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    When the Tales of Gamer was first introduced  I jumped straight in. I knew that I was going to build a Sylvaneth army.

    I had just picked up some Ironjaws and had started getting into AOS. But the annunciation of the Sylvaneth made my go and leave the Ironjaws for later.

    My goal is to have 1000 GH point worth of models finished by the end of the year. Hopefully I will also have played in a Path to Glory campaign and participated in an upcoming tournament.

    But first here is my great cunning plan:


    Tree-Revenants 22.5 £  

    Branchwych 14 £

    Total 36.5 £


    Sylvaneth Treelord Ancient 25  £

    Sylvaneth Dryads 25  £

    Total 50


    Kurnoth Hunters 35 £  

    Kurnoth Hunters 35 £

    Total 70 £


    Sylvaneth Dryads 25 £


    Durthu 25 £


    Catch up.

    Sylvaneth Wyldwoods 18 £


    Basing and Flocking

    Sylvaneth Wyldwoods 18 £

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    Recent Entries

    Had my first game with the Fyreslayers last night. I had them combined with my Stormcast for a 2000 point game against a lot of Skaven, 213 wounds of Skaven. I knew I could not win as it was the scenario in the Generals Handbook where the more models you have near an objective you capture it. His units were huge. Did that stop the forces of Order? Nope! I may not have won on points but I did slay a lot of Skaven!

    My List;

    Auric Runefather on Magmadroth (320)
    Grimwrath Berzerker (100)
    Auric Runesmiter (100)
    Lord Castellant (100)

    Auric Hearthguard x 15 (300)
    Vulkite Berzerkers x 20 (320)
    Paladin Retributors x 10 (440)
    Judicators x 5 (160)
    Judicators x 5 (160)

    Total: 2000/2000

    So I cant remember what happended in each turn but it was very informative. The Runefather with a combined effort of some Hearth Guard wiped out 40 Plague Monks (Battle shock helped too :)).

    I was amazed at the Runefather the D6 Mortal Wounds breath the blood and the tail along with the Hearthguard shooting was immense combined with his own melee and the Magmadroths melee. I look forward to unleashing him again!

    Hearthguard were great. Especially when they were charged by Clan Rats that were attacking them and a unit of Judicators and were in range of Storm Vermin that were being held up by the Grimwrath. Threw my Axes into the Clan Rats then fired 30 Magmabolts into the horrible Storm Vermin.

    The Grimwrath into two rounds of combat and got his extra pile twice but he was slain by the Storm Vermin but he took a lot out. I gave him the weapon that adds an extra -1 rend to his axe :). Still undecided on what the Grimwrath is suited to. The rules seem to suggest he is best used when he is clearly out numbered.Any tips you guys have would be great!

    Unfortunately my Vulkites and Runesmiter did not make it into the game until turn three when and there was no way of me winning. Although the "ward save" was great 9 wounds went through, only 2 died. Then they hit back with 36 attacks. My opponents face was great when i said "re rolling 
    failed hits!"

    Next time i might tunnel the Hearthguard and have the Vulkites ready to go from turn one. My plan is to get a Battlesmith and 10 extra Vulkites and slowly move to a Mono Fyreslayer army.

    Next time I play I think I'll add my Heraldor instead of the Castellant, it will take the points up to 2020 but my gaming group is pretty good with stuff like that.

    The Rets and Judicators did the usual shooty, shooty, mortal woundy business. We dont care about those shiny Lightening Men.

    "Grimnir tests us with pain and rewards us with fire!"


    Thanks to Tom Landy for a fun game!


    Thanks for reading!

  1. My first two crypt horrors roughly done, need some more green stuff to tidy up also looking at doing green stuff chain mail to make them look more knightly and bearing relics and icons of their realm.







    Hi all! I wrote a Getting Started in the Age of Sigmar page a while ago and recieved some very positive feedback. In an effort to keep lowering that barrier to entry and help new guys out, I've written an overview and review of each and every Start Collecting box.  If you have opinions about teh boxes, hop on the blog and leave a comment. I'll update teh page right away! My site is ad free, I do this just because I love the community and want it t grow Thank you all for your support and happy wargaming

    Start Collecting Boxes Contents and Review

  3. I colored outside the lines a little bit with my commitment to buy only one model per paycheck.

    What can I say? I found a great deal on eBay and "saved" a few bucks?

    Anyway, no one cares about that. A Maggoth Lord is a big investment and I really only have theories about how each one plays. I put together a survey so you can weigh in which Lord is the best. Two categories, one filth, one hobby.

    Let me know what you think.

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    Bryan C
    Latest Entry

    I have had a long held fascination with Slaanesh but have never got around to doing a Slaaneshi army.

    After getting my Alpha Legion Eternal Stormcast list to where I wanted it to be I took the plunge and picked up the bones of a Slaaneshi army from some fellow gamers that had no use for it.

    Slaanesh has always been about speed, manipulation and a boat load of attacks that have some element of armour piercing to them, this is all true in age of sigmar so it felt like I was coming from a comfortable place. I reviewed all of the warscrolls that are slaanesh only or can be marked slaanesh and decided I really liked the Daemon Cohort of Slaanesh formation. 

