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    Recent Entries

    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.

    Fireslayer-Army-5.jpgI 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.jpgBossfest - 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.

    bullgor.jpgThe 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.



    Santa.jpgAlso, 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.


  1. Skaven Blood Bowl Pitch & Modular Sewer Terrain for AOS

    This 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.



  2.   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.

  3. JMQXdhH.jpg

    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 :)








  4. 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.

    Archaon Rotbringer.jpg

    The Destroyer of Worlds is blessed by all the Dark Gods, often taking on their different aspects - including Nurgle.


    Archaon Rotbringer

    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!

    The List

    • 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

    Leaders: 6
    Battleline: 3
    Behemoths: 2
    Number of models: 32

    TOTAL POINTS: 2,000

    The Combos


    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.

    Command Abilities

    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:


    1. 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.
    2. 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.
    3. 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.
    4. 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.

    Magic Spells

    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.

    Army Cost

    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.

    Unit Substitution

    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?

  5. 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:

    1. How many points?
    2. 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.

  6. 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.


  7. Clueless
    Latest Entry

    Orion - WIP #1

    It'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.1116161455.jpg

    Next step is to apply blue glaze to all the white parts. 1116161510a.jpg1116161509b.jpg

    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. 1116161722b.jpg1116161722a.jpg


    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. 1118161518.jpg

  8. 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!). 


  9. Hi guys!

    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.





  10. Scenario:

    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 army:

    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.


    Pre-game thoughts: 

    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. 


    In my second turn I moved the big unit of dryads from the left forest to engage the enemy but did retain my bonus for being near the forest by stretching out the unit and retaining a few of them close by the forest. I then teleported the two units of Kurnoth Hunters with bows to the same forest. Unfortunately one of the units rolled a 1 and couldn´t shoot in the following shooting phase.


    The Branchwych moved to control the objective at my left quarter of the board. The smaller unit of dryads abandoned their forest and run closer to the ruins at the right side of my deployment zone claiming another objective. The Loremaster moved closer to the action in the middle.


    In the shooting phase the Spirit of Durthu shot at the Retributors killing 2 of them. The Kurnoth hunters severely wounded the remaining Concussior. The Dryads then charged the enemies in the area terrain at the center of my opponents deployments zone killing the Concussior and a Liberator. Durthu killed the remaining Judicators. The Kurnoth Hunter with scythe was eventually killed.


    I´m not totally sure who won the role off for the third round but he eventually charged the Spirit of Durthu with the Retributors. The Treelord survived the onslaught thanks to his sturdy Oaken armour and killed a few Stormcasts in return. The Retributors later were decimated by combined bowfire even though they were protected by the light of the Lord Castellants lantern.


    End game:

    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 ;)

  11. 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...IMG_3180.JPG




  12. Welcome to my Legion of Azgorh blog.

    I have chosen Legion of Azgorh for my next army project mainly because I like the models but I would also like to try to make it competitive so I can take the army to tournaments and win some games.

    In this blog I will post VIP of my painting, battle reports and some random thoughts on Legion of Azgorh strategy and tactics. This will be a slow blog, I might play my first battle with painted models next autumn. But if you like Legion of Azgorh click follow and bear with me. :)

    I like to start with building a list and then build the army. Then I play it and that probably leads me to change the list and build and new army and then I repeat. So here in my first post I will try to explain my thoughts around the list I am currently building. Please leave some comments that you think of it, but keep in mind that my goal is not to win at all cost. I am trying to make a competitive list that feels and plays like a Legion of Azgorh army and can win some games, so comments like keep the war machines and switch the core for Blood Bound or Skaven and add Kairos will not help me. ;)

    Here is my break down of the Legion of Azgorh:

    On the plus side

    • ·         They have great Forgeworld models.

    • ·         They have good survivable war machines that are competitive prices compared to similar war machines, the Magma Cannon compared to the Warp Lightning Cannon and the Dreadquake Mortar compared to the Plagueclaw Catapult.

