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Skaven Blood Bowl Pitch & Modular Sewer Terrain for AOSThis blog will document my progress in building a Skaven Blood Bowl pitch which will also be part of a larger modular sewer complex for Age of Sigmar.I will also discuss some of the model making techniques, tools and materials used during this project.I find the idea of building a Blood Bowl pitch incredibly appealing. It's a relatively small project that has the potential to look great. It can also be extended with the addition of a stadium with grandstands and scoreboards. In choosing to build a sewer themed pitch for Skaven this also lends itself to be the initial part of a larger project to build a sewer themed 4'x 6' AOS board.I first played Blood Bowl way back in '88 when I first became aware of Games Workshop and tabletop Wargames. It was actually the Blood Bowl miniatures in White Dwarf 108 that started my interest in the hobby. I had a few games with a friend and subsequently purchased Dungeon Bowl but never really amerced myself into the game. This latest release has piqued my interest as it has a lot of nostalgia for me, it's easy to get into and has the potential for lots of cool updates based on previous incarnations of the game.I've chosen Skaven as I've wanted to paint them for a long time and I think they look so cool. This also gives me a chance to make a start on a project that I've been thinking about for some time. Whilst at the Realms at War AOS event in Cambridge I had the opportunity to catch up with @Wayne kemp, the Skaven Master, and discuss what would be the ultimate AOS table/terrain. When I posed this question Wayne was very eloquent in saying that the ultimate AOS table doesn't exist as everyone has a different idea of what would be the ultimate. His ultimate table would be a Skaven theme, probably sewer themed whereas he said @Dan Heelan would probably prefer a Lizardman theme.I really liked the idea of a modular sewer themed board for AOS as this has the potential to be a multi-system board, possibility of being used for other games, say 40k. I'm not a 40k player but have been collecting Genestealer Cults which lends itself to this sort of environment. I've also wanted to build an urban board for some time. I came across this amazing blog, http://privateerpressforums.com/showthread.php?176894-Magnetized-Modular-Sewer-Cavern-Board-(WIP) , some years ago and have wanted to do something similar ever since. Unfortunately the blog seems to have stalled but there's plenty of great inspiration in there. Building a modular sewer themed board also gives you the potential to build a multi level board which seems to quite popular in AOS at the moment.So my initial plan is to build a sewer themed Skaven Bowl Bowl pitch. Fortunately each half of the pitch fits into a 2'x2' square allowing me to use the two halves as separate modular AOS terrain. The design will be based upon a Victorian style brick sewer with lots of arches and pipes for added Steampunk Skaveness. The pitch will be elevated on a plinth that rises out of the surrounding sewer which contains industrial pipe machinery. The bottom half of the drawing below illustrates the brick and pipework design to be used on the sides of the plinth whilst the top shows the top of the plinth with the pitch squares.I always use squared paper to draw designs for model making projects. I find it makes it a lot quicker and easier to draw, particularly when drawing buildings.I next had to decide what materials I would use for the construction. I wanted the model to be lightweight and durable as it would need to be transported from place to place. I construct nearly all my architectural terrain pieces using sheets of expanded pvc. I have used this for decades, it is lightweight, strong, easy to cut, glue and sand. It also comes in various different thickness from 1mm to 30mm. You can also score texture into it's surface to create different textures such as wood grain, brick or stone. However for this model I would he using it soley for the structure and the paving of the model. The base / flooring is 5mm, the walls are 3mm and the buttresses and pipe shelf are 8mm. I wanted to give the sides, which would be made up of brick arches, more texture and depth so I opted for blue foam (styrofoam).The tools I use for working with expanded pvc are; technical pencil, cutting mat, Swann Morten scalpel, engineeers square 7" & 5", steel rules 6" & 12", sanding block 400 grade, superglue and zip kicker. For expanded pvc thicknesses greater than 5mm I use a circular table saw for cutting.I've not used blue foam much but understand the principles of the material. When creating brickwork in foam I would usually use a biro and draw the brickwork straight on causing the brick work to be engraved. Whilst this can look good it can be inconsistent and can look untidy. This is a reasonably lengthy process due to hand drawing each piece and I wanted to have identical brickwork on each arch. So I came up with the idea of printing each styrofoam piece. I can't imagine this is an original idea as it seems so obvious however I have not seen anyone else doing this. The idea is based upon the original printing process of block printing developed in the middle ages.Styrofoam is a soft material that can be indented, so I created a 'negative' brickwork mould in which a piece of styrofoam can be pressed into using a press. The mould was made from a base of 3mm expanded pvc, the brick design drawn on then the mortar was added using 1mm styrene strips. 1mm expanded pvc was used to build up the sides to hold the styrofoam in place.The styrofoam was cut into strips 9mm thick using a bandsaw which were then sanded smooth to a depth of 7.5mm and cut to size to fit the mould. As you can see from the pic below I used two blocks of wood and some clamps to create the press for the mould.To create depth to the walls I printed smaller pieces of foam to be added to the arches.The printed pieces were then cut and glued.This worked incredibly well, was very quick to use and I was churning out brickwork styrofoam like a Victorian workhouse. This was helped massively by @Mitzy for supplying me with a massive chunk of blue foam. I created another 'generic brick' mould to use for any plain areas of brickwork I would need. To add a little variation to the brick depth I depressed some of the bricks using a piece of plastic.For the pipework I used Hirst Arts pipe moulds 320 & 321 which are fantastic quality. These are quite expensive but having a mould means you can have as much pipework as you like. I used 'low odour' fast cast polyurethane resin as I wanted it to be very durable and Quick to produce. Fast cast resin has a de-mould time of approximately 30 mins. I would need a lot of pipework so I ordered 1.5kg of resin. The two moulds would give me a variety of pipe pieces in two different pipe diameters. This should give me enough variety to make the pipework sufficiently interesting.Here's a wip pic of half the pitch. The space to the right of the pitch will be the dug out area. The squares on the pitch will be paving and the different zones are divided by gutters recessed into the pitch. The pitch will also have drain covers.More progress soon.Thanks for reading.Bish
I bought a bunch of Tzeentch models from a friend of mine a few months ago, and three of the models were Exalted Flamers. I have sprayed and undercoated the thereof them about nine times so far, and I have not been able to find a scheme or style that I like. The models have a lot of flat detail that doesn't wash well and is tricky to dry brush too. I tried fades from bottom to top of similar colours, colours that contrast, and different tones of the same colour. None of these particularly inspired me, or if they did I found it hard to get a good highlight or shade onto the model. In the end I went with a contrast from a light brown to yellow. I then used purple as the contrast colour for the flames - no particularly inspiring, but it works well. I did the flames all with washes and then quickly highlighted the tops with a white.
I really wanted the model finished and in the end I just called it done as I didn't want to continue working on a model I wasn't enjoying. It will look fine in my Tzeentch force, but I really didn't enjoy the sculpt or the painting experience. The pale yellow highlights were easy to bring back using the Lamentors yellow glaze, which I really like for working on yellow. Because I didn't enjoy the model I didn't spend much time picking out details like teeth and more on the flames. I'm not sure spending time on the flames would really make much difference, and I think it would be annoying to try and layer them up.
I wonder if I had put the model together there might have been a way to keep the flames separate which may have allowed me to do a better job. This may have made the painting experience better too.
I think the two spare flamers may find their way onto ebay in the near future!
Hey Everyone! Today I wanted to talk about my continued effort as I work to finish my Daughters of Khaine for Adepticon 2018. As of today, we have 34 days until the big event and there is still quite a bit to do in that short amount of time in order for me to be ready. If you asked me a few months ago I felt really good about being done by now and relaxing with practice games until the event. Sadly that is not the case and the Adepticon crunch is really beginning to ramp up and I am throwing more and more time at the army to get everything done in time.
Since my last Road to Adepticon Post, we have seen a lot of exciting teasers and previews of the new Daughters of Khaine Battletome. I find myself in a very lucky position having already committed to the army well ahead of these announcements and I feel a bit ahead of the curve. That said there has been a lot of people quickly painting preparation for the book so Aelves will be hitting the table in force after the Battledome's release.
I don't believe that the new Battletome will be out before Adepticon and the rumors on its general release timeframe seem to support that line of thought as well. I actually prefer it to be released after Adepticon as I am certain that I will not have a need to run 120 Witch Aelves after its release due to the new units and models being released and a more balanced force will be the better option. However, if there is a large Witch Aelf Formation I will not be upset at all.Thankfully I am moving along nicely with all my Witch Aelves and am down to the final step in their painting. I tackled the task of painting them all by separating them into units of thirty to give myself small manageable chunks when looking at the army as a whole. I took a single color and would do that color on each unit of thirty before moving on to the next. It made a nice assembly line style of painting that really meshes well with how I approach armies.The last step for these units is the eyes and the longer I thought about the idea of painting 240 eyes the more I didn't want to do it, but it would also no sit well with me to leave the models unfinished in that way. In order to give them a proper level of completion while simplifying the task, I am planning on giving them all warpaint on their face with white yes across the army. It should make the process smooth and quick and give a nice effect and allow me to go back to add more to the eyes later if I feel the need and have the energy.I am hoping to wrap up the Witch Aelves in the next few days allowing me to dive into three Cauldrons of Blood, Bloodwrack Medusa, and Death Hag on Foot. I painted one previously, but I plan to touch it up and keep it uniform with my two new Cauldrons. I am also very pleased with my nod to The End Times with my Cauldron representing my General. I managed to find bits online to create a Tyrion, Avatar of Khaine statue instead of the standard Khaine Statue that comes with the kit. I am really excited to get paint on this model to see how it looks as an end result.
My last bit of major work in preparing for Adepticon was getting my foam sorted to transport my army. Since they are all metal models I wanted to ensure they were well protected and not rubbing against each other in any way. Last year at Adepticon I fell in love with the Battlefoam product, but after my first order, I was unimpressed with their shipping times and worried the foam would arrive late. Thankfully my local shop had some Battlefoam Large trays which are double the size of the Battlefoam Small trays that fit in my bag. After some knife work and hot glue, I managed to have enough trays for the entire army.I plan to pick up more Battlefoam while at Adepticon directly from as they typically have a booth at the event. I wish to be clear that in no way do I dislike the product, but I choose to not risk having my foam arrive after the convention as it did for me at Nova last year so a little bit of handy work and I am good to go.My last big part of the project is to create my display board and I have a few ideas drawn out but haven't committed to one as of yet. In the coming weeks though I will have to pick one and start the project. I can typically knock out a nice display board in about a week, but I would like to go a bit bigger then I have previously so my plan is to finish the army by the end of February and dedicate all my energy toward the display board leading up to Adepticon.After all the prep work is done all that is left is a nice 8.5 hr drive with my friend Sean to the event. Last year I almost went insane driving through Indiana, but I am mentally preparing myself for the lack of mountains and interesting things to look well ahead of time as well as loading up on Podcasts and music to get through the trip. Let me know if you are coming to Adepticon and how your preparation is going.Until next week, Happy Hobbying!Chuck Moore
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One of the things I really like about the latest Warhammer 40,000 releases for 'The Gathering Storm' is the idea of a Triumvirate. This was a word I had not heard before and as well as sounding very cool I also liked the meaning behind it:Quote
'(in ancient Rome) a board of three officials jointly responsible for some task'
I have also recently been thinking about backstory writing for my Age of Sigmar mixed Order army, and as I recently finished my third centre-piece model for the army (A Freeguild General on Griffon), it seemed the perfect chance to add my own "Triumvirate" into my army.
