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So it has been 2 weeks since my first post which is roughly the rate at which I want to be posting so I am counting that as my first success!
In terms of developments and progress I feel it has been pretty successful. I've managed to build quite a few miniatures and even started to get them painted. A couple of (poor) pics are attached showing what I have managed to get done, also been playing around with prisma as the plan will be to have warscrolls with my unit images on to take to tournaments and I love how cool they look when tweaked with the app.
I'm a notoriously slow painter so I am trying to improve my speed whilst also produce a quality of work I am happy with and I seem to be achieving that. most of the models will probably get mostly done and then I will get final edge highlights and minor details sorted as I go. Or at least that is the plan.
I am still to really play a game with my stormcast, I was supposed to be going to Warhammer World this weekend with some mates to play a couple of games, and maybe watch some of the masters games which would have been awesome, but alas I didn't manage to get along which was quite upsetting. Hopefully I will get to put them on the table soon though as I need to get some practice in before Alliance in March!
All else fails I will take what I have painted to Derby and treat that as an opportunity to learn rather than concern myself with trying to get a win.
Next step is to try and get the rest of the basecoats on to the models that are built, then put together the start collecting box I bought this month. That's the plan anyway, but the best laid schemes of mice and men and all that...
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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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Battle report for the last battleplan in the AOS starter box, Death Knell.
The Hammers of Sigmar have added a Stardrake to their ranks whilst the Goretide now incorporate a Daemons starter box.
The battle began with the Stormcast moving towards the Goretide battleline, the chaos visibly trembled as the Stardrake leered at them from over the treetops. Despite the battleplan victory conditions requiring the death of the general for victory, Vandus’ Hammerhand led the line on his Dracoth Chalanax. The Stardrake was in range for Rain of Stars so drew first blood.
The Chaos responded with equal enthusiasm to get to battle and with Khorgus Khul’s command ability, sped towards the Celestial host. A group of Chaos heroes charged the Stardrake, led by a Korgoroth and dealt it some damage with the Slaughterpriest’s blood prayers.Whilst the Blood Reavers headed for a unit of Liberators.
In combat the Stardrake inflicted minimal damage to the Korgoroth but managed to decimate the Reavers with teeth and tail – however, Portal of Skulls allowed them to stay in the battle.
The next round saw a charge from the second unit of liberators as they sought the Bloodletters. On the right flank the Relictor and Retributors headed for the rest of the Chaos Daemons. Vandus Hammerhand, wielding his axe Heldensen, charged the remaining Reavers. In return the Blood Warriors and their General headed for Vandus and the Bloodthrone and ‘Crushers stampeded into the Retributors.
The Liberators made a grave error in not attacking first and they were wiped out entirely by the daemonic hellblades. The Korgoroth and Reavers were also destroyed as the blood began to flow.
A combined Chaos charge at the Stardrake, coupled with Blood boil saw the Stardrake go down in round 3 and the Stormcast looked doomed. The Retributors attempted to take the right flank and prevent the Daemon battlehost assaulting their general. It was at this point that thunder struck and three prosecutors descended from the heavens.
Both Generals were injured and the battle hang in the balance, victory would go to the side that acted fastest. That side was the Stormcast, The Prosecutors charged the rear of the Mighty Lord of Khorne but it was Vandus himself who struck the fateful blow.
This was our first large battle (approx. 1500 pts.) and it couldn’t have been more intense as it went right down to the wire. I was in control of the Stormcast Eternal whilst the Chaos were split in to Mortal and Daemons and commanded respectively by Dan C and Marc. Though they lost they were pleased to take out the Stardrake who initially seemed like it would be able to destroy the Goretide by itself.
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This is the same story posted earlier but I can not seem to edit mistakes I caught on subsequent proof readings. So here is an edited version with some grammer and readability improvements.
Alarik stepped out of the realmgate onto the soil of Ulgu, his retinue close in step. Having so recently been among the purifying light of Sigmar's kingdom, the sudden and complete blackness of Ulgu blinded him. His eyes desperately grasping for light as they struggled to adjust. After a few moments he could make out some blurry shapes within the small halo of ghostly violet light emitted by the realmgate.
The blasphemous realm immediately wore on his nerves. The shimmering white and gold armor of Alarik's host had so often seemed to him a radiant manifestation of Sigmar's fury. In the deep darkness of the shadows realm however the glittering armor and shimmer of storm infused magic of Alarik's host seemed little more than a dim candle in a vast, uncaring night.
As Lord Relictor Balhoth stepped from the realmgate Alarik's eyes had adjusted as much as could be expected in such a place, and he peered back to meet Balhoth's gaze. Balhoth looked somehow more powerful in this domain. In a realm that so drained Alarik with its hidden and wretched nature, Balhoth seemed to emit an aura of hidden arcane potency just out of tangible sight.
"How fitting for a dark and brooding land to welcome such a dark and brooding man, how dramatic." Alarik scoffed to himself.
Despite Alarik's distrust and subtle mockery of the macabre nature of the Relictor, Alarik could not deny the power of his presence. Like most Lord Relictors, Balhoth was adorned from head to toe in dark Sigmarite armor, adorned with bones and sinister looking charms. Grandiosely segmented into gold trimmed plates forming a formidable aegis around each limb of Balhoth's towering figure. The suit of armor was crowned with a menacing skull masked helm the expression of which seemed to both embrace and mock the threat of death.