    • ·         Their battle line units are strong compared to similarly priced battle line units, for example I think Infernal Guard Ironsworn > Duardin Warriors and Infernal Guard Fireglaves > Freeguild Handgunners etc.

    On the minus side

    • ·         They have expensive Forgeworld models.

    • ·         They have almost no synergy and the ones they got are weak.

    • ·         To unlock their battle line units you have to play a pure Legion of Azgorh army.

    • ·         Most of the army is slow and you don’t have much to mitigate this, like for example Fyreslayer magmic tunneling.

    This leads me to want to build and army:

    • ·         that have at least 3 war machines.

    • ·         that tries to make use of the Legion of Azgorh battle line units.

    • ·         that tries to include some fast Legion of Azgorh units.

    I think the best war machine in the army is the Magma Cannon by far. I also like the Dreadquake Mortar model so I would like to include it. Even if the Dreadquake isn’t as good as the Magma Cannon I think the price is ok compared to a Plagueclaw and I think the threat of landing 4D6 wounds on the opponent’s death star unit might be very useful in game even if it never happens. My hope is that it will disrupt his plans and make him put too much effort in trying to destroy the Dreadquake hiding in my backfield.

    Regarding the Legion of Azgorh battle line I think the more the better but mainly because it is the most boring part to paint and I would like to try some different stuff and play a bit more aggressive I will start with 20 Ironsworns and 30 Fireglaves (probably in two units, 20 and 10).

    Next part is to try to make the army a bit faster. I am not a fan of neither the Bull Centaur models nor their rules so I will focus on other options.

    I kind of like the K’adaai Fireborns on paper (and I love their models), they are very situational but they can fly and they only cost 100pt. I think they have good value in this army to try to threaten objectives in the opponent’s deployment zone and get rid of shaft units.

    I don’t really think the Iron Daemon is worth 200pt but for me it composes the essence of a Legion of Azgorh army so I really would like to try to make it work in the army. I will try it and I am thinking of using it aggressively since it can be fast and it does have 11 wounds and 4+ save.

    The last part is Drazhoath. I can’t really justify that he costs 380pt! but his speed and that he is a semi-survivable hero might fill some gaps in a Legion of Azgorh army when it comes to the General’s handbook matched play missions. He can fly and try to grab some late game objectives and he is useful in three places of power. I will start with using him and maybe later switching him for more troops if it doesn’t work out.

    So here is the army list planning to build:


    Drazhoath the Ashen



    Infernal Guard Castellan









    Infernal Guard Ironsworn



    Infernal Guard Fireglaives



    Infernal Guard Fireglaives



    K'Daai Fireborn



    Dreadquake Mortar



    Magma Cannon



    Magma Cannon



    Iron Daemon






    And later if I skip Drazhoath it will probably look like this:


    Infernal Guard Castellan



    Bull Centaur Taur'uk









    Infernal Guard Ironsworn



    Infernal Guard Fireglaives



    Infernal Guard Fireglaives



    K'Daai Fireborn



    Dreadquake Mortar



    Magma Cannon



    Magma Cannon






    Iron Daemon






    So what do you think of my lists?

    In my next post I will post some VIP pictures for my Infernal Guard Ironsworn so you can see the color scheme I am planning to use and tell me what you think of it.

  13. I started working on this conversion today.  I was too excited to not assemble him immediately.  I also regret this immediately.  

    His name is Morkhead.  I added a skull mask and two extra pieces of cloth.  This is Morkhead after the first yellow glaze.  I'll build up the yellow and do a layer then highlight.  I think I will paint the skull and smoke green to show his proximity to gorkamorka and the waaagh.  But he may look like a greenbay packer.



  14. Hello guys,

    I have finally finished my Runefather. This was a real interesting thing to paint, and I admit I cut a few corners to get it done but I'm still super happy with the end result.





