifted in the shamanistic ways of the tribe, he had served the previous Prophet as a Wardokk for many years.  A few years ago the simple nomadic existence of the tribe had been interrupted by the appearance of strange warriors from the heavens. Wrapped in gold and bathed in blue lightning these warriors descended from the sky and waged war across the plane of Ghur.  Da Big Blue Fist met them on the field of battle and were impressed by their martial prowess and stoic resolve.  When Daan first saw the warriors from the sky he immediately thought back to his clan’s myths about the hammer of power that fell from sky in a storm of blue fire.  During the battle Daankop struck down one of the heavenly warriors but as he died his form returned to the heavens in a stroke of blue lightning.  The blue bolt struck Daankop as it surged skyward and threw him  backward, unconscious and tumbling away from the battle.  Daankop awoke hours later surrounded by his fellow Fists. They had won the battle but they were not celebrating as normal.  Instead a group of Morboys were huddled around him starring in awe. As he looked down at his hands the reason for their fascination became apparent, a soft blue fire was emanating from the blue warpaint on his fists, wrapping him in a pale blue haze.  Unsure what was happening Daankop stood there just as transfixed as the crowd growing around him.  The stunned silence was broken by the approach of the the Prophet, Kurkuk.  Waving his staff at Daankop, the Prophet screamed, “Dat one as been spoilt by da magik of da sky, git him.’ The assembled Fists hesitated.  They had all heard tales of the past power of the clan that fell from the sky and they now looked puzzling from Daankop to the own blue warpaint that covered their body. Seeing their confusion and overcome by a burning fire inside him Daankop reached forth his hand and let out a great scream. From his hand a stream of blue flame surged forth enveloping Kurkuk.  In a matter of seconds Kurkuk was reduced to a pile of ash and the Orruks of Da Big Blue Fist clan were kneeling at Daankop’s feet.  They had accepted their new Prophet. 

    In the days that followed Daankop has led the Fists on successful hunt after successful hunt, nothing able to stand against the power of his blue flame and the fervor it inspires in the Fists.  In his dreams Daankop sees a vision of himself bathed in blue fire leading the Fists in a great battle against a massive army full of strange and grotesque monsters. Daankop can feel the fire inside him leading him toward this battle and he pushes the Fists ever forward, hunting this prophetic scene.                  

     

    DaanKop’s lead Wardokk is Furkup. An Orruk of unusual intelligence, Furkup had always been fascinated by the tales of the Fists' past glory.  This obsession led him down the path of the Wardokk and made him one of Daankop’s first and fiercest followers.  For his fervent devotion Daankop rewarded him with a warmask touched with Daan’s blue flame, capable of unleashing the blue fire from its carved eyes. 

    Here are my finished Prophet, his Bale Wind Vortex and my Wardokk.  Hope you guys enjoy the fluff, will get some battle reports up soon.

     

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  2. Hey Everyone.  Hope your hobby week has been going strong!  I have finally managed to get over my painting lull I have been in the past few weeks thankfully as my Adepticon Army is going to require quite a bit in the very near future.  Speaking of Adepticon, registration happened this past Friday and events fill up fast.  I signed up for the Age of Sigmar Grand Tournament as well as the Team event.  I am also assisting Paul to run the Narrative event on Thursday which will be a real treat.  Currently, the event is full but waitlisting is never a bad idea, expect more info on this event as we draw near!  It feels good to have my Hobby Train back on track again and some of the motivation was due to the start of the Firestorm Escalation League we kicked off at my local club this past weekend.

    If you are in one of the countries that celebrate Thanksgiving I wish you happy feasting and hope you get plenty of time to get some hobby in as well.

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    This past Saturday saw my local club begin our Firestorm Escalation League.  We had a nice turnout for the first month and expect a few more to join us as we progress.  I used the basic outline of the Firestorm campaign but added a few other elements and simplified others to have it work for an escalation league to help everyone get their models painted.  We began at 1000pts this month with plans to go to 1500 in December and cap it all off with a 2000pt tournament in January.  There was already a lot of painted models for the first round and it really helped encourage everyone to catch up for next month.

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    Our missions are being pulled randomly from the Open War cards to help keep the games varied and fun.  The deck is really great for more relaxed events such as this and it helps prevent burnout on the scenarios in the Generals Handbook as we go into the new year of Conventions and tournaments.

