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So this was the sum total of my painting for 2016 models wise. All in all I was a little disappointed that I hadn't done as much as I would have liked, but I did do four big monsters as well as Drycha, a Maggoth Lord and the Forest Dragon (not shown here) and that did account for a fair chunk of time at the start of the year in particular.
I finished off the Chaos Army for the South Coast GT this year, but I didn't really finish the army to a cohesive standard due to some personal issues that came up, which was a shame. I had to do quite a bit or rebasing for this project. I still have a number of Chaos models which I still need to rebase.
I finished off the Sylvaneth which was great so I have a full faction of these guys now. They were a lot of fun too do and picked up a couple of painting trophies at Alliance and the Leeds Last Stand later in the year, as well as getting a nomination at the Facehammer GT. I want to add a few more Kurnoth Hunters and some Spites and Tree Revenants, but I think this will be a project that I come back too as there are a lot more exciting things coming along this year by the looks of things
My other big win was the amount of rebasing that I got through. I repurposed quite a lot of models from older armies during the year and I had a lot of fun with the new GW Bases, both the normal ones and the Hero bases. I used these for the Order army that I took to Blood and Glory that won the Judges Choice award.
I tried my hand at Golden Demon this year for the first time as well, and managed to pick up two finalist pins. I was really pleased with that, but it really showed me that the single figure/competition painting is a completely new ball game. I'm not sure that I would enter again, but I'd certainly attend to see the models as its great looking at such fantastic models.
Tournaments were the usual debacle, ranging from the disappointingly mediocre to the shockingly awful. However I always enjoy the social side of the events and meeting new players. I never have to worry about playing friends or people I know as they are all an awfully lot better than me at the game. I did have some excellent narrative games during the year though, including playing Steve Foote on the Saturday of the South Coast GT, and playing Mark Wildman in a terrific Everchosen vs Ironjaws/Orrruk game.
Overall I feel like my AoS year has been good, if not spectacular, and I'm hoping that I can have a better year in 2017. I certainly hope to paint more, and I'd like to do a little better in some events, although I know that I won't be attending too many the year. If you want to see moe of my resolutions there is a video up on the Bad Dice YouTube page.
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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
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?
I've always wanted to attend an event and often between life, money, and kids it's always been just an idea that's never blossomed into a reality. A few weeks back I was casually looking through the events section on this site and noticed a one day 1000pt event in Leeds. Not being very far I mentioned to the wife that it might be cool to go, not really expecting a response (she often goes deaf when hobby is mentioned) she responds with "cool you should go,". I paused expecting some sort of bargaining scenario to begin, involving me looking after the children for a full 7 days while she spends it with her girlfriends in some tropical resort. To my amazement this didn't happen, and not only did she show mild interest, she even paid for the ticket!
it's entirely plausible that this is just to get me away long enough for (insert vocation of choice) man to pop round , but really this doesn't bother me as i'm going to a tourny!
Initial preparation began with WTF how do I prepare? Luckily two podcasts came out this month touching on this very subject.
I certainly don't have any goals other than just to experience playing at an event. I have my list sorted, though a unit of Dire wolves inconveniently required painting. luckily and probably due to my excitement these have been completed pretty quick.
As for other preparations, I've read the rules pack and currently trying to learn the matched play scenarios word for word. The scenery requirement is no issue as I've loads of painted scenery and I've even bought a cheap tablet for the AOS app. Many thanks to the Mortal Realms Podcast as they have produced some DIY tokens which I've just glued to 25mm bases.
The biggest question I have now is do I forgo paying my water bill and buy an official combat gauge, and rangefinder, or make do with the basics?
Will post soon, probably with a write up of how my games went and how I found the whole experience.
P.S will this be enough?
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.
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.
It's been a while sadly, so busy in non hobby life!
My latest efforts have been to get a couple more blood reavers finished, my mighty lord of Khorne completed and purchased Gorechosen for yet more awesome models!
Not a great deal I know but some progress!
Ive also assembled 10 blood warriors to join the ranks of the bloodbound.
So my current plan for the rest of the year is me trying to be realistic. Finish 20 blood reavers, Bloodstoker and 10 blood warriors.
