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Update July 15, 2018 Reinforcements have arrived

Okay, I did a little building again for my maidenguard Actually I build 2x10 Maiden Defenders (didn't glured the Shields yet) A Handmaiden o Steed And 2 Maiden Chariots (not glued yet, because I brush the deers normally after shading) Even when not using the fan made Battletome it gives me more variation because the Maiden Defenders (Bleakswords) are Battleline and I can build an Order army with combined with the reavers.

EMMachine

EMMachine

 

Surlak's mob

"Oi, whot's 'ee talkin' 'bout now?" Grushnak looked up at the distant figure of Da Whisper. Like usual, the shaman was twitching and staring off into the realmgate that formed the basis of the Snowboyz' camp. He would occasionally mumble something that was dutifully repeated and shouted across by Zig'rut. "Not sure, boss. Sumfink about beasts." Surlak frowned, then coughed up a wad of phlegm and spit it out a good twelve paces. Not his personal best, but respectable. With a satisfied grunt, he turned his attention to the multicolored firmament of stars above the tundra. It was a remarkably clear night, with only a few shadowy clouds overhead.  "Da 'chanter is sayin' dat Da Whisper knows when da gate is gonna open. It's gonna go to da realm of da beasts." Grushnak frowned and squinted at the boss. "So why'd ya ask me?" He was rewarded with a comradely thwack upside the head. Grushnak's skull was thick enough that the stars barely lasted a second before clearing. "Just wanted ta make sure I isn't goin' barmy. Get yer gear ready and get drillin'" Grushnak frowned but kept his mouth shut. The boss' plan sounded weird. Let the 'ardboyz go first? What kinda thinking was that? Still, he was only regrowing his tusks now, a week after the first time he'd brought his concerns up. With a snarl, he stood up and went about finding Gristle and his shield boyz. Taktiks, feh. ***** Surlak's mob is a squad of brutes with a surprisingly thoughtful boss who is plagued with bouts of Finkin'. They work more closely than usual with the 'ardboyz of the warband and do some strange things like "Movin' in formashun" and "keepin' ranks". It is only be sheer stubborn belligerence and frequent stompings of the orruks that question him that Surlak maintains leadership of the mob.  

Hedgehog39

Hedgehog39

 

Suneaters Battletome - Maps and A5 Warscrolls

Here's the first map to be put into the Suneaters Battletome, now two Ages out of date but here is one region of Ghur during an Order occupation of previously Ogor territory designed to be displayed over a two page spread in the Battletome. In the centre we see the first tendrils of the Firestorm that accompanied the Suneaters rebirth along with the blasted deserts from which he emerged.  I will also be printing myself some warscroll cards this evening so here is the warscroll for every Suneater unit reduced to A5 size for handy use in games!  

Melcavuk

Melcavuk

 

Simple Origins...

“I am the way into the city of woe,
I am the way into eternal pain,
I am the way to go among the lost.

Justice caused my high architect to move,
Divine omnipotence created me,
The highest wisdom, and the primal love.