The Roots of the Story:
When Age of Sigmar first came out, I put together a backstory for my army called 'Siegfried's Desperados'. I had a blog on Dakkadakka which was quite popular at the time, perhaps because it was one of the safe havens away from the heat the game was getting from some disgruntled veterans (especially on Dakkadakka). You can check out the thread here if you are interested:
To summerise, the initial background I created for my army was that they were a mercenary outfit (called the 'Desperados') operating out of Azyrheim.
I wanted to add a bit more grey and a bit more low fantasy into the backstory (as it was something Age of Sigmar didn't really have at the time), so I came up with some hooks and ideas of the dark side of aelven society in Azyrheim (lots of intrigue and assassinations among the nobles), the ideas of slums in the city, and that a mercenary outfit might employ a necromancer in their ranks.
This was also an excuse to add in Aelves, Duardin and even Death into my army which was all a lot of fun to play with before the General's Handbook came out.
But since the General's Handbook came out the narrative and story behind my army has taken the backseat. I have been focusing a lot more on Matched play and my narrative outlet has been with Hinterlands.
As the recently finished Freeguild General on Griffon was meant to be Siegfried Stormhart once more, I thought it would be fun to update the story of the Desperados, and so the Triumvirate was born.
The Triumvirate of Mistmire; Master Geppetto, Siegfried Stormhart and the alchemist, Massym Al-Izzar
Creating a Triumvirate:
I want to throw out the question to all of you, what cool Triumvirates could you add into your collection? All you would need are the following:
1. 3 Cool Models
2. A Cool Story that connects them
For me, I had my 3 Centrepieces. The Griffon, the Steamtank and the Hurricanum. I wanted them to have some sort of purpose other than being in an army together, so I decided to bring back the old Necromancer I used to run in the Desperados pre-GHB. He goes by the name 'Cornacaprious'.
I decided that he has since betrayed the Desperados, and has resurrected an ancient vampire (with the title of the "Blood Queen"). This gives me a reason to finally paint my Neferata model and also gives the triumvirate a goal to accomplish (they of course seek to kill both the Necromancer and the Blood Queen).
So with the scene set, I put together a 4 pages as if they were from a campaign book and detailed my Triumvirate of Mistmire. I would love to hear what you think, but more importantly I hope this inspires you all to go off and create a Triumvirate for one of your armies too.
With the start of the new year, I figured it was time to formally introduce the world to my newest army and current project: The Kharadrong Raiders. No, I didn't spell their name wrong. This post will cover their conception as an army, the initial round of photography and finally the background lore I've whipped up for them.
Putting the Pieces Together
So, what are the Kharadrong Raiders? The Kharadrong Raiders are obviously my take on the Kharadon Overlords. When this army was first previewed last April, I was torn. A year prior I had been working on a Dispossessed force during the PMP's Budget of Sigmar Contest and I desperately shared my desire for a dwarven airship. Jokingly I said during a Warhammer Weekly: "Make it happen GW!" Little did I realize that we would have not only a Dwarven airship,but an entire faction a little over a year later. But as I said, I was torn. Despite wanting this army so badly, there was something to be desired with their aesthetic. Don't get me wrong, I like metal. I'm a dwarf player, of course I do. But I also like beards and a little bit of skin. I wanted a connection to more traditional dwarves and Barak Thryng seemed like such a rejection of this (given that is is like 1% of the total KO population). So I was on the fence and the Monopoly-man head of Brokk just pushed me over the edge with initially rejecting the army.
Then I felt a little bit guilty, as one might anticipate given my prior intense desire for an army just like this. I mean, how often does GW deliver just what someone asks for?1 So, I sat down and tried to figure out how I could remedy this and make these guys work. I had also long been interested in a Fyreslayers project, and as I mused on what this could look like, Sigmar's inspiration struck! What if I reimagined what Long Drong's Slayers might look like if they were modernized and brought into the current AOS aesthetic. For those who don't know Long Drong's Slayers, Long Drong was a slayer pirate who captained his own ship and led a Dogs of War mercenary company in the Old World. I realized this project allowed all the pieces to fit together! I could do my Airship fleet of KO, have the hair I was looking for even with closed faced helms (because of the Slayer mohawks), and I could have definite ties/homages to the Old World while still being firmly seated in the Mortal Realms. I could even do a Aqysh-based force with orange glow effects (which I had been experimenting on with the Phoenix Temple models).
The only challenge standing in the way of this project was cost. Fyreslayer mohawks are understandably in-demand on the secondary market, which meant that I was going to likely have to buy a whole host of Fyreslayer boxes. I lucked out when I found out that 14 mohawks came per box of 10 Vulkites. That said, to make a base 10 infantry troops for my army, we're talking about $105 MSRP retail. So I mused on it for a week or so. It was such an awesome concept that I realized I also couldn't not do it. So, I tightened my belt and got to work with an initial test model last May.
Things came together better than I could have imagined. The mohawks weren't difficult to line up. Weapon conversions were pretty much snip and glue. The Bases weren't difficult to produce. And the color scheme popped! Thus I committed to the project and pulled the trigger my new army....
I've designed the project to come together in multiple flights and I use events to plan my projects. The first event on the docket was Holy Havok, the team event put on in Chicago at the beginning of November of each year. The Holy events, put on by @Holy Hammer Hern and the Holy Hammer club differ from standard tournaments in that they have a more narrative focus (not unlike RAW in the U.K.) and the Holy events are the premier Hobby events in the U.S. Steve's tables are lovingly assembled and customized to the various mortal realms. This event was a highly competitive hobby environment and the perfect place to premier the Kharadrong. My co-host @Vincent Venturella rose to the challenge and assembled his own force to pair with mine. I'll cover this event and the results of that event in a later post.
Assembling A Sky Fleet
So I set about finishing the first round of models. Here are the results of these first models:
In the midst of this work, I experienced a setback. Literally days after I completed my second full unit, the GHB2017 dropped with the "adjustments" to Thunderers which made my unit (that I had converted to all have different poses) unplayable. It wasn't just that they got their power adjusted down; the unit I had painted was literally illegal under the new rules. The changes also threw into question the competitive viability of the whole project. To see this thing through, I would be hobbying on it for the entire year and there was a chance I would be taking a sub-par army to these events. The prospect was less than enticing and I considered scrapping the whole project. Luckily, I didn't. I loved the concept of this enough that I resolved to see it through, even if it was sub-optimal in competitive play. The silver lining was that Fyreslayers under the new system were highly competitive and their aesthetic was baked into my forces. The allies system dovetailed perfectly with the hybrid lists I was already considering. If the KO thing was a dud, I could always redirect my work to pure Fyreslayers.
So I pushed through and here is what I came up with:
Now I needed a story to launch these pirate slayers into the AOS world. This is what I've initially come up with:
Kharadrong’s Raiders are a mercenary band made up of the remnants of the Grimharaz Lodge, who’ve recently retaken their ancestral hold of Barak-Zharr. Their name is honorific of an ancient mythical hero, Long Drong, who similarly led a band of slayer mercenary pirates on sailing vessels to plunder and to victory. As a Dogs of War force, the Kharadrong’s Raiders have found common cause with Trapjaw’s Barnyard Busters in the mutual pursuit of gold and glory.
The origin of the Kharadrong’s Raiders is a long and tragic story. Decades ago, the Grimharaz lodge came under assault by Tzeentch daemon hordes in what would later become known as the War of the Wyrdquartz. While many of the lodges held their ground, Grimharaz was at the heart of the conflict and sustained heavy losses. Despite the intervention of Kharadron Overlord fleets, the lodge’s hold of Barak-Zharr was lost under the press of daemon flesh. The remnants of Grimharaz, now homeless and hopeless, disseminated amongst the Baraks of the Kharadon Overlords and picked up work where they could find it while the Grimharaz’s Runefather, Zharrik, went into a self imposed exile.
For years the remnants of the Grimharaz lodge toiled amongst the Overlords, and many served aboard Overlord vessels as mercenaries. Over time, the sons of Grimharaz adopted the means and methods of the Kharadron. They learned to sail the aethersphere under the skilled guidance of Zilfin navigators and distill the essence of aethergold from the Khemists of Urbaz. Despite their exile amongst the Overlords, the Runeson Thrundrik never forgot the halls of Barak-Zharr. Thrundrik and his trusted brother-in-arms Varag set about re-gathering the lodge with the goal of reclaiming Barak-Zharr. Even in these early stages of re-formation, Thrundrik saw that many of the younger generation had assimilated to the ways of the Overlords, while the older longbeards held strong to the ancient traditions of the lodge. To help bridge this division, Thrundrik sought out Runefather Zharrik and reunited the lodge under Zharrik, knowing full well that the tension between the new and the old could not be maintained indefinitely. But the unity held and the combined arms of young and old, aethermatics and ur-gold runes side by side, retook Barak-Zharr.
Years have passed and the lodge persists amidst the tensions. New and old have found an odd peace in the firescorched halls of Barak-Zharr as ancient stoneworks have been restored and aethergold furnaces installed. The Grimharaz lodge has found unlikely allies with a neighboring Ironjawz warband led by Trapjaw but the take is good and the Orruks (or at least their lust for gold) is trustworthy enough.
Recently, Thrundrik has caught wind of large remaining deposits of Wyrdquartz nearby and has sent a joint force led by his brother-in-arms Varag and Trapjaw to investigate. It was Tzeentch’s desire for Wyrdquartz that led to the loss of the Hold the last time around and Thrundrik refuses to let it happen again. He hopes that Varag and Trapjaw can get in front of this situation and maybe even make some profit while doing so.
With everything else in place and putting the final touches on my last couple units, I needed to finally bring the legendary Barak-Zharr to life. I spent most of the month of October hobbying away on my board for Holy Havok. Ultimately, I think things came together fairly well, but I'll let you judge.
And the rest of the finished units in the first round of models:
I hope you enjoyed this introduction to my current passion project. In future posts, I'll provide some behind the scenes glimpses while various stuff was WIP, as well as detailing Vince and I's Holy Havok 2017 experience, and I, of course, have new additions to this force I've completed in the meantime. I mean, Holy Wars 2018 is indeed coming next month!
1: In no way do I actually think that GW designed the KO for me or at my suggestion. The timing is simply humorous.
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We interviewed one of the NEOs involved with Coalescence. He's also one of the masterminds behind the REALMS AT WAR which is running a second huge narrative event later this year, October 27-29, in Cambridge, U.K. And they still have a few spaces remaining! RAW17
How did you become a NEO?