Should be possible but we'll see as I got a little distracted by the listening to the hallowed Knights quest to find Nagash audio books.
And this happened...Only the faithful then...
Be back soon I hope
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So, I am back, and with another battle under my belt!
So today someone required an opponent at my local, and despite preferring 2000 points, I only have 1000 so they happily scaled down. We played the first battleplan from the stormcasts book, which he was using. It is essentially the stormcasts needing to hold a realmgate which they teleport in around, and I had to deploy first outside a 15 inch bubble from the gate. Whilst in the bubble, the stormcast take no battleshock tests, and the gate counted as inspiring terrain. There was a special rule for totems, though the only on the board was my warchanter and he never ended up near enough to take advantage of it. I would score a major victory if I could wipe him out of the bubble, or if by the fourth turn I had a third more models in the ring. He won by tabling me, or having more models in the circle by turn 4. I was playing a relatively standard ironjawz list , megaboss, warchanter, 10 brutes, 5 brutes, 10 ardboyz, ironfist. He had a lord-celestant on dracoth, a lord-celestant, a lord-relictor, 2 gryph hounds, 10 liberators, 5 judicators with bows and 5 with crossbows.
He managed to roll successfully to teleport everything in turn 1, which he gets automatically due to the battleplan though he cannot move. He places the liberators north of the gate, bowmen on the east, the characters south, and crossbowmen to the west. North-east of the gate was my ardboyz, then moving around the bubble south was the warchanter, megaboss, and 10 brute mob. Opposite, on the west, was the 5 man group.
Turn one he doesn't move much, though takes shots with the ranged units at the brutes facing them. The crossbows manage to kill one orruk, and the archers I think managed only two wounds. In fairness, he rolled horribly. The dracoth's breath similarly did little, I think he missed. I managed to win turn 2 and subsequently piled in, pulling off a waaagh on all but the 5 brute mob, and giving the ten man unit the frenzy from the chanter. The ardboyz charged the liberators, my plan being to tie up his big melee unit whilst the brutes went to work on his army. The ten man brutes piled into the bowmen, and the five man unit into the crossbows. The warchanter lagged behind, and the megaboss fluffed his charge. In combat, the bowmen were hacked down the two (bit of a poor show really!), and the crossbows went down to just the Prime. I think the ardboyz managed to kill a liberator or two, at the cost of a boy. Battleshock went off now problem. He proceeded to take the next turn, Charging the 5 man brutes with the dracoth, and moving the other lord-celestant and gryph hounds into the ten man unit, who suffered horribly from his hammer shooting ability, which I think took down two, and at least another 1 died to the archers in shooting. The dracoth also dealt some damage to the ardboyz and brutes, but I cannot remember the results. In combat, the brutes wiped out the archers, the megaboss piled in to the liberators, and subsequently carved up three of them, the ardboyz took down another one. The dracoth killed two brutes on the west side of the gate.
He won the next turn again, and tried to grind down my units. The ardboyz lost another 3 wounds, and in combat I was really starting to miss my hero abilities. (I may be wrong, but if it isn't my turn, I cannot activate an ability even if it triggers in the combat phase?) The lord-celestant on foot shot the brutes down to 4 men, and then hacked apart another two. The gryph hounds did little. The lord-celestent on dracoth lost 6 wounds to my brutes, but was healed the next turn back to five. The megaboss removed all but two of the liberators from existence, and the warchanter failed to wound.
Once again, in a show of terrible rolling, I lost the priority. Fortunately, he was mostly locked in combat, shooting from the lord-celestant killed another brute, and the dracoth did a wound to the ardboyz (causing a minus 1 to hit, though this was negated by Bellowing Tyrant). The liberators at this point had managed to get the ardboyz down to two (who only survived battleshock due to their banner), but were finished off. The dracoth fluffed most attacks, not managing to kill the final brute. The other lord-celestant also struggled with the brute big boss, who managed to kill him due to a savage boss klaw roll (he managed 5 damage, with the subsequent bashing), though he finished the final gore choppa, and despite being healed by the lord-relictor. The gryph hounds did not much.
Some time turn 4.