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    I am a fan of Trophies as handouts for events.  I enjoy handing out awards just as much as I like winning them so I created some for the conclusion of the League.  I took a piece of artwork for Age of Sigmar, added the club and blog logos as well as the prize name and event name.  I went to a local convenience store to print them out on photo paper for $0.46 each and bought frames for around $1.00 each.  I first did this at Coalescence 2017 and they went over very well so I decided this will be my go-to method for awards going forward.

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    As I mentioned above I finally go my Hobby Train back on track and after weeks of slacking off, I finally finished the five Bloodreavers I had on my desk.  Since Blood Reavers are minimum units of ten I decided to use these extra ones on my Bloodthirsters base as it was a bit too barren.  It really helps make the model feel a bit larger I feel and while it is a lot of work for looks I would happily do it again on future models if the opportunity arises.

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    Also, the nominations for Warhammer Heros has officially begun.  I love this idea and I hope everyone goes out and nominates someone they think is a true Warhammer Hero!

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    May your week be full of Turkey, Pumpkin Pie, and Hobby.  As always be sure to check back Friday for another post.  This week I have an interview with Neil who runs Rend 4: Age of Sigmar War Gaming Club.  Until then, Happy Hobbying! 

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    Uberspoons
    Latest Entry

    I have been a gamer for over 30 years but have never owned a painted fantasy army. WFB put me off in the days of overpowered magic and I never found a way back.

    AoS looks like that way. 

    Just signed up to play at Sheffield Slaughter, I need an event to get me off my ****** and painting. Played at lots of Malifaux events over the last few years and hope to have as much fun playing AoS. 

    Got 2 armies so far, both need painting. Seraphon and Nurgle Daemons. Thinking that Nurgle will be the way to go. Always wanted to do one since Slaves to Darkness/Lost and Damned came out back in the day and the new plastics look great and are cheap.....

    wish me luck!!!!

  3. Tonight we are in Part 2 of Creating a Competitive Army. 40k is the hot topic tonight and Brynely and Ryan get right into it with some of Australia's best and most competitive members of the 40k scene - The Lads from Aussie Battlers - Jack Kennard, Iain Andrew (AKA "Lain"), Ben Rorison and Matthew Blair.

     

  4. "The proud flag ship "karaz dahendra" of Elgi-bar's skyfleet takes to the skies! Crewed by the different uniformed arkanauts of the Rereksfjiord company, it is currently under the daredevil captain Agrün Svinvirrsson whom is eager to prove himself as the most cunning sky vessel operator. This ambition comes from his first muster press,  where rival arkanauts from barak-zilfin boasted that no other sky port could never produce a captain better than thiers."

    This is the biggest model I've ever assembled and painted. It has been both a frustrating and rewarding  experience, which only spurs me onward to expand my sky fleet.

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  5. Giuseppe gdb
    Latest Entry

     

    Hoggors are the most infected creature in a battlefield, they pulled out of perverse mind and corrupted flesh of Nurgle, the Lord of Pestilence. Eating corpses and carcasses these disgraced creatures have a particular assignment during the battles, contaminating air with all sort of deadly flatulence produced by pestilent guts closed in a metal pot nailed to their abnormal bodies. They kill enemies, eat enemies, digest enemies, ****** enemies: this is their simple circle of an hideous life.

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  6. Here’s what I’ve managed to get done this weekend. Finished up my Gyrocopter that I will use as an ally. Still need to source a round base and flight stand but it seems to fit the army well. Might and some Prosecutors as well to create a Tempest Eye aerial army in the future. 

    I’ve also come up with a solution for the flight stand that seems to be working. I just drilled into the flight stand and added a pin. Drilled a matching hole into the socket on the ship, fits nice and snug. 

    And I’ve managed to get my second unit of Arkanauts based and undercoated as well as assembling my Khemist and Navigator. 

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  7. The second part of our AoS narrative campaign is now up! In this entry, we outline how our armies have begun, and begin with our first battle reports :) 

    https://medium.com/@growthdecay/the-stakes-are-high-battle-is-imminent-month-1-part-2-433f2db7a4f5

  8. This vessel is the most important part of my project so far. If this did not work, getting a skyvessel sea worthy, then the project as a whole would be a none starter for me.