    The base I think came out particularly well. The icicles are made of melted flying stands, trimmed and hit with a gloss varnish.

    Finally, here is the entire painted army as it currently stands! Hope you enjoy:


  15. First attempt painting anything with red/daemonic flesh. Pretty happy with how it has turned out, really, but the armour panels ended up a bit low contrast in comparison.







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    Recent Entries

    Overview – The Jotenbergs’, mountain-heralds of the coming of season in Ghyran, are being corrupted by the forces of the Chaos God Nurgle.  Rarely seen and few in number, most have been defiled by Rotbringers, however, some still remain. From Azyr, the Celestial Realm, Sigmar sends the lithe host of Virion the Cleanser, and the stalwart ‘Stone-Hearts’ Warrior Chamber of the Lions of Sigmar to ensure no more of these beings fall, or the Realm of Life would surely suffer. Awaiting them is the dark Grublethrex the Vile, the Fly-blown Prophet of Nurgle and his plague-ridden forces. Indeed, the battles ahead of them are to decide the fate of the Jade Kingdoms and beyond.


    ‘Stone-Hearts’ Warrior Chamber, Lions of Sigmar –

    Marius Stone-Heart – Lord-Celestant

    Surdak – Dracoth

    Jarin Duskwalker – Lord-Relictor

    Volker Witch-Bane – Lord-Veritant

    Marmidex – Gryph-Hound

    Artus – Liberator-Prime

    Litian – Liberator-Prime

    Jurgan – Retributor-Prime

    Kyras – Prosecutor-Prime

    Karlas – Judicator-Prime


    Lurdof’s Ironweld Company –

    Lurdof – Steam Tank Commander


    Virion’s Unseen Host –

    Virion the Cleanser – Skywarden

    Zortan – Shadow-Walker

    Ebac – Shadow-Walker

    Sorhec – Shadow-Walker



    Grublethrex’s Rotbringers –

    Grublethrex the Vile, Fly-blown Prophet of Nurgle – Lord of Plagues

    Bubex the Rotten – Blightlord

    Globule – Aspiring Champion

    Urgal the Disgusting - Sorcerer


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    Latest Entry


    ~ Chapter One ~  

    Athos looked upon the field of battle. Around him, his forces made ready for first-contact with the enemy. Across the broken landscape, dotted with withered trees, long drained of life by the recent incursion of Nurgle’s corruption, were gathered a multitude of orruks. Bonesplitterz, these particular brutes named themselves, though Athos cared little what names they chose for themselves. He cared not the name of his enemy – only their death concerned him. 

    War-horns blared to life from within the rudimentary formations of the orruks, dozens all at once. The horde started to chant and roar broken-speech challenges to their opponents, taunting them to action. Throughout their midst, Athos could see the shapes of hulking warlords barking orders at the smaller brethren that surrounded them. There were others as well – sorcerers – judging by their dress; all feathers and special ornaments of bone and wood that the orruks reserved only for their shamans. 

    They’ll prove a more difficult challenge, Athos thought. A far greater one than all the rest of their ilk combined. The Stormcast were the greatest warriors of Sigmar’s hosts, each and every one of their kind a warrior of unparalleled skill, stamina, and strength…but strength of arms could only do so much against a foe who wielded the chaotic power of raw magic, the ability to rip chunks of Earth from the ground, or else twist the fabric of nature to their destructive will. 

    “The orruks are out in number this morning.” It was Calanius, the Lord-Relictor of their force. He had come to stand beside Athos to survey the enemy before battle was joined. In his right hand, the Relictor carried his prized banner, decorated with gothic depictions of a Stormcast soul’s returning to their God-King's embrace. 

    “They’ll die all the same, few or many, it matters not,” Athos replied. “It’s their sorcerers that worry me. I count a dozen at least, though there’s almost surely more of them skulking about.” 

    “We’ll handle it,” Calanius told him matter of factly. “We always do.” 