Finally winning a turn, I moved my brute big boss, megaboss, ardboyz, and warchanter around the realmgate towards the dracoth lord. He was charged by them all sans warchanter, and was finished off in quick fashion by the megaboss. The next turn, despite having a major victory, we played on, ending with my megaboss carving up the lord-relictor, and the remaining brute bosses dining on gryph-flesh.
Major Victory for da Boyz! Dat'll teach dem stinkin' metal humies to fiddle wif our shiny door!All in all it was a fun game, and despite it being my second game and his first, we had a good game. He suffered some terrible dice rolls early on, and I really did some good damage. Colour me impressed with the brutes, the synergy in hero abilities made them monstrous. I think strategy wise he took too many ranged units, which left him weak to my melee heavy force considering the battleplan. Also, I did have to proxy my megaboss with a Borgut Facebeater model, since I don't yet own the plastic megaboss, and my FW big boss who I may consider using as a megaboss is unassembled. I think this led to him not realising quite how threatening it was, and he did little to deal with it. I also did very well out of battleshock, losing a single ardboy to it.
Lessons learnt for me, are that I definitely need a megaboss model Also I will consider remodelling an ardboy to have a second banner in the unit to take advantage of both rules. Stormcast really seemed to suffer from my rend, so I was glad they weren't quite as tough as I had made up in my head!
Also did manage some modelling time pre-match. Having had a great trade with @Mohojoe, I had ten brutes to play with, and as only one had a gorechoppa, I converted another. I don't want any repeat weapons or poses in the unit, so I took one of the repeated boyz and gave him a more relaxed, one-handed pose with a gorechoppa, check it out!
I am afraid to say despite a good showing the boyz in blue are going to meet the dreaded dettol soon, and will end up gloriously red and green! I have to say I am greatly looking forward to painting them, I have just over a week to finish the warchanter, who is coming along swimmingly.
Hope you all enjoy the read and happy to hear your thoughts
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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.
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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
Happy New Year to everyone on TGA, anyone at Rygas Roughnecks in Exeter, Exmouth Imperial Wargames Club, anyone I met up at at WHW, and to all the Kiwi's out here in Aotearoa.
It's been an interesting year for me after a 20 year break from GW and the hobby, and I'm stoked to rekindle my love for Warhammer Fantasy and gaming!
Here's an overall group WIP shot of what I got done in '16
Games wise here's a look back at how I did with my pure allegiance Pestilens army as I learned how to play AOS this year
6 club games , L4 W2
9 competitive games L8 W1
Organised Events attended - 2 , Season of Hope finale & Warlords (87th)
3 casual games L3 W0
11 competitive games L6 W5
Organised Events attended - 3, Guardon Battlehost (2nd) Inepticon Battlehost (1st) Warhost (last/ withdrew due to illness)
I'm up to about 30 games or so now with AOS so still fairly green with it and to wargaming in general. My original aim for this year was learn to play the game and the rules to such a level that I am not having to constantly to look up or read the warscrolls , and to be able to give someone a decent game competitively without being a total walkover. I feel like maybe that's been achieved now and I've managed to win a few games along the way which has been nice, and meet some great people and make some new friends along the way.
So '17 will be about taking it up a step and playing more games and trying to start to win more and work on my overall gameplay and understanding of tactics and winning games.
My arm is slowly healing up from the Shingles, still got some nasty scars though. I needed some time out to get well again but have been back at it recently over Christmas with some extra hobby time.
Over Xmas I've added Epidemius, a GUO, 30 PB's, 6 Drones, 30 Marauders and Tamurkhan as allies to my pool, and I have 16 Plague Toads hopping their way over to NZ as well.
In 2017 I've decided to start experimenting with adding bits into my Pestilens army, starting with a small 1 day tournament tomorrow at a friends house. I've decided to keep going with the Pestilens stuff for now, and look at using them as the core for a summoning army, or possibly a mixed alliance with Sayl and Epidemius. I'll be play testing both at tournaments here in NZ and casual games over the next few months.
Not sure if I'll use Tamurkhan much, I mostly just wanted to paint him...
