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    Hey! My friend started a youtube channel reviewing warscolls, nice to listen to while paitning :)

     

    https://www.youtube.com/channel/UCuNi1HQCvgAbfOL6KigjFZg 

  1. Rungi
    Latest Entry

    A Craftsman with a Secret:

    Many years had passed since anyone had heard words uttered by Rukh Ragnolfson. As he had emerged from the massive stone archway that housed one of the realmgates spanning Azyr and Chamon, the cool crisp air was like a slap in the face. No, something colder… It was the feeling of bare skin sinking into a hidden snowdrift while climbing up the foothills of Azyr as a child; equal parts shocking and exciting. His lips parted as though to comment on the scene around him, but no sound escaped. 

    His duardin senses returning, Rukh grounded himself in his oath. Without having to look, the stubborn thane knew they had been waiting. His oath of silence had taxed his entire guild, most notably the many nephews and cousins who spent decades painstaking observing every detail of his weapon crafting and being reprimanded an even the joke of creating a record. Those kin, blonde bearded and grim faced, who now stood beside him. Rukh cared not for the inconvenience he caused them. Raised in the sweltering heat of his family’s small forge, the most important rule was that the secrets of the craft were never to be recorded or spoken. No weapon for elgi, umgi, or certainly the oppressive soldiers of the storm-god would contain the Gromthi-klinked.

    Before the howling came the glow. Expertly shaped jewels suddenly glowed with bright blue. In an unmistakable statement, Rukh slammed down the oathstone he had been shouldering, scattering subtly glittering dust. His unit fanned out, creating a protective line of steel-clad veterans armed with massive double-handed war-axes. Up ahead he saw white-bearded warriors move to intercept the yet-unseen foe. Other units shifted to support.

    It was over practically before it had started, however. Only a few raiders, the smell of rot and spoiled flesh on their clothes and weapons was more offensive than their attack. There was something else though. In the centuries that he had passed without speaking, Rukh the Silent had learned to listen. Within the biting wind, there was another sound, a voice. This place was ripe with mal-intent, and Rukh thought he could hear its source whispering orders to its foul minions. He locked eyes with the ancient lord of the Grizzled Guard who stood over the collapsed body of a dispatched raider. Rukh recognized understanding in his eyes. Something had known they were coming.

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    Rukh "The Silent" Ragnolfson, Thane of the Karakigrom

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    Cantankerous is a Compliment:

    “Why in tha hell ye get us all pretty’d up fer jus’ a walk in tha hills?” came a growl from the back.

    “Ah miss’d seein’ ye all dress’d up!” retorted Grogan Grombrisson, smirking and looking towards his champion. Trygg the Scarred returned his gaze and gave an amused snort, a lengthy compliment from the ancient veteran. Of the four units of longbeards who had marched first through the realmgate, none were as unflappable as the Grizzled Guard. Though all veterans, it was these whitebeards who were said to have survived the Time of Chaos. If the rumors were true, their youngest had tallied over 700 years, while Trygg himself supposedly had memories from before the destruction of Garaz-Wyr, the former fledgling holding of the clan.

    …Not that any of them could be compelled to verify these tales. Grogan’s warriors were shrouded in mystery. Born in the Time of Chaos, to be jovial was simply never something they had the opportunity to practice. Each suit of armor was a relic of a distant past and their weapons reflected their revered ancestor status. Any who saw their white beards touching the ground and ornate suits of gromil and gold recognized them instantly, but few were brash enough to approach. There was danger in their eyes, a quiet storm waiting to burst forth.

    Grogan chuckled at the grumblings that continued from amongst his ranks. This turned into an open laugh as he recalled how these same swaggering fools had drank an entire storeroom dry when they heard his news that Rungi had assembled the throng. Grogan had given up an ancient ring with a ruby the size of his thumbnail to offset the debts that were accumulated between their drinking and subsequent brawl when his charges had decided to sing forgotten songs in the crossing where the umgi brothels met reclaimed duardin slums.

    When the howling started, drum-beats and jokes about rin’s bossoms were halted midway. Thanes called for shields as their units hustled to assemble and preserve an organizing space for the throng to emerge into Chamon. Meanwhile Trygg took a long, slow pull from his tankard. With a nod, he guided the only unit still marching off the left.

    “ ’Ope yer boots is shin’d lads,” called one longbeard. “C’mpany thinks they’re commin’ for dinn’a!”

    The first few arrows fell far short. The next few rebounded harmlessly off of shields. Soon, a small line of wolfriders could be seen advancing from the darkness. The Grizzled Guard shifted to a wedge formation and interlocked shields. The grots rode by, slashing and hacking half-heartedly before wheeling to retreat, none holding illusions about being a true threat to a force the size of the one assembling behind these whitebeards. As the final raider passed, a massive warhammer caught it in the center of its chest, knocking it from the still-running beast and caving in its ribcage.

    Turning over the limp body with his axeblade, Grogan noticed the slightly greyish dint of its skin and its unusually long, sharpened claws. He had ended more greenskin lives than most here could count. Hardly anything could surprise the elder lord anymore, but between the taste of the air and now this odd creature… Rukh Ragnolfson approached and their eyes met in agreement. Something had been waiting for them in Chamon.

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    Grogan Gombrisson, Lord of the Karakigrom

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  2. There be stories of Dawi lost in the raging storms of vengeance and betrayal. So strong the current that whole clans are dragged down into the bottomless pit of despair and desperation, cursed and exiled by their fellow kin. Robbed of the simple necessities of home and honour. Such lost souls have sought to right this wrong that has besettled them for generations and such the bitter folk of Barak Ekrund was formed....

    My kharadons hail from a outcast group of dawi named the Ekrund Unbaraki, or oath splitters, and as such were cursed with a eternal unrest where even death cannot give them the homestead they rightfully crave. Betrayed by other daurdin holds during the age of chaos they were banished from mountain strongholds and sky ports alike. 

    They took it upon themselves to settle this crime against there people and now seek redemption and respite. The basis of my sky port is that they are not actually a sky port physically.. they are a shoal of migratory fleets that prey on anyone and anything that crosses into there territory. These predatory fleets are created from the scuttled remains of other great Skyvessels and are stripped of all identity to serve there greater purpose. 

    The crew of each vessel are not exactly flesh and blood anymore and the suits that once protected them from the harmful gases of the aether are now used to contain there otherworldly forms. This is what is called the Kadrisson's Curse, banished from the safety of other settlements these brave dawi had to to survive with in the very chaotic essence of the realm of chaos and thus where changed into gas like beings that burn with the fury of revenge.

    The colour scheme I am going for is a very worn brass, this is to show that there suits are worn by millennia of travel and the strain there bodies cause the suits to withstand. The ships will also be like this. His is the example of the scheme I am painting towards below. So far I have 80 company, 10 thunderers, 3 frigates and have ordered the ironclad. The army will use the sky port rules for Barak Urbaz and is mainly suited for monster and hero hunting. More progress to follow, hope you enjoy guys!

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    With the reopening of the Gates of Azyr, the scholars of the Collegiate Arcane have been granted an opportunity forbidden for centuries. Generations have passed since they had anything new to study, but now the God-King’s irresistible vengeance has opened the door to an infinite sea of discovery. As the people of Azyr march to reclaim their ancestral homes and settle the Mortal Realms once more in the name of peace and Order, scholars of every school and class are rushing to stake their claims, desperate to make names for themselves in this new Age of Knowledge.

     

    Druids of the Jade Orders collect plants for Azyrheim’s Grand Arboretum, and the Amber Orders send back reports of new beasts every day from Ghur. In Aqshy, initiates sift through exotic gemstones, while apprentices in Chamon work to refine mysterious ores. Never before has so much been learned so quickly.

     

    But opportunity is seldom unaccompanied by risk in the Mortal Realms, for every new revelation draws covetous eyes ... 

    The Great University of Azyrheim

    Founded at the height of the Age of Myth, when the great Pantheon remained unbroken and peace reigned in the Mortal Realms, the Great University of Azyrheim was a monumental testament to cooperation at an unprecedented scale. Intended to transcend kingdoms and Realms, race and creed, the University took centuries to build. For an Age, it stood as a beacon to those who cared only for the pursuit of pure knowledge.

     

    But such things never last. The Pantheon fell apart, and one by one the kingdoms of the Mortal Realms were overwhelmed. Scholars became refugees, and in the hallowed halls where theory had once reigned, a grim practicality was now demanded. Terrible spells were developed, unspeakable war-machines built, pacts made and secrets better left unknown revealed. And all for naught -- the tide of Chaos would not be turned aside. The God-King sealed the Gates of Azyr. 