     

    First of all I wanted to build up the helm of the vessel and fill in the main gun turret to make space for my hero to stand, at this time of the creation process this was going to be one of my stormcast narrative characters though as progress went on that changed. I used part of the staircase from the cauldron of blood kit to make the staircase up to the raised helm.

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    I found the grots from the leadbelcher kit were about perfect night for the helmsman job and two of them even came holding the wheel.

     

    I now had the basic layout of the deck covered so I moved to attach the Ironclad to its base. I sawed off most of the keel at a slight angle, trying to get the turbines as low down as possible and raising the prow a bit. I then drilled holes under what remained of the keel and glued in brass rods to give it additional stability, I then used plastic glue to stick all the contact points to the base.

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    Once the areas to place the crew were built up I worked on adding the primary weapon back to the ship. I chose the aethermatic volley cannon, this was mostly out of simplicity as I had a half built redemptor dreadnought on my desk who’s arm looked like a perfect donation to this project.

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    I added a railing to the back of the helm as I felt it made the area feel more enclosed, I also added one to the front where the whip-master now stands but that one was to exposed and snapped off.

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    Using the statue from the centre of the Cauldron of a blood kit I added a broken figure head to the front of the vessel. This was the last piece of assembly before beginning painting.

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    For the colour scheme I went with purple and green, as it would not clash with the water effect on the basing which was to come next. The grot helmsman was the only part of the crew glued on, all the aelves were pinned for easy transport and were painted separately. The initial section of painting was just to get all the parts in or near the water done to allow for the basing to start.

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    The basing did not quite got to plan as, due to me not being patient enough, I managed to get the masking tape, used to keep the liquid resin in place, trapped within the resin. I worked much of this out but a fair amount is very much a feature of the base now. Overall I am happy with the turn out of it, at a later point I would like to come back to the basing and try to add some wave like motion or interaction to it.

    Once the base had cured, enough for my lungs to be willing to be in the same room as it, I finished off painting the remaining details and crew.

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    Overall I am very please with how my first Ironclad turned out. It showed me that my plans for the project as a whole have potential. The only issue I have is that for each vessel size (Ironclad,Frigate,Gunhauler) the base size is quite limited which restricts space for adding a bit of a diorama and character to the  base.

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    The_Wendol
    Latest Entry

    Welcome All

    Thought I'd start with a brief background about me and Warhammer/AoS:

    • First taste of Warhammer Fantasy was around 1999
    • Always been a HUGE fan of the lore and the novels
    • Chaos has always been my favourite army (mortal armies in particular)
    • I have collected the books, novels and special characters for years - love the old chaos champions!
    • Never been involved in the scene, never owned , assembled, converted or painted an army (yes I am absolute theory boy)
    • Decided this year to build an army (FINALLY) & get involved in the scene along with my missus - managed to rope into it (Seraphon player)

    So in this blog I will be documenting my journey to own a full army and hopefully go to some tournaments.

     

  9. Uveron
    Latest Entry

    Overall: 
    So the first month of the league is over, all but 4 of the games have been played. (72% Completion Rate). Two players have max points; only one player who’s played hasn’t won a game!  Currently Chaos is leading the event, and the rest of the factions are about equal.  I cannot be happier with the uptick in Age of Sigmar play in the group. 
     

    Personally:

    I got to play a pair of games. The first was against an order list based around the old high elf army. It was the players first game of AOS so I tried to play nice, but even so I the game was a bit one sided. Not going to do a blow by blow of this game.

    The second game was against a death army, playing battle of the pass against a more experienced player. His list was a Unit of 40 Skeletons, 10 Grave Guard, 1 Wright King, Necomancer and Tomb Wraith. (I think that was the whole list).

    On one flank his Grave Guard, Necomancer and Wraith moved up the table on the other the Skeletons and Wright King made their move up the table they were met my army also broken into groups. The Deamonprince, Wolves, And Blood Warriors moved up one flank to meet the Grave Guard, the Marauders and Aspiring Deathbringer moved up the on the flank towards the Skeletons. (The Blood secretor sat on my objective in my territory.

    The units collided in turn 2.  But the Death Army failed to important charges (the Wright King, and Tomb Wraith), and my Blood warriors also failed. The Graveyard destroyed the wolves, but the Demon Prince put out enough damage to wipe of the squad. In the fight of the large mobs the Skeletons didn’t close well and they only killed 8 of them; in return the marauders and the Aspiring Deathbringer took out over 20 of them. In battleshock phase the Grave Guard and Skeletons were removed.