    This formation is centred on masses of daemonettes backed up by a Keeper of Secrets (Or Deamon Prince of Slaanesh), a herald of Slaanesh and then a unit of either, seekers of Slaanesh, fiends of Slaanesh or Slaanesh daemon chariots. It gives every unit plus one to its movement thus further pushing the inbuilt speed of the units to insane levels and has a healing mechanism when enemy units fail battleshock tests - although I always forget this.

    So my initial list built on this formation is

    Keeper of Secrets - 280 

    Herald of Slaanesh on Exalted Seeker Chariot - 160

    30 Daemonettes - 360

    10 Daemonettes - 120

    10 Daemonettes - 120

    10 Seekers of Slaanesh -240

    Daemon Cohort of Slaanesh- 40

    Total - 1320

    This gives a solid combat unit in the large Daemonettes, 2 objective grabbers in the small units of Daemonettes, a fast alpha strike / pinning unit in the seekers, a solid combat unit / caster / buffer in the keeper and a unit destroyer / Saurus Guard killer in the Herald of Slaanesh on Exalted Seeker Chariot.

    What the list now lacked was some ranged firepower, some heavy hitters and some tank units. Thankfully for only 280 points a piece Soulgrinders with the Mark of Slaaensh fulfill this role perfectly so I added a pair of them to take me to 1880.

    This left me with 120 points - enough for either 10 Daemonettes or 5 seekers, I Italy I went with upping the size of these elder unit from 10 to 15, but after some games have found that the 10 Daemonettes are more useful either kept in reserve for summoning onto objectives or in the list to boost one of the units from a 10 to a 20.

    Having played 1 practice game (a loss) and 3 tournament games with it (2 minor and 1 major victory) I am happy with its performance so far - just still learning how to get the most out of it.

    Will post a game overview later on but wanted to get this rolling.

  4. Hi Guys,

    With the release of The Generals Handbook I thought it was a perfect time to start a new Warhammer Age of Sigmar army.


    I had started swapping out the bases on my Nurgle Daemons but that just is not the same is it.


    I was thumbing through the Handbook trying to point out stuff I alread have and decide what to do when, like many of you I saw the Beastclaw Raider section.  Having always been a big fan of the Stonehorn and  Hunter Models I thought why not, I only have to wait an couple of weeks.


    So, here it is August 6th, and I picked up an Icewind Assault box, a box of Mournfang Cavalry and an extra Stonehorn.  I have 2 extra packs of Frost Sabers on the way as well.  That should give me a good amount of stuff to be working on.

    I am organising a Warhammer: AoS matched play day on August 27th where we will be meeting up, playing 1000 point games and having a prize for best paineted so 21 days to get my stuff done and see how I do.

    Thanks for reading all and I would love it if you followed my progress on my Vlog too!
    My New Army





    As promised in the last entry, the update to the army this time is a Chaos Dwarf Daemonsmith from Forgeworld.

    Forgeworld has done a great job with their Chaos Dwarf characters, they've kept the core elements from the previous ranges - the scale mail, curly beard, tusks, bull imagery - but updated it to fit in with the modern GW aesthetic. This also means that they fit in pretty well with the Chaos Dwarf ranges of the past.

    A side by side comparison certainly demonstrates the advances in casting techniques over the years, but they are still recognizable as belonging to the same army, despite a 20+ year age difference.13886873_10210098724967912_9444957581632


    Now the other question is which rules to use? Do i use the Legion of Azgorth ruleset from Forgeworld, or counts-as rules, using them with the Slaves to Darkness warcrolls? Both have pro's and cons. 

    In the games i've played so far, the Legion rules aren't as good as the standard chaos. Ironsworn just feel like worse versions of Chaos Warriors. They're cheaper true, but they have also lost the survivability of the Warriors.  Also the miniatures i'm using don't look like Ironsworn any more than they do Chaos Warriors. There's also the matter of the Hellcannon. If i use the Legion rules as written, no Hellcannon as it's not a Legion unit, which means Ironsworn cease to be battleline.

    But on the other side of things, Chaos Dwarfs are Chaos Dwarfs, so really i should be using the Chaos Dwarf rules, right?

    Thoughts and opinions would be greatly appreciated.

    Until next time i remain your FLGS

    Al@Ad Hoc Games

  6. So time to get this blog going again.  I've been spending a lot of time recently thinking about what's needed to build a competitive army list.  These ideas are for any method of playing not comp specific.

    1.  A damage dealer

    Every list needs something that can be relied upon to go out there and kill enemy war scrolls - this can be a big monster, a killer combat unit, warp fire throwers, anything that can deal consistent damage.

    2.  Better make that at least two damage dealers.

    Redundancy is your friend. They are going to have big scary things as well - you'd better have a back up for when yours dies.

    3.  Scoring units

    What this looks like depends on what comp system/scenario you are playing. If it's a mix you'd better include some of each sorry needed.  After all you can't win if you can't score.  These can double with later options but best not do so with your damage dealers - you don't want to have to hold them back to score.  Ideally these will also be very survivable.

    4. Screening units

    Since you've got war scrolls that can kill or cripple enemy scrolls on the charge, you can bet your opponent has as well!!  In order to make sure you get the charge in you need units to hide behind to keep your big guys safe.