     

    Trapped in the Celestial Realm, study began to stagnate. There was only so much knowledge to be gleaned from things already discovered and before long research delved into matters increasingly esoteric. Belief became truth, and the University, founded to encourage free thought, condemned those who questioned tradition.

     

    With this shift, the concept of general education was largely abandoned. Only initiates, not yet knowledgeable enough to specialize, bother with such amateur behavior, and for a more experienced Magister to dabble outside of their discipline is regarded with intense suspicion. Groups of like-minded experts drifted further and further apart, obsessed with the intricacies of their own research and entirely uninterested in the efforts of others. The jump from discussion group to insular academy was small, and so the first of the scholarly orders were born.

     

    At first, there were nearly as many Orders as there were opinions, but over time they gradually drifted together to form the eight Colleges of Magic. Order houses were built, enlarged, and eventually combined to form the Sky-Towers of Azyrheim, home to the Collegiate Arcane. The great University campus, home at one time to ten thousand scholars, now plays host only to those who have not yet found a more permanent home.

     

    Each College, and their synonymous Orders, is dedicated to the study of a single field of magic. The Jade Orders, for example, and the College of Agrology by extension, is focused on the druidic arts, while the College of Astrometeorology (and the Celestial Orders,) study the magic of the Heavens.

     

    With the opening of the Gates of Azyr, there has been a push among some of the younger members of the Collegiate Arcane to reform the Great University in more than name. The Orders, they say, should be relegated to simple social groups rather than active policy makers, and cooperation between them should be encouraged by a centralized administration dedicated to an egalitan distribution of resources between all eight Colleges. Needless to say, this viewpoint is neither popular nor widespread, but with the flood of initiates pouring in from across the Mortal Realms, the idea is beginning to gain traction.

  3. So i've got my ticket purchased and list I think is sorted starting to really look forward to ityour list is below. I think I know it's strengths and weaknesses, now just to finish painting it and use it as much as possible.

    Glotkin

    2x deamon princes of nurgle

    Epidimus 

    3 units of 10 plauge bearers

    3 plauge claws

    Skaven plauge priest 

    Foulrain congreagation battalion.

    I'll post again after a few games.

  4. So my thoughts for changing the battle trait were based around the fact that just running and charging seemed pretty boring. The new Blades of Khorne gave me a lot of inspiration as it is a little out of the box compared to the other Aos Battle traits. This also has me wanting to make some changes to the artifacts of power and go for something more unique to Slaanesh. 

    Allegiance Battle Trait:Pain & Pleasure Thresholds

    Cult of Slaanesh forces are always focused on bringing pain and pleasure to themselves and those around them. Keep track of the number of wounds that each player causes in each battle round. At the beginning of each battle round Slaanesh units within 12” of the general or another hero gain an ability detailed below.

    If the enemy player caused more wounds then the Cult of Slaanesh force is in the pain threshold. Affected units can run and charge in the same turn. Additionally, those units may also add a distance to their run equal to the number of friendly Slaanesh heroes within 12”

    If the Cult of Slaanesh player caused more wounds then the Cult of Slaanesh force is in the pleasure threshold. Affected units can add +1 to their hit rolls in the close combat phase.

    If the result is a tie then randomise which threshold the Cult of Slaanesh force is in.

  5. WIP Fell Bats/Bat Swarm. Trying to keep with his fluff by making a creatures of the forest/more natural than undead feel but obviously tried to link them in by using more Ruins on the the base. This is pretty much all I'm going to do modelling wise so far, next I'm going to start painting what I've got. 

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  6. The new Kharadron Overlords are explored in this episode of Unlocking Age of Sigmar. Lists include faction focused KO, and one mixed with Fyreslayers and another with Dispossessed, along with discussion of what this shooty alpha striking army with transport capabilities does to the meta.

     

     

  7. It's been something of a nightmare, but I've finally finished my gaming table, and I'm really happy with how it came out.

    The whole process started back when I started getting into Age of Sigmar - upon deciding to take the plunge and jump right back into miniature wargaming again, I decided I didn't want to half ass anything this time around; if I was going to play with miniatures, then they'd have to be painted, and I'd have to have a proper surface to play on, scenery and all. One of the first things I looked at were GW's Realm of Battle boards; I liked the idea of something prefabricated, but that I could tear down for storage and transport and build up and I saw fit.. but I didn't really like how expensive they were, I heard awkward things about the hills on the original Realm of Battle and I didn't like how setting-specific near enough all of them were; I have neither the money, free time or storage space to make more than one gaming table, and so I wanted mine to be fairly setting agnostic - while I'm not particularly expecting to be playing any historicals any time soon, it would have to at least work with Age of Sigmar and Warhammer 40,000, but it'd be nice if it could be used in some capacity for GW's specialist games such as Lord of the Rings, Mordheim and Necromunda as well. To that end, crazy clockwork gears, Imperial Aquilas and skull pits were a bit much for me. I also found out that 'mousemat' style printed mats were very popular - they'd certainly be more storable and transportable, but I couldn't guarantee anywhere I'd play would have a full 6'x4' surface to play on, and I didn't like comitting to the full 6'x4' size either.

    And then I discovered this range called 'Tablescapes' by a company called 'Secret Weapon Miniatures'. They're 1'x1' injection moulded plastic tiles in a number of styles that come in sets of size 4'x4' and 6'x4' (and 2'x4' expansion sets if you order directly) and can be tore down and rearranged in any order you like. The underside is reinforced with a solid circular and cross pattern that keeps them very durable and unmalleable, and they hold together with a really robust set of compression clips at the corners. They come in X and V shapes for connecting 4 corners, or two edges together, and once everything is locked together, is holds tight. I haven't done much stress testing because I had no plans to review them as such, but for my needs, the hold is perfect. The table we lay them on is (very roughly) 3' x 7', so we have a 6" overhang on each side of the table when everything is set up. Even with a little bit of gentle leaning, there is no give and everything feels safe and secure. Here's an overview of the finished product:

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    Bottom line? I really like these tiles. They're well built and well designed, richly detailled without becoming cluttered or tacky, and many of the sets are generic enough to work as a nice foundation for a specific project, or repurposable for fantasy, sci-fi, historicals, and so on. As my primary interest was playing Age of Sigmar, but with a mind to 40K, Necromunda (or Shadow War: Armageddon), Mordheim and LOTR, I eventually decided on a combination of the Rolling Fields and Forgotten City tilesets, painted up to be like the edge of a temple aside a more of a volcanic/mountainous/ash wastleland. I figure that this works equally well at full size as the Realm of Aqshy for AoS or a volcanic 40K planet, the Mines of Moria or the wastelands of Mordor or Angmar, and dialling back to a 4x4, it could either focus on the Fields/Lava tiles and be an industrial underhive (Necromunda) or focus on the stone and concrete tiles and be a ruined city (Mordheim/Frostgrave). This is another reason I like these tiles so much - the Rolling Fields is so versatile that you could paint it as concrete, mud, grasslands, or a desert and it wouldn't look off. For my money, I opted to go the concrete route because it seemed more versatile in the long run - green grasslands seems the obvious candidate at first, but it looks a lot less strange to put a the ruined city of Mordheim or the opressive underhives of Necromunda/Armageddon on concrete with patches of overgrown weeds than it does a big green field. In retrospect, maybe using green tinted Vallejo Still Water for a slimy/polluted river might've been a little more reusable (I wouldn't have to exclude this tiles in Mordheim, for example), but the fiery orange and yellow lava really brings some colour to the otherwise drab and oppressive monochrome colour palette I used on the rest of the tiles.

    Back to the tiles themselves, I'm really happy with the overall finished result and I'd recommend Secret Weapon Tablescapes as an option to consider for anyone looking to build a gaming table who might not have the space or resources to scratch build. With that said, they're not without their flaws. Let's get them out of the way now.