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So I've always had a bit of a soft spot for Khornate Chaos Warriors as they always had some really badass looking models but I'd always managed to resist buying into them, until now. With the arrival of Silver Tower came the perfect excuse to pickup one of the meanest looking dudes of recent times...
Slaughterpriest with Hackblade and Wrath-hammer
I've always shied away from blood effects but as I've decided not to use a traditional red colour scheme on this model it seemed like the perfect opportunity to have a go at some. This model is still work in progress and I'd love to hear any feedback or suggestions regarding the paintjob/colour choices. I still need to highlight the skin and I intend to add a load more BLOOD FOR THE BLOOD GOD splattered around but just wanted to get everything else right before I do so. I'm a little worried there might be a bit too much of the greenyblue on the model or maybe it's too bright a blue, (I could make it darker). I'm considering some freehand on the cloth (maybe just a line or some Skaveny triangle pattern) but I'm not sure. I wanted the brass to be kinda a realistic looking pale and greeny looking. I could add some Nihilakh Oxide or just a bit more black to it, but again I'm not sure.
I am pretty excited about Bloodbound at the moment, I do have the other Slaughterpriest from the WHQ Mighty Heros expansion and I also have the AoS starter set models so I'd may do a small army in the same colourscheme.
Thanks for looking.
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Effective immediately! Go download!
I am immensely proud to say that the new update to Battletome: The End Times is finally released. It has been a labour of love, and an effort to keep improving the project as times move on. This is the first major update, and what an update it is.
From the beginning, I've thought of making this tome into a campaign. After some experiences of running them in my local club, I had an epiphany. Playing long campaigns is hard. Life gets in the way! Campaigns with multiple people are the same. Though they're great fun, coordinating that many people is difficult. It requires a lot of work from a DM, and the chances of it falling apart before the end are high. After looking through the General's Handbook, I realised that I've seen the tree campaign somewhere before. The original End Times books had a campaign system which was exactly what I was looking for. 2 players, short, but with plenty of variety. It even had a solid first campaign in the Doom of Belegar. Sadly this system came to late for anyone to use it during 8th edition. But it now lives on through BT: The End Times.
Each campaign is between 3-6 games long, the perfect length for a full weekend of gaming, or spread out over a few game days at the club. They each follow a specific story as well. Instead of just being each of the book's battleplans sequencially, each battleplan has been carefully selected to best fit the background of the events. Many cover events that didn't get their own battleplans at all. Rather than make new ones, pre-existing ones have been used. Most are from this very tome, but some are from the original AoS book or the General's Handbook. This creates a lot of variety, as well as allowing me to fit every battle to the story. There campaigns provided tell 5 very different stories, each from their own book of the End Times. The Rise of Nagash covers Mannfred and Arkhan's efforts to ressurect Nagash, and their many obstacles on that path. The Tentacle Lord's Conquest follows Gutrot Spume's efforts to ransack the Empire and besiege Altdorf. In The Return, Malekith once more sets foot upon Ulthuan. We go underground as the Doom of Belegar tells the final tale of Karak Eight Peaks. Lastly we have Death and Plague, the story of how Isabella prevented Nagash' rise to godhood.
In addition to these, there have been many minor changes across the book. Most of these are useability updates, spelling checks or minor corrections. It even includes a content table! The tome should be better to use than ever. Each of the minor tomes have been upgraded as well, for those who prefer more edible chunks of the tome at a time. I really hope you guys enjoy it! It's for everyone to play and enjoy exactly the way you want to play your games.
(Small note on downloading, you will need to be a member of TGA to download this file)
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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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Just a quick update today. Some more work has been done on the Orruks, but none of it is interesting or photogenic... it is just sticking together the bodies of 5 brutes and continuing to greenstuff the shoulders back onto the Boss. Maybe sometime I'll get the sculpting part done to a stage that makes it clearer. At some point I need to sort out better photos too
While the greenstuff is drying, I did a bit more painting; mostly going back and revisiting the Questor and mini horrors to neaten them up a bit.
The mini horrors had the whites toned down a bit with some yellow and orange washes. I also added some greeny eyes so they can now see where they are going.