For a moment Balhoth's pale, skull visaged helmet appeared to glow with an ethereal light which defied reason in so dark a place. In contrast to the ghostly countenance of his helmet The Lord Relictor's black armor plates seemed darker and reason was betrayed once more by Balhoth's appearance as tendrils of black mist appeared to leap chaotically around Balhoth's silhouette. A disturbing aura of death and night that licked hungrily at the darkness that enveloped the Stormcasts.
The dark and deathly aspect Balthoth had been possessed by frightened Alarik. A feeling he had all but forgotten since his reforging. Alarik feared he was about to witness the betrayal of the Lord Relictor at the hands of some terrible gift of power and madness granted by Ulgu itself.
Alarik squinted, focusing more intently on the Lord Relictor. Alarik hoped to will Balhoth into a less blasphemous form of existence. As equal measures of fear and anger grew in Alarik, his attempt to focus on Balhoth and center his thoughts seemed to work. To Alarik's surprise and relief the shadow tendrils and ghostly glow of Balhoth's mask began to disappear and Alarik immediately began to distrust his senses in this world.
"What a wretched place." Alarik cursed aloud, still facing Balhoth. "I met no resistance coming through the gate Balhoth and it worries me."
"I expect frontal assault is not the way of this realms denizens." Balhoth offered in reply."I know little of this realm Alarik but I fear we may miss the brutal honesty found in the frontal assault of a Khornate horde."
Balhoth continued grim but resolute."None have returned from this realm, it is unlikely our rescue mission will end in anything but death."
Alarik frowned inside his helmet, glad the rigid facial features forged in the mask of the his helm hid his repulsion at the sad truth of Balhoth's declaration. Why did he ever hope to find comfort in the words of the Lord Relictor? Balhoth was seldom wrong but even more seldom was the Lord Relictor comforting. Cold, tactical truth was his fluency. A fact which Alarik almost hated as much as he valued it.
"Pleasant thought Balhoth." Alarik returned." If I get frightened I will dream of the bloodied platues of Aqshy."
Despite the forced levity in his words Alarik knew the chances of finding Halvir were slim but why had the God King created him if not to venture into such places and bring hope to those in opposition to the dark pantheon. He knew it was not a mission forged in the cold, calculating reason that so endeared his Lord Relictor to him, but a need to find his lost comrade that burned within Alarik. Some memory from a forgotten life, just out of reach that drove Alarik's desperate foray into Ulgu.
Ulgu hid it's secrets as if sentient and maniacal, adding the fate of any who dared tread its paths to its many secrets. As Balhoth had so poignantly stated, those that had entered Ulgu had never returned from its insidious clutches, but his brother in war would not be left alone in this cursed place to die or worse.
The Stormcasts had arrived. Just as Lord Grufflz told Rulk they would. "He is so smart smart he is." Rulk thought to himself.
The skaven commander known as Grufflz had seen one of the stormcasts dragged off into the darkness by a dark figure the skaven forces only knew as the broody one. Grufflz did not know much about the broody one but he had been seen sporadically in the region lately. Up to no good Grufflz was sure of, which made Grufflz respect the broody one. it takes brains to scheme and made things so much more interesting.
Rulk drooled and snorted in excitement , whispering to himself. "Storm bullies so dumb dumb getting caught by broody one. Lord Grufflz will skewer them. So glorious."
Rulk could see the Stormcasts adjusting to the darkness. They seemed so slow to move and adapt to him. He wondered how they ever had success fighting when they moved so slow.
Remembering his duties Rulk let out a low hiss to signal to his troops nearby it was time to draw the Stormcasts into the darkness. To prepare for Sigmar's intrusion on Lord Grufflz bounty. The broody one after all was know to attract warpstone some how. Expecting the Stormcast to arrive in search for their kidnapped companion Lord Grufflz had cunning had his force hedge up the foliage in some areas. The terrain was chocked with this wooden vines. With some manipulation by Rulks men the only clearing in the vines would decide the path of the Stormcasts without them knowing it.
"It needs to look natural, and smooth smooth. We need to give them a path without them knowing we doing it." Grufflz had explained. The next part of the plan was Rulk's favorite. He grew giddy as he remember Grufflz commands.
"Remembers cunning ones, stay low low and hidden. Push their feet so softly. Bring them to us. If they wander nudge them here and nudge them there. The are large and blunt, they will not notice you."
Such an exciting command to sneakily force the path of the Stormbrutes. Nudge them ever so slightly off course without them noticing. Rulk reveled " So much fun can be had in the dark. So much tricky tricks."
Rulk wondered to himself why Lord Grufflz had passed on participating in such an exciting sneaky challenge."Other things he need be doing. So smart, so important."
Rulk of course did not realize he had been sent on what could likely turn out to be a suicide mission. If Alaraki did notice the skaven skulking in the darkness he would end them as he sought to end all followers of the chaos pantheon.
To Be Continued.....
(I will update a narrative version of the battle report when I get a chance)
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Had a great narrative game the other night which I thought I'd share.