    • The 'Rolling Fields' set's river is a little unnatural looking with it's right angle corner pieces. I'd almost have rathered an option with just a 4 tile straight river. I've considered buying a 4 tile 'display board' pack just to have the option not to use them.
    • The more three dimensional 'hilly' tiles on the rolling fields can occasionally be problematic for miniature balance
      • I've encountered this a surprisingly small amount of times in play, to be fair. Far fewer balancing problems than expected. The only times I've had real issues with sliding is, somewhat ironically, when using Secret Weapon's resin moulded bases (which are flat bottomed, rather than the usual hollow kind). This was resolved by putting some felt over the bottoms of any resin bases I use, which is kinder on surfaces too.
    • 1'x1' tiles mean more configurability, and arguably easier storage, but they also mean more gridlines. I didn't bother clipping the tiles together properly for these photographs, so they're a little more noticable in these pictures than they are in actual play, but you can see them. For some, I could imagine that being a dealbreaker.
    • I've read people on the internet complain about plastic tiles - either Tablescapes or GWs - and not liking the sound dice make when rolled on them, especially compared to the silence of a neoprene mat.
      • Personally, this isn't an issue to me. In fact, I quite like it.
    • These tiles don't ship with any good system for storage or transport. AFAIK, the Games Workshop tiles come with a fitted bag - I have no personal experience with this, but I've heard it does the job okay. The best thing these tiles get is a kinda ill fitting cardboard box, which did the job for a couple of trips and would probably be fine for storage only, but it's not great. When these things were originally on Kickstarter, there was talk of storage spacers that clipped into the compression clip corners, or of Battlefoam producing a proper insert for them; as far as I can tell, neither came to fruition.
      • Personally, I ended up investing in a Battlefoam Pack 1520XL. I store each tile vertically back to back, with a thin sheet of foam between each tile on either side, and it fills up the full width of a BFL tray, leaving 10" of space above for storing my scenery and terrain. With a PACK Plus strapped to the top of the 1520XL, I can carry the full board and more than enough terrain to cover the board pretty safe and securely, along with rulebooks, rulers, dice, etc. It can withstand pressure, sharp knocks or rolls or jabs or any other punishment it might endure in the boot of a car. But it was not cheap. I spent about as much on all of this as I did the tiles themselves, and we'll get onto that shortly. There is not a doubt in my mind that there is a less expensive solution to all of this, but the thought of damaging these tiles after the hours of my life that went into producing them worried me too much to cheap out at this stage, and having everything together in one easily stored and transported box is a lifesaver. If you already have transportation/storage for your terrain though, you could probably fit a full 6'x4' set of tiles in a PACK 720, which is something to think about I suppose.
    • They weren't cheap, and they're getting harder to find in Europe. I had originally forked out for the 4'x4' Rolling Fields section, expecting to really only be playing around 1000pts games of AoS and maybe some Skirmish games like Kill Team, Necromunda, etc. Obsession took over and I found myself needing that extra 2'x4' section. In an ideal world - if you're an American customer, and buying the 6'x4' option in a single go, it'll cost you less than GW's plastic Realm of Battle boards, even from a 3rd party retailler, but not much as much less as you'd hope and those RoB boards aren't considered cheap as it is. But that won't get you any storage/travel packaging other than the cardboard box it comes in, which won't last. But if you're a European customer, they're getting harder to find without getting them direct from Secret Weapon themselves, which means importing, which means dealing with customs/import tax and the not-so-great conversion rate at the moment - I got my first 4'x'4' section from Wayland Games a year ago for £100, which is 2/3rd the size of a Realm of Battle Board and half the RRP, but the 2'x'4' extention that I bought direct from Secret Weapon ended up costing more thanks to (in SW's defence, fairly reasonable for it's size/weight) international delivery and customs charges, making the whole thing more expensive than a Realm of Battle board - but my tale was a particularly woeful one. Not everyone will incur the costs I did, especially if they just bought a 6'x4' outright from Mantic or whatever. I could've paid half what I paid if I just bought a 6'x4' Rolling Fields set from Wayland when I did. But there will be people who have built a comparable, possibly much nicer board from scratch who would feint at the price I ended up paying for mine, but thems the breaks.

     

    But enough negativity. Here's some closer shots of the table with a little commentary on my process.

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    Above is a closer shot of the Rolling Fields section. The paint job on this section is incredibly simple, in fact, it's pretty much just a drybrush of Vallejo Heavy Bluegrey over a black rattle can primer. I don't own an airbrush, and that's never been more of a problem to me than on this step. I think I applied the drybrush using a Citadel Medium Scenery brush, which accounts for the streakiness in parts - you live, you learn. I'd figured out how to get an even drybrush by the time I moved onto the Forgotten City tiles (with a flat brush it turns out, who knew other than everyone?).

    The next step was the lava. This was done by first painting the riverbed a dark red and building up layers of Vallejo Water Texture, some layers mixed in with a bit of ink/wash to slightly colour/tint the whole layer, where other layers I would lay down untinted, then put a couple drops of red/orange/yellow on top and brushing it through. Each of the layers took overnight to dry, so this step easily took the most amount of time from start to finish to complete, and getting the right streak to tint to clear ratio for each layer was a bit of a learning curve. The end result was a thick, textured blend from dark red to yellow with thick marbling in places and a little transparency. Overall, I'm pretty happy with how close the lava turned out to the image I had of it in my head.

    After painting, I sealed everything with brush on Vallejo Polyeurethane Matt varnish. Again, this was before I discovered the slightly better and slightly more matt Vallejo Matt varnish, although it was a little cheaper which was pleasant. Everything has a very slight sheen (kinda like I imagine a 'satin' varnish would look like), but I will say it's done a damn fine job of protecting the paint job. As far as I can tell, I've had no paint rubbing off or chipping despite going in and out of it's foam sealed case and having all manner of plastic, metal and resin miniatures tossed over it.

    The final step was flocking. I didn't want a grasslands so much as blasted wasteland, but I also wanted to have a few very grassy tiles that if I wanted, I could clump together to create more fieldy section of the board if the need arose. I used four different types of flock/static grass, and mostly stuck with wasteland/marsh/dead/winter oriented products to keep things wastelandy. I also made sure to only use the torched brown flock and very sparingly on any tiles with lava itself. There's also a whole bunch of Highland and Wasteland grassy tufts from Army Painter on there.

    Several months later and the need arose to get the table up to a full 6'x4' for full 2000pts games of Age of Sigmar. I was always going to be paying a premium to buy a 4'x4' and a 2'x4' rather than everything in one go, so I thought I'd take advantage of my situation and mix and match my Tablescapes - enter, Forgotten City.

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    This section eventually turned out about as well as I could've hoped for, but it wasn't without it's share of problems. The lack of lava meant that I could get all 8 of these tiles finished in under a week, though it was tedious going at times. To begin, I primed it with rattle can black, and drybrushed all the dirt patches with Vallejo Heavy Bluegrey like I did on the Rolling Fields to tie the tiles together. Next, I whipped out all my paints that advertise themselves as 'Grey'.

    I'm a dropper bottle kinda guy. I use a wet palette and almost all my paints are Vallejo or Army Painter, with the occasional Citadel Texture paint or effect like Blood for the Blood God or Typhus Corrosion or whatever. I have recently branched out and bought the must-have Citadel washes though, as I like how they go on and I like being able to dip from the pot when it comes to washes. But a little while back when following the Baleful Realmgate painting tutorial on Warhammer TV, it ocurred to me that I don't own a real straight up 'grey', nothing that really hit that Mechanicus Standard Grey black/white midpoint grey. Just Vallejo Heavy Bluegrey. So, I bought a few Vallejo greys online - Stonewall Grey, Heavy Charcoal (which is weirdly glossy, by the way), Cold Grey, Heavy Grey.. man, none of them is even close. I swear, whoever wrote VGC Heavy Grey is a colour match to Mechanicus Standard Grey on the DakkaDakka Paint Compatibility Chart was either colourblind or trolling - or maybe even the person who named that paint. That colour is a freaking Green. 100%, no doubt about it. It's like a pale camo green/olive. The base coat of any of the lighter green looking stones are courtesy of Heavy Grey. Go figure. Eventually, I bought myself a pot of Mechanicus Standard Grey because I GIVE UP.

    Aaaanyway, to get back on subject, for each batch (I batched them in groups of 4 to preserve sanity), I'd pick a 'grey' and colour in a few clusters of tiles in some random spaced out spots, repeat for each tile in the batch, and then switch to a new grey. Once the whole thing was coloured in this way, it got a massive wash of Army Painter Strong/Dark, and drybrushed over with VGC Khaki to pull all the different tones together. And then the whole thing was varnished.