I played Warhammer 40k in my early teens but followed the usual trend by dropping out of the hobby around the age of 16 to play more sports and video games. Almost 20 years later, I wasn't playing as much sport as I had previously and I decided that I wanted to start a new hobby. I have always been a big fan of the sci-fi and fantasy genres so I thought I would have a go at Warhammer Fantasy Battle (WFB). That was around four and a half years ago and is one of the best decisions of my life!
I was really lucky to meet a group of similarly aged local WFB players who called themselves EATBATS (East Anglian Tabletop Battle And Tournament Squad!) and after they took me to my first tournament, my interest in the hobby soared even more! I really enjoy playing with people I haven't played before so I find tournaments or events are so much fun.
A short time before the release of Age of Sigmar (AoS), a narrative event called The Mingvitationals was held in Bristol by Ming Lee and a few of the EATBATS crew, including myself, managed to get places. It was my first experience at a narrative event and to date, it is still the most enjoyable weekend of hobbying I have ever had! Non-standard armies everywhere (do you remember the netlisting??), custom made scenarios with hidden secondary objectives and a mix of singles and doubles games! Awesome fun.
When Age of Sigmar dropped, the majority of EATBATS jumped straight in and we immediately fell in love with it! The freedom to customise your army opened up so many possibilities to everyone. For me, this simple change meant that it really felt as though my army was now truly my own and I started to work up a background for it including stories for each of the characters and units.
Another of the EATBATS crew, Mark 'Mitzy' Mitzman, had been in contact with Ming about putting on an AoS narrative event and in late spring in 2016, I joined with Ming, Mitzy and Steve Foote to become EATMingsFoote. Between us we created the Realms at War 'Legends' event (RAW16) which was held in Cambridge in November 2016.
RAW16 was the first narrative event in the UK and our 40 attendees brought their armies plus an Aspirant who, over the course of the weekend, gained new attributes, equipment and skills to eventually become a Legend. All of the players created custom built minis for both their Aspirant and their Legend which was amazing! We also encouraged lots of customisation of armies, display boards and a background for each army.
As part of our player pack, we had collated all of the background stories the players had submitted for their armies and bound them into a booklet which we designed as an ancient manuscript. - this was one of my favourite parts of the event, but I suspect that most people would talk about the RAW16 terrain. There is too much to describe but its safe to say that these were some of the most themed tables ever in the UK scene. If you'd like to have a look at the tables, please visit http://www.tga.community/forums/topic/6718-realms-at-war-legends-raw16/
It was definitely after RAW16 that I felt I could be called a Narrative Event Organiser (NEO). It was an awesome experience and even though I didn't get to play in the event, seeing all the attendees having such a fantastic time was incredible. We were really pleased with how the event went and we are currently planning RAW17 which is suffixed 'Leviathans'. Something big is coming soon!!
After RAW16, EATMingsFoote and the Hobbyhammer team were invited by Games Workshop (GW) to spend a weekend at Warhammer World and discuss our hopes and visions for narrative gaming in AoS. It was another incredible experience and I can definitely say that the future of narrative gaming is safe in GW's hands!
Can you tell us about your local group?
While there are a couple of wargaming clubs in the local area, most of the EATSBATS have young families or other commitments which means that there is no guarantee of us getting to a regular club night. However, we are all lucky enough to have properties which are big enough to get a gaming table set up in, be it on the kitchen table or in a dedicated room, so we game round each others houses.
During our games we often take photos and post them to our whatsapp group so everyone can get involved and enjoy the action. We also have irregular 'big' game nights where we put whatever we want on the table, roll dice and drink some beers (yes, we are all over eighteen!). These games are usually very lax on rules and high on laughs - usually for failed charges or whiffed attacks but the biggest guffaws are when one player decides to attack one of their teams mate! It's kind of like a game of Triumph and Treachery but with very little triumph and a lot of treachery!!
We also occasionally skype whilst we are painting which is a great way of socialising plus you are getting your army or terrain finished at the same time!
I do really enjoy building terrain so when I'm not painting or playing with my army, I'll be making some scenery whether it's for my table at home or for RAW. I find that mixing up the hobby is a great way of keeping interest high. There is nothing worse than having to paint twenty minis all from the same unit in one go!
Being in the UK, there are a lot of events going on throughout the year and generally they're within a four hour drive. I can get to some awesome events in Norwich or Colchester in a little over an hour though plus central London is only an hour and half away!
When we go to local events, we tend to go to those put on by small independent stores although I do enjoy SCGT each year (yes, I also enjoyed matched play events too!). I'm really looking forward to Hobbyhammer's narrative event in February next year and need to start thinking about what army I'm going to take - will we see some aelves soon???
Why is narrative gaming important to you?
I've always been a fan of creative writing so seeing people produce background stories for their armies is the part of narrative play which I enjoy the most. It really brings an army to life to me and gives them a purpose for doing what they do. The ultimate aim is for a player to control the army to follow it's theme and make decisions based on what it 'would' do rather than what it 'should' do. What do I mean by this? Well, an easy example is a Bloodbound army would charge at an enemy to appease Khorne's desire for blood and skulls even if the alternative option of staying put to hold an objective would gain Victory Points.
For me, when a player users their army in this manner, that's when narrative play comes into its element. My good friend Mitzy always likes to describe his games as 'directing a film' so he will play his army to make the most cinematic moments possible. This can create utterly incredible scenes as unlikely things seem to happen more often than not!!
Another fantastic thing about RAW16 was seeing all of the effort that all of the attendees had put into their armies. Not only did each army have custom made Aspirants and Legends, but most players built and painted completely new armies just for the event often involving rarely seen units or using a single theme - Paul Buckler brought an all flying Order army which was based on clouds!! It looked superb!
Hopefully, RAW16 inspired people (and not only those who attended) to try their hand at customising minis, creating back story for their armies, building some interesting terrain for their games or simply naming their General!
What tips do you have to share with other NEOs?
My top tip for new NEOs would be 'keep it simple'. Narrative play doesn't need to be complex; indeed if it is too complex, the game will suffer. A couple of custom rules can completely change how a game plays.
In my opinion, the ultimate aim of narrative play is to change the mind set of the players from 'win-at-all-cost' to 'what would be most fun?'! Encouraging people to make those backstories for their armies also generates a stronger psychological bond between the player and their army and I think that when that happens, more narrative style decisions will be made during the game.
It's also important to remember that not every player is going to enjoy narrative play. I feel that I'm really lucky because I very much enjoy all three styles of AoS play (narrative, open and matched) but I know that's not the same for everyone. The hobby has room for all different types of play so if there is a style that's not for you, that's fine! Play the game you enjoy and encourage others to play the game that they enjoy - there is no competition between the styles!
I really hope that more people will try narrative play and if they try it, I think most would like it. I'll leave you with a quote from my friend Steve which I think truly sums up the narrative style succinctly and should be fully embraced in every narrative game - 'it's not how you win the game but how you lose the game'.
Thanks, Jimbo! You can see more of the games he plays on Twitter @jimbo9jimbo
And check out RAW17 and get your ticket before they're all gone!
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Welcome to the second part of our list-tech series, wherein I explore the dark apertures of a mind so insidious, even the Lords of Chaos can’t come up with lists as broken as his. I refer of course to the mystical augur we know only as ‘Jim’.
Jim comes up with thematic, non-legacy lists that we haven’t yet seen from the international tournament scene, or at least are not as prominent as we feel they could be.
Last time we looked at a badass, Dragon-Riding ‘A(e)lfa Strike’ list. You can check out that post here.
This week, Jim gives us something far more sinister. Kneel, mortals, before Archaon Rotbringer.
The Destroyer of Worlds is blessed by all the Dark Gods, often taking on their different aspects - including Nurgle.
Archaon has been seen on the tournament circuit, but seldom, if ever, gets to a podium. Despite his intimidating stats, he is quite unwieldy, and can get taken out more often than is appropriate for a Destroyer of Worlds.
This list will work probably better with small Archaon, but our goal is to find ways to make non-legacy warscroll lists viable. We think this is a great way to get value out of big Archaon.
The basis for this combo is Archaon’s ability to trigger the Command Abilities for all Chaos Heroes nearby, and the fact that the effects of abilities can stack.
It should be noted here that some tournaments add a house rule that stops abilities from stacking, so if you are looking at running this list, check the Player's Pack well beforehand!
- Archaon - 700
- Festus the Leechlord - 120
- Harbinger of Decay - 140
- Harbinger of Decay - 140
- Harbinger of Decay - 140
- Harbinger of Decay - 140
Chaos Marauders (x10) - 60
- Mark of Nurgle
- Putrid Blightkings (x5) - 180
Chaos Warriors (x10) - 180
- Mark of Nurgle
- Chaos Warshrine - 200
Number of models: 32
TOTAL POINTS: 2,000
As a unit-heavy list, you have 10 deployments, and are unlikely to get the choice of first turn. This leaves you vulnerable to turn one alpha strikes, so deploy cautiously when up against alpha-strike lists by bubble-wrapping your heroes with the Marauders.
Let’s crack straight into Command Abilities. Archaon’s Warlord Without Equal ability allows all other units in the army to immediately use their own command abilities. In order:
- Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
- A second Harbinger of Decay uses Morbid Vigour, allowing each model to within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
- A third Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
- A fourth Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
Let us pause here to explain how this works. In AOS, there is no such thing as a ‘Ward Save’. Listed above are four separate abilities, each of which lets each model within range ignore all wounds suffered (after saves) on a 5 or 6.
For example; Archaon is within 7” of all four Harbingers. Say he gets hit by an arrow, and fails his 2+ armour save (he has Mystic Shield on of course). Now he has four more chances to ignore the wound on a roll of 5 or 6 - once for each Morbid Vigour ability in affect.
This means that after Archaon fails an armour save, 19%, or roughly one-in-five wounds are actually going through. Effectively you would have to inflict 100 wounds to him to take him down. If you do factor in his save, which even up against -2 rend is a 4+ with Mystic Shield - that is 200 wounds he can statistically absorb. Plus he gets the extra save against mortal wounds thanks to the Chaos Runeshield.
The rotten cherry on top of this disease-ridden combo is the Chaos Warshrine, adding an extra save on a six thanks to Protection of the Dark Gods.
The Chaos Warshrine could then activate, allowing all units within 16" to re-roll failed Wound rolls with the Favour of Nurgle.
Festus can then heal D3 wounds on one of your models with his Delightful Brews, Splendid Restoratives.
The Putrid Blightkings can also heal nearby units D3 wounds with their Virulent Discharge.
If you need to make Archaon invulnerable, Mystic Shield goes on him.
Festus' Curse of the Leper is a nice debuff that can make key heavily armoured opposing units softer and softer. This combos very well with the Putrid Blightkings, who need the extra help with their lack of rend.
If you want to make the most of the protection combos, you need to keep your units pretty tightly grouped within range of the Harbingers. This is a disadvantage for when you have to divide your force for objective play, so you could divide the Harbingers between a few smaller pods if required.