We normally play with points, but was in the mood for an epic smash up which (I feel) works better with narrative play.
The attacker (go left to right in below picture) has to move as many units as possible through the Plague Gate (a baleful realm gate). At the conclusion of the match, the attacker would roll a dice and if the result was less than or equal to the number of units that got through the gate, they would score a Major victory, else the defender would score a minor victory which was improved to Major if they could capture the circle of stones terrain feature as well.
The attacker throws down as many models as he likes, in this case, the Gut Buster horde of the Tyrant Runnylegs Lanceface. This big name was earned in 8th Ed. Runnylegs, rallied after fleeing, challenged the unit champion of some Order of the Blazing Sun knights to a dual and was promptly dispatched as the unit champion was possessed by Slaneesh and had a higher the normal initiative. Additionally, any unit removed from the game due to attrition could be returned to the game in the following movement phase at the reinforcement line (purple ribbon seen in some photos below). The reinforcement line could be moved forward 6" by a priest or wizard (3+ or 6+ respectively) in the hero phase.
The defending force consisted of a Start collecting force of Nurgle Daemons, which was reinforced in a number of ways.
- In the defenders hero phase D3 bases of Nurglings would appear in one of the filth pond (1=small pond, 2=medium pond, 3= large pond. Additionally, once 12 bases of Nurglings had been spawned Morbidex would appear in the large filth pond.
- Starting on turn 2, on a dice roll of 5+ Ningauble Seven-Eyes (Plague lord) and his Blightguard would appear at a random table edge or the reinforcement line. +1 is added to the roll for every subsequent turn. Additionally, on a roll of a natural 6, the brothers Glottkin would show up as well.
The early exchanges saw both starting forces rush to meet each other, with the Ogre player advancing the reinforcement line several times.
The defenders left flank crumbles, only for the right flank to be reinforced by Ningauble and his Blightguard. The Nurgle Herald earns a to-be-determined name after twice coming within one dice pip of slaying Runnylegs.
Morbidex hauls his bloated carcass from the filth ponds to mount a rearguard action that saves the day for the defenders of the Plague Gate
A Minor victory to the disease ridden plague cohort as the Ogres didn't manage to get any units through the Plague Gate, but were so hard pressed they didn't manage to even consider making a player for the circle of power.
However, it was a close run thing and a several factors helped swing the result:
- The Nurglings spawned like things that spawn really quickly, allowing Morbidex to appear just at the right time.
- Similarily, The Blightguard popped up just in time to halt the progress of the Ironguts done the right flank.
- I'd designed the scenario, thinking my opponent was going to bring his Stormcast which would have meant the Nurglings would have been less effective as they were great at tying up the big units of Ogres.
- we finished after 6 turns due to time constraints, when 8 felt about right for the scenario.
We did a shoulda-coulda-woulda roll after the match to see how many units the Ogres needed to get through and it was a 2!!!
A great evening of gaming and the result was superfluous, given the enjoyment had.
Glory to the Plaguefather!
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It took a while for Games Workshop to release a general rule book for Age of Sigmar. But when they did we got a whopper of a book.
This book is a necessity for AOS players. AOS works really well with story driven narrative games.
The big thing when AOS came out was that GW did a brave thing in removing points from the game. The game went from having an massive ruleset that can be difficult for beginners to a 4 page booklet.
It took a couple of months for GW to release this book. And it was as if they released the new game to let us decide how it should be played. Is that brave or dumb?
They had to break the game to remake it and the they developed the Generals Handbook with the help of Dan Heelan and Wayne Kemp from the HeelanHammer podcast, Russ Veal from Facehammer and Ben Curry from the Bad Dice podcast.
The book has 3 ways to play the game Open play
Narrative play &
Open play is bring anything you want. bring any amount of units, uneven armies or just arrange something with your appointment. There is rules for more than 2 player games and Triumph and treachery games
Narrative play is your story driven aspect. This has 4 battle plans, themed armies and even has 2 recreated battles. It has multiple ways to run a campaign: Path to glory, map campaign,tree campaign and a matrix campaign
Matched play is your points. It has points for all units for each army and even the recent discontinued armies and units. Is has tournament layouts and pitched battle for matched play games and ladder campaign rule.
The last thing it has in the book is new battle traits, command traits and artifacts for each alliance. This is a great addition and gives you more choice for your army.
Overall this book is a necessity for Age of Sigmar gaming. It gives you multiple ways to pay and explore the game. It encourages you to try different ways of playing and not just straight forward pitched battle. Ony thing that needs to be improved is the path to glory campaign. I was hoping for a more of a skirmish type of build with it but it was more of starting a small army and just add units onto it.
Its a great book and there is supposedly another updated on coming out next year. But it's at cheap affordable price and still worth getting.
I have a video up about it on my YouTube channel so you can check that out as well
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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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Well its been one hell of a year if you are a hobbyist! Going to take a look back over what I have been up to, and maybe a small look forwards to 2017.
So my year started off with Age of Sigmar in its infancy. At a club level we had devised our own 'slot' system for ease of play, and also added a maelstrom of war deck for variety. I headed off to Nottingham early in the year, eager to see how others around the country were playing the game. A box full of stuff alongside my Bro, it was a doubles event,so if anyone wanted to be 'that guy' we could be 'that guy+1'. Thankfully it never happened, and although we worried a few of our opponents, with our box of goodies, a great time was had. (also met some really cool folks who I caught up with throughout the year).