    5. Movement tricks

    In many of the scenarios you need to be able to cross the battlefield very quickly in order to claim objectives.  Summoning, fast flying units, cavalry all fill this role.

    6. Ranged threat

    Some form of ranged threat is needed in order help pick out protected synergy characters.  This most commonly takes the form of missile attacks, but spells and other abilities can serve the same use.


    These are just my thoughts, what do you all think?  Did I miss anything?

    Later I will post a death list based on these principles as an example.



  7. Ok so i promised some battle reports from the tribe, so here is the first.


    Played vs TK last night, teh game was from the generals handbook, using teh metor strike scenario (number 6)

    He had (from memory)


    3 Chariots

    6 Snake Knights


    10 Tomb Guard

    2x10 Tomb Skeletons

    Lich Priest

    2 x Catapult

    Turn 1, He elected that I went first.  I jostled my forces around, planting the banner, shielding my Doombull, and making it so anything he charged would mean 2 other units piled in.  Only the giant pushed forwards towards his Chariots.

    He in return shuffled mostly, both of us preparing for the comet Strike.

    Turn 2 I won priority, coment landed centre section So I was easily claiming.  Pushed a Ghorgon and Bullgor forwards and the giant, moved the rest up a bit keeping close together to help if he charges.  Charged the Ghorgon, killed 10 tomb guard.  Bullgor killed crew from one catapult. Giant charged chariots not much died but I held them up.

    Comet landed centre board for him as well, so a reasonable claim for him.  He moved his knights back to deal with the bullgor, rather than push at me.  Settra charged the Doombull, he should have killed it easily but failed,  a mighty swing of his great axe later=1 dead settra.  Necorsphinx charges 1 Ghorgon, another set of fubbed attacks later, 10 wounds.  Pile in from Ghorgon next door did a mighty 21 Wounds! Halved to 11, but enough to basically secure its death next go.

    Turn 3 I got priority again, and cleaned up, taking out the second catapult crew, the snake knights got hit by 2 units of bullgor and taken down to 2 models, Necrosphinx died.  We pretty much called game here as I was gonna get both objectives next Turn for the straight win.

    Brutal game, took about an hour, a LOT of stuff died on both sides.  He lost it when Settra nd Sphinx flubbed their attacks.  Had they taken down the Doombull and Ghorgon he would have won.  Tribe is insanely hitty but zero saves.

    We rematched straight away and he won turn 3 that game, his attacks were on fire this game.  Snake knights are ridiculous, one of the best units Death has.



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    Hi everyone.  Warhammer Quest Silver Tower has brought me back to the hobby after many years.  In the past I have been a Chaos collector (and occasional player), though my first love were the lizards (which is the last time I seriously tried painting).  Since then it has been Cult of Slaanesh, Chaos Daemons and Skaven, though all largely unpainted.  So here's my first batch painted, and its Tzeentch Daemons + Arcanites vs a lone warpriest and his hound.  Someone's not making it home tonight!  Apologies for the poor photography.





  8. The Goreblade Warband

    And here we are, the other half of the starter set. I admit, in my days as a WHFB player, I never really "got" Chaos. Sure, the sculpts were cool, and even with my mediocre painting ability I could make them look decent on the table, but something about wanting to see the world burn never really resonated with me. I hate to say, but that hasn't changed in Age of Sigmar. 

    It might be the lore side of things -- or, having devoured every bit of the stuff from the Black Library available, I should say that it's definitely the lore side of things. Even Call of Archaon, which I genuinely enjoyed, just made me want the followers of the Dark Gods to die even more. I don't have this problem with Death or Destruction (even if Nagash is a backstabbing ******...) 

    All that baggage aside, though, I cannot deny the effectiveness of Chaos armies on the table. If anything, I appreciate them more for it, as they provide a worthy challenge for my preferred champions of Order. With that in mind, let's take a look at the first battalion of Chaos: the Goreblade Warband. 

    Screen-Shot-2015-09-22-at-7.25.58-PM.jpgKHORNE BLOODBOUNDAoS Khorne Bloodbound EPUB Tablet Cover.jpg

    Goreblade Warband

    Mighty Lord of Khorne



    1 Unit of Blood Warriors

    1 Unit of Blood Reavers

    1 Khorgorath



    The Lore:

    This is a narrative battalion, drawn from the starter set, or, if you prefer, from the pages of The Gates of Azyr. It represents the forces of Khorgos Khul, Mighty Lord of Khorne, tyrant of the Brimstone Peninsula in Aqshy, where Lord Vandus Hammerhand struck the first blow of the Realmgate Wars. According to the novel, the hordes were without count, but on the hand that same novel labels Vandus' Thunderstrike Brotherhood at 10,000, so a grain of salt might be required. 

    In either case, the functional lore for the Goreblade Warband is simple -- a chieftain of Khorne worshiping savages leads his men, including his shaman / standard bearer (Bloodsecrator), a horrific monster (Khorgorath) and its tamer (the Bloodstoker.) 