    And man, what a pain in the ass that was. As always, I was using brush on Vallejo Polyurethane Matt. I'd like to say that was that, but in the process of varnishing it the brush strokes and moisture of the varnish caused some of the khaki drybrushing to melt and move around. My guess is that the wash didn't bond so well to the massive expanse of flat paint - the actual base layer of paint had no problems sticking to the primer, after all. After I realised this was happening on the first set of tiles, I left the rest for 48-72 hours, hoping that maybe with time the paint would cure better and the bond would be stronger.. no dice. In the end, I basically had to try and cover it with as few brush strokes as possible, cleaning the brush throughly as often as I could, and making sure that as little varnish as possible pooled in the dark recesses - the varnish had a tendency to go cloudy with the khaki paint and lighten up my darks. After the first coat, I'd touch up with another drybrush, redarken some of the recesses, and seal the whole thing again. It's times like this that I'd probably benefit from owning a rattlecan can of some kinda matt varnish. I wish Testors wasn't so hard to find in the UK, because I've heard too many mixed things about Army Painter and Citadel rattle can varnish to risk it. Oh well, chalk up another lesson learned.

    Finally, I applied some static grass and tufts - in smaller areas and patches, mostly focussed around the ash/dirt mounds and cracks, which also helped with covering up any glaring blending issues or notable khaki rub off, and the job was done. Again, I'm happy with the overall turnout of it, and hope you liked reading my rambling account of the journey to get here! I can't wait to play my first full size game on the 6'x4' table and see what the extra room for maneuvering brings to the game!

     

    But wait.. there's more! There's BONUS DUARDIN!


    Something I've been working on as a side project along with my two main armies is a truckload of 6th Edition era Warhammer Fantasy Dwarfs from my youth. There's around 2500pts of stuff here in various states of completion, including but not limited to several heroes, 40 Warriors, 20 Quarrellers, 20 Longbeards, 20 Ironbreakers, 2 Bolt Throwers, a Cannon and a Stone Thrower, much of it only primed and some just clean metal, with about 1000pts of it sloppily painted for the tabletop by a younger, more careless me. Starting with the prepainted stuff, it's been my plan to rebase it all to rounds and improve the most unacceptable paint jobs to something closer resembling my current tabletop standard.

    For starters, here's a group shot of my Great Weapon Warriors (top) and Ironbreakers (bottom). These guys were built and painted back in the day, but I've given them a bit of a new lease of life by trying out a can of Army Painter Quickshade on them, as well as repainting their shield designs from a lazy flat gold from back in the to a new orange and black split, which I think makes them look a little more striking en masse.

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    You can also spot a Stone Thrower in the back from the days when a Dwarfs Warmachines came in a blister pack.
    I'm not going to bother with individual shots, because they don't particularly hold up to scrutiny, but I think they look good in a pack! There's something really gratifying about a fistful of these small, really lightweight little blobs of painted plastic on a 25mm base after the smallest things I've worked on in AoS being Bloodreavers and Stormvermin on 32mm bases. I'm also feeling pretty good about using my new tiles with a black background for photography.

    Here's the Ironbreakers below.

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    If you look even a little carefully, you'll notice the Quickshade has pooled a bit on the bottoms of the Ironbreakers shields, obscuring detail. It's a bummer, but harder to notice with the added edge highlighting. It could've been avoided by brushing on the dip, but at that point I don't really see the advantage in dip over an all over brush on from a pot of Nuln Oil - although, the built-in layer of varnish, I will concede, is pretty handy on these metal miniatures.

    Even moreso than the Dwarf Warriors, who were at least multi-part plastics, I'm actually quite surpirsed with how much I still like these mono pose sculpts on round bases. They look unified, disciplined, dignified.. and I will admit, there is a certain charm to handling a finished metal miniature - the weight of the item really gives it a great feel in the hand. I'm certainly looking forward to getting around to the 20 strong unit of Longbeards I've got ready and waiting for a paint job now!

    But finally, the main event.. my Dwarf Lord and Shieldbearers, King Ragnar Herk.

     

     

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    This model is something of a re-conversion. Back when I was building my Dwarfs army, I needed a character to represent my Dwarf Lord/General Thane/whatever, and I absolutely loved the King Alrik miniature - not for stature and his shieldbearers though so much as I loved that big winged helmet and big bushy face, and I loved that his face was obscured enough by it all that he had a level of anonymity that made him a great choice of mini for a generic Dwarf Lord. So, I stuck him on a rock, changed out his axe for a hammer and stuck his big awesome shield to his back, because why throw away such a great looking shield?!

    Anyway, when I started re-purposing my Dwarfs, I noticed the 'Dwarf Lord and Shieldbearers' warscroll before I encountered the 'Warden King', and when I saw you got those two free wounds for adding shieldbearers, I figured 'why not?'. My lord was already converted off the Shield though, so I scratched my head about what to do and looked in my box of Dwarfs. Shortly after, I encountered two miniatures I thought were perfect - one of Alrik's old shieldbearers that I'd converted into a very awkward Thane with a great weapon, and an amazingly old Citadel 'Dead Drunk Dwarf' that a friend of mine had ordered from our local GWs mail order catalogue for me as a birthday present over a decade ago. The Thane, in practice, kind of looked like he was struggling with the axe, possibly even offering it up, which made him a great dutiful squier-esque kind of companion, which in turn worked well for the Dead Drunk Dwarf who uh, wasn't much use to anyone.

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    As a model, this didn't take an awful long time to complete. I just CA glued the three of them (Lord on his rock and all) onto a 60mm round base, textured it with some Vallejo Black Lava (an absolute godsend for fast textured basing when you're not priming black, and a zillion times cheaper than any GW texture paint), applied some brush-on primer to the two 'shieldbearers', touched up the Lord's paintjob (adding some orange for the new colour scheme where appropriate), and painted up the two shieldbearers, then put some brush on matt varnish over the lot. I will say I was happy with a couple of details I might normally pick out - I used a little Bloodletter Glaze on the Dead Drunks nose to give him that boozy look, and I actually bothered to paint the pupils. They're not the cleanest job I've ever seen, and could maybe do with being a little subtler, but they give him a sort of "I've seen too much" dead eyed stare at the clouds, which I enjoyed.

    For a final touch, I used a few types of flock and static grass to give the rocky area a more opressive feel like on my Skin Wolves as the base was too big for just a couple of tufts, but not big enough to justify some lava cracks. Then, I added some spilled ale from my Dead Drunk Dwarfs flagon with a few layers of Vallejo Water Effects with some brown and yellow ink tinting it.  Around the top of the flagon, I also added a few particles of Army Painter 'snow' effect and a tiny bit of white paint to make it look just a little bit frothier where it's thickest, although I'm not sure how visible it ended up being.

     

    Closing thoughts

    Well, that's what I've been up to since finishing The Wolf and the Rat! Expanding my game board to a full 6'x4' became a bigger and more apparent priority than finishing up my 2000pts of The Azure Tempest this month, which is why my Dwarfs ended up getting some time in the sun. As it stands, I could take a Warden King, ten Warriors and ten Ironbreakers and give my Chaos forces something of a reasonable fight (and certainly adds more miniatures to the table than the additional four Stormcast I had planned!), although more likely that I'll paint up my Cannon and Stone Thrower and add a little long ranged punch into the army instead of the Ironbreakers.

    To throw a curveball into the mix, I've also received a bunch of miniatures for my birthday that are demanding my attention. A friend of mine gifted me a Warhammer Games Day/Golden Daemon event Daemon Slayer miniature that is just way too bad as to leave unpainted in a box, and my ever lovely better half had bought me a box of Putrid Blightkings and a Daemons of Nurgle Start Collecting! box, having noted that I once rambled to her that I'd have picked Nurgle as my Chaos Diety of choice, had the starter box for AoS not come with a bunch of Khorne stuff. She's not wrong, and I'm really stoked to start painting these guys, just as soon as I pick up some rust and Nurgles Rot effects. I'm going to have to start taking some serious consideration into the Nurgle/Khorne lists I've been playing about with under the name The Red Plague. I'm already thinking of the Pestillens Skaven I could justify adding now, and with all my Chaos Daemons I've managed to amass, it could be a lot easier than expected to jump back into the new edition of 40K when it launches. Sigmar can wait.. I can hear Grandfather calling.

  8. It has been far far too long since I updated here. There have been some excellent releases recently that have reignited interest in painting. The main theory was that the two Warhammer Quest boxes provide a fairly varied starter set for a small Arcanite force and shouldn't need too much adding to bulk it out a bit more. Anyone that has had the misfortune of reading my threads over on Dakka know that I have lots of ideas and only occasionally get around to fulfilling them all as I'm very easily distracted... so hopefully you can keep me on track with some semi regular posts.

    I've been experimenting with colours for the Arcanites and the theme appears to have evolved into a combined Chaos force (Tzeentch/Khorne) under the command of a demon known only as the King in Yellow. No-one (least of all me) is quite sure how he has persuaded these two groups to join forces. I have plans for the King, but won't go into them here and now as they need a bit more fleshing out.