Marauders are a fantastic ‘chaff unit as they have Move 6, and can be very fast on the retreat, allowing you to block charges and then move on to contest objectives. As mentioned, they will not die in a hurry.
None to speak of!
There isn’t much to say here. The synergy of the list is that the Nurgle units will not die. All units benefit from the combat buff from the Warshrine, but again it's the protective synergies that are taking you the distance.
This is a bit more of an expensive army to put together using the correct models. Archaon is the single most expensive model in the game at the moment (though if you can obtain the small version that might be an option), and the Harbingers are Finecast direct order only models. You can get around this by maybe converting some Chaos Knights. As is, however, the RRP is £321.50, and you will have 10 Marauders and 6 Chaos Warriors left over from their boxes.
This list could work well with a variety of Nurgle units. Epidemius is a great choice - hide him in your backlines somewhere. You could drop a few Harbingers for some more mobile troops like Plague Drones if the confined nature of deployment is too restricting. The Glottkin could be useful to double the amount of wounds the Marauder chaff can take to 100. You can even run the small Archaon if you want to be even cheesier than Jim - as long as he can trigger the Harbingers, you’re golden. Or at least a sickly shade of green (it’s Nurgle after all).
The list would scale very well up to Warhost sized games.
Once the heroes start dying, your synergies fall apart. The good news is, this is very hard to achieve.
Tactical flexibility is a big issue. To maximse the synergy, your units must all be in close proximity, relinquishing a lot of battlefield control. One way around this is to split your army into two pods, sending two Harbingers with each.
A well-timed Hand of Dust or Curse of Years will also bring tears to your eyes.
On the Table
Jim and I had a game play-testing this list. My army consisted of:
- Nagash - 900
- Wight King with Black Axe - 120
- 5 Black Knights x 120
- 20 Skeleton Warriors with Sword and Shield - 160
- 20 Skeleton Warriors with Spear and Shield - 160
- 20 Skeleton Warriors with Spear and Shield - 160
- 20 Grave Guard with Great Blades - 320
- Legion of Death Battalion - 60
We played the Blood and Glory battleplan. It ended up being a poor example of how the Rotbringer army could play. Jim moved Archaon too far out of reach of the buffs. He charged some skeletons and fluffed all his dice rolls. I retreated my skeletons onto his objective, and charged him with my Grave Guard. Over the next few turns I was able to take him down, as he did not have the benefit of the Harbinger buffs. Plus his dice luck failed.
I almost won the game, but missed a run roll with Nagash which would have allowed me to claim all four objectives. As a result, Nagash wasn’t involved in the game at all. Jim stayed in the game somehow, using his marauders and Harbingers to sneak through my army lines with canny use of retreats and piling in, and was able to snatch all four objectives by turn 5. An incredibly exciting and tactical game, which I’m still buzzing about, but not one that shows off the main synergies of Archaon Rotbringer!
I am always keen to hear from anyone who has tried this! Please let me know your thoughts in the posts below. Can you think of any other counters? Would you be keen on giving the army a try?
So, I have a deadline of the 11th of September, as I am heading to Nottingham with some mates and I know they prefer painted on their tables. So, I have to get the ironjawz done! Due to points changes, I am shelving the ardboyz, replacing them and the ironfist with gore gruntas and a grot shaman.
So now I have to finish:
1 megaboss, 10 brutes, 3 gore gruntas, 1 shaman. All close to start/middle of painting. The brutes nearly have their armour done. No pictures as yet, but I can start batch painting everything together as I got modelling and priming done today. I wanted the megaboss to be a bit unique as there are so many (fantastic) megabosses out there. Totally not an original idea, I think I saw it first on here close to the forums beginning, but here we have my megaboss. Why have one skull when you can have two!
So as you can see, it is the dragon skull from the gargant's club, cut and shaved down, with greenstuff straps. Honestly my first go at sculpting and I am happy with it, the indents in the middle look far deeper on here than in person, promise! When it is cured I will neaten the edges with my knife.
Also, since I was in store and felt like hanging around since the regulars were in, I decided to test scheme some Nurgle stuff, as I may be getting the poxy half of blightwar, which with my end times 500 points army will make a decent enough force for aos. I originally did my mortals classic nurgle colours, using duncans tutorial on blightkings. But I am thinking of doing rust armour (using stippling), so the brighter colours I want offset with darker skin. So I wanted to test how grey worked, and I am rather pleased with it. Though I should in future finish the skin before washes, as the drybrush highlight ruined them and they need redoing. I will be trying pre-shading as well when I get round to doing my own, but here are some photos:
Headed home before finishing, so bone and cloth have only a basecoat, and leather belt is unpainted. But I was really just doing skin and metal anyway. I am pleased with it, very fast to do, so a horde of plaguebearers wouldn't be a problem! Would want to try mixing some red in the grey for things like under bellies, give the skin some depth. Enjoy folks.
PS, yeah I copied it from my plog thread, ah well I will prattle on more here in future so I don't clog the forum.
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Last weekend was the first big Warhammer Age of Sigmar event at the home of Warhammer! It was also live streamed on Twitch, me and @Ben played in round two, I'm sure he will be along to tell you all how it went ?
I used the Knights of Azyr, a small model army but I have played it a lot and hoped to do well, four wind and a painting nomination put me 5th overall.
Lover the weekend I played ten games and learned so much about my list even after so many practice games. It still hates the mortal wound armies.
Here is my army laid out over the weekend.
I was also keen to add more to the background of my Stormhost after the event, enjoy.
And so once again it fell to Lord-Celestant Matthias Hammerstrike of the Knights Azyr, one of the first founding Stormhosts first cast into the mortal realms at the beginning of the Age of Sigmar. The responsibilities of leadership were great on Matthias, greater that even he could have imagined. He knew it would be difficult and that many a soul would need to be reforged once it was over. But the Warlords had to be overcome, Sigmar had asked for it to be so.
This was not Matthias first charge into the Mortal Realms, and by now he was a veteran of many a campaign. It was the Knights of Azyr that kept the Celestial Compass from the hands of the Three Eyed King deep in the heart of Gyran, and who had fought alongside the Hammers of Sigmar to drive back Khul and secure the Brimstone Pernintula.
With him strode the hulking frame of Lord-Castellant Roth Lightbourne, a huge man, even for a Stormcast Eternal. Long ago Roth had been the beloved leader of his people until the coming of Chaos, he saved as many as he could but he was just a man. Until Sigmar intervened saving Rathe and guiding him on a new path. Many a time Roth had been sound counsel to Matthias offering sage advice or a strong blade when necessary.
Alongside the Chamber Command fought the Hevavanhost Extremis Chamber with units from both the Lightning and Thunderwave Echelon amongst the ranks. Long range support came in the form of units from Justicar Conclave the Heavenbolt Congress, the air will be filled with the light from hundreds of celestial arrows.
Onwards the Knights of Azry pushed not knowing who their first foe would be...
It was the crazed followers of GorkaMorka that first they faced, the unorganised rabble threw themselves forward into range of the Heavenbolt Congress, one unit at a time they were destroyed but still that came. Chained Mangler Squigs came bounding forward with no thought other that destruction in there mind, awful creatures made worse for the Moonclan fungus brew that are forced to consume, each sip sending them more and more wild and crazy.
They were no match for the Sigmerite plate worn by the Thunderwave Echelon, with barely a scratch they emerged, all that remained of the Squigs were discarded chains and a foul smell in the air. Before the Knights of Azyr could savour the victory a dark cloud was visible of the horizon.
The air grew hot as the Legion approached, a tingle of magic could also be felt seeping through the very ground that the twisted enemy approached on. As the Stormhost formed a battle line, harsh metal creations could be seen approaching, barely containing the daemons bound within.
Then without warning the very ground in front of Matthias erupted with a Bailwind Vortex shimmering with magical energy. Landing atop of the vortex came the leathery wings of Drazaroth the Ashen, his entire bode aflame with a fire that seemed to have a mind of its own.
The Stormcast fought bravely but the fire and the magic were too much even for them, many a soul would hear the ringing of the Anvil of Apotheosis that night.
One defeat cannot stop the army of order not with right on its side and Sigmerite armour on its back.
Last year was great. I painted up a full army, I attended my first and second tournament ever. GW decided to ditch the old persona and began the great process of renewal. My commission painting company grew in clients and painters, all in all things are good.
I played more games last year than the past three, but still not nearly enough (there's never enough gaming).
After my last tournament I was a little burned out. I cant stress enough I really enjoyed the events I went to and will definitely will be looking to attend some events again in 2017. Matched play is a great way to play and for many fellow gamers/hobbyists it covers all their needs. for me though I found I enjoyed the events and the social aspect of meeting new people, but there's still a little bit missing.
I'm a creative person. I love coming up with and reading the background and stories, and really just solely playing matched play games for me is limiting what I want to achieve with my gaming.
So new year has come and with it a new project. My goal for the year to come is to definitely start exploring the narrative side of the game. I've recruited and reforged a few anti Aos friends to do a simple slow grow path to glory/1000pts. in the next few weeks i'm going to attempt a small campaign write up, and hopefully fingers crossed my friends will stay focused enough to get some games in.
My first project for the year is Sylvaneth. I did technically start this last year, but you can forgive me for having a little break. I wanted to push the standard of this project to something as high as I could without it becoming too detailed and unobtainable. I have been quite strict in what I plan to paint so not to get distracted or overwhelmed.
My project is as follows
20 dryads two x ten with slightly different schemes
five Tree Revenants
Three Kurnoth Hunters
Four Sylvaneth wyldwoods
As always many thanks for reading, comments and questions are always welcome.
until next time.
Now for some pics of what I've completed already.
Howdy, just wanted to post a small update to let everyone know I'm still alive.
I made the mistake of finally picking up Warhammer: Total War knowing full well what would happen. I've been busy running through the Chaos campaign rather than working on my models
Aside from that my Warshrine is coming along. I'm waiting for some bits from Brother Vinnis for it. Also I'm looking for some good 28mm scale gibbet style cages if anyone knows any or some 28mm torture tool racks.
also picked up my Hellstriders which will be the next project after the Warshrine is done.
Recent EntriesLatest Entry
I’m excited by the new frequent FAQ schedule published at LVO and the rapid Errata after each Battletome. The Nurgle Battletome is very good incidentally (and not a lot needs clarifying there). It's worth emphasising that the previous FAQs accompanying the GHB 2017 were excellent, with plenty of welcome changes and responsiveness to the Community. Frequent FAQs will help refresh the meta fresh and can sometimes breathe life into long forgotten Warscrolls or even whole armies.