The Questor had a few tweaks following some suggestions in an earlier post. Thanks guys, it does look better with the gold in the helmet
Lastly was taking the Pink horror form the base coat stage through to completion. Rather than the bright bright pinks normally associated with Horrors, I decided to go for a purple-ish and green scheme to show a constant state of change in the horror
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Once I had the bases down I needed to start coming up with a color scheme for my army. I wanted to go pale and more ghostly at first but then after browsing around online as well as trying out a couple test models I came up with this general look:
You might ask yourself where I came up with that scheme? I would love to pass on a great video that inspired me to give it a try, I took this video as my starting point down the path of creating a color scheme for the army:
I loved the look of those ghouls, the only thing that sucked was the paints were all in the old style paints so I had to go about and update my painting list but overall after spending a couple days on the models this is the progress I made:
- 1 Crypt Ghast Courtier
- 10 Crypt Ghouls
- 3 Crypt Horrors
- 1 Crypt Haunter Courtier
- Started on the Zombie Dragon
Here are some shots of the progress:
Finishing up the week with starting on the Zombie Dragon (I started playing with the wing)...
Hey boys and girls, sorry for the lack of content, but it's turning out to be a busy summer for me. However I have recently managed to finish some more stuff for my ironjawz, a unit of 10 dual wielding 'Ard Boyz with Boss, Flag, and Drum, and a Weirdnob. Here's a family Portrait
As of now all bases in the force are bare until I can decide exactly how I want to do them, but other than that I'm pretty happy with how everything turned out, with the possible exception of the Weirdnob's smoke. I'm not totally sure how I could do that any better and I welcome any kind of input on how I can perfect that effect.
Asides from painting and despite my running all over the state, I did manage to fit in my 1st pointed game of AoS with my old VC Ghouls as a Flesh Eater Court vs my brother's new Sylvaneth. The Lists were:
1x Ghoul King on Terrorgeist
1x Crypt Infernal
2 units of 3x Crypt Horrors
1 unit of 20x Ghouls
1x Treeman Ancient
1 unit of 20x Dryads
1 unit of 5x Revenants
1 unit of Kurnoth Hunters w/ Scythes
I wont do a full play by play, but I will say I got canned, some highlights are:
- Forest walking revenants jump to a unit of Horrors just to get slaughtered
- My ghouls get charged by Hunters, Dryads, and Wych and get wiped to a man
- Terrorgeist has sore throat and sucessfully screams noone
- Kurnoths with scythes are monsters killing a unit of Horrors, 12 ghouls, and 2 horrors from other unit
- Ancient's abundence of d6 damage attacks really causes a bad day against the Ghoul King's 4+ save
and with that I wrap up another update, hopefully I'll be posting again soon as I'm prepping to paint a unit of Brutes as soon as I'm done this post, and I intend on finishing them by the week's end.
See Y'all Soon,
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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. -.-
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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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I colored outside the lines a little bit with my commitment to buy only one model per paycheck.
What can I say? I found a great deal on eBay and "saved" a few bucks?
Anyway, no one cares about that. A Maggoth Lord is a big investment and I really only have theories about how each one plays. I put together a survey so you can weigh in which Lord is the best. Two categories, one filth, one hobby.
Let me know what you think.
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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The last few weeks have been absolutely manic hobby-wise preparing for the Age of Santa event in Cardiff. As my second Age of Sigmar tournament loomed closer and closer I started to worry I had bitten off more than I could chew in terms of the amount of new models I wanted to bring. As it came to the final week, I even considered taking some models half finished - but no. I wanted to win 'Best Painted' deep down and so persevered. A couple of late nights and painting at my office desk each morning before work meant I managed to finish everything in the nick of time!
In this showcase I present the new models I prepared for the tournament; My Hurricanum, Knights, a Battlemage and a Waywatcher. Thanks for reading!
My new centerpiece and a potent force on the battlefield. I am very happy with the finished result. I am going to say this model was a nightmare to paint. I hate sub assemblies but the burning sun inside the spinning cage has to be painted before the cage can be glued on, and on the flipside trying to paint the library shelves inside the carriage was like playing a game of operation with the paint brush!
As with my Steamtank I chose to magnetise the crew - not for any real game benefit but the models are absolutely gorgeous in my opinion and I wanted to be able to put them on their separate bases for Skrimish games and other fun scenarios.