At club interest was kinda on and off, 40K was doing well and only a few of us were regularily playing AOS. I was certain it was a good game, and tried to convince folks of its merit. I signed up for a couple of events, one of which was SCGT, and tried to get a few of them to join me. No one else was interested, so I would be flying solo, which was pretty scary.
The first major part of 2016 though was my first independent AOS event, which was held down in Weymouth, so very local to me, a major selling point. Run by Mr Chris Tomlin (of The Black Sun), I was nervous, but also very excited to get out and see what was happening. SCGT comp had just hit and we were playing the missions for the first time. Chris was running this as a warm up to SCGT, so I thought I doubly good as I would also meet a load of folks going to that.
Gotta say this is my favourite event of the year, for a variety of reasons. I met so many cool people, who were so friendly and welcoming I cannot describe. I made a concious decison beforehand to introduce myself to as many gamers as I could, and find out about their hobby etc, this paid dividends for my gaming year for sure. Chris was an awesome TO, really helped me get over my nerves.
Big thanks to Matt Clarke for smashing me off the board game 1, I killed about 4 models total as his stormcast decimated the forces of Tamurkhan! Yes I took the big fella, and a load of his FW followers, which actually helped me as they created a talking point. Also I would point out Sayl was flying him around well before he got a rep for Stormfiends!
Somehow I managed to bounce back from that, and finish 4th in my first event, not quite sure how when I look back at the list I was using I would say a big thanks to Chris for getting me off on this awesome year long escapade, and to Matt, Gary, Andy, Dom, Russ, Terry, and all the others I met for the first time, you were true gents for talking to the wierd loner at his debut event.
I won't go into every event in detail, but my year continued with SCGT, where I faired really well. The enthusiasm at that, I don't think was matched at any other event in 2016, people just wanted AOS to work, and it certainly did! I fought 6 great games and met a ton of new folks again, catching up with people from Rain of Stars and my GW experience.
The main thing I gues that came out of these 2 events was Club nights. So many of the gamers I met were local to me, it was odd that we never actually interacted or played games. So first Chris, then Matt headed down to club on a Thursday, followed by several others.
Witout AOS, this would never of happened. We went from maybe 8 gamers up to 14 or so, and now at a peak we get 20+ on a thursday night. It's simply amazing, best time to be in the hobby. Whilst AOS started it, other systems have followed, variety has hit the club Dropfleet, Bloodbowl, Infinty, Dropzone, k47 they are all played. The big loser though has been 40K, everyone is sitting waiting for the AOS hammer to hit it and then they can jump back on, come on GW DO IT!
Bossfest - Yep that was awesome. If you haven't heard of it check out my blog here
Also the main summer happening, The Generals Handbook, hit the shelves. GW listening to the community? This was new territory and just teh start of so many great things from them.
GH debut games were at Bossfest, played about 10+ and loved it. So many new things to try and think through. Summer of 2016 was a massive turning point for AOS, where big things really started to happen. At club gamers who were mildly interested suddenly started playing again, lots of new army ideas were forming and hitting the tables.
Warlords was announced, GW back in the competative game arena! I swiftly signed up, along with a ton of other events. Live streaming hit, which of course was the precursor to Warhammer Live (I will get to that later).
Autumn was crazy, I did so many events it was crazy. Warlords, Facehammer and The Warchiefs event (all in 1 month, thanks to Chris who also did all 3, it was really a manic 4 weeks!). Also Blackout, Brothers of Sigmar and GW Deadwalkers.
The other thing that happened was our club got a name, we are now The Dorset Doggers! Cheers to Matt and Chris for that one. Never has a name generated so much contraversy, thanks Adam for having a strop, but now fully embracing his dogger nature
Club T-shirts have arrived, as have the dice. (I however don't like symbols, they confuse me, especially with GW being idiots and using the 1 for the symbol). So if you are playing against me that's why I dont use club dice.
The years came to a finale with RAW2016, and Age of Santa. Both memorable for different reasons. RAW was amazing, the first proper narrative event for AOS. I probably have 3 MUST go events in the year and RAW is one of them. The effort the awesome foursome of TO's put in was increadible. The boards were superb, true works of art, games were hilarious and ridiculous, at the same time.
My final event Age of Santa, was such a great way to finish the year, memorable for many reasons. Firstly as it was the first big showing from 'The Doggers', 7 of us made the trip.
Also my first trip to cardiff, an amazing venue, will be back for future events for sure.
But mainly for my first podium, 3rd place, but more importantly a Best Sports Trophy, so happy to recieve that. Of all the awards you can get this one is the one I think means the most for me.
Was a really chilled vibe, everyone had a great time, Will ate the biggest mixed grill ever, Rich and Tom went to bed at 6 on the Saturday after their Friday drinkathon. Was just the perfect way to round off the year.
Also, rankings apparently are a thing. Never knew anything about them until 3/4 the way through the year. But it turns out a few of our club gamers are doing rather well! Ricky has qualified for the masters in 8th, Chris is just outside at 17th, Matt at 20th, and somehow I managed to end up 24th! For our tiny club down in deepest, darkest Dorset 4 players in the top 25 is increadible.