Here are my hopes for the FAQ. Much of this is informed by recent tournament results, playing a lot of different armies at recent events and the experience and theory hammering of the South London Legion (and perhaps the occasional WhatsApp message in a mere handful of chatrooms).SylvanethPrevious nerfs have hit them hard (3 Kurnoth Hunters or 14 wounds of Pusgoyles or 3 Skyfires and 20 points....); and every new faction since they emerged has been either a direct hammer blow (DoT mortal woundage) or has stolen their thunder (KO and Raptors outshooting Kurnoth Hunters with -2 rend and better buffs and now Nurgle...). Hopefully they will get a new genetic hero or new unit at some point in the next year or so, but some buffs via the FAQ could revive the trees in the interim. Their near disappearance from the tournament scene and meta is worrying.Alarielle’s Amphorae is ambiguous as to when it functions (both players’ hero phases or just one). The summoning option would actually be useable if it works in both phases. She’s not efficient at present for her cost. Ultimately the way to beat Alarielle is to focus fire and kill her in one turn or chaff her up - extra healing would not affect this principle in a negative way.Drycha would benefit from an FAQ allowing her to choose her weapon in the first Hero Phase irrevocably (I’ve just realised that Battlemages cannot choose spells on setup as the wording is the same as Chaos Marks - thanks Tom!).BonesplitterzAmend the buff providing for extra shots if the unit is 20+ models. This is the heart of the problem with “Ork Sniperz” - my pet hate as the most implausible, fun destroying* and most overpowered unit in the game (Skyfires plus Shaman having been nerfed sufficiently). This is a 50% Damage buff which would be on the high side for a melee unit, let alone a ranged unit.The list is still overperforming at tournaments (e.g. at Heat One).*At least when KO Table you in 40 mins, the Kharadron Code stipulates taking you to the bar for consolation. I’ve had to aggressively help my opponent roll dice (e.g. coming round to their side of the table and rolling their dice for saves when I’m entitled to make them count and use my dice) to get 5 turns done vs 90 Arrers (my opponent was great even if his army was boredom personified filth).KOThey are still the best army in the game (even though they are the very limited in the number of viable strategies - it's really down to preference as to more or fewer Riggers vs Skywardens). They make most Tzeentch lists into 90%-10% losses for the Tzeentch player for a start. They are frequently responsible for 40 minute tablings against a variety of armies. It's worth emphaising that the nerf to Thunderers is essentially irrelevant balance wise - the army may even have become stronger as a result as the 2 drop list is in such a sweet spot (and the 1 drop option is still there) - especially since Tzeentch armies are classically 3 drops - Changehost, Gaunt Summoner, Kairos/Skyfires for example.It will be interesting to see whether KO are nerfed. They are a glass cannon balanced on a slender reed - even a small tweak to how Zilfin works could have big unintended consequences. Buffing other Sky Fleets (except Urbaz) would be welcome, but would not compensate for the problem that a surrounded ship turn one is usually game over (especially if the ship cannot even retreat out of the ring of death) and generally opponent going first is pretty terrible for KO in terms of zoning off or killing squishy 5+ save models with Bravery 6.Fleetmaster might get nerfed or replaced as its main purpose seems to be to deceive and frustrate (or even troll) your opponent. I cannot see this kind of activity winning KO players many friends or garnering any sympathy.TzeentchThe Tzeentch army has a bit of an image problem. It's still the most complicated army, with the most complicated rules and the most movement tricks. However, Tzeentch is emphatically not the best army any more:
The Changehost is a lot weaker than it was (you cannot cast a spell with the Changeling before he swaps or cast a spell onto the Lord of Change before he swaps, as both swaps happen in the start of the hero phase subphase), You can no longer summon a Balewind with one wizard, cast a spell with it and then swap another wizard onto it and have it cast another spell within a single turn. Furthermore, the distance to where you can swap is now limited to 9" away from the first swapped model, so that prevents 30 Brimstones from immediately getting in the way.As predicted about a month after the DoT book came out (when people were realising that the melee damage of Skyfires was off the charts), Skyfires have poisoned peoples minds towards Tzeentch (oh look the Magic based army has the game's best melee unit by far and it moves 16" and is deceptively durable).DD are also a mechanic that can inflame hatred as sometimes you roll a load of sixes. However, sometimes you lose the game on the DD roll, [spoilers] like I did against Craig Namvar at Heat One (not having a single 5 is devastating, in that game I would have won without a shadow of a doubt if I'd had a single 6):Some Tzeentch players did themselves no favours in the long run by ignoring the obvious purpose of the first amendment to the Balewind (to stop monsters getting on top of the Balewind), by taking advantage of the unfortunately narrow way in which this prohibition had been drafted (that monsters didn't know the spell summon the Balewind rather than being unable to be be set up on one in any way (the new position after the last FAQ)). This also allowed Nagash and Arkhan to ride the Balewind, which clearly wasn't the intention behind the change.SplitSplit is the lifeblood of Tzeentch, it is the best rule in the army by far. It has already been nerfed significantly (and this nerf is very poorly understood). Several other posters on TGA were unaware of the nerfs. It appears to be the case that if you wipe the unit of 10 Pinks out within a single hero, shooting or combat phase (note that it doesn't work at all in the charge phase), then the Tzeentch player has to either split immediately or not at all (whereas if you lost 4 models, you could wait until the end of said phase and then decide whether to split and create up to 8 Blues). This is a significant nerf as it means that you can clear out Horrors much more quickly as one unit can wipe the Pinks, then a second unit can wipe the Blues and another can wipe the Brimstones all within a single phase (particularly in the shooting phase for obvious reasons). This gives the Tzeentch player an interesting and challenging decision to make as to whether it's even worth splitting.People usually lose badly to split (when they shoot a unit of Pinks that they were planning to charge and then find that they cannot charge it). They usually only make this mistake once or twice. I played against a 90 Tzaangor player at Heat One who hadn't realised the implications of Split - he did some throwaway Brimstone shooting into my Pinks (which he didn't have to do) and this should have cost him the game. He ultimately recovered and I lose two initiative rolls in a row.Any additional nerf to Split would be be actively bad for balance. It is an iconic ability and the rule accurately represents the lore of what is happening. Not allowing splitting within 3" of the enemy is the worst balance suggestion I've heard in a year.The top up to 10 models only FAQ was sensible and very much appreciated.SkyfiresI've hated this unit since day one (the models are ace). I'm converting mine to Enlightened having never used them in an AoS game. The ludicrous melee damage (think Neo in the Matrix) is both poisonous to balance and jarring from a narrative perspective. Making them better at shooting but vastly weaker in melee would be one option.On reflection and having seen how they underperformed in recent events, the combined nerf to the Skyfire cost and the Shaman may mean that they are reasonably balanced. On the other hand, if something in Tzeentch has to be nerfed, then make it Skyfires.The Balewind VortexIt has already been nerfed several times.One of the worst possible changes would be a points increase, as this would reduce list flexibility even more and would mean that other armies like Nurgle (and even Ironjawz) would not have the option of trying their luck in using a Balewind. The Balewind would become the exclusive preserve of Tzeentch.Removing the push away mechanic removes a tactical option (what was called Nudging the Beetle in the days when Sylvaneth were more prevalent) and has been used to good effect by Byron and others; and creates issues as to what to do with the models.I would have no problem with units (or just flying units) being able to charge the Wizard on top of the Balewind if people are determined to nerf it. This would still preserve its offensive abilities, but would make the Wizard even more of a sitting duck.Fundamentally spells have bad ranges in AoS compared to shooting (very few extend above 18" (= 2 x 9" for Lore reasons presumably) and many below this), which sits strangely given that in 40K you can move (very fast if you have a Jump Pack or wings) and then cast spells! This is most painful for debuff spells, which are fighting an uphill battle against buff spells and automatic buffs (Warchanter, command abilities, Lord Castellant). Debuffs should reward a player for taking them and act as a guard against Deathstars and stacked up mega heroes. The Balewind goes some way to redress the balance. Lobbing D6 mortal wound spells can result in a string of derpy 1s and 2s of damage just as Raptors occasionally roll 1s to hit. I remain convinced that shooting is the bigger danger to balance (although I'm not keen on changes to the core mechanics there - rather vigilance about new shooting units - "how about a Battleline unit with a 24" range weapon which has -2 rend - I know let's give it a buff against heroes and monsters too".Small buffs to Tzeentch?
- It's very predictable in terms of the lists.
- The armies are generally glass cannons with some critical points of failure like the Gaunt Summoner or the Lord of Change of the Changehost.
- The army is generally reliant on going first, but is generally at a 3 drop minimum without making some sacrifices.
- As good as the Gaunt Summoner is - he barely scratches 30 Arrerboyz or 30 Tzaangor. Sometimes units of 20 are preferable as this mitigates the Battleshock aspect (e.g. 20 Ardboyz may be less badly hurt than 30 - similar for 20 Dryads). He is dead turn one against many one drop opponents and obviously easy to kill in general.
- Points increases have removed flexibility while not doing anything to make things like Flamers or Arcanite Battalions or Acolytes viable in tournaments. KO
- Wisely the rules limit their allies (e.g. to prevent the Changeling casting Nurgle spells), but this doesn't bode well for their ability to respond to changes in the meta (this also hurts Sylvaneth).
- This has meant that many people who don't play Tzeentch themselves haven't fully digested the page of FAQs and errata specific to Tzeentch in the previous FAQ. The nerfs are numerous and some of them are very substantial. With hindsight allowing DD to be used for D6 mortal wounds (which didn't last very long) was a mistake and made people hate Tzeentch a lot.
- KO Clown Car is a 90%-10% hard counter.
- One nice change would be to adjust the Hosts Duplicitous requirements to keyword LORD OF CHANGE (so that Kairos can be the second Lord of Change in that Battalion) - this would provide another option. Removing the requirement that it include 3 Horror Heroes would also help. I doubt whether the Changehost itself would ever broaden out to keyword LORD OF CHANGE, but you never know.
- Keyword LORD OF CHANGE would also be good for the underused Exalted Conflagration (along with removal of the huge minimum requirement of 6 Exalted Flamers (720 points) and a clarification that the rules work on the FLAMER keyword).
- Another positive change would be if the Ogroid could go into the Arcanite Cabal Battalion. He is a cool model, I've only ever seen my own one in lists/events.
- All of the minimum size unit requirements for the Arcanite Battalions would need to disappear. At the moment, these are narrative Battalions essentially, which is a shame - again the Acolytes are brilliant models, but rarely seen.
Strength from Victory and Triple Headed MonstrosityThis relates to these two abilities which trigger if a particular weapon slays one or more models.
- Bringing the Warchanter and the Command Ability of the Cabbage/Megaboss in line with other buffs that last until your next hero phase would be a small buff.
- Ironsunz working on a 2+ instead of a 3+ would be great and might help push them up to the bottom end of Tier One.
- Strength from Victory is discussed below. No-one objected at Heat One (which I discussed with opponents) to playing it as suggested.
- Pig impact damage could be buffed of course.
This wording sits uneasily with how melee attacks work in the game. While dice for different weapons of the same hero (e.g. the Mighty Fists, Smasha and Kunnin’ or the Heads, Slayer of Kings and Tails) are rolled sequentially, for all purposes they take place simultaneously (e.g. you measure all ranges and allocate all attacks before rolling any dice and casualties are removed only after all attacks have been resolved - so sensibly casualty removal from weapon one doesn’t pull a second weapon out of range and if the target reacts when damaged or slain, then this doesn’t happen until all the attacks have been done).