    We do, Athos merely thought, because we cannot die. If we fail, we’ll merely come back again. That is our gift, and in other ways, our curse.

    Though not all resented the immortality bestowed upon the Stormcast by their God, some were…less enthusiastic. Athos had had a family once, a loving wife and daughter, though he could remember little of them now. Their faces were blurry images in his mind's eye, and their voices were muffled echoes. Athos wondered how much longer it would be before those lingering thoughts faded as well. How much longer would it be before he forgot them entirely? He wondered if he would ever see them again. A lifetime ago, death had offered the promise of reunion, no matter what came, but now… 

    “The orruks are moving, Lord-Castellant." Calanius's voice, calling him back to the present. “We should begin," the Lord-Relictor then told him as Athos returned to the present. 

    He saw the orruks then, a seething tide of green flesh and bone-weapons, and all of it pouring directly towards the forward lines of the Stormcast formations. Athos clenched one steel gauntlet around the hilt of the warhammer he carried. He pulled the weapon loose from the bonds on his back and raised it high for all around him to see. The weapon's steel-head glinted with the sunlight of the new morning.

     “Aye,” Athos spoke. “By Sigmar’s grace, let us bring swift death to these foul beasts.” 



    A cold intelligence watched the storm of battle rage. Over a burning fire, the Gaunt-Summoner, One of the Nine, chanted eldritch words of power. The words of his God. His prayers were answered, and foul power poured from the flames. His minions danced and flayed their limbs about the ritual, chanting in a variety of alien tongues. Their devotion, their energy, their very life-force, gave power to the ritual. 

    From far away, the Gaunt-Summonder heard the warhorns of the orruks, and he knew the time had come. From within his robing he produced an old book, wrapped in the skin of flayed man. As his elongated fingers opened it, the cries of a thousand damned souls screamed from within its pages. He cackled, knowing each of the voice's many names. In his freehand, the Seventh of the Nine raised a dagger, its twin-faces etched with ancient runes chiseled by the talon of Tzeentch itself.

    The wailing of the damned grew louder. The Gaunt-Summoner hissed through multiple rows of fanged teeth, and then he plunged the dagger down, directly into the pages of the book. The world shuddered. It was begun.





    The starting locations for the Stormcast and Bonesplitterz forces. Meanwhile, the Gaunt-Summoner and his cult perform an unholy ritual, unbeknownst to either force.  



    The Stormcast forces advance, splitting their forces into three prongs. Priority switches to the savage orruks, who gleefully bellow as they surge forward.



    The orruks rush forward and charge headlong into their hated foes. After a fierce round of combat, the smaller unit of Liberators are wiped out to a man by the Bonesplitterz boar riders. All across the front, bodies begin to pile. In the heavens above, the sky trembles. 



    Just as it appears the Stormcast will be overrun, the surrounding woods break, and a swarm of Sylvaneth pour forth from the shadows of Ghyran's foliage - directly into the already engaged Bonesplitterz!




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    I submitted a couple entries for this painting comp, but never posted WIP here. Neither scored more than a vote or two but it got me painting my Nurgle models again, so I'm calling it a win.




  16. I painted Skaven and Ironjawz for Back to Back tournaments this month. Loved it, nothing like a deadline to get the finished product done. Of course I always see more things I can do and fix once the pics are complete :)


  17. Undead4Life
    Latest Entry

    Hey, all! Sorry to keep you waiting, I know you've been captivated with bated breath!

    Really though, with school, life, Order and Destruction all going on, I haven't been making as much progress as I'd like. Perfect world would have 100-hour days..

    Anywho, I acquired a windfall of some precious Tomb Kings skellies for cheap, so I HAD to make some Screaming Skull Catapults!

    One bitz order, some balsa wood, and a night of construction later, I present my ghetto-pults!


    I still want to rough up the wood, add some details and get them on bases, but the main chunk of the builds are done!