As he is my new general, I need to come up with a story and name - so far I know I want him to be an Alchemist but the rest I still need to dream up :-)
I don't consider my collection of Order models to be a single army, but instead a combination of smaller sets. These Knights are meant to be a set with my Hurricanum and I think together they look very striking on battlefield. I also wanted to distance these models from their historical look and make them more fantastical and suitable for Age of Sigmar. For that reason I decided to go all blue on the armour. I think it makes them look very unique and they no longer strike you as immediately being historical miniatures.
Lore of Life Battlemage and Waywatcher
The Lore of Life Battlemage is an old Brettonian Damsel but I think the colour scheme really gives her a new lease of life. I don't often deviate much from the GW studio paint jobs so it was nice to pull this off convincingly. I would say these two aren't my finest paintjobs ever. You can see they are perhaps a little rushed and as always green is still my weakest colour but I am happy enough with them. The Waywatcher is being used as the new 'Waywatcher' hero (replacing the old Waywatcher lord).
Thanks for reading and I would love to hear your thoughts!
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Since my last entry, my chaos army came to a standstill for several weeks due to exams. Now that I've finished my exams I have been able to get my hands on a Silver Tower box and I love the overall look of all the models. My main aim is to use the Tzeentch models to represent the Tzeentchian part of my force. So far I have been painting the cultists and the horrors, in addition to working on my remaining Blightkings, Bloab and Varanguard. Here's some work in progress shots of these models, most of which are almost complete. I cannot wait to begin working on the Tzaangor, the Ogroid and the Gaunt Summoner himself. To keep a trend within my entire force I have also decided to paint the armour on all my models black, in a similar way to Archaon's to show how they are all under his command, while still loyal to their own god.
Lets preface with this: I don't know what I'm talking about. I never played a single game of AoS. I only read the rules, read some warscrolls, did some faulty math in my head. It's probably all just a pile of throggoth dung. On a rare chance it's not, it's probably been said by a million people before, but I haven't read it, so I'm claiming it genuine. I'm a troggoth, that's what I do. If by any weird occurrence of fate you misread my ramblings and somehow get any useful information from it, please remember that this is a discussion on a competitive level, and in your casual games you should let your opponent balance your now superior skill with a few extra Nagashes.
If a wargame is to be any good, it has to have some rock-paper-scissors business going on. In the core of it, a unit has to be more effective against some enemies than others - that's what stimulates tactical play. Otherwise it's all just "throw your dice and see who wins". In a typical wargame, you would have something like "cavalry beats archers, archers beat infantry, infantry beats cavalry" or whatnot. You know, something that makes actual sense. Not in AoS.
AoS came out, and what was immediately apparent, is that (Rend discarded), a unit's strength is not at all relative to the opponent - the hit and wound rolls are not affected by what you are targeting at all!!! Probably a huge part of why people think it's a simplistic game with no real thinking involved. I mean, if the point values of whatever comp you're using are proper, a unit can stand against any other unit of the same value and have roughly 50% chance of wiping them out before they get wiped out in turn. So let's pile up our models in the middle of the table, and let a hundred dice rolls decide who the superior commander is... Obviously, there are other stats that come into play (movement being the most evident one), but when push comes to shove, it's all about those combat rolls.
So is AoS really a game deprived of any tactical thinking? Far from it. The rock-paper-scissors dance is just hidden on a different level. Let's have a look, but before that, let's establish some basic terms.
DPM - average damage per model. It's basically the number of attacks, times chance to hit, times chance to wound, times damage. Abilities like "reroll 1 to hit" also taken into account.
DPP - average damage per point. In short, DPM divided by the point value of a model, in whatever comp you are using.
WPD - average number of wounds taken by the unit per single damage point. Basically chance to save, with abilities like "reroll saves of 1" taken into account.
EWPM - effective wounds per model. WPD times number of wounds.
EWPU - effective wounds per unit. EWPM times number of models in unit.
EWPP - effective wounds per point. EWPM divided by the point value of a model, in whatever comp you are using.