Furthermore the defending player does damage allocation after the total damage has been added up.Hence, if multiple weapons caused damage to a target model and that model died, it’s difficult to say that a particular weapon slew the model; and so it’s hard to say whether the buff is triggered.Having discussed this on the TGA forum and at our club, it doesn’t seem reasonable for the defending player to misallocate wounds to the target model so that (say) the Fists caused the final wound - this is artificial and would make these abilities significantly weaker. Nor is it sensible for the Gordrakk/Megaboss/Archaon player to roll one attack at a time (as it is entitled to do) to ensure that the last wound comes off from a particular weapon - this is an time sink. The practical solution we came up with is to say that if the relevant weapon (Smasha, Kunnin’ or Three Heads) contributed at least one point of damage to the model during the overall attack; and the model is slain during that overall attack, then the buff is triggered. People on TGA acknowledged the issue and seemed happy with this solution.For Gordrakk a further point would be that only one of Smasha or Kunnin’ would get the buff (from a given slain model - not both weapons!), so if both of them contributed at least one point of damage, then roll a dice to determine which one gets the buff randomly.For completeness, the same point arises for other Warscrolls.Specific FAQs suggested by the South London Legion(1)Q: Is a unit set up using Wandering Wend does it have to deploy more than 9” from any models?A: ?Commentary. The Wandering Wend rule modifies another rule (Realm Wanderers) so it may inherit the 9” restriction from that rule or it may be intended to be self-contained. I suspect that the more aggressive interpretations of this rule are going to be curbed in the FAQ based on recent tournament rulings.(2)Q: If a rule sets up a unit and says that this is its move for the movement phase or counts for its move for the movement phase is it both a setup and a move and so subject to the 3” rule?A: No. Any set up rule is a set up and never also a move and never subject to the 3”.Commentary. The initial FAQ (which defines set ups and moves) drew a bright line between set ups and moves, which was great as it simplified the rules for new players and was so clear. A recent FAQ that clarified that a setup is not a retreat (unless it specifies otherwise i.e. it says this counts as a retreat) was another step in the right direction.However, in between there has been a lot of argument over whether certain rules (which are obviously set up rules in nature - i.e. models appear on the table for the first time or are taken off and set up in a completely new position) are or are not moves as well. Much of this was motivated by trying to tone down the Warrior Brotherhood (which was understandable).However to explain to these distinctions to a someone and particularly a new player is rarely practical and could provoke more argument/discussion as the distinctions look arbitrary - there are distinctions between Lightning Chariot (not a move), Astral Compass (could be a move), Vexillor (not a move) and all Summoning spells (not a move) for example. Given that Warrior Brotherhood has been nerfed, there is a small impact on balance from making such a change. For example - Hammerstrike Force (even when given the benefit of the doubt - treated not a move) is not overpowered.As you'll appreciate, this isn’t an issue for the Vanguard Wing - as the wording is a pure set up. I’ve previously suggested a modest nerf to this combo - just bring the unit cap back down to 20 Liberators (still a formidable 40 wounds, but fewer Grand Hammers). This is strongly preferable to rewriting the scroll or changing the mechanics of setting up models. Alternatively, just increase the cost of the Battalion by (say) 60 points.Some combination of nerfs is on the cards for Vanguard Wing. Personally I would try to maintain the pure setup rule for this Battalion, but nerf the other aspects of it. Vanguard Wing should remain an option but not the only option!(3)Q: Drycha has a choice between Squirmlings and Flitterfuries. This isn’t specified as a weapon choice in Scrollbuilder, so you cannot select in on your list. Can she select this when you set her up rather than before the Battle on the list?A: YesSee above.Commentary: Drycha is a named character - from a Lore perspective she could decide to fill herself with the respective Squirmlings or Flitterfuries with an eye to the next battle.From a balance perspective Drycha is on the weak side without this flexibility - she is a good horde killer with Squirmlings but that ability is very weak against non-hordes - Stormcast that aren't using Vanguard Wing, most Tzeentch armies (lots of units of 10 models - maybe the odd unit of 20 Blues), KO, many Ironjawz lists, Beastclaw etc..The buff to Flitterfuries was welcome (not affecting herself/friendly models), but it is worth nothing if Drycha can only be taken with Squirmlings for an entire tournament (which is what you would be forced to do if you took her in a list and had to pick).Her cost of 280 is on the high side without this flexibility - bearing in mind that she is potentially costing you an artefact (as her non-named "equivalents" the TLA or Spirit of Durthu could take an artefact, Sylvaneth have spectacular artefacts that go very well on those two heroes; and Sylvaneth rarely have the points to take 3 heroes and Drycha following earlier point increases).Errata(4)Disciples of TzeentchPage 81 Arcane Suggestion - Drop Your Weapons and Turn AroundChange to:‘Until your next hero phase, subtract 1 from hit and wound rolls for that unit.’‘Until your next hero phase, subtract 1 from save rolls for the unit.’Commentary:I suspect this one isn’t getting changed and will remain useless (or to be generous - an incredibly situational gamble). It was a costly waste at Heat One for me - the worst thing in my list - I took it as a partial answer to Vanguard Wing. Rightly - I’ve never seen other Tzeentch players take it for competitive lists. Nurgle have a near copy of this spell, which lasts until the start of the next hero phase as normal.In general, debuffs are at a significant disadvantage to buffs as buffs can or will be in range turn one, whereas debuffs are not. For this reason debuffs need to be stronger than buffs to make them viable. For example Festus’s -1 to armour debuff is for the rest of the game or the Daemonsmith’s debuff is a -2 to hit (so double the typical buff) and has extra range.All other equivalent debuffs and most buffs (except the Warchanter) last until your next hero phase. A debuff to enemy hit and wound rolls for your turn only is of limited value as it is only relevant to melee attacks (in general) and you could just not charge into that unit instead or retreat out of combat. It cannot debuff shooting which is the often the key thing you need to debuff (Skyfires, Arrer Boyz, Kharadron Overlords).Furthermore the casting value of 7 is high for a debuff (Hand of Glory is on a 5 and featured in Byron Orde’s list which has just won the GT Finals and other recent events).Finally the spell has a random effect and so cannot be relied upon.As a result, this spell is scarcely seen in lists even though Tzeentch are a popular choice. Tzeentch’s other debuff - Scintillating Simulacra - is very strong but extremely expensive requiring you to take a somewhat redundant second Lord of Change and an expensive second Battalion. It barely fits in 2,000 Points.The proposed changes would bring this spell back into line with other debuff spells and it should find some use on the table.(5) Measure to unitChange the following rules so that they affect units within the specified distance rather than models within the specified distance.
In addition Blood Shield no longer stacks with itself. Change to “any DAUGHTERS OF KHAINE units from your army within the range from any Cauldrons of Blood are granted protection....” The Harbinger's 5++ ward save bubble should not stack with itself either to fend off the most boring Nurgle list possible.Commentary: The overwhelming majority of rules in AoS target units rather than models (both by default and for good reason) - only a handful of rules truly need to be measure to model (the likes of Hand of Dust, Cavernous Jaws, Stuff in Bag).Many of the rules listed above create a problem insofar as saves/Ward saves are rolled on a unit not model-by-model basis and damage is allocated by the owning player after all attacks were made. For example if only some of the models in a unit have a ward save, then it is not clear whether you can roll at all nor is it clear whether you have to remove models that were within range. People have had to use house rules or use hand waving to resolve this. While sone of these would be buffs to the abilities, these are not unreasonable. People don't take the Khemist for Atmospheric Isolation - it's an ancillary debuff; and the Bloodshield buff is coupled to a nerf to stop it stacking (the triple 5++ Ward Save is one of the most boring lists since the invincible Settra, 4 Tomb Heralds and Heinrich Kemmler - which was (rightly) nerfed severely).Other rules simply create a time sink in the flow of the game as players have to micromanage the positioning of models and then count models and roll hit rolls or saves separately. They also create an issue as to whether to remind a player as to the distance of the buff in question at the time or capitalise on forgetfulness/sloppiness. For example I’ve measured 3” from a model to keep mine out of range of a debuff (explaining that I was doing so) only for my opponent to tell me afterwards that it’s a 6” debuff when I started rolling hit rolls. That was not against a club mate I’m pleased to say.Noting some recent new Warscrolls, it’s worth saying that “if all models are within X” rules are probably better than “only models within” auras.Archaon and the Lord Celestant on StardrakeFew people would be upset if an errata tweaked these Warscrolls to give them -2 rend on Dorghar's claws (not the Slayer of Kings) and the Stardrake's melee attack. Archaon does seem steep at 700. The LCoSD will be significantly less useful for his cost if the Vanguard Wing is nerfed. Their melee attacks (even taking into account their special rules) are pretty underwhelming for such awesome models. We know Nagash isn't getting a better melee profile, which is also a shame. Gordrakk remains the one demigod who actually lives up to his reputation in terms of melee damage. Alarielle on a good day can do good work.
- Cauldron of Blood - Blood Shield
- Chaos Warshrine - Protection of the Dark Gods
- Gaunt Summoner and Chaos Familiars - Slop
- Aether Khemist - Atmospheric Isolation
- Grots - Netters
So after a month I have finished the get started stormcast eternal boxed set.
I have had so much fun and satisfaction painting them up and can thoroughly recommend the range.
My inspiration comes from listening to the hallowed Knights audio dramas and the tales of Tarsus and his mission to seek audience with Nagash!
Its an awesome set and really gets me immersed into the background.
This is very much just the beginning of these and I'll be adding plenty more narrative themed units to them as the army grows.
So here we are, the beginnings of my Hallowed Knights
Alongside the warriors of Sigmar I also made a start on their unlikely ally who will 'help' them on their journey through the realm of shyish...
more on this aristocrat coming soon...
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I am laboring to bring my new Flesh-Eater Courts Army to the tabletop. This will be the first army I am doing specifically for Age of Sigmar, and the first army I will be doing from scratch and entirely by myself.
I picked up the King Vlagorescu's Ghoulish Host bundle, along with two more boxes of Crypt Ghouls and three more boxes of Crypt Flayers, and finally two Abhorrent Ghoul King models on foot that I traded for on Bartertown since you cannot pick them up separately.
I have pretty much gotten through assembly and primed them with GW Sand colored primer. I forget the actual name... Zamesi? No matter! I still have some Ghouls to do, but I have plenty on hand :-)
I'm still not 100% sure about the paint scheme, but it will probably be something vaguely like the studio theme, but not as stark. These Mordants are like deranged cannibals, I think they should have a bit more... life to them than the typical Undead :-p
I also use YouTube for occasional discussion, hobby progress and battle reports. https://www.youtube.com/channel/UCcc4DbUHob8x5vlS4DBgpKQ
Recently, my hobby time has been taken up with painting models for other people. While this has been great for my bank balance, it has sapped a little of the enthusiasm I had previously for painting my own models from the Warhammer Quest game. I have been stuck on painting the Tzaangors for about a week and a half now - they sit beside me as I write this, daring me to continue their progress. So too does the Fyreslayer, standing atop his pedestal, naked save for a coat of Barbarian Flesh spray, a single wash of Flesh Wash ink and a stern expression of distaste.