    In the turn 3 the mop up was conducted, the with the game being called before initiative was rolled in turn 4.

    Over all quite happy with the performance of the list.. will talk about it more in a future post.

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  10. Skeekrit
    Latest Entry

    The Red Gobbo rode atop the Sky Kraken as they searched the Realm for the fabled Realmbeast. The Red Gobbo was certain that with a few tricks he could capture the beast as long as he and his army were not ambushed, captured or killed by the others searching for the same thing.

    In the distance he saw a swirl of sand and smelt the stench of Death and knew he had found his target. Signalling to hit scouts to advance he rushed to the RealmBeast only to find other were approaching. Ghouls, Deathless Minions, the hated Khadron Overlords, strange Tree-Creatures and following of Gork and Mork in the form of Ogors and Orruks.

    The Red Gobbo, Sky Kraken and his scouts quickly advanced and begin trapping the Beast. He knew he could stop the Beast from moving if only he and his group worked hard enough, and did not engage with the others who sought to hurt, or help the Beast.

    With the Traps laid, and the Ghouls and Trees approaching from either side the RealmBeast suddenly lurched, and stumbled forward bringing his scouts in contact with the enemy... and war erupted. Whilst the Red Gobbo concentrated on Traps, others attacked the Beast and it moved every closer to the Red Gobbo causing difficulty for his followers of Mork. The Orruk advanced from the opposite side, whilst the Khadaron seemed to struggle with the winds as explosions ripped through their strange vessel. Before long his Giant was dead, and the Red Gobbo was amongst the sandstorms setting the last of his traps.

    Suddenly, the storm abated and he could clearly see Arach-Mork his shamanic controller of a huge Arachnarok spider... as he watched a large frost ball descended on Arach-Mork and he and his spider disappeared from view - their control over their limbs gone and the sandstorm taking command. To his right, Grubnik, his giant was fighting ghoul creatures and hitting the Realmbeast in his eagerness. The Red Gobbo screamed in anger as the giant fell squashing sand, Horrors, and RealmBeast alike...

    ... but things were getting worse and the Sky Kraken was under attack from a forest beetle, the like of which he had never seen. The Sky Kraken's limbs flung out and hit the creature, but a great blow forced it into the sandstorm of the RealmBeast and it too disappeared. Alone with the Beast, with Grots far away and unable to help the Red Gobbo let out of scream of anguish as a Sandstorm hit him and carried him off his feet. His last memory of a red tentacle wrapping itself around his body.

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    In the realm of shadows there are many myths relating the the "starving shadows'.

    Here is acollection of sone of the more common.

    The Laughing man (cairn wraith)

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    Believed by many to be a leader of sorts the laughing man is spoken of in hushed tones, with many believing that even mentioning his name will summon him.

     

    Those who have been unfortunate enough to encounter him speak of his mirthless laugh, as he goes about his grim buisness of collecting more fuel to create shadows to join him in his joy.

    Oddly he always leaves some survivors  to spread his name.

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    After the final push for Blood and Glory ended I decided I needed to get back to painting some miniatures and make sure I hadn't forgotten how to do it! I'd started working on a Festus model  a while ago as part of my Nurgle force that is slowly growing in size. The first thing that struck me was how small the model is. He really doesn't stand up to the new models that all stand a good head taller. To solve this I stuck him on one of the Hero Bases that GW released last year, This certainly made him look more imposing! I tried to keep the base in the brown spectrum and quite muted, and I made sure to keep the tones similar on the poor victim that is drinking the potion. The browns on the staff and the back pack were varied more. Accent colours were the blues and purples that are dotted around the model on all the bottles and mushrooms. I painted Festus using a lot of green washes and also tried to bring a lot of yellow tones into the face to match the nurgling and balance them out with the green parchment on the top of the staff. I also used some bright green on the tentacle. This was probably the bit f the model I rushed the most and am the least happy with. Overall I am happy with the model, but wouldn't consider it my best work. there were a lot of areas that I rushed and a lot of small details that I just didn't give a lot of time too as I wanted to get him finished so I could crack on with some more Tzeentch models!