The Scissors, or "I will hurt you plenty":
Consider Bloodreavers (warscroll for reference). No save, 1 attack, DPM of around 0.25 depending on equipment. Those guys are so pathetic, their point value in your comp probably oscillates around zero. The only interesting thing here is the ability that gives them an extra attack when within 12" of a TOTEM. But now... since those guys are worth next to nothing in your comp, let's make an experiment and take lots of them. I mean like 3 units, 20 models each. And let's find that TOTEM. Since we want to be fluffy even when we're melting faces at a tournament, let's take the Bloodsecrator (sorry can't find warscroll links for the starter set models) dude. And behold - his special ability can give our Bloodreavers another attack - that's triple their original weak-****** DPM, and we're nowhere near done. Now let's look at batallions - there's one there that fits our 3 units of Bloodreavers nicely, and, with the Bloodpriest and Bloodstoker included, it will give our fellas another attack. Now let's add a general - Aspiring Champion for his command ability and another attack. It's 5 attacks per model at this point (500% of the original DPM), and we can still improve on this by getting a few Wrathmongers to stand behind our dudes and give them another +1 attack. Or, you can expand your army to the whole Grand Alliance: Chaos, and look for what other (now overpowered) buffs you can give them, but let's stop here for now.
We've just created an army that has 3 units of very cheap (in your comp) models, that with proper positioning will get 5 attacks each. Since the models have relatively small bases (and bodies for those purists out there who actually measure model to model), you can get large amounts of them into their 1" range - if you get all 20 of them into range, you're getting around 25 damage from them (20 models times their now buffed to 1.25 DPM). That's enough to wipe out a unit of comparable EWPU in one turn of combat. In 2 turns of combat, they take down Nagash. And that's just one of the 3 cheap-****** units we got there, with plenty of points left for more exciting stuff.
That's the scissors of AoS, stacking buffs that increase DPM on a unit until it can wipe virtually anything that stands in their path in one combat turn. To create a force like this, you're looking for abilities that increase number of attacks, chance to hit / wound, give rerolls, give extra damage etc, and you are looking for models that are either relatively small (size/base wise) and cheap in your comp, or for models that play especially well with your available buffs (like units that have 1 attack but good hit/wound rolls and more than 1 damage per attack - those play very well with the +attack buffs).
So, with a force like this, you've already won AoS. Or did you?
The Rock, or "Give me everything you've got":
Well... how do you counter a unit that can make 100+ attack rolls? It's quite simple really, you just make them meaningless. Consider Concussors (warscroll). 3+ save, and a reroll of 1's. Give them Arcane Shield, or the buff from Lord Castellant, and their WPD soars up to ("down to" actually, but you get my drift) 0.027(7). It means that only every 1 in 36 damage will actually cause a wound. It means that the 20 Bloodreaver scissor with their 5 attacks each will only score an average of 0,69 wounds per combat phase. That means they need like 6 combat phases to even kill 1 model (and remember they only need 2 to kill Nagash himself). Slap another +1 to save roll on them, an they become immune. Rock crushes scissors.
Now this seems quite simple, as we only have one unit (quite expensive in your comp probably, but w/e), and one hero. We do, however, have to take into account the wildcard of Rend (even the Bloodreavers have a weapon option that will give them 1 point), and be aware that most armor buffs will target a specific unit, while DPM buffs often target multiple. So, preparing a solid rock, that can hold around 3 enemy scissor units might be a serious investment in points. But then... watching your enemy roll 100 dice not to score a single wound - priceless.
For a solid rock setup, you're looking for warscrolls that have good save roll, and... well... Wizards. Be on a lookout for any battalions and heroes that can otherwise increase your armor save roll, or give rerolls. "Ward" saves (additional save rolls you can make apart from the normal one) also help. Remember, that here the number of models is not really important. If you manage to get in combat with the unit you want to block, and they cannot kill you, you've already eliminated them from the fight unless they can get 2 turns in a row (they need to retreat to disengage, and need another turn to charge something else, without you charging them again). Having the threat neutralized, it's a simple matter of scoring enough wounds to get them out of the game - in case of Bloodreavers, just breathe in their direction and they will topple by the score, in other cases you can pepper them with arrows, or just choose rock units that have decent attack capability of their own.