And this situation can only get worse. I start a new job on Monday, plus I have three new commissions about to come in (all for models from the Frostgrave range) so this means once again, all my spare hobby time will be going into other people's models. I can feel the heated glare coming from my To-Paint pile really starting to heat up now.
Still left to paint are:
- Tenebrael Shard
- 6 Tzaangors
- Gaunt Summoner
- 8 Familiars
- Ogroid Thaumaturge
- 8 Grot Scuttlings
- 2 Skaven Deathrunners
But I'm not worried. This is giving me a chance to embrace the new approach and actually stick to my plan of not buying more models until these are all painted to a basic gaming standard (block colours, shade wash, simple basing). Meanwhile I can finish reading the Silver Tower novel (see my upcoming post about my AOS reading plan) and peruse through the Grand Alliance Chaos book while waiting patiently for the General's Handbook to be released.
As for gaming - I'll be playing some Quest later today with my fiancee as we start a brand new campaign from the start now we have gotten to grips with the rules. I'm also hoping to start some regular gaming over at Warhammer World in the coming months, forcing myself to get out into the Realm-world and become more active in my old age. This will probably start with the upcoming AOS weekend in August - for which I have already bought my ticket.
I'm even going to enter my first ever Golden Demon competition. I don't expect to win or even place, but I do expect tp ush myself into doing something I've never done before and the success will be in achieving that simple goal.
So the Changer Of Ways has truly had an effect on me, and the patience of the Silver Tower will be rewarded. In time.
With AoS and particularity now with Skirmish coming out I feel that more dense terrain on the table = a more visual, tactical and thematic game.
I'd go as far as to say the current (May 2017) GW offerings are pretty bad for positioning units entirely within them to take advantage of the bonus save. The Wild Wood for example, whilst large enough to place a unit within, actually doing so is so fiddly because of the trees branches that hook onto everything, (especially Dryads ironically).
So with these things in mind I've started working on a set of naturalistic terrain that I can use for both AoS and 40k which is based around the idea of where sand stone columns have formed over thousands of years where rivers have carved away softer parts of the rock. This sort of thing is seen across the globe in deserty/canyony areas but is quite bizarre looking and should fit the AoS aesthetic well, (could be any realm). This is my attempt at that...
These formations were carved from insulation foam with a hot foam cutter rod type thingy with a twisting motion, then I gave them a good sanding with a flailing sanding drill attachment to make them nice and smooth. I glued these to 6mm MDF bases with the smallest gaps about large enough for a 32mm based model to pass through (there are several areas where 60mm based dreadnought sized models can go). Then using fine surface wall filler (NOT flexible filler) the rock formations were blended into the bases and a bit of surface undulation added here and there. Then I sealed them with several coats of thinned PVA adding a bit of sand to the mix to get a bit of extra texture and durability in there.
To make the terrain visually more interesting I wanted to use Agrellan Earth to give the dried cracked river bed look and to add a different texture to the terrain. I imagined that in this region the water still comes and goes through these formations and dries out. Eventually I'd like to complete a whole table that has a small central river remaining that has shrunk back leaving pools that have dried out as the water has drained away.
The terrain was painted mostly with a mix of household emulsion (tester pots from Wilkos, UK) that I colour matched (by eye) to Agrellean Earth. I roughly painted some dark grey onto the areas where I wanted a strong cracked earth effect, before applying lots of Agrellean Earth (not cheap ) and allowing to dry.
I used a thinned down Agrax Earthshade to add definition to some of the grooves in the rock formations before giving the whole lot a light drybrush and adding tufts to finish off the pieces.
I have lots of skulls that I plan to dot around here and there to give the terrain a GW feel but overall whilst they were time consuming and not cheap to make I'm quite pleased with how they've turned out and plan to steadily make more.
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The new and final version of Battletome: The End Times is finished!
There's so much I could say about this. And I will update the blog later. But for now, here's the links to the tome and ALL its parts. I also made a trailer, so please enjoy that!
That's all of them! As a bonus, here's a screensaver! It's just a silly little thing, but I figured that since I have the files it'd be fun.
Thanks for reading!
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What is dead may never die, baby. The Tomb Kings may be discontinued, but they live on in our hearts. I actually started with Tomb Kings 15 years ago. Threw out a lot of old models when I quit. Then I came back. After I started the Death army, I had a clear theme in mind for them. But I couldn't stay away from the sandy skelletons. So I built a few, then a lot. Now I have a lot, and am building more. But that's for another time, now to get into the stuff I painted in 2016.
Starting with the guys who give the Tomb Kings some of their unique flavour, it's the skeleton archers. Every single model is converted from VC skeleton models and TK bows and quivers. I also strung each bow. The original skeletons just look terrible. Couldn't have that in my new force. So I got these guys. Loads of work, but it paid off. They also perform really well in-game for me! 30 guys give 60 shots, and an average of 10 wounds. Not amazing, but at 20 (effectively 26.5) inches, it's the sort of reach I otherwise lack.
Let's keep things Deathrattle, shall we? It's the chariots! Again, replaced the original skeleton riders. This time I also replaced the horses. The original horses aren't utterly terrible, but they are bad. And the Black Knight horses are just so good. So they had to go. Not seen on this side is teh quive for the bow, which hangs off the other side of the chariot. What you can see is the basing though. It's actually a road, 2 chariots wide! They flow into each other, with a split in the middle base. Not snowed them down yet though, but it counts as complete for my purposes. Building 9 more of these babies in 2017.
Birds! Now Carrion aren't an amazing unit, but they have their tricks. I also like their half-rotted appearance. These were speedpainted for SCGT last year, but I like the result. Two full units of objective grabbers and assorted uses. They're pure metal though, so I'm always afraid of chipping them.
You can't have a Tomb King army without at least one of these. Undead artillery! Shame they're also the worst models in history to assemble. An absolute nightmare. I bought one of them used and sprayed just with some colour spray. But because it was assembled, I was too afraid to break it up and strip it. I'm going to regret that some day...
And so it's on to the Reanimants. I love the Tomb Scorpion model, but I tired out painting it. It's in the same marble scheme as all my reanimants, but it's just so rich in texture that it was a huge amount of work. The entire underside is also painted this way. So a lot of line highlighting. The result is nice though. I also posed the guy as crawling over a fallen pillar. Not very easy to see in this picture, but it's a cool effect.
Ah, the Ushabti. Are there any more quintessential Tomb Kings models than these guys? Amazing stuff. Loved painting them. They look great on the table as well. No converting or anything needed here. These guys just look great. But I have 4 If anyone has 2 extra they're willing to part with, hit me up! Would love to flesh these guys out to 6.
Next up is the Bone Giant! Another childhood favorite of mine. Fun fact, this is my very first "large" model. 15 years of service! And now he's the same size as Morghasts. If not scale creep, it's something. The original model is cool, but a little stiff. So I tried to pose him with the base to make him look more dynamic. Like he's smashing through a wall to get to you. Bits from the Garden of Morr set keeps on giving.
Biggest of the bunch is the Warsphinx! It's got the same marble scheme as all the others. Doing that tail took forever. When I initially put it together, I wasn a little sceptical. Now that it's done I appreciate it a lot more. I drybrushed the gold on the Warsphinx itself though... Couldn't face line highlighting all that gold. A minor point of shame. But It still looks nice. Crew are mixed original and VC skeleton/black knight bits. I wanted them to fit a little more in with the rest of my army, so I went a little bit away from the Old Dynasty aesthetic on the crew.
FIrst up of the heroes is the crafty Necrotect. Not my greatest conversion. Honestly, he was a rush job to get finished for SCGT. The original model had either gone out of print then or I was being unfair to it. I rather like the original now, but it's even harder to get than it was. So I'm stuck with this guy. It's not too bad though. The high elf pants gives him a unique look, and he's got both the whip and dagger, so he's WYSIWYG.
Now we're talking. This is, IIRC, the limited edition model. The only difference is the smaller banner. Much nicer than the frankly ludicrous ones that most models use. I don't think this is my best job or anything, but I like it. The face turned out nice, the pose is cool, and the model in general is good without being overstated. Just one of those models that make me nod my head in approval when I think about it.
Now here's a model I am pleased with! Love the skin tones on this guy. He's not got the exact same skin as the vampires, so it was a huge experiment. The rest of him isn't all that remarkable, but I like him. I have an ancient model of him around as well, painted some 13 years ago. I showed them off against one another on twitter a while back. It was quite the difference.
Most esoteric Tomb King model? I think so. I initially got this guy mostly to fill out the collection. But I like him. Had no idea how to paint the scarabs, so it ended up with some sort of green. When I did some research afterwards, I saw that they can be a lot more shiny and stuff. Still no idea how to paint them, so green it is! Proud of the little OSL on his head though. Very simple, but it just adds a lot to his face.
Done with the princes, now it's on to the kings. The king on foot is a favorite model of mine. Classic pose, detailed without being ostantacious, and clear to read on the table. I really like his cape and shield as well, but I wasn't forward thinking enough to take pictures of that... Oh well!
And now for the final king of 2016. This guy was a lot of fun! Banners are from the Tomb Guard and some elf. Had to pick this King model. He just looks so goooood pointing forward, at the foe! And he's got the right glaive. Not used this guy yet. But he'll be my King for SCGT. Really looking forward to that! Not snowed his base yet though. Just really like this guy. Going to be great to see him charge down the field!
Last up is Queen Khalida. She's not technically a King, remember This was my first attempt at the marble effect. Not sure I did very well. Thankfully the model is so nice. So, so nice. Love it. I'm quite pleased at the staff transitioning into the snake. Tried to copy some other real life snakes for the ones on her body, but they were mostly more complex than I could manage. Now I just need a second unit of archers so I can use her to lead my forces!
That's the last of my Tomb Kings! So how much did I end up painting?
That's... A lot of points. And a lot of different models. 7 different heroes! Laying it all out like that really shows that I had some time on my hands, huh? Doesn't matter, now I got a sweet TK army. Finally. After 15 years. It's been a journey, and it's not over yet.
That's it for the round up. Next time I'll be talking about the plans for 2017!
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(Year) End Times
And what an incredible year it's been too. Such an exciting time to be in the hobby with surprises around every corner to excite & inspire.
I started the year with a now failed hobby goal to attend 12 events over the course of the year, beginning well after attending three between January - March. Then life got in the way and implemented a six month gap onto my hobby ambition. Oh well, resolutions & all that!
Something I'm immensely proud of achieving this year though was the creation of the Hammerers, officially. I've wanted to run a gaming club no matter how modest for a long time, and can now look back on this year knowing that the dream was finally made a reality. The club has not only given me fantastic motivation to get hobby projects & terrain completed, but I've met a great group of guys to enjoy Age of Sigmar with. Miniature wargaming is expensive, & having a place where I get to game regularly gives me a sense of value for money in addition to the enjoyment and escapism from a stressful job.