So that's it, my 2016. Such a great year, 11 events, quite a few miles and hotels! AOS has evolved into a huge hit from a shaky start, GW has changed its whole attitude. We now have the awesome Twitch Channel, community interaction, a real buzz around the hobby in general. In all my many years (yeah I'm that old) never seen anything quite like it. I am looking forwards to 2017 already! Have a few events already booked in, and will be trying to do 1 a month next year.
What am I wanting from 2017 - Elves, wanna see some of these boys (or girls) hit next year at some point. GH 2 to tweak some issues.
So to all who I met throughout the year and made me feel so welcome, I say thank you. Hopefully we will meet up again next year and play some more great games of AOS.
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
Well, Christmas has come and gone. I did not get nearly as much done as I had hoped. I reorganized the paint station though, and that’s good, since it was a horrid mess.
I did get some models built, We have a VLoZD (Vamp lord on Zombie Dragon), 20 Skeletons, a Vamp Lord on Nightmare, 5 Hexwraiths, 2 Vamp Lords and 2 Necromancers. Not a bad start, but then the Christmas haul came in...
<sigh> More work... Hopefully, the New Years Weekend gives a lot more time to work.
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Except for the headswap, I've decided to keep my prosecutor prime mostly stock, though I might yet add some feather tokens. This model is just so much busier than the liberator prime, or even the retributor prime, and I didn't want it to look crowded. Thoughts?
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Back in the autumn of 2015 I attended an AoS tournament up in Scotland at Stirling Games and 2 things happened that day.The 1st was I had an awesome time(and did pretty well even tho I turned up late and missed the 1st game).The 2nd was driving home I realised just how well suited AoS was a tournament game and I had a gut feeling that it was going to get way more popular than Fantasy in the coming months and years. Only problem was there was nowhere of note locally or in the North East to actually play AoS or other games.I longed to be able play anytime and on fantastic tables against people other than my 2 best mates.So with that in mind December came and I decided I was going to open my own gaming venue.
I began looking for properties big enough in the most accessible places and found the perfect place at the end of January.On the 2nd of February I started the ball rolling and after months of delay I finally got the keys on the 6th December and could start my journey.
I will use this blog to provide updates on how things are progressing.You can also follow me,battlebunkerltd, on Facebook or Twitter, @Battle Bunker Ltd
I will be doing all this on my own pretty much but did have my best mate @Kanamorf help me out yesterday which was awesome.
Pic below show where I am at including my wife and daughters playing shop on the counter I'm building
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?
When I first heard about Age of Sigmar, I was skeptical. It had been some 15 years since I last played a Games Workshop game (circa 3rd edition 40k) and while I never had much of an attachment to the Warhammer Fantasy world, the fact it was just destroyed and replaced with something else was a little weird. After I gave it more thought and saw how streamlined (NOTE: This is not the same thing as "dumbed down" which is a common anti-AOS retort I've seen) it was, and the fact there were no points, I had a revelation: Finally, there was the style of game that I had long since wanted, being able to buy a force, and add things to it as you went along and just use them next game, without fiddling around with points to fit them in. The idea that I could decide after a game, you know I really want to add a unit of Retributors, and then just buy them and assemble them and next game just set them down with my force, was great. I had long lamented the concept that you needed an X point list to start playing, it's discouraging to new players who need to spend a large amount of money just to get started and to those starting new armies because you can't start small when everyone is playing 2,000 point games; my experience has been that if you aren't playing the same points everyone else is it's very hard to get a game in because people would rather play at their preferred points level than bring the points down to entertain a new/expanding player. In fact this very thing stopped me from getting back to Warhammer several years prior, because I didn't want to immediately start playing at 2,000 points or whatever the preferred points was just to start getting a game, and the impression I got was that people did not prefer to want to play at lower points.
As I read reviews, I saw more and more people slam the game for the "lack of balance", seemingly ignoring the fact that you were supposed to A) Not be a ****** and try to game the system and B) Have a chat with your opponent to decide what made sense. Still, I saw lots of posts laughing about how one could do something stupid like field 10 Nagashes or 16 cannons or other unrealistic things that never would happen, forgetting again that if someone tried that, they would likely not even get a full game as anyone setting up against it would call them out, likely not play, and worse that person would then get a reputation as "that guy" to be avoided since they try to game the system.
When The General's Handbook was announced, and the world rejoiced. Points, finally! The game is "complete" now. It will be balanced. And I felt a lump in my throat, because I knew what that meant: That any other way to play is now dead and buried. Points, once introduced to the game, will consume any other style and become the default way of playing. Communicating with your opponent goes out the window, because you no longer need to; the points are the only communication you need. When The General's Handbook finally came out, and not everything had points, that fear grew larger, because it meant anything without points might as well not exist. And that proved to be true: Those nice battalions in the Start Collecting boxes, or the larger boxed armies, or the new (Christmas 2016) battleforces? They don't exist, because they have no points. Grombrindal, the legendary White Dwarf himself, has zero reason to be bought by most players because he has no points, so you can't use him, and GW has stated that not everything is intended for all three playstyles, which as a result means they won't be used at all. As I feared, Matched Play quickly subsumed everything else to become the only way to play Age of Sigmar. The General's Handbook might as well have started on page 98 (that's the section where Matched Play begins).