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  12. Hey guys,

    Attended our last tournament at Southern Wargamers for the year. This was the first tournament since the Generals Handbook 2017 has dropped, and I was looking to try out my Free Peoples. Since I am 99% sure I'm going to be attending Cancon next year (Australia's largest tournament), I made some last minute changes to my list so that it was more similar to what I think my final form will be. This meant assembling, undercoating and getting a base coat on 13 more miniatures one day before the tournament!

    Ultimately, my list for the tournament looked like this:

    Freeguild General - Sigmarite Weapon, Shield, Stately War Banner - General - Indomitable

    Freeguild General on Griffon - Greathammer and Shield, Armour of Meteoric Iron

    Gunmaster

    20x Freeguild Guard

    30x Freeguild Crossbowmen

    10x Freeguild Handgunners

    20x Freeguild Guard

    10x Freeguild Handgunners

    10x Freeguild Greatswords

    5x Freeguild Pistoliers

    3x Demigryph Knights

    Hellblaster Volley Gun

    Cannon

    So the changeup from my previous lists are the addition of 20 Freeguild Guard, a Gunmaster and Hellblaster, changing the 20 Handgunners into 2 lots of 10, and dropping a Freeguild General and a Cannon. This allows for another tanky unit, which also gets the benefits of a great company. It means I can afford to be more aggressive with one if need be.

    We did not know the scenarios before the tournament, they were rolled for each round.

    Game 1 - Sylvaneth - Scorched Earth

    I started the tournament up against a Sylvaneth list. He had the extremely tanky Treelord Ancient, Branchwych, 30x Dryads, 2x5 Tree Revenants, 2x3 Kurnoth Hunters with bow and 6x Kurnoth Hunters with Scythes and a Household battalion. The game started fairly well, he managed to teleport his Ancient and Treelord forwards but the Ancient failed the charge. The Treelord went in and was quickly felled by my shooting.

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    The big trees teleport close to the Free Peoples lines

    Sadly, this was followed up with a lot of whiffing on my left flank. The cannon failed to dent the Treelord, the Freeguild General on Griffon went into him and whiffed completely. Something he would continue to do in the next few combat phases. Ultimately, the game was decided when I failed to keep someone on my centre objective. My opponent managed to summon more Wyldwoods near the board edge, which allowed his Scythe Hunters to teleport in as well as the Tree-Revenants. Because of this, I started migrating some of my units towards that section to hopefully give some relief and stall them out one turn before burning my objective. I moved my unit off, then moved my Freeguild General off as well. 

    So it basically came down to losing by 1 point later on. He left his right objective really weak as the Tree-Revenants disappeared to provide additional support (and ultimately burn my left objective). My army eventually made it across the board, and stole his objective for 1 turn, and then burnt it in the 4th turn. We were only going to get 4 turns in the game, and sadly I didn't manage to roll high enough to draw on the objective points.

    Ultimately my Griffon also fell, after whiffing for like 3 combat phases straight, he got a miracle phase where he dealy like 10 wounds all at once, but the rest of the army failed to finish off the Ancient over 2 turns.

    So a bit disappointing start to the tournament. Definitely a learning experience, and I still haven't quite worked out how I'm going to play Scorched Earth. I think one poor thing I did was put all my fast stuff on one flank. It meant when that flank fell into trouble, I didn't have anything mobile to quickly scoot over and help.

    Major Loss

     

    Game 2 - Death with Nagash - Duality Of Death

    This game was against a majority Deathrattle army led by Nagash. He had a 40 Skeleton unit, 2x20 Skeletons, 20 Grave Guard, Nagash, a Necromancer and 2x Wight King (1 with banner).

    I felt I had the advantage in this matchup as my Griffon can take the objective turn 1. Especially if I kept him away from Nagash who could potentially one-shot him. Since I had more drops, this didn't end up being too much trouble.

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    The Free Peoples line prepare for battle

    As it so happened, the game was a bit of a non event. He got the first turn and moved up as fast as he could. Sadly for him, his Wight King was not close enough to the objective so would not be scoring turn 1. In my follow up turn, my Griffon General took the objective closest to him. The rest of the line moved up, and I scored the first point of the game.

    Immediately after, I got the double turn which basically secured the game. The line moved further up, and started shooting the enemy units. The Demigryphs managed to get a charge into his Wight King and Skeletons near his objective. This ultimately decided the game, as the Demigryph's for the first time managed to do 2 things! The first was actually kill the Wight King in a single go, that was pretty amazing and not expected (Only just I might add), and that was only with 2 of them too boot! The third one attacked the Skeleton unit (Which had Danse Macabre on them) and killed 3 Skeletons which prevented them getting the +1 attack.