    Each unit of this battalion has a specific battlefield purpose. To best utilize the Goreblade Warband, a good general needs to understand those roles and either utilize them or take advantage of the threat they generate to manipulate the enemy out of properly utilizing their army. 

               The Mighty Lord of Khorne: General (obviously), Champion
                                   Use this general to hunt down those large, multi-wound enemies your lesser units are too afraid to fight, because if he                                          wounds someone and they survive, his Reality Splitting Axe means that there's a 33% chance that they'll end up being                                          sucked into the Realm of Chaos. Considering his 3+ to both hit and wound and -1 rend, the chances of landing at least one                                    wound is pretty decent; D3 damage means against normal enemies the ability will probably be wasted as it is. Run him into                                a Lord-Celestant, though, and there is a fairly decent chance that with a couple of turns of fighting that shiny little hero will                                end up fading away into an eternity of suffering. The Flesh Hound also provides an infinite number of unbinding                                                    opportunities, which is neat, and, if that weren't enough, the Gorelord Command Ability gives 3 units within 24" a better                                        chance of landing a long charge. That last bit synergizes particularly well with the Batallion's Blood Rivals ability, which                                        allows units in the battalion to re-roll failed charges if another unit from the batallion has already succeeded in a charge of                                their own.

               The Bloodsecrator: Buffing Platform
                                   Let's get this out of the way: a Bloodsecrator is useless on his own. If you are relying on a Bloodsecrator to fight for himself,                                  you're doing it wrong. Using this guy effectively means parking him in the middle of your army, out of combat, and opening                                  the Portal of Skulls. Immunity to Battleshock for all Khorne units within 18", and all those units get an additional +1 attack                                  to boot. The only downside is that the Bloodsecrator doesn't get to move, which means that unless he is attacked there will                                be no combat, hence why you shouldn't be wasting this guy fighting -- doing so would make it so that the portal remains                                    closed, and that's a huge waste of potential.  

               The Bloodstoker: Support melee
                                   His whip is insurance for those long charges, which stacks well with the Mighty Lord's Gorelord and the battalion's Blood                                      Rivals abilities. Because he is one of the few units in this battalion with a ranged attack and gains no real advantage on the                                charge beyond initiative (which is less significant in this case than in others given his 5 wounds), it makes more sense to get                                in close, take a few cracks with the whip, and then pile into whatever combat his earlier encouragement forced. The 12"                                        range on Whipped to Fury does mean that the Bloodstoker will be in the thick of things, so it's best to make sure he never                                    ends up too exposed. Lore says to use stick him with the Khorgorath-- tactics says that's a decent plan. The fact that that                                      same ability also cause re-rolls on 1's to wound also stacks nicely -- that means that each of the Khorgorath's 5 attacks goes                                from 67% to wound to somewhere around 75%. 

                The Khorgorath: Hammer
                                   If ever there was an example of a hammer unit, it is the Khorgorath. Sure, it can shoot, but only 6", and let's be honest, with                                  5 3+ 3+ -1 attacks, you want this monster in close combat. If he kills a model, he heals a wound, and if you inflict any                                            wounds (and you will) then every other enemy unit within 12" loses 1 bravery in that turn's Battleshock Phase. In                                                    conjunction with the Bloodstoker, that means this unit has a pretty decent chance of wiping a unit (and thus triggering the                                  battalions special +1 attacks clause). 

                The Blood Warriors: Anvil
                                   2 wounds, 4+ save, an ability that punishes enemies when they make a save, and an ability that punishes those same                                            enemies when they don't. No doubt about it -- that is an anvil unit. Stick them where your opponent doesn't want them, and                                then leave them there. Their 2 attacks aren't great, (3+ to hit, 4+ to wound) but with support from the Bloodsecrator, which                                    you should definitely be taking advantage of, that goes up to 3 attacks, and on turns where the Khorgorath finishes off a                                      unit or one of your Bloodreaver units is wiped out, that's 4. 

                 The Bloodreavers: Chaff, Flanking
                                   Bloodreavers are an interesting unit. On one hand, they have no save and their bravery is pretty much nonexistent: if they                                    end up in combat they won't last long. In dying, they'll help out the rest of the army by adding an attack for the rest of the                                    turn, so that's something, but they'll still be dead. When within 12" of a deployed Bloodsecrator though, this unit is an                                          absolute monster -- for a full 10 model unit that's 21 attacks. 21. Sure, those attacks are 4+ to hit, 4+ to wound, and no                                          rend, but still, 21 attacks in one turn.          


    Overall, the cornerstones of this battalion are extra attacks and charge assuredness. 

    Charge assuredness: 

    Blood Rivals -- Re-roll charge rolls for units in this battalion if another unit from the battalion has already made a successful charge this turn. 

    in conjunction with... Gorelord (3 units roll 3D6 and choose highest 2 numbers on charge roll) and Whipped to Fury (3" increase to a unit within 12"). For Bloodreavers, the hornblower can also add 1 to run and charge rolls.

    Extra Attacks:

    Khorne Care not...: If a unit is wiped out, battalion units get an extra attack.


    Sample Strategy

    Deployment -- The key to this unit is the Bloodsecrator. With his 18" Portal of Skulls, he can define the use of Bloodreavers and Blood Warriors. Make sure he is in the center of the army from the start. Put the Khorgorath and Bloodstoker on one flank, and the Mighty Lord of Khorne on the other. 