By now, you probably know where this is going...
The Paper, or "Resistance is futile":
Ok, I failed at that one. How do you kill that which cannot die? In AoS the answer is quite simple - mortal wounds. Now I admit, I didn't do much research here and I'm kinda guessing what can be done. You're looking for units that reliably deal mortal wounds, or units that have a certain chance of dealing mortal wounds that can be increased. One example I can give you is Retributors (warscroll) - they deal mortal wounds on a hit roll of 6+ - give them a buff or 2 to hit roll, like the one Lord-Celestant (warscroll) provides, and see the rock crumble. 5 Retributors with +1 to hit roll will, on average, deal 6.66 mortal wounds per combat phase - that's not even counting the Starsoul Mace and extra attack from Prime.
Problem here is, warscrolls that can deal mortal wounds will be quite expensive in any comp, and while those mortal wounds are excellent against the 2+/reroll rock dudes, they are kinda worthless against the zerg rush of Bloodreavers - the "mortal" on the wounds is meaningless when there's no save to be bypassed. Thrus, scissors will cut through paper.
So what's this all about really:
In AoS, if the comp you're using is anywhere near balanced, units of similar value will be similar in power against each other, no matter the actual statline - this is a natural consequence of non-relative rolls that AoS introduced. To gain advantage at the list building stage, you need to consider how some battalions / units can reinforce others, and find the most effective combinations. For that, you need to consider what unit a particular buff will be most effective on. Just to give you a few examples:
- +attack buffs are most effective on units that have good hit/wound rolls and high damage. On top of that, they are most effective on units that have low attack stat (+1 attack on a 1 attack unit will double it's combat effectiveness, while on a unit with 2 attacks - only increase it by 50%). Furthermore, units with multiple weapons will benefit more, as it's usually +1 attack to each weapon used.
- +hit and + wound roll buffs are most effective on units with weak rolls - if a unit hits on 6+, giving them +1 to roll will double their damage potential, while on a unit that hits on 3+ - only increase it by 25%
- "reroll 1's" buffs are most effective on units with good rolls (a unit with 2+ save will improve it's WPD from 0.16(6) to 0,027(7) - that's 600% improvement!).
And so on, and so forth. On top of that, stacking buffs is usually more effective than spreading them over several units.
Does that mean that for your army to be relevant, you have to fall into one of the above categories? No. It can be only part of your army. Or you can ignore it altogether, and instead focus on thwarting your enemy's setup. Remember that you are committing points to one of those schemes. Your enemy spends those same points on either his own scheme, or just extra bodies. If your scheme is countered, the extra commitment in points is wasted (minus what the enemy spent on his counter) - immediately putting you at a disadvantage.
The advantage that can be gained by combining buffs is so significant, however, that I can imagine highly competitive games revolving entirely around creating and countering those combinations. A successful list will be able to shift from one scheme to another, and effectively counter enemy's scheme - by putting rocks in the way of scissors, eliminating relevant heroes early on, etc. The more I look into it, the more I see there's actually a game under all those pretzels. Took me long enough...
What's to take from this:
1. You create advantage, when put buffs on units that benefit from them in a significant way. I gave examples of how Scissors, Rock and Paper combinations can be created, but it's likely there's also a Lizard and a Spock somewhere in there - I just can't see it yet.
2. An army that will exploit the first point will almost uniformly be stronger than an army that doesn't.
3. Different areas of buffing will counter each other.
4. There are other ways to counter buffs, but that's a topic for another post entirely. I'll leave you with "hunter-seeker units".
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I've been working on some modelling and sculpting and conversion. These are two models I'm particularly proud of: a mounted wight king and the leader of my grave guard. The wight king started as a black knight model, but with a shield from the grave guard kit, a head from the skeleton warrior kit, a morningstar from the ancient skeleton regiment box, and a pimp collar that's partly third party "wolf pelts" and partly greenstuff. The grave guard is a bog-standard grave guard, but with the ax rather than the generic "great weapon" to distinguish him from his "men" and a head from the skeleton regiment box.
I really like those horned heads. I'm going to end up using all of them. I wonder if I could learn how to make a cast of them...
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