    In his turn, there was not enough room for Nagash to get close enough to the objective. The army slowly moved around, but basically, the Death just couldn't get to objectives fast enough.

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    Nagash wipes out the Demigryphs and moves onto the Swordsmen

    The rest of the game the Death basically marched towards their deaths. I had moved up far enough that my Crossbows and Handguns were in range, and I could just hold the line with them now. So the Skeletons just marched and marched, but got shot and shot. Nagash did wade through a chunk of the army after he knew he couldn't catch up, but that was game as he couldn't catch me after 3 turns of scoring to his zero.

    Major Victory

     

    Game 3 - Order - Knife to the Heart

    The last game was against a mixed Order army. Mainly Free Peoples with a few random extras. His list was composed of a Freeguild General with Stately War Banner, Freeguild General on Griffon, Bretonnian Lord, 30x Freeguild Guard with Halberds, 2x10 Freeguild Handgunners, 20x Freeguild Greatswords, 5x Freeguild Outriders, 5x Grail Knights, Steam Tank, Hellstorm Rocket Battery.

    The game started off a bit concerningly. His Hellstorm took out my cannon crew, his Griffon took out the Pistoliers and his Brettonian Lord took down the Demigryph Knights. In retaliation

    my shooting managed to make a huge dent in his Freeguild General on Griffon and mine took out his Outriders. I then won the initiative roll, and my Freeguild General went after his backline which was extremely fragile. I took out his Griffon, and did a few wounds to the Steam Tank. I initially thought I might be able to auto-win by taking on the Handgunners, but reading that it only came into effect from turn 1, I went after the Hellstorm instead and finished it off.

    At this point, my opponent knew he was in trouble with a rampaging Griffon in his backline and his own Griffon downed. He kinda threw caution to the wind, and charged everything into the line which ultimately did not go well for him.

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    Now you see a Steam Tank... soon you won't...

    He quickly doubled back his Freeguild Guard (Slowed down by the deadly terrain), while his Greatswords engaged my Freeguild Guard. They both slowly whittled each other down, while my other Freeguild Guard and Crossbows gave chase across the board to the enemy objective. At the end of the day, the Freeguild General on Griffon managed to kill all 30 Freeguild Guard, before being joined by the infantry to claim the objective on turn 5. The long slog had paid off, and I had tabled my opponent apart from his Freeguild General. 

    I do feel sad for my opponent. I outranged his army, so ultimately he had to engage me. And engaging a line of Freeguild Guard which has extra shooting phases is just nasty. Even if he had won the initiative for turn 2, I think the only difference would've been a Minor rather than a major.

    Major Victory

    So that was it for the day, I managed to come in fourth place out of 12 players. I'm happy with the result, but feel that I probably got off a bit easy on my matchups after losing the first game. The 2nd game was almost an automatic win. I think if I had played against Stormcast or Tzeentch I would've been in a bit of trouble.

    Overall I like how the army played, but definitely need to get a bit more prepared for moving and having my army out and ready to go. I was comfortable with the amount of models I was moving around (even if I was sloppy sometimes), but the army setup in round 1 took a lot of time (and is the only game we didn't finish).

    That being said, I am considering changes. Two things I'm currently considering are getting more heroes. The current thought is to swap out the Gunmaster + Hellblaster Volley gun for a Warrior Priest and a Battlemage. The cannon could be a stronger piece also, but it's easy to transport (Which will be important going interstate).

    Hopefully I get more games done in the next 2 months, as I'm going to need a lot of practice for Cancon.

  13. WatcherintheWater
    Latest Entry

    Took a while, but I finally finished my Frigate.

    List Update:

    1 Aether-Khemist (built)

    10 Arkanaut Company (Built)

    10 Arkanaut Company (Built)

    Arkanaut Frigate (Done!)

    6 Endrinriggers (3 Done)

    3 Skywardens

     

    Khemist and the remaining 6 Skyriggers are up next.

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  14. Im back guys! Its been a crazy few months indeed for myself and this army of steampunk midgets. 

    Only recently having my first son, and my work commitments have kept me from doing any real hobby however, i did get a chance last weekend to attend a 1500 pt tourney. 