    Opening Moves: Close the gap fast. Run everyone forward, use Gorelord ability on the Reavers and Warriors and Whipped to Fury on the Khorgorath. Spread the line out to maximize coverage, but don't over extend, because the Bloodreavers will get wiped out by missile units and, so weakened, end up crushed by an early charge. Find the scariest enemy unit and charge the Blood Warriors into it. Attack the flanks with the Bloodreavers. 

    Development: Once the Bloodreavers and Blood Warriors are engaged, open the Portal of Skulls, whip the Khorgorath into a frenzy, and hunt down the enemy general with the Might Lord of Khorne. The Khorgorath will do what it does best, the Blood Warriors will hold the line, and the Bloodreavers will die in droves. 




    Minimum Points (Matched Play): 700

    Cost: $165 (Starter Set)

    Models: 29  











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    So this feels like it's been  a productive few weeks, i'm behind schedule but an army is starting to form.

     This week I've been able to paint a unit of Liberators to accompany the Retributors I already had finished, and a Lord Relictor so I have my first hero to lead the army in to battle.  Next up is going to be a second unit of Liberators, or possibly some Judicators (I'll ramble about them in a second), then i'll work on finishing off the rest of my starter box, before treating myself to something from the expansion set.


     I've played 4 games now since season of war started, and I've managed to claim 3 victories for the forces of Order, all using an alliance of Freeguild, Devoted Of Sigmar and Stormcast Eternals.  In all my opening games I've found my Stormcast units where great at holding up tougher enemy units and my Freeguild could swoop in and claim objectives.  In my most recent game I was massively hurt by magic, mortal wounds and range, thus the need for Judicators, I think it's probably true to say my army was more spread out than it should have been too, also....

    ...When including a Lord Celestant in your army, don't pay for a Celestant Prime, cheating your way out of 140 points and realise mid-game, it was pretty funny to realise though.


     Also from the games I've played so far, I can't stress the importance of one character, my Gryphhound, "Beaky", or has he has more recently been known; Ser Beaky The Brave, Beaky's new found notoriety has came about after he snuck in to the enemy deployment zone in my first campaign game and won me the game, and earlier this week against the forces of death, he wounded the fell sorcerer Arkhan The Black before retreating to the sanctity of a nearby ruin, he then survived a barrage of magical attacks from the Necromancer and a round of combat with a unit of Morghasts before drawing the enemy army out of position to allow another win for order, this has seen Beaky included in a lot more games!


    But in summary, it's gonna be more battleline next, more Liberators, some Judicators, and then some Prosecutors before topping it all off with the Lord Celestant.


    I have about 7 weeks until I head down to Warhammer World, whilst i'm happy with the rate i'm finishing units, I still feel like I need to paint faster, I think a hobby holiday could be in order to muster the forces of Azyr!


    Lord Relictor.jpg


  9. Hey boys and girls, sorry for the lack of content, but it's turning out to be a busy summer for me. However I have recently managed to finish some more stuff for my ironjawz, a unit of 10 dual wielding 'Ard Boyz with Boss, Flag, and Drum, and a Weirdnob. Here's a family PortraitNob and Boyz.jpg

    As of now all bases in the force are bare until I can decide exactly how I want to do them, but other than that I'm pretty happy with how everything turned out, with the possible exception of the Weirdnob's smoke. I'm not totally sure how I could do that any better and I welcome any kind of input on how I can perfect that effect.

    Asides from painting and despite my running all over the state, I did manage to fit in my 1st pointed game of AoS with my old VC Ghouls as a Flesh Eater Court vs my brother's new Sylvaneth. The Lists were:

    My FeC

    1x Ghoul King on Terrorgeist

    1x Crypt Infernal

    2 units of 3x Crypt Horrors

    1 unit of 20x Ghouls


    His Sylvaneth

    1x Treeman Ancient

    1x Branchwych

    1 unit of 20x Dryads

    1 unit of 5x Revenants

    1 unit of Kurnoth Hunters w/ Scythes


    I wont do a full play by play, but I will say I got canned, some highlights are:

    • Forest walking revenants jump to a unit of Horrors just to get slaughtered
    • My ghouls get charged by Hunters, Dryads, and Wych and get wiped to a man
    • Terrorgeist has sore throat and sucessfully screams noone
    • Kurnoths with scythes are monsters killing a unit of Horrors, 12 ghouls, and 2 horrors from other unit
    • Ancient's abundence of d6 damage attacks really causes a bad day against the Ghoul King's 4+ save

    and with that I wrap up another update, hopefully I'll be posting again soon as I'm prepping to paint a unit of Brutes as soon as I'm done this post, and I intend on finishing them by the week's end.

    See Y'all Soon,


  10. Regular opponent Tom came over for a game of Age of Sigmar. With the new Realmgate Wars book release, All-Gates, we decided to take a stab at one of the battleplan, Through the Breach.






    Tom had bought 2000 points of Dark Aelves (points from the new Handbook), and as I hadn't seen any leaks of the points myself we decided in true Age of Sigmar style to 'eye' roughly an equal force of Khorne.