    The prototype Arcanite is this Tzaangor:

     Tzaangor prototype

     

    For the Khorne forces, I've started putting paint to the Gorechosen figures. The yellow of these is actually what started the whole King in Yellow theme. I know there are a couple of other yellow Bloodbound forces on here and really liked the very different take on Khorne, so thought I'd give it a try on one

    Bloodbound Slaughterpriest

    Once he was complete, I needed to find some way to tie him into any other Chaos forces that I did. The Khornate forces are now amore orangey yellow, grey skin tones, black and steel; Tzeentch is a more lemonn-y yellow, purple/blue/turquoise and silver. With those rules now set, I attacked the next most common Slaughterpriest to see if it still flowed through.

    Slaughterpriest

    So, do you think it works?

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    rambosquirrel
    Latest Entry

    Initial Concept for the models is to keep them largely the same as they are to be a parody of a stormcast but with Skulls instead of helmets.

    The armour will be black with bone replacing any metals on the armour and the weapons, skulls and wings will be a glowing pale green (as per spirit hosts etc). 

    Hope to get some paint on them soon and see how the concept looks in reality

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  9. Hey there all! Next update: Legions of Legend has ended, and I am victorious! Already posted my display board before in the April thread, but here is a pic of it in store for the final day of the competition! It came second, very fairly to a great Sylvaneth one. Also included: Me with the store's Slayer Sword, now mine for the year. Also won a framed artwork, of which I chose Mannfred from the End Times, as it's more artsy and mostly monochrome and that fits my other artworks.

    So, whilst the ironjawz are still in the works, my next main thing is Disciples of Tzeentch! Starting a month from now is an escalation league, and I get paid at the end of April so I will be buying them then and furiously painting. Until then, I'll see if I can get a brute or two done :) Enjoy guys, gals, and greenskins.

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  10. banner.jpg.7f24038936967ae2b9d856d46158c9d2.jpg

    Introduction

    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:

    https://www.dakkadakka.com/dakkaforum/posts/list/663727.page

    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.

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    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. :D 

    My Triumvirate:

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  11. I've made this Ogroid a little Khornish and before I go further with it, I'm just looking at what I could run him as. He is big enough to fit a juggernaught profile. I think I like him as a Mighty Lord, but I'd love to know what you'd use him for. Once I know, I'm busting out the green stuff and getting this bad boy going.

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  12. Cricket has been formally discarded and all records expunged. That was the announcement at the Extraordinary Meeting held last night, made by the Very Reverend Barnaby after the cricket pitch was once again destroyed by marauding gangs of ghouls, orruks, all manner of undead, and blue horrors. The extra cost of replacing the pitch, coupled with the expense of new floodlights (which, as reported at the previous meeting, is now a prerequisite for entry to the lucrative Twenty20 winter league) has finally put too much pressure on the finances of the Hatton Town Cricket Club. So much so, that the organisation is to be immediately ceased. All equipment must be returned by end of business next Friday.
    To replace this pastime, it has been decided that Hatton Town Cricket Club (HTCC) will become the Hatton Town Cannons!!! Club (HTCC) (saves on reprinting the kit). It’s a much more economical game, reuses the now defunct artillery accessories (since Harry Harrysun ran off with all the cannons) , and does not require a four man team working around the clock to keep the playing area playable. Trials for the new team will be every third Thursday until the vernal equinox.  Smelly Pete is still banned from all physically demanding activities.
    So that’s it – a new dawn for Hatton! Cricket is no more. Long live Cannons!!!

     

     

    So, what the hell is Cannons? Join our resident sporting expert, Norris Noteworthy, as he explains all the deets about this exciting new sport!

    The aim of the game of Cannons!!! is to be the first team to score an ‘arsenil’. To score an ‘arsenil’ requires each player to throw their cannon ball into one of the vacant spaces in the ‘monkey’.  Once all the spaces are filled by a team’s balls, then this team will score an ‘arsenil’. The winning team must, as one, call out “******” immediately followed by the losing team calling out, also in unison, “Nil!” 
    Play continues until one team has scored 83 ‘arsenils’.
    Each team has 6 players – 4 Throwers, and 2 Ladellers.
    The monkey handler must be no older than 19 years of old.
    In the case of a tie, a game of cricket will be played to decide the winner. If this game fails to produce a winner, then a goat will be sacrificed and a draw declared.

     

  13. Hi guys!

    I have freshly painted a second unit of brutes for my Ironjawz fo AoS and I'm really happy with how they turned out.

    However I recently dug out the first model I ever painted which was a Moria Goblin from the fellowship of the ring range and I thought it might be fun to compare the two models to see just how far I have progressed over the years!

    I think its always good to step back and have a look and see the progress you have made as sometimes it feels like your not progressing as well as you would like.

    Anyways hope you enjoy the video and let me know what you think!

    :)

  14. Hi all, here is the first battle report from the second 760 point week of our Slow Grow league at Kirton Games (https://www.facebook.com/kirtongames/?ref=ts&fref=ts). I haven't added anything to my army from the previous week, despite my low model count, so I wasn't expecting great things. Please see the previous blog entry for my list. 

     

    Battle 1 Khorne ( bloodhound I think) opponent had 30 blood letters and a big unit of the Khorne marauder guys, as well as a half naked guy with a whip, a priest with the banner and a proxied blood letter hero.

    Deployment IMG_0719.JPG.e790afc4a10993d1762e8fea73719eef.JPG

    we played the mission where meteors would drop on turn 2 in a random area in each deployment zone.

    Turn 1 He got the first turn and whipped the marauders who ran forward to the halfway point, he also used inspiring presence on them to prevent battleshock. His characters moved forwards and so did the blood letters.

    I failed to replace a Destiny Dice with a 1 or 6 before my herald read his scroll and used 3 Dice for the Lore of Change version of Tzeentch's Firestorm. It cast on an 11 and I used 2 6s from my Destiny Dice to add some guaranteed damage yet the rest of the 9 Dice failed to roll any 6s. I rolled 4 mortal wounds on the marauders. The pink horrors fared better dealing 5 mortal wounds with Bolt of Tzeentch, unfortunately they were immune to battleshock. The screamers on the right pushed right up at the blood letters hoping to act as a speed bump. The burning chariot and exalted flamer unleashed on the blood letters killing about 5 with an additional few from capricious warpflame, then the screamers charged in. I rolled well and managed to kill about 3 ( there were 11 dead before battleshock but I can't remember who killed what exactly) and only lost 1 screamer in return. Battleshock came and saw another 5 bloodletters banished.

    Turn 2 Having lost the turn 2 roll off I also realised that I'd forgotten to shoot the horrors in the previous turn! The psycho mouth breathers of Khorne moved forwards into charge range with my horrors while the chraracters moved up too, the whip guy used his no more battleshock on the marauders again. The marauders charged in hitting both my horrors and my General. The bloodletters went first and butchered my remaining screamers. The horrors struck back and slew a few marauders before losing 2 of there own with my General losing a wound. I used my DD to rig battleshock into regening my horrors with reality blinks. They preceded to fluff point blank shooting and magic with Bolt of Tzeentch and their flames only killing 4 saveless marauders. Tzentch's firestorm failed to cast, my exalted flamer caused 2 wounds on the bloodletters but was saved, the burning chariot killed 4 but capricious warpflame resurrected 2 of them. In combat the horrors killed a few as did my general's chariot screamers leaving only 9 remaining, unfortunately they were still immune to battleshock. He failed to damage the horrors in response but inflicted 2 wounds for a total of 3 on my General.

     

    Turn 3 will continue in part 2...

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  15. I've been living in Wellington NZ on and off for a while now and have been thinking about starting up an independent gaming club for a while, and decided to finally get it going recently. We play tabletop wargames, boardgames and RPG's and are 100% free and all inclusive.

    I co-founded it and run it with my friend Tim who is helping to keep it going while I'm back in the UK on a break.

    The venue we use is a beautiful local art deco cinema down the road from the film studios where they make the LOTR & Hobbit movies called The Roxy. http://www.roxycinema.co.nz/

    It won best cinema in NZ in '13 , has a beautiful restaurant downstairs which is empty/not used on Monday nights, and features a pretty sweet adjoining bar with super friendly supportive staff. It's owned by the guys who produced LOTR (Jamie Selkirk) and founded Weta Workshop (Richard Taylor & Tania Rodger) . It has a bronze statue of Gandalf the grey outside, and loads of cool memorabilia and decor inside, it's def one of the coolest places to have a gaming club!