My problem with this is twofold: First, Matched Play is one of the styles to play, not the only style. It's clearly intended for tournament type events where you need something to balance and can't reasonably chat with your opponent. Yet here we are, I would wager, where the vast majority of games have boiled down to two questions:
- How many points?
- Which of the six Pitched Battle scenarios will we use?
Everything else may as well not even be there because god forbid a scenario require deployment other than the standard. All those interesting Battleplans from the various campaign books and Battletomes might as well not exist anymore, because they aren't roughly even Pitched Battles with roughly even Matched Play army construction. The game goes from being wildly varied to droll and boring, with most of the options gutted because nobody wants to take the time and effort to be responsible hobbyists.
But wait, you say. We need points. Otherwise nothing will stop someone from fielding nothing but the most powerful units. Except yes, things will. Someone who does that is going to face the same problem that someone doing the hypothetical "ten Nagash" list is going to face, that is they will be labeled a ******, refused a game and then get a bad reputation around the group until either they are forced out or learn to play nicely.
Warhammer, perhaps more than any other wargame, is a social game. There is an implied agreement to not game the rules. There is an implied agreement to not try to out cheese one another. A little communication goes a long way, and could still go a long way. There is no reason other than not wanting to bother with talking anyone beyond asking points that Matched Play is now, for many people, the only way to play.
Perhaps the biggest issue with Matched Play is what it implies. You see, before Matched Play , the onus was on the player. If you saw someone who tried to game the system by taking only the best units, or infinite summoning, or the hypthetical ten Nagashes, or any other boogeyman situation, you knew they were a ****** who had zero regard for their opponents and only cared about themselves. With points though, you can still in many cases field very powerful units, even game the system in other ways, because the points aren't balanced across the board (look at any hypothetical power list), except now the player can pretend they aren't really a ******, that they're playing by the rules so there's nothing wrong or that the rules are to blam. Communication, responsibility and accountability take a backseat because there's a fallback that absolves the player from any of those things.
Note I'm not at all saying Matched Play is bad. I'm saying that Matched Play being the default way to play is bad, not because of what it is but because it cuts out a large swathe of the game, for fear of hypothetical situations that never actually happened and likely will never happen except with the rudest of players who literally don't care about anything other than saying they won a game, and it's just as likely those players wouldn't play Warhammer because of all its flaws as a competitive game. Matched Play is perfectly fine, dare i say it necessary, for tournaments, and I'm glad it exists. I just dislike that Matched Play has become, for many of us, the only way to play Age of Sigmar and anything that isn't Matched Play no longer has a place in the game.
In short, I feel that Matched Play should remain an option for Age of Sigmar, not the option. There is IMHO more fun to be had by using Open Play and actually communicating and not being a ****** than there is just throwing down with a 2,000 point list and pretending that it's somehow balanced because it has 3+ Battleline units, 0-6 Leaders, 0-4 Behemoths and 0-4 Artillery. Plus, this puts the onus back on the player to play responsibly. And as a result the game will be better off.
Keep Matched Play where it belongs: The domain of tournaments and structured leagues. For everything else, show some responsibility towards an enjoyable game.
After a restless 2 days march, Arabor's legion of the dead reached their old capitol - Horehuson. Once a proud city of around 10.000 inhabitants, you could now only see some remains of fortified buildings made of stone, which endured the attack of the bloodhound during the Age of Chaos.
Those inhabitants, who could not escape the initial, surprising attack had faced a cruel fate, with their flesh teared from their bones alive, and then all of the remains being fed to the Juggernauts and Korgoraths.
With these grim memories in his mind, Arabor speeded up the approach to the city. Soon the bloodhound had realised their appearance and horns gave alarming sounds, ordering the troops to defend their new home.
Surprisingly Arabor could only identify some regular battleline troops taking position in the outer defence ring of the city, but he could not see any elite units bolstering the defenders strength.
Additionally the overall defence seemed to be organised by a blood stoker, also not the highest of the bloodhound officers.
Nevertheless, with nothing else then revenge in mind, Arabor ordered a charge on all flanks, with fierce close combats starting around the central gate and the remains of the city walls, soon. Skeleton sword & spearmen faced Bloodreavers and Warriors, the center was attacked by Arabor and his personal grave guard.
Slowly the deathrattle horde was pushing back the enemy step by step, ready to establish a first beachhead within the outer defence line of the city, when suddenly new horns could be heard!
Surprisingly, they did not sound from within the city but from the death rattle's back, where no one paid attention to during the charge. A raiding party of Skullcrushsers, Horsemen and Korgoraths was returning to the city and now charing the death rattle in its back.
No panic could be triggered within the undead ranks but being now outnumbered and surrounded, the skeleton ranks slowly started to crumble.
Arabor tried to sense if he could find urgently needed reinforcements within the grounds of Horehuson, but no dead bodies could be found - all victims of the bloodhound in the past were fed to the beasts of the horde.