    • Wrath of Khorne Bloodthirster (General)
    • 20 Bloodletters
    • 3 Bloodcrushers
    • 5 Flesh Hounds of Khorne
    • Mighty Lord of Khorne
    • Lord of Khorne on Jugganaut
    • Bloodsecrator
    • Slaughterpriest
    • Warshrine
    • 20 Bloodreavers
    • 10 Bloodwarriors
    • 3 Skullcrushers


    Dark Aelves:

    • Cauldron of Blood (General)
    • 30 Witch Aelves
    • 10 Doomfire Warlocks
    • Sorceress
    • 20 Executioners
    • 20 Darkshards
    • 5 Drakespawn Knights
    • Assassin



    The objective is for the attacker (the army that breached the wall), must have at least 3 units in the defenders deployment zone by the end of turn 6. The defenders win a major Victory if they can prevent this.
    The breaching side must set up within the small deployment area, any models that cannot can come on at the end of any subsequent movement phase.
    The breachers all get +1 to their Bravery, to symbolise their increased moral after breaching the wall, however they all get -1" movement to show their efforts have been exhausting.
    The defenders can re-roll all attack dice, to recreate the effect that they have become desperate to defend their home.


    I'm not going to write a huge battle report, but summarise some major points and share some of the photos.


    I was easily able to get the 3 units in to the defenders deployment zone by the end of Turn 4. In fact, I would have tabled Tom as he only had the Blood Cauldron left. 

    This is a fun scenario but really requires the defender to have a lot of units. You will struggle to defend if you have small elite squads.


    I'm not going to write a huge battle report, but summarise some major points and share some of the photos.
    I'm really enjoying playing with the Bloodreavers. Yes, they aren't very resilient but that are great fun! Large numbers, added with the Warshrine and the Bloodsecrator makes them very hard hitting and gives them at least some kind of save (6+ ignore damage from the Warshrine). I am painting up another 20 of them to use and will look at adding a squad of 5 Wrathmongers to give them yet another attack.
    My Blood Warriors didn't survive a single combat phase, but did exactly what was required of them. I threw them into the very scary Witch Aelf squad on my turn and picked them first to attack. When they inevitably died they got to attack again. They also managed a to make a few saves, and deal mortal wounds back. If you include battleshock phase, they killed 23 Witch Aelves, that were buffed and had a 5+ ward save from the Blood Cauldron. 
    The great thing about Khorne is their ability to shut down the magic phase. There are plenty of units that can unbind and a few that even get bonuses to the unbind roll. Flesh Hounds get +1 and the Wrath of Khorne Bloodthirster gets a +2 to unbind roll. I was able to deny the Doomfire Warlocks on many occasions.
    My Skullcrushers got bogged down by the Aelves easily, they really do need to be charging all the time to make use of the Mortal wounds. The Bloodcrushers were terrible, the 1 attack only from the Bloodletter on the top is a big let down, they barely did any damage. I can't see myself bringing them to tournament games.
    Dark Aelf Executioners were very good, sixes to hit explode in to 2 Mortal Wounds, they easily made short work of the 20 Bloodreavers and 20 Bloodletters I threw at them. Tom ran them in a group of 20, which is probably the way to go, they have a 4+ save and only 1 wound, running a sorceress behind them to give them Mystical Shield is a good idea too.
    I've played against the Witch Aelves before, and in large number they hit very hard with the Blood Cauldron nearby. In my last game against Tom they dealt a lot of damage to my Daemonettes, Keeper of Secrets and Soul Grinder before I could remove them.





























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    I love the general lore of flesh eater courts, but I really wanted to do something a little different than the French inspires men at arms style madness. This is half rough draft half me writing down my rambling thoughts.


    I really want my courts madness, to be reflective of a darker more bestial nature, I am currently working on a name but, the court view Nagash as "a great deciever", lying and stealing away souls from their rightful place next to the carrion king, lord of all. They view the carrion king/blood prince as a benevolent leader, possessing the power of every great beast in the realms. The original ghoul king for my army will be a large barbarian like figure, who's tribe heavily worships the bear. With each gift the blood king bestows his followers see it as a favor from the carrion king providing a savage benefit.


    ghouls at the lowest, believe to be given a power of the wolf, and use savage wolf like tactics to devour their enemy.

    crypt flayers, are seen as having the power of the large carrion that scour the realm.

    crypt horrors, they believe to posess the power of a great bear type animal. And are seen as hulking barbarian knights clad in thick hides, carrying large mails.


    couriers are just more impressive versions of their unit.


    varghulf, this guy is a little tricky, I need to figure out what would be a good totem or shtick for him.

    ghoul king on foot, will depend on the modeling I do, I want a couple guys more representing the main kings for troops, mainly his brothers. And a few I want to be sorta shamanistic wizard types

    so just a ramble, any thoughts, opinions or c&c?