    We are a mix of Weta employee's and locals. It's been running about 6 weeks now and is going well so far. Nobody has played LOTR there yet which is a shame, but I'm working on building more links with the local community and getting the word out there.

    The boardgamers are always out in full force, Weta have recently designed their first ever board game, called Giant Killer Robots so we are hoping to get a copy of that to play at some point, and maybe also the Labyrinthe game which contains mini's sculpted by local legend and one of Weta's senior concept artists and sculptors Johnny Frazer Allen (who also happens to have one of the worlds most impressive LOTR collections so I'm told)

    We had our first RPG game there this week which is pretty cool, and we are running our first club competition for International Tabletop day at the end of April for which Johnny FA will be a guest judge. 

    We have had one or two games of AOS going every week since starting which has been great too.

    In other AOS related news, I stepped in to TO for the first time ever at an AOS tournament in August at Call to Arms, which is Wellington Warlords large annual wargaming weekend.

     

     

    For now I'll leave you with a few pics from our brand new games club, The Miramar Freebooters, Monday nights 6 'til late in Miramar, Wellington!

    follow us on Facebook -

    https://www.facebook.com/groups/TheMiramarFreebooters

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  16. I have finished the wooden shields of Alarielle. Pretty pleased with how they have turned out, the green shoulders and blue blades tie them in pretty well with the rest of my army.

    Up next are my Dracoths, having an internal debate over these, wondering if I should chop off those hammer heads and replace them with Scythes, as well as how to approach painting them. I am thinking of doing them in a similar manner to my Magmadroth, just without the metallic scales, but that may be a bit too much. Well only one way to find out, unless any of you have some good suggestions for Dracoth paint schemes that fit in with the rest of the army. Once I am done painting these guys I have no choice but to start basing,... so it may take a while.

    As always c&c are appreciated.

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  17. I just got back from Adepticon and what a weekend it was!  While I went to ACON not expecting to play in the GT, I ended up being cajoled into playing in the GT and did surprisingly well. I surprisingly found myself sitting on Table 2 in Game 5 and ended finishing 10th overall after losing in that final game to the individual who finished 1st.  I’ve had a lot of people ask questions about my list, so I figured I would do a blog about it and then follow that up with a couple battle reports from my games.


    I’ve long been tinkering with Nurgle Mortal lists looking for that magic formula.  For competitive play, there is an entire suite of capabilities you want to have access to (high mobility, durability, chaff, etc) and Nurgle has to work really hard for some of those (i.e. Mobility).  I finally settled on a list that had most of these capabilities, but since I didn’t plan on playing in the GT at ACON, I didn’t finish painting up the models for my optimal version of this list.  So, I slightly modified my ideal list with what you see below:

    • 140  Harbinger (Cunning Deciver Trait, Chaos Talisman)
    • 120  Mounted Chaos Sorcerer (Crown of Conquest)   
    • 540  28 Chaos Warriors
    • 60  10 Marauders
    • 60  10 Marauders
    • 60  10 Marauders
    • 180  5 Blightkings  
    • 180  5 Blightkings  
    • 140  Plaguetouched Warband        
    • 240  Belakor
    • 160  Sayl
    • 120  Reinforcement Points (Options Below)
      • 10 Plaguebearers (100)
      • 10 Chaos Furies (120)

    This list looks ridiculously mundane at first glance.  Even when it drops on the table, most will look at it and go, “…ok?”  Dan Heelan very confusingly looked over at me at the start of Round 5 from Table 1 this weekend and asked how I got there with this list.  I take this as a compliment and proof of how very deceptive this list is on paper to how it performs in the game.

     

    Strategy

    The list is a 3 drop inverted alpha strike list that involves flying the 28 Chaos Warriors up, stretching them out 1" apart (with a tail leading back to your line), and charging the enemy's units on the line on turn 1 (with only needing a 5 on the charge from the +1 charge on the chaos warriors against anything on the line). 

    The rest of the list does a variety of supporting functions.  Most of the heroes stay in the backfield spread out to zone the back edge from setups.  While I rarely ended up doing a full zoning spread, the following image gives you an idea of what that might have looked like after turn 1 (with still another unit of Blightkings omitted from this deployment):

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    Regarding Individual Unit Functions:

    • Be'lakor serves as the safety for anything that flies over the front line, dealing with anything that needs rend (6 attacks, 3+/3+/-2/2 dmg), tanking any huge beasties I don't want on that front line (4+, ignores rend, can be mystic shielded with reroll 1's from Oracular visions), and can summon into their backfield when he is near the front line to steal objectives.  His spell is counterintuitive to the list but luckily he has other spells to cast.
    • The Marauders are largely present for taking objectives and zoning out areas of the board to prevent people coming on from table edges or being able to be summoned.  
    • The Blightkings provide the extra punch against soft units where bodies were needed to be cleared off objectives in the enemy territory.  I hadn't planned on taking 2 units originally but it ended up being the exact number I needed in many of my matchups.

    Synergy

    The synergy is rather straight forward once you get started.  Chaos Warriors get buffed up with Daemonic Power from the Sorc (reroll 1s to hit, wounds, and saves) and battleshock immunity from the Crown of Conquest, Mystic Shield from Be'lekor, a 5++ ward from the Harbinger (who is ideally safe in your back line).  This ultra buffed anvil unit then gets thrown forward with Sayl to establish the front line and grind down anything it touches.    

    The real magic of this combo comes from two things.  First, the Warriors are -2 to hit in melee that entire first combat turn (-1 from plague touched, -1 from cunning deceiver).  Even the best units will struggle to put significant wounds on a 3+ (reroll 1s), 5++, 5++ (against mortal wounds only) unit when they have a -2 to hit that unit.  

    Secondly, and more importantly, when you deploy in multiples of 7 with this battalion, every time the enemy rolls a 6+ to wound that unit in the Combat phase, the attacking enemy unit takes a mortal wound back.  Now, since this is triggering on their wound roll of 6+, I can still negate the actual damage with all the Warrior's defenses while still kicking back mortal wounds as the enemy grinds on the Chaos Warriors. This is doubly (or even triply) effective against Tomb Kings, Pestilens, and Destruction Battle Brew/Wild Fury who are bringing their own bonuses to wound, since it causes the mortal wounds to trigger more frequently (as my 4th opponent so painfully discovered with his double Stonehorns).  Once you have the front line locked, if they don't have movement shenanigans, you can pull models from anywhere in the line and break coherency (as long as you aren't going to pile in at all).  There were points where I had a single chaos warrior back in back field (to receive buffs), with the next closest Chaos warrior in his unit 24 inches away grinding on the remains of their front line.  If I ever needed to reform, I could cast Sayl fly on the back warrior and retreat the unit with an 18" fly move back into coherency.  

    Matchups

    The matchups I was most concerned about were coming against a Kunnin Rukk or the Beastclaw Thundertusk/Stonehorn mix, each for different reasons.  The Kunnin Rukk could potentially overwhelm the warriors with hundreds and hundreds of attacks, while threatening or killing any of my support units with bad positioning.  The Beastclaw mix on the other hand could potentially just shatter the front line with overwhelming power and pick off support units with Snowballs.  I didn’t have a chance to play either of these lists coming into ACON, especially since I was still finalizing this Friday night at 11:30 PM.  Despite proverbially building this plane in the air, it performed remarkably well.  My matchups were Kunnin Rukk, Bloodbound, Phoenix Temple, Beastclaw mixed-Destruction, and the winning Tzeentch 18 Skyfire/Loc/Kairos list (on a table where almost all the terrain gave +1 to hit).  I didn't see any SCE or Sylvaneth in my matches, although I would have changed tactics accordingly and bubble-wrapped/zoned with the Warriors as well.  Nico helped me think about some of these matchups before hand, which helped tremendously in piloting my list.  To that I am greatly appreciative.         

     

    Final Thoughts on the List

    Immediately after I finished the final game on Table 2 with Kaleb (who won the event), Kaleb interrupted my congratulations and informed me that my list was the hardest list he's played all weekend (I believe including the other AOS events he was in) and not just harder, but at least twice as hard as anything else he had faced.  All of his other opponents he had tabled with an hour or more to spare.  In our game, I led the points (he was in fact shut out) until the bottom of our very last turn.  The structure of the scenario definitely raises some design questions but that is a post for another time.  