But there was something else - not within the ground which Arabor scanned up until now. Within the dark shadow of the city ruins, a lurking dark presence was watching the battle. At night, when clouds would cover the stars and moon above the silent valleys it had haunted careless Bloodreavers who dared to roam the streets of Horehuson alone, causing terror in their bloodthirsty souls.
The more Arabor focused on this presence, the more familiar it appeared to him, until suddenly painful memories from the past filled his mind, when he realised whom he had discovered.
Quickly he strengthened his control over Worm and with the united witchcraft of the two wizards, he pulled the dark presence completely into this reality. Out of the sudden, creatures of green and white light materialised within the old royal tower, their eyes filled with fire of lust for total revenge.
Arabor had summoned the spirits of the slain inhabitants of Horehuson and now as they were unleashed, they charged with loud screams into the battle against their tormentors from the past.
The Nighthaunt charge was led by Athelwyn, Arabors beloved wife, who became one of the first casualties, when she organised the defence of the capitol against the surprising attack of the Bloodhound cavalry. Also of her, no bones remained but her spirit refused to leave this place and her husband and now she has returned in form of a Banshee.
The ethereal creatures easily passed walls, enemies and friendly troops and attacked the bloodhound cavalry, which slowly grinded through the back ranks of the death rattle horde. Spectral scythes and daggers penetrated the thick armour of the juggernauts and within minutes the tide was turned towards the armies of the dead, erasing the remaining bloodhound quickly.
Athelwyn took care of the Bloodstoker on her own. Remembering how he tortured her in her previous life, her dagger took care that his end now was as slowly and painful as hers had been.
Within half an hour, the Bloodhound was butchered in all parts of the city, but Arabor realised quickly, that this was not the main body of the army. From Athelwyn he learned that the main army had moved out 2 weeks ago for a big raid in another region. They had headed towards the realm gate of Aremberg, which was also the most important escape route of the free people of the singing valley, when their exodus after the Bloodhound invasion started in the Age of Chaos.
With hate and revenge being the dominant feelings which endured over the centuries, Arabaor and Athelwyn had not much to talk about when they met after the battle. Too many feelings and memories where simply lost during their stay in the in-between-world so they quickly ordered their joined forces towards the road to Aremberg, determined to hunt down the Bloodhound so their souls can finally find some peace.
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Orion - WIP #1It's been some time since my last post. Currently, I am visiting the US and hence haven't been able to make any progress on the 'Woods of Warhammer'. At least buying Warhammer is cheaper here. I'll be sure to get some on the way home.Before I left I dug up an old 'Orion, King of the Woods' model. It took some time to take the paint off it but I am glad that I did.With this model I'm aiming towards a fading/dying feel. As Orion is born in spring and dies in winter I wanted to portray the transition between seasons, specifically summer and autumn.Here you can see the first few workings on his body. The other parts are to be completed when I get back to Australia.
Check out my blog: http://woodsofwarhammer.blogspot.com.au/
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I'm doing a blueish theme as I couldn't decide on slaanesh or tzeentch so i picked a light blue as a happy medium.
First step after priming is base coat the metal areas pure white.
Next step is to apply blue glaze to all the white parts.
Next I apply a green wash over the blue after it has dried.I forgot to take a picture of this step but it basically turns into a deep green when the green wash dries over the blue.
Next step is to take ice blue and dry brush it on the raised areas.
All and all its a pretty easy process. And on the warriors of chaos it's most of The model. Then you just go back and highlight the skulls and whatnot and you have an easy tabletop standard.
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Foolishly, with only two hobby evenings to go until Blood and Glory, I've decided to make some new terrain!
I bought an old copy of the Mouse Trap board game a while back, knowing I probably didn't have time to get it assembled and painted in time as well as finishing my army to a decent standard.
I was right, but I'm going for it anyway.
Sorry for the rubbish photos. I'll take some better ones when I finish them tomorrow (fingers crossed!).
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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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I finally managed to finish the conversion on my chariot! It took me forever and it involved a lot of kitbashing, repositioning and green stuffing, but in the end I am quite happy with the result.
Again, the idea is to convey a Bronze Age feel with this piece, inspired by Achilles chariot in the Iliad.
I will start painting it as soon as I can but it will probably take me ages to finish it knowing my average speed.
Bits come from the HE chariot sprue, white lions, phoenix guards and WE glade riders (the horses). I always liked the concept of HE chariots but the original plastic kit did not age well, too many chunky and clumsy bits like the reins and the static poses of the crew. With this conversion I tried to update the kit by adding a bit more movement and action to the characters.
New reins and harness were converted using thin plasticard strips and I did not attached them to the horses yet to grant me more freedom while painting.
Let me know if you have any comment/suggestion.
Blood and glory (claiming a major victory rendered 15-5 in tournament points but the mission had been altered so that it was enough to control 3 of the four objectives to win a major victory). The tournament score was then modified -/+ 5 due to the difference in point cost for killed units. The end score could be anything between 20-0 and 0-20 in tournament points.
Anders is a nice guy that I've encountered before in a smaller tournament. His 2000p army consisted of: Lord Celestant on Drakoth, lord Castellant, lord Relictor, knight Vexillor, 2 Concussiors, 3x5 Judicators, 2x5 Liberators, 10 Retributors,
My army can be seen in the first post of this blog.