  11. Once I had the bases down I needed to start coming up with a color scheme for my army. I wanted to go pale and more ghostly at first but then after browsing around online as well as trying out a couple test models I came up with this general look:



    You might ask yourself where I came up with that scheme? I would love to pass on a great video that inspired me to give it a try, I took this video as my starting point down the path of creating a color scheme for the army:



    I loved the look of those ghouls, the only thing that sucked was the paints were all in the old style paints so I had to go about and update my painting list but overall after spending a couple days on the models this is the progress I made:

    • 1 Crypt Ghast Courtier
    • 10 Crypt Ghouls
    • 3 Crypt Horrors
    • 1 Crypt Haunter Courtier
    • Started on the Zombie Dragon

    Here are some shots of the progress:
















    Finishing up the week with starting on the Zombie Dragon (I started playing with the wing)...






  12. Howdy, just wanted to post a small update to let everyone know I'm still alive.

    I made the mistake of finally picking up Warhammer: Total War knowing full well what would happen. I've been busy running through the Chaos campaign rather than working on my models :P

    Aside from that my Warshrine is coming along. I'm waiting for some bits from Brother Vinnis for it. Also I'm looking for some good 28mm scale gibbet style cages if anyone knows any or some 28mm torture tool racks.


    also picked up my Hellstriders which will be the next project after the Warshrine is done.


  13. i plan on painting (or re painting in the regard of the crew). the robes, capes and trousers will be painted a picture of colours. Armour will be weather bronze and the skin will be a yellow/grey with red noses and ears (I've tried the old yellow look and cant make it blend in to well). All these guys will be heavy washed and weathered.

    so i managed to get one normal cut throats half done before i had to leave.

    These two skull cracker crew are almost there, just need some more highlights and weather.

    If you dont know, the old chaos dwarfs could ride lammasu into battle (yeah wizard riding a wizard), i plan on using a custom warscroll for a general riding one.
    Il be replacing its wing with something a little more fitting (maybe feathers or a tatty pair of normal wings)

    Ive also made plans to do a taurus in a similar scale with a reimagining of zhatan the black. Here is Zhatan so far.

    Also i finished painting my floating soc-prop 
    He just needs weathering and some lighting effects and il be done.

    more when im back i hope

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    A full-time job... part time study... and on top of that I decided to register for a tournament in just over one month... What was I thinking?! Looks like I've got my work cut out for me, and so I've decided to make a blog to talk all about it and to trace my progress.

    The army marching to war is a member state of the Freeguild, and I need to paint roughly 2000 points for this tournament (I'm also supplying the majority of a stormcast army for a friend... so I'll be working on that too!)

    The current theme of my force is woodland. I really like the idea of the Freeguild marching out from the realm gates to pacify and occupy the surrounding areas. Hopefully the oncoming campaign will prove that this is not all for nought ;)

    My current project tonight has been the bases for my halberdiers. I used press moulded shields cut at various angles to give the appearance of depth when stuck to the base, stones, and roots made from milliput. I have yet to add the sand, and of course the soldiers, but here they are as they currently stand: 



  14. 20160626_203712.jpg

    Finally all the bits and pieces arrived in order for me to be able to make the base, pictured right, for my dragon ogre shaggoth! Every time I sit down to build/hobby/paint I push myself to try something new and to surpass all my previous work (this is a serious curse sometimes). So looking at the bases I made for my brayheard, pictured left which I made a blog post on previously, I decided the main thing I wasn't 100% happy with was the way things felt like they were stuck on top (probably due to the fact everything was stuck on top) and the base lacked depth like it would in the real world.

    So my solution to the problem was to start by going down into the base itself to add a layer of depth. I started with a standard 60mm citadel base and took my dremmel tool with a drill bit to in to it. I carved away until only a small amount around the rim was left.



    A piece of 0.5mm plasticard was glued to the bottom using plastic glue then cut and sanded until flush and seamless with the edge of the base.



    Using cork I filled in the base with the rocks and glued on several of the dark rune ruin slabs, made with the greenstuff textured rolling pin and super sculpey, to create the desecrated ruin look I was going for. After this I placed a few skulls (because it wouldn't be Warhammer without them) and a bone. Baking soda, sand and ballast was used to create the dirt around the base.



    I base coated in a dark brown.


    A gquick bit of paint later and it was starting to take shape. I wanted the dirt and rocks to meld naturally together so both where given an initial wash of Agrax Earthshade both after the base coats of grey and brown, and then after there final dry brush highlights to bring the colours together. However the rune slabs needed to stand apart slightly so a Nuln Oil wash was used as well as a starker dry brush highlight. The edge was given a pure black colour as I feel it frames bases most crisply.



    Finally several bits of Mordheim Turf was added for a bit of greenery spot colour and a few mini dead leaves to give the impression that the scene is from a forest or a wooded area.


    A few shots with the mini on the base.



    Overall I was really pleased with the result, the depth of the base is not shown really well in my photos but it looks so much more natural than previous attempts. In the future I would like to play around with simple water effects and maybe add a greater variety of foliage, possibly adding roots and things.



    Thanks for reading, sorry for the poor pics, hope you enjoyed! Any C&C is welcome!!







































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    so here´s a skarbrand wip.