    The reality is that this list differs quite a bit from most of the other popular lists in the game currently.  Instead of having easily recognized power centers (most lists have 2-3), the power base of the list is diffuse.  This lack of obvious power bases (besides the front line) can often confuse opponents as to what is the best unit to attack and force them to play their list in a way that they’ve never had to, which will often also cause people to make mistakes.  In fact, many opponents will have no idea what they are looking at when you drop it until you fly the Chaos Warriors forward in their flying "T" formation and even then most will think they can just slam against the warriors and break the line.  This confusion on target priority and tactics is one of the strongest assets of this list; I'm not sure how well it will fair if it becomes a well-known quantity down the road.  

    I'm doing a video about this list later this week with MC1Gamer based on the one trial "game" we played.  Here's a glimpse of that game during my turn at the top of 1:

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    In the posts that follow, I’ll go over each of my five matchups and a brief battle report of each game. 

  18. Rather than edit or remove my first three entries, I am going to leave them as a way to track changes in the development of the background of my warband.

    After building the two brothers and the first blind brother, I realized they fit better into the Realm of Ulgu than the Realm of Beasts. The brothers are blind after all, and hunt not by human eyeball sight, but by another form of guidance. I also felt that the appearance of warband was more in line with a civilization that had grown and developed within the realm of shadows.

     

    The first spoiler has revised background and lore about the two brothers and the city they hail from.

    Spoiler

    Within the Realm of Ghrur lies Excelsis. If you leave the city and set a course 5 turns off the Statue of Kurnothos using a pelorus you will find the Spotted Plains.  Across the Spotted Plains one can see Great Rustlewood forest. Along the border of the Rustlewood is a realmgate. This realmgate is hard to find as it is always cloaked in mist and shadow. Finding the mist is one’s best bet in locating the gate. Some say the gate emits the mist, as it leads to Ulgu, and that realm is full of the stuff. Once through the gate, you will find yourself on another plain, this one more windswept and barren than the one in Ghur. While the Spotted Plain is often beneath a blazing sun, the Shrouded Plain in Ulgu is covered in shadow, twisting shapes that run from you, and illusions that appear out of the mist only to dissolve into nothing more than rock or tree stump. Somewhere on the Shrouded Plain is a spur of rock. Atop the spur of rock is the citadel city of Chracerocca.

    Chracerocca is hearth, home and salvitas for the Rahagraians. Life in Ulgu is hard and the people here have grown tough and lean as a result. Before the endless tides of Orruks and Chaos poured through the realm gate onto the Shrouded Plain, The Rahargraians tested their mettle against the monstrosities and denizens of Ulgu. The Scions of Rahagra were born from amongst the most renowned hunters in Chracerocca. The Scions of Rahagra were all that stood between the common folk and the threats beyond their walls. Now that SIgmar’s agents have returned, the foes have waned.

    "Walking through the streets of Chraceroca the rhythmic chanties sung by the Ritus Squadras as they perform the work to keep the city safe and supplied, echo off the walls and mix with the sounds of passing carts and people's chatter. Built upon a spur of rock that rises out of the Spotted Plains and juts above the treetops of the bordering Great Rustlewood, Chracerooca imposes itself on the surrounding land. There are endless pulley systems, winches, and cranks, that lift supplies to the city, pump water upwards, and raise and lower the gates, manned by the Ritus Squadras. In these chanties Samuele and his brother, Yoan, found comfort as they headed towards Kanonroest. They were Fides Pressors and served the Kurnath Militant. Though they no longer saw through their mortal eyes, the brothers did not stumble on their way, deftly traversing the windswept warrens that made up the Windedge District. "

     

     

    I changed the hand on one of the brothers, removing his fist and giving him a book to hold.

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    Here is a group shot of the warband, made up of the two brothers on the right and three of their followers or "blind brothers" on the right. 20170322_210416.jpg.a5341f1fb19522e7bb98e6c56cd3d345.jpg

    The second spoiler is a bit of story on how these people are first discovered in Ulgu.

    Spoiler

    The shadows are heavy around Horace. In Ulgu, one could rarely see further than a bow shot and Horace and his band of cartographers had made the decision to rest after walking for what seemed to a dozen days ran together. They had made camp against a small gathering of jagged rocks that jutted from the ground like ancient remains of some giant predator’s teeth. There was no real sun in Ulgu, at least not one that they had yet seen, and their only way of keeping time was to turn the sands in their hourglass. That had failed when they stopped to rest. Those that had been elected to hold the first watch had fallen asleep soon after the rest of the company had laid down to rest. No one knew how long they had slept with the hourglass empty but when the first of them had awoken, the top of the glass was empty. It could have been empty for minutes or days, no one was sure. Horace spat with disgust, this charting expedition was foolish and already a failure. They had made no landmarks, nor be able to draw an accurate path of their journey. They would have surely turned back if they could only find the realmgate they had come through.

    As Horace reflected on his ill-fortune the mist before him seemed to gather shape. No, not a shape, but rather a heaviness, as if something was just behind the reach of his eyes, shrouded in a veil. Then he started to hear a clank of metal. Startled, Horace looked around at his companions. Some slept, some seemed lost in their own thoughts, and a few looked after their own equipment and weapons. No one gave a sign that they heard anything beyond the soft rustle of the wind.

    Horace sighed, this realm was cursed. Sometimes it sounded as if the wind was rushing against a cliff face mere feet from their path, only to disappear the next. The realm played tricks not just on one’s eyes but also on the ears.

    Glancing back at where the heaviness in the mist had been, Horace dropped his cup. Moments before, where there had been nothing, loomed a giant wall of metal and wood. Mere feet from the ground, the wall of metal and wood was scored and scarred, great chains hung down the wall, almost touching the ground beneath the wall. Nets, or rope, he could not tell, also draped the side of the wall. Horace stood to better see this apparition and as he did other members of his company also noticed the change in their surroundings. Some stood, some stared slack-jawed, as the wall seemed to move towards them. The sounds Horace had heard where clearer now. A rustling of chains and wind against cloth could be heard amongst the company now. As the wall drew closer figures appeared in the mist. The size of men, they seemed to be clad in robes and rags, some with their chest and arms bare, others covered head to toe. Each of them was armed with an axe, some as tall as a man, requiring two hands, other carried one in each hand. These men, if you could call them that, made no sound as they approached, only the rustling of their cloth, and the padding of their feet in the dust made Horace believe they were real. The wall was almost even with Horace now, and as he peered up at it he realized, it was no wall, rather it was a ship, like those found plying the waves of the Great Crystal Sea of Hysh. Only there was no water here, the ship, if that’s what it was, seemed to hold itself in the mist, almost low enough that Horace could have touched the hull with his hand had he been beneath it. Looking up, past what he could only call the hull, he could he a railing and what much be sails that disappeared up into the fog.  As the ship, was it a ship?,  pulled past the encampment the figures moved past as well. Some seemed to be blind, their eyes covered in rags, others with only wounds where their eyes should be.  These things were passing mere feet from Horace, yet they made no sign that they knew Horace or his company was there. They did not turn their heads, slow their pace, or call out. As the strange procession disappeared back into the mist, Horace turned to look back at where they had come from. With a yelp, he realized a main stood no less than 5 hands from him. The man was clad in a robe from the waist down and had a cloak slung over one shoulder……the cloak appeared to be attached with a strap that ended in a strange animal head on his shoulder. The man was taller than Horace, and as Horace’s gaze left the huge axe and gained the sight of the strangers face, he realized the man was blind. Horace tried to get his mouth to work but he couldn’t get his tongue to form words.

    “Untainted, you and yours” said the stranger.

    “Whaaaa……tttt do yo…u mean?” replied Horace as he finally found his voice.

    “We passed you by, as you are yet clean. Wise you would be, to leave this place. Darkness clings to one easily here”

    The stranger brushed past Horace and followed the others into the mist as Horace tried to make sense of the stranger's words.

    As he watched the stranger go Horace realized he had carried a huge woodsman axe, much marked by use, and his cloak had been clasped by the head of a lion.

     

    I planned on making six of the follower but realized I only had 3 25mm round bases. All the kits I have bought lately only come with square bases. So if anyone wants to throw a couple my way, the warband can grow. Until I pick up some more bases this is the size of it, though they should get a primer spray tomorrow. Any thoughts on how to paint them to make them appear to be from the realm of shadows? I am thinking they need some sort of dark and dreary color scheme with a spot of color, and rusted metal, except for the blade edge. Maybe a pink/white skin tone since the sun doesn't penetrate the shadows.  If you read the spoiler text you may have guessed that the new duradin reveal has got my mind going a mile a minute about adding some sort of sky ship using parts from the new big ship model, an devoted war altar and a steam tank. We will see if that ever happens!