I absolutely love playing against Stormcast! It is often fun games with plenty of bloodshed on both sides. But to be honest, I have yet to lose a game against a Stormcast army. The key when battling Stormcast is handling the incoming teleports, often in the form of 10 armour-smashing Retributors. But Sylvaneth have many tools to handle the threat. My goal was to snipe the Vexillor before any teleportation were made. That is easier said than done. Vexillors have a good save and most generals like to place them in cover or unseen behind terrain. But with some help from the forest I was hoping to take the banner bearer out.
I got one acorn and the Verdant blessing spell so producing forests wouldn't be a problem in this game.
Terrain (described from my side of the board as always):
At the left side of his deployment were a building with some small area terrain just next to it. At the center of his deployment was a large cemetery acting as an area terrain. At the right side of his deployment was a tall but not that large stone pillar (impassible). The center of the board had, just as in my second game, a large and tall stone formation (impassible). I placed my free Wyldwood just to the right of it. In my deployment zone I had a relatively large area terrain to my left and a ruin at my right side with nothing but barren land between them.
Anders deployment from left to right: Concussiors (just by the building), Judicators, Liberators (in the central area terrain), Relictor (with liberators), judicators, lord on Drakoth, liberators, judicators, Castellant (behind the stone pillar), Vexillor (same), Retributors (near the board edge to the right)
My deployment: Branchwych alone to the left and the major part of the army in a half circle at the center with the intention of dropping a wood in my deployment zone. The 10 dryads were kept in the shadows and not deployed and the tree-revenants were placed at the far right side.
The battle begins:
As I deployed the whole army at once I decided the terms of the turns and choose to go first (do you see the pattern). I created a Wyldwood in my deployment zone and another one at the left side of the battlefield close to the building in his deployment zone. I then redeployed all my troops besides the branchwych and loremaster by walking the spirit path. The Treelord Ancient, The Spirit of Durthu and the Kurnoth hunters with scythes were deployed in that order into the free forest just right of the middle center of the board as close to the enemy as possible. Both the Kurnoth hunters and the Treelord Ancient got a 6 on their spirit path roll and could move even closer to the enemy. I then put the 2 units of Kurnoth hunters behind the other troops at the same forest. Before the teleportations the loremaster managed to buff Durthu with hand of glory. The Tree-revenants were placed at the right side of his deployment zone just by the board edge behind his troops to threaten the Vexillor and Castellant. The unit of 20 dryads were redeployed at the newly made forest to the left.
By placing the Kurnoth hunters with bows in the forest I had dramatically changed their line of fire. Thanks to the new angle I could target the no longer hidden Vexillor in the shooting phase. The arrows from the two units was just enough to slay him and, as a consequence, the Retributors were now stranded at the far right and had to rely on their not to impressive move of 4" to close the gap. The Spirit of Durthu and the Ancient proceeded to shoot down the Celestant on Drakoth thanks to the rerolls granted by the hand of glory spell.
I charged with both Treemen, the hunters with schytes and the dryads to the left. All but the dryads made the charge. The Ancient engaged the Judicators in the middle and killed a few of them. The hunters attacked the Judicators to the right and the Spirit of Durthu killed the lord Celestant on foot. The Tree-revenants failed to engage the lord Castellant.
After that amazing first round my opponent retaliated. He charged the Ancient with his Concussiors and some liberators. He then charged the hunters with the other group of liberators. All his remaining shooting went into the hunters and in combination with the other attacks they were down to one guy. The Concussiors severely wounded the Ancient that was saved by having a mystic shield. The Retributors charged and killed the revenants (but this put them even more isolated to the right).
My opponent then got the double turn and the Retributors ran closer to my troops. The hunters with scythes were now down to one wound. The Concussiors finished of the Treelord Ancient.
By the end of the forth battleround I had put the last Retributor to the ground and nailed the Lord Castellant with some arrows and roots. All Liberators were dead. My opponent was tabled and I used the last turn to seize the last objective. I now controlled all objectives and the major victory. The game ended in a 19-1 win in my favor and that was the end of gameday one.
Killing the Vexillor proved to be just as important to my gameplan as I had hoped for. The big unit of Retributors spended several battlerounds to get into the heat where they belong and they were not able to pick their fight. I had plenty of time picking the other units of.
The TO:s presented the matchups for the next day’s first game and I was more than happy to see that my next opponent ws another Stormcast player
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Had an evening to myself and thought I'd play a bit of solohammer, as a break from just painting recently. I didn't have time enough to have a go at the first End Times scenario so I thought I'd wind the clock back and just play out an idea based on a previous campaign I ran a few years back, set in an area of the Grey Mountains bordering Nuln to the north and Parravon/Athel Loren to the south, called Hag Pass.
After defeating a previous vampiric incursion in the Pass -an uneasy peace has held for a year. But slowly a number of the watchtowers on the upper slopes of the Bretonnian border hve fallen silent. A mounted patrol drawn from members of the Dukes household is dispatched to investigate, only to discover undead forces have made the watchtower their own. While Sir Astreuys Skylance swiftly put the foul beasts to the sword, they were not quick enough to catch the vampiric fiend that led them, one that Parravon thought defeated...
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