    You can see a "step-by-step" on my facebook page


  15. Hey everyone,


    I haven't been doing a lot of painting lately, mainly just frustrated from hitting my head against the wall with my last job owing me money and some family worries, and organising travelling back to the UK, and fighting a shop who I think are a scam (a geeky shop, hence my WordPressblog post to warn anyone who might like their products, to be careful. My WordPress blog is for Age of Sigmar and Warhammer 40K, but it can also be for all types of geekiness (but there is one rule with my models, I will only post models that are complete; regardless of a lil update or tweak later on).


    Anyhow the point of this post..

    Before I even knew about Age of Sigmar, my boyfriend was introducing me to Warhammer 40K (Dark Eldar 'drools'), and he was suggesting to me some great models to start building an army.

    One thing that put me off Warhammer 40K to really dig my heels into itz was always having to juggle points (it has pro's and con's),. You can't 'just' have a model from that group that you like and use them, you have to really think about it.

    Plus you have to calculate the weapons etc. on the model, which is difficult to know potentially a decent weapon to a ****** one, and (something I see being a problem personally when) choosing between a great weapon, but the one you prefer isnt the better option etc. (all of this probably sounds worse from memory, it probably isn't that much of a big deal).


    Following from there, there is something that I forgot how much I enjoyed doing (and keeps me very quiet and focused)...

    Organising lists.


    For example I bravely took a note book, and began making a (as perfect as possible) layout for a quick reference of my models, to get to them easily, rather than sifting through a huge book (or app, which the layout isn't quite to my tastes but great for when your on the go, like if your on the bus and want to explore some new models that might be great to have in your Khorne., Chaos etc. army.


    To be honest, I am probably not the first to make quick lil charts (I'll let mine be available for all. But currently I'm making them with my army in mind, but I'm going to try and make my charts, and quick lists for as many models, rules and so on, as possible, and for Warhammer 40K).


    I really like the idea (as my memory Is TERRIBLE) of being able to print an interchangeable booklet (folder + plastic wallets = perfect BUT something a bit smaller preferably).

    The idea (and again books are difficult for me, because of hating how the neatness might be ruined because of changing my mind of the styles, and layouts) of having a reference book that has the models you are going to USE in a game specifically (rather than ALL of them) seems more practical, its neat, practical and aesthetically pleasing, easier from for your eyes to jump faster to the information you want, without scanning past the information that's uneccessary, so all in all it seems like a great idea to make an organised list.


    I  think my main bit of pain, is if you want to reorder/ add/ change the page order.

     I personally like them in their groups.

    Having an order of priority of which units are closer to the front page and being able to change it later.

    Especially if your new (or again having a bad memory like me) for remembering rules, and abilities, as it can be a bit annoying fiddling with the app or going through a huge book.


    I bookmarked all the pages of the models I have and that I use to play for my Chaos book but (those books are too nice to use any type of adhesive to stick them on), I would lose the bookmarks etc.


    Plus doing a nice handwritten notebook, and a version I can modify easily and add to, on the computer as well, can be wonderful creatively. It helps you to see what models you need, if you have any weaknesses, whilst I also find that it helps to see the abilities or spells that you (definitely ME, ME, ME!) might be forgetting, that could be detrimental to the final results of a game.


    I'm looking forward to showing you whats soon to come, if it helps than fantastic!


    Toña x


  16. Since my last entry, my chaos army came to a standstill for several weeks due to exams. Now that I've finished my exams I have been able to get my hands on a Silver Tower box and I love the overall look of all the models. My main aim is to use the Tzeentch models to represent the Tzeentchian part of my force. So far I have been painting the cultists and the horrors, in addition to working on my remaining Blightkings, Bloab and Varanguard. Here's some work in progress shots of these models, most of which are almost complete. I cannot wait to begin working on the Tzaangor, the Ogroid and the Gaunt Summoner himself. To keep a trend within my entire force I have also  decided to paint the armour on all my models black, in a similar way to Archaon's to show how they are all under his command, while still loyal to their own god.





  17. So we're getting to crunch time. I got a pair of practice games in at my club last Thursday, Stormcast vs Stormcast. My takeaways from this was that positioning is super important and mortal wounds are the primary way to take down Stormcast. Having no real way to negate that, I suppose killing their mortal wound units is the only option. Best defense is a good offense and so on and so on. Lost game one when I didn't kill my opponent's Celestant with his whippy cloak, won game two when I used my whippy cloak and Relictor to kill his Celestant before he got to combat. I also used my prosecutors to tie down His Knight Azyros to avoid the mortal wound bomb.Hopefully I can remember this on Saturday.

    As for progress, I had a marathon session Friday and got the base armor color on all the remaining models, finished my first five Liberators and got basing material on the last five judicators. I followed that up by doing five more liberators today. Here's the finished models.IMG_0688.JPGIMG_0690.JPG

    So here's the total of what I've got left to paint before Saturday, minus the Liberators.IMG_0689.JPG

    Today's Goal:  IMG_0691.JPG

    I feel I've hit a stride with these. Now that the colors are chosen and the methods of achieving them are understood, progress is moving forward at an excellent clip. I could see having my entire collection done in two weeks. Granted, All I have left after these is a Celestant on Dracoth, a Heraldor, three Retributors and three Prosecutors. I will attempt to take pictures of my games to do a full battle report. Stay tuned for more.