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  19. I find myself on my day off running errands and driving around listing to various AOS Podcasts talking about various subjects, From Scrubby and Wells educated discussions about Adepticon Prep, to my first time listening to Age of Sigbrah and getting the feeling that they are long time friends and a few beers in. I love how diverse the whole community is and how each can cover the same topic but from a different perspective and it feels totally new. 

    So i played a game the other day. with my seraphon Army. it was a different list than I usually run or have really been thinking about but i was just viewing warscrolls and battalions and something struck me as playable. 

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    so the Battalion requires that i take 3 units of Saurus knights, and 1 Saurus scar vet on either carnosaur or cold one. i chose to go with the carnosaur for the bigger damage dealer as well as more survivable. the Battalion gives the Saurus knights +3 to run and charge rolls, and one the charge the knights with spears inflict a mortal wound on a wound roll of 6+. So due to the knights own warscroll ability when aremed with spears they cause a mortal wound on a roll of 6+ to wound. So the knights on the charge do 2 mortal wounds on a would roll of 6+, not too bad, though... that never happened in the game :( the old blood on the carnosaur is great, his command ability buffs himself and the 2 scar-vets and the phenix stone makes sure he survives as long as he can. the other three heroes the Starseer, the Slann, and the Engine of the Gods. are all there to buff the Engine and give me the greatest chance at an extra turn. if you dont know the Engine of the God in the hero phase rolls 3 dice and then you consult a chart, if you roll an 18+ you get an extra turn. this can cause a double turn, or a triple turn or all kinds of craziness. having the Slann within 10" inches of the Engine lets you roll 4 dice and pick the 3 highest. while the Starseer does 2 things, it allows you to have up to 6 single die re-rolls, as well he has a spell that you cast on the engine that allows it to once per phase adjust the result of a roll up or down by one. So with this combo, i need 2 6's and a 5 on four dice, with re-rolls. still a low probability, but i think its worth the risk.

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    this was set up, we were playing boarder war, so 4 objectives with points gained each round. I had to proxy 5 saurus knights over on the left. but with the rest of my army i went with a centered core but it leaned to the right. i did this so that my opponent who had khorne Blood bound, with some varanguard would spread out and i could pick and choose which units to charge and take out.  He had 2 units of 5 Blood warriors on the far flanks, 2 units of 5 skull reapers, in the center, the Varanguard on the right flank, heroes in the back field and a war alter, oh and a unit of 20 Blood reavers to the left. He went first and moved up cautiously. He buffed a couple of units and planted one of his 2 blood secrater heros. 

    My turn 1, buffed the Engine and rolls d6 mortal wounds on a target within 25 inches. i shot his general a khone hero on juggernaught. rolled a 6. so i was up to a good start. i moved everything forward. grabbed the objective on the left with 5 knights. grabbed the objective on the right with a unit of 10 kights, and blocked off as best as i could the varanguard from the rest of my army. my Engine team stayed behind. and i charged with the 2 carnosaurs the scar-vet cold one and failed with the second unit of 10 knights. the scarvet carnosaur, popped his potion and ate the enemy commander. and killed 1 skull reaper then my general went and he killed the rest of the units, me and my opponent both forgot that when you kill the skull reapers they do mortal wounds, so i got out of there unscathed. We rolled for turn and i got the double. 

    my turn 2. buffed up the engine, rolled d6 mortal wounds again, and put 5 wounds onto, i think the second unit of skull reapers. left my unit of 5 holding the left. secured my holding on the right. and moved to charge everything else. my engine team moved up slightly. but didnt do much. combat came, i charged the war alter and a hero. due to terrain and whatnot that is all i could hit but it allowed me to take his objective so i scored 9 points in my turn 2. i ended up eating the alter hurting 1 blood banner. 

    My opponents 2. planted second banner. the varanguard charged a unit of knights. the blood warriors on the left charged my unit of 5 knights. the second unit of reapers chared my scarvet on carnosaur. and it was mostly a melee of blood and death. he did little damage to the 5 man unit. and the varanguard flopped and only killed 2 knights. 3 reapers killed my scar vet carnosaur. that was sad. this picture was taken right before that.

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    i got the roll for turn 3 and took it. i buffed the engine and rolled a 6 and 3 1's i used my only 3 re-rolls on the 3 1's and got another 6 and a 5 and BOOM! extra turn. long story short i took his and mine for 5 extra points, then i took my extra turn and was about to score another set of points and my opponent conceded. 

    it was a hard fought battle and we found out i had cheated. i was using 4+ saves on my knights when i should have been using 5+ saves. it was a dumb mistake and i fell bad. but it happens. i am just a little bummed because i really wanted to see how this list functioned against a hard khorne matchup. so another playtest will need to happen.

    but along this line i thought of another list along a similar train of thought.

    Screenshot_20170312-160115.png.ec7a74c3a575caa4e3593289a001397e.png

    the concept is the same except for the Engine +team. so no extra turns. but i think the initial punch is the same, but the longevity with the 2 extra monsters can carry me though. let me know what you think.

     

     

     

  20. Here is the completed model, ready for submission at the Ann Arbor Warhammer store's one-year anniversary competition. The theme was "hero" and had to be mounted on the base that came with the model. I'll admit, I stretched the base part a bit. As for the hero part, I love diminutive heroes. They don't always hold muster in actual game play but the aesthetic is so cool.

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    Lutherhuss
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    So Adepticon is my 1st event. I've been in the hobby for about 16 years and I have only played friends. I have also never painted a whole army until now. So here is some pics of my army I'm taking. Let me know what you guys think. 

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    Hey all.  Thanks for moseying on over and taking a gander.

    On the advice of the all-powerful Ben Curry, he of The Bad Dice Daily Podcast fame, I am starting a little blog here.  The hope is putting my thoughts and efforts here will motivate me to continue pushing toward my ultimate goal - completing an army.

    I have been playing Warhammer for about 8 years now, exclusively with close friends and family.  Never having played at a tournament and being in such a relaxed environment, there's never been any pressure to complete an army.  I started with Dark Elves and Ogre Kingdoms back in 8th Edition.  I would guess I got about 60-70% of both armies painted to a table-top standard.  I had a lot of fun playing both of those armies.  Had a fair amount of fun painting them, too.  Particularly the Ogres - painting the 21st through 30th Witch Elves got to be a bit of a chore.  But in both cases, life happened, I lost steam and they sat unfinished.

    A career change right after the completion of the End Times took me away from the hobby for about 18 months.  Once I got re-settled, I began reading about Age of Sigmar and what people thought.  I was intrigued.  I enjoyed 8th Edition, but the games could be a bit tedious.  I liked that AoS was streamlined and the cost-of-entry wasn't so steep.  I toyed around with the idea of using my Dark Elf and Ogre Kingd- er, Aelf and Ogor models - for a bit.  But once I saw the Ironjawz release, good ol' Gee-Dubs had me hook, line and sinker.  I bought a Start Collecting box, a Megaboss and Weirdnob straight away and got painting.

    I really enjoyed painting the heroes.  The Megaboss in particular was a joy to paint.  The Gore Gruntas are amazing models, but they are soul-suckingly difficult to paint.  After I tackled them, I settled in to paint the Ardboyz.  I finished both units, but I my hobby engine was running on fumes at that point.  This was back in the Summer.  Since then, I've added a Maw Crusha, 3 more Gruntas and 20 Brutes.  The Maw Crusha is finished, and I'm pretty proud of it.  But again, it was such an awesome model, I couldn't NOT paint it.  5 of the Brutes are mostly done...but that's where it's stopped.  I do plan on coming back to them, but I have a serious case of Ironjawz fatigue at the moment.

    Which brings us to the nonce!  Thanks to TGA member @Kuma, I was able to trade for a decent start to a Stormcast army.  I got 2 Lords Celestant on Dracoth, 10 Judicators and 10 Liberators for some old Tomb Kings stuff I was never going to use.  Through the magic of eBay, I was also able to procure a Lord Relictor.  Talk about the stars aligning: this happened right before the Vanguard stuff all began to drop, so since then I've added 6 Raptors, a box of Palladors and a Lord Aquillor.  I love the potential of this army.  Also, the fact that GW is unlikely to let this faction languish without support for any appreciable amount of time is quite appealing.  I am resolved to make this the first army I will finish.  

    The fluff and aesthetic of the Anvils of the Heldenhammer were way too cool to pass up, so that's the route I'm going to go.  I've just settled into painting and have done up a test model - a Liberator - in this fashion.  And so, the race to 2000 points of painted Stormcast is on!

    That's all for this evening I guess.  I'll post up some preliminary pictures tomorrow.  Thanks for checking out my ramblings.  See you again soon.