    It was sigmar at warlords, the aim of which wad to get guys the 3 event minimum to attend the New Zealand Masters in December. 

    Out of the 3 games i had one major victory, one minor victory and one major loss. The army performed far better than i anticipated due to our overall nerf from ghb17, and i owe it all to skywardens. These puppies are just too good, a block of 9 of them can take 3 drill cannons, and 3 volley guns, my 2 first games resultes in a mawkrusha and a lord of change being taken off in my first shooting phase. 

    I will be posting more in depth in the lead up to masters, so until then heres sone pictures of the event. 

     

    To the victor the spoils!

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  15. Wow, I really didn't post anything for a while.

    Anyway, life has been quite busy and not much hobby has been done. I've built a battlemage and wanted to give him a sort of a steampunkish look, so tell me what you guys think. I know it's not halflings, but he's definitely going to be allied with my army.  

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    I've also got to test out Shadespire with my good friend Chuck Moore @Odiamh , and while I was skeptical at first, now I'm absolutely in love with the game. The rules seem a bit complex at first but once you play 1 or 2 games it becomes a very quick, fun and tactical game.  Chuck decided to take the side of Stormcast, while I was playing Khorne. We played the best of three, with him taking the first victory, and me winning the other two. Last game was especially fun, as I killed all three stormcast with a single bloodreaver in the last phase. Check out the pics below!

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    That's it for this update. I'll try to post more hobby and especially halflings as the time allows!

    Hope you like what I've got,

    Until next time!

  16. The Realms at War narrative event is coming up fast, and we’ve been watching the WIP progress of some players with their leviathans created especially for this event.

    Today, with 7 days left until RAW17, we’re going to feature WIP pics of 7 leviathans by 7 different players… in no particular order.

    This winner of last year’s coolest army, Bishmeister, is creating a rogue idol for his Forest Moonclan army:img_9466.jpg?w=1000

    The winner of both best Aspirant and best Legend from RAW16, Alexander  Nygaård, is building this Leviathan:

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    Chris Tomlin:

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    Ollie Fox:

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    Jonathan Pyke:

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    Moarhammer:

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    HobbyHammer! We thought we had secured a picture of his Glottkin in progress, but it turns out his leviathan is not the Glottkin but this beast instead:

    img_9553.jpg?w=1000

    We’ll post more pictures in the coming days as we count down to the start of RAW17!

    And for more information about the event we recommend you check out the thread on TGA: http://www.tga.community/forums/topic/5582-events-uk-raw17-realms-at-war-2-leviathans-monsterous-arena-rules-added/

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    Hi guys!

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

    So I cooked my own Free City: Port Stellis.


    What is Port Stellis?

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

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

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

    What factions are there in Port Stellis?

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

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

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

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

    The Star Ocean Gate and the Scourge Privateers

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

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

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

    The Scintillating Mines and the duardins miners

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

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

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

    The Stormkeep of the Stellar Champions

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

    The Order Serpentis

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

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

    The Astromancer Guild

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


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

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

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

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

    am.jpg

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

  17. The Huntress and Her Hounds:

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

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

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

    Sounded so simple. How wrong she was.

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

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

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

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

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

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

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

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

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

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

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    The Huntress' Hounds, Ranger Unit of the Karakigrom

     

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

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

    Allegiance: Tzeentch

    Leaders

    Curseling, Eye of Tzeentch (140)

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

    Ogroid Thaumaturge (160)

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

    Gaunt Summoner and Chaos Familiars (120)

    - Artefact : Souldraught
    - Lore of Change : Arcane Transformation

    Chaos Sorcerer Lord (160)

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

    The Blue Scribes (120)

    - Lore of Change : Tzeentch's Firestorm

    Units

    5 x Chaos Warriors (90)

    -Hand Weapons
    - Mark of Chaos : Tzeentch

    10 x Chaos Marauders (60)

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

    10 x Chaos Marauders (60)

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

    1 x Chaos Spawn (50)

    1 x Chaos Chariots (80)

    -War flails
    - Mark of Chaos : Tzeentch

    1 x Chaos Chariots (80)

    -War flails
    - Mark of Chaos : Tzeentch

    Fatesworn Warband (100)

    Reinforcement Points (780)

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

       

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

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

    Off to Warhammer World now for some practice games.

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

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