Looking back, we've been very lucky at the club to be able to enjoy a huge amount of new product & involvement from Games Workshop. A month after the club started our regular games'nights, the General's Handbook was released. The matched play element of the Handbook really helped to boost attendance as players were able to discuss & decide on points limitations for their games through our Facebook page, fighting over a cleverly designed set of challenging battleplans. Personally, the Handbook was by far my best purchase of 2016, & we are hoping to explore the many other features and various campaigns it contains in the new year.
Another enriching experience for the club was the global Season of War campaign, which really helped get everyone immersed into Age of Sigmar. Not only did it inspire the Hammerers to ramp up their painting projects, we also hosted a huge battle on the last week of the campaign where all the chaos gods were represented, as well as the Stormcast, Ironjaws & even Nagash!
The recent release of blood bowl will also make a grand appearance at the club soon, and work has begun on our first ever league. There's also some discussions about a ladder campaign for Age of Sigmar too.
One thing I am sure we will all be doing more of in 2017 is attending events, in as larger number as possible. The narrative events held at warhammer world at the start of the year were a great introduction into the rich story of the new universe, and we also had a fantastic time at the South Coast Grand Tournament - the largest, and definitely the friendliest independent event I personally have ever attended. We were really proud to be at an event that went on to form the backbone of the General's Handbook.
We also attended the Honour & Glory event held by Solent Wargames. A one day matched play tournament that was won by our very own Hammerer Chris Goldsworthy & his devoted of Sigmar!
Our last attended event of the year was the incredible Blood & Glory. Timed perfectly, the tournament really showcased the journey Age of Sigmar has been on throughout the year, and really showed off the competitive element of matched play spectacularly. This was the first event I'd attended that all the top players were involved with having missed out on the Warlords & Facehammer GT events earlier in the year. I learnt a lot about how to play the game that weekend!
Games Workshop have been much more involved in the hobby community this year too, live streaming events, creating community pages & even a TV show! I was made up to see Rob Symes become the face of Warhammer TV after watching such a genuinely nice guy take home the SCGT & deliver one of the most hilarious podcast shows I think I'll ever hear! It really well demonstrates Games Workshops efforts to reconnect with us.
The Grand Alliance community page also had a huge impact on membership for the club, in particular through their ingenious world map of clubs & players. I meet & talk to new players, returning rage quitters & die hard Warhammer fans constantly, growing not only our player base but also inter-club events too. The forum section also helps to iron out any rules questions that come up on club nights.
Now, at the end of the year thanks to the various events & club nights, I've achieved a Warhost of Death, Warhost of Flesh Eater Courts, a Battlehost of Nurgle & a Vanguard of Seraphon all fully painted! Think that's the most I've ever painted in a year!
A fantastic journey in such a small amount of time. We are all very excited at the club for 2017 & all the new hobby it will bring, and I feel very fortunate to start the year with a well attended club to further pursue my passion for campaigns & narratives with.
If your local, or attending an organised event in 2017, or even from another gaming club, get in touch. We are always looking for new players to battle against & often travel to get games in between club nights.
Happy new year!
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Once again, it's been a while since the last update. Thankfully I'm in full swing and have a big backlog of updates to entertain. I've still not managed to actually play a game of AoS, so one aim for this year is to try and actually get a small force ready enough to learn with. The Maggotkin have some really interesting models that are more interesting to paint than the Tzaangor so far.
The first model to get finished out of the Blightwar box was Horticulous on his mighty steed. There were a few modifications to the model to remove a bit of the comedy. The tree gained a nurgling and some dangling heads, while the nurgling on a stick was removed. The blind eyes of the snail are also a lot less cartoony than the studio paint job.
In another change to my usual painting style, I tried returning to the old drybrushing methods as the slightly ragged feel that brings works nicely with the rotten, festering colours and textures on the nurgle figures
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After lunch the next pairings were drawn and I faced off against Anthony and his Sylvaneth.
He brought to the table:
Alarielle, 3x3 Kurnoth hunters, 2 sets of dryads, 1 set of tree revenants, a Treelord, branchwraith and 3 wyldwoods I believe.
The scenario was border war. Anthony started by deploying a wood right in the centre of my side of the table, to which i chose the opposite side to start, we deployed and he chose to go first. He summoned another wood on to the centre on my side and one on the centre right point. Alarielle moved to the centre of the board and he shot off a few ogors. I returned fire by claiming the two centre objectives and my own and laid some serious hurt into allarielle via the thundertusk in the double turns. I made a lot of mistakes with placement in this game with my stone horn (Although winning the game for me) being too far away until turn four to have an effect. I also spent far too long chasing Alarielle around the board trying to kill her when she has so many ways of healing. i must of had her under 5 wounds three times until I gave up and reminded myself to focus on objectives. In the end after a few hard fought fights I took my first and only Major victory of the tournament due to having more points than my opponent. That being said however, we did run out of time and Anthony was kind enough to let me have the major rather than pushing for a draw that he had the chance of getting. Top bloke!
In general, He was a great guy, with a fantastically painted army and chock full of enthusiasm for our match. He completely embodied the tournament aspect for me and got my vote for most sporting player. I managed to continue chatting with him throughout the rest of the tournament and after, and he was awesome to speak with and a genuine nice guy.
By this point we were both pretty shattered and the game was a lot more laid back than the others. It was however for me the funniest and best game of the day even though I got the major loss.
Luke was playing with a huge Bloodbound (Technically mixed chaos army) Which included ( don't quote me on this):
Mighty Lord Of Khorne (140)
Sayl The Faithless (160)
40 x Bloodreavers (240)
10 x Blood Warriors (200)
10 x Blood Warriors (200)
5 x Wrathmongers (180)
5 x Skullreapers (140)
There is a large chance that this isn't right so if you are reading this and want to correct me, I will be more than happy to update it
Anyway, The scenario was Gift from the Heavens, and as always my opponents meteor landed slap bang in the centre of his army!
Luke was a fantastic opponent and it felt like chatting to a mate I had known for years. The match was so laid back I almost forgot it was at a tournament. My dice rolls throughout the match were hilariously awful and Skarbrand beat the living snot out of everything he came near. With one axe. The other he didn't even need.
A big highlight for me was when my Gargant managed to kill 5 blood reavers with a single headbutt which had us both cracking up. My thundertusk shot off his general in the first round which shocked him slightly, but it obviously didnt shock Skarbrand as he then proceeded to smash 7 shades of sh** out of the thundertusk and taught him a very painful lesson. I managed to get what I thought was going to be a tie at turn 4 however Sayl pulled off the unbelievable and whisked a unit of blood warriors into a conga line through my troops and to the objective stopping me from scoring and securing Luke the major win when I couldn't delete them quick enough. I am waffling here but this was seriously the best match I have played yet and even losing it was still fun. Top bloke, looking forward to playing him again and only wish I could have voted twice for the most sporting award.
After the matches we all mingled for a bit before the prizes were given out.
Damien managed to come away with the much coveted Wooden Spoon (Spoons for the Spoon throne!) which came with a stormcast shaker and dice. Needless to say he was over the moon and despite losing all his games thoroughly enjoyed himself ( It has to be said his crowning glory was using hand of dust to instantly remove Archaon from the table before he could do anything, much to his opponents horror!).
It was a great introduction to the tournament scene and really sparked a fire in me to attend more. It is something I have always wanted to do but never gotten around to. It has inspired me to improve the quality of my armies, play more and meet more players. I honestly cannot state just how great it is to meet other players in the flesh rather than over message boards. To anyone reading who may be thinking of going but is nervous or unsure, dive in, the people are great and patient and there is so much to gain.
Anyway, cheers @Jamie Grinstead for having us, really hope to attend your next event.
P.s. cheers to staff member Chris for taking the time to teach my missus Magic: the gathering and keeping her occupied while the rest of us nerded out. Great service and I shall be putting my preorders all through the store now, happy to support those who are supporting our local scene.
Cheers for reading my ramblings, Mohojoe out!
results in the end were:
Whatever he lacks in actual tabletop effectiveness, Good Ol' Slambo makes up for in nostalgia...
It's a great little model, and nice and quick to paint. I went with bone-coloured armour, partly so he wouldn't be associated with any one single patron god, but also because it would really show up the blood spatter.
The last of my Beastmen monsters!
I've been steadily working on a Warherd army until the internet told me the Warherd is kind of bad, so now I don't know what the hell to do. I'm trying to keep motivated to finish off the last two 3bull bullgor units, but its kind of hard.
When I made the army I was like "zomg im gonna win so many games," and now I'm like "I want Beastclaw Raiders."
I always pick the wrong team!
Anyway, here he is!
If you saw my cygor, I was pretty unhappy with him. This dude I'm pretty happy with. My favorite part is his cute hooves. I think I did those well. I tried doing the horns similarly, but they kind of look not as good. Ah well, he's done. -.-
This is Slaughterpriest-freebie from White Dwarf. The model didn’t come in the Silver Tower boxed game, but there are rules for him to use in Silver Tower in White Dwarf, so I guess he counts to show in this blog…
The reason I painted him as soon as I got him is because I wanted to enter him in the Slaughterpriest painting competition in the forum section of this site…
A fine gentleman like this needs a fitting name. So please let me introduce you to mister KONOK CINDERMIGHT!
This is how I painted him:
- Brown primer, applied with airbrush
- Skin: base coat of Bugman’s glow (3 heavily diluted layers)
- Sword, cloth and metal parts: diluted base coat of Abaddon Black
STEP 3: Loincloth and pants
- base coat of Abaddon Black
- several thin layers going from Vallejo German Grey tot Vallejo Neutral Grey
- wash of Nuln oil
- Highlight of Vallejo Neutral Grey
STEP 4: Skin
- base coat of Bugman’s glow
- 3:1 wash of Lahmian medium and Reikland fleshshade
- several thin layers going from Bugman’s glow over Cadian fleshtone to Kislev Flesh
STEP 5: Red armour panels and helmet
- base coat of Khorne red
- Nuln oil wash
- layers of Khorne red, Evil Sunz scarlet and Wildrider red
- glaze of Bloodletter
- controlled shade of Carroburg crimson
STEP 6: bronze
- base coat of Retributor armour
- 2 washes of Agrax earth shade
- controlled layer of Hashut Copper
STEP 6: Hot weapon and blackened skin
- base coat of white
- drybrush of golden yellow
- layers of Khorne red, Evil Sunz scarlet and Wildrider red
- glaze of Bloodletter
- layer of Abaddon Black
I based him with the same lava-theme as all my AOS - Silver Tower models. With this one, it works very well!
Here he is completed:
Here is a 360° view of Konok:
And finally some shameless plugging: I entered him in the Slaughterpriest painting contest and I would very much appreciate it if you would vote for me. You can do this here:
The rest of the awesome entries can be found here:
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