Before me there were no created things
But those that last forever—as do I.
Abandon all hope you who enter here.”  ― Dante Alighieri, Inferno Is it pretentious to begin a journal entry with a literary quote?  Perhaps, but it seems apt here.  This is not my first attempt at an online modelling diary, but hopefully it will be my first successful one. With success being measured in regular content and set goals being achieved. Not much to ask for is it?  This journal aims to be a record of my latest migration geographically, on a whole new bandwagon. A rambling tale of my travels into a new gaming community, through a new edition with a whole new army. Let's not abandon all hope... I am a life long wargamer.  I started the Hobby back in the glory days of 2nd edition 40k, Necromunda, Bloodbowl and square bases. Through the years I have jumped from system to system, faction to faction, made friends, lost them. I found love, built a new family, rebuilt an old one and have grown through all the troubles of life to hopefully be a better human. Through it all, games have provided a creative outlet, a meditative space for a innocent joy that you only knew as a child. This whimsical fantasy world where you leave behind the here and now and travel to spaces that only you know how to find.  Spaces where you laugh through your nose, suspend your disbelieve and explore the purely imaginative.  That is what I love about games.  But that is enough of that, for now...  So what filthy bandwagon are we riding?  Well change begets change, and the Changer of Ways has been beating at the edge of my reality.  And I have relented, following the way into the city of woe.  I wanted to jump into DoT since the Battletome dropped, the models are stunning, the colours a riot and they really do fit into the high fantasy setting of AoS easily, unlike my feather toting puffy pants enthusiasts.  But I was put off, mainly due to just how over the top they were rules wise.  I consider it very important to not only play for your own enjoyment but for your opponents as well.  And rolling up to an event with a wheel of cheddar always made me think twice.  Don't get me wrong, I like to play hard when I do but it is always more palatable for your opponent when it is the cheese less travelled. So Tzeentch.  When I think of Tzeentch I see bright colours, noise, wild shapes and impossible architecture.  Escher style illusions and Dali visions of time.  I see madness and it is glorious.  I feel that this imagery is captured really well in the current GW DoT range.  So the irony that as a hobbyist you do not have to be imaginative to capture this most imaginative of forces is not lost me. My test scheme for my horrors is below. The pink horror model from the Silvertower is such a lovely model. Simple, yet wild, the asymmetry is a riot. Love it.  As to the scheme I worked up from a white base, airbrushing first a deep purple and then working up to a light pink. This was then finished with a 2:1 pink:bone mix. I felt the bone just humbled the pink down, made it a bit more real.  Gold was done with Liquid Gold, which I will never use again, such a pain in the ******. Simple silver, kept dull and contrasting electric blues with the occasional orange splash.  It is  a typical GW scheme but it really works well. I'm very happy with how it turned out and the process was quite quick. Although the eyes need work, not enough going on there I think.  The marble base was my first attempt at green marble. It came up ok. I worked up from a black base with a range of greys finishing to white. I then applied a green glazes over the top with a gloss varnish finish.  It only occurred to me after the fact that I should have done the gloss first and then applied the glazes as you really need a smooth surface to glaze over.  Currently the base looks like it has a rough texture, because it does... So in future I will apply several coats of gloss to fill in the texture and hopefully that will achieve a more glassy texture. For my acolytes I wanted to capture the progression of mutation in the skin tone.  I started with a pale grey base and progressively worked up to a pallid flesh tone. I then added pink tones to the feet and a 'birth mark' style banding across the shoulder and back. I future I think will try and do this with more of a leopard print pattern and pink glazes rather than the using the airbrush.  My accuracy with 'the beast' is not that great yet and taping up is time consuming so I'll try and avoid that. I do like how he turned out however. I feel there is enough of a contrast with the daemon portion of the army but still enough uniformity to gel well with the army as a whole.  I will be attending a MOAB this year.  A long running event held in Sydney on the 29th September.  This sets a pretty punishing pace for me but I work well to deadlines, in fact I need deadlines.  My list is not yet set but from initial musings it will include... The Cursling Gaunt Summoner Tzaangor Shaman Ogroid Thaumaturge 30 Tzaangor 2 units of Acolytes Enlightened on Discs Skyfires Summoned models I really want to find room for a Fatemaster, not commonly seen, his CA is rubbish but a fast cheap hero with a 2+/4++ the right relic and maybe some screamers to babysit him might play well in more than a few scenarios.  Considering the event is about 10 weeks away that puts me putting out at a unit a week, plus display board and practice games. Balls to the wall! If you got this far, thanks for the read. I hope you enjoyed it and I will be back with updates as soon as models get churned out.  Cheers Origin

Origin

Origin

 

Suneaters Battletome - A Brief History

Fleshed out the two timeline pages within the Battletome with a brief history of major moments in the legend that is the Suneaters. Various parts of the tome will examine major and minor events in more details but for now this charts the way from first inception all the way through to them becoming a major force ready to burn every city that falls within the path of their migrations.  

Melcavuk

Melcavuk

Allegiance: Stoneklaw's Gutstompas

This blog by request, we'll be covering Stoneklaw's Gutstompas, an allegiance ability available in the Firestorm book. This isn't too undercover of a choice, it's popped up in the AOS 6 Nations tournament and it's gaining traction, so now would be the perfect time to hammer out a write up. Why Gutstompa's? So this allegiance's requirements are a lot less stringent than all the others. It basically allows all of the old warhammer fantasy Orks and Goblins, as well as the new Ironjawz and the Giant mixed in. So if you happened to build a Spiderfang army when the skirmish box came out, bought a lot of the Greenskinz Start Collecting or are jumping on the Moonclan HYPETRAIN and need something to transtition into once they nerf you into the floor, here is the place to be. Let's see what it offers. Confusion. What on earth are these strategems? What do they mean? Well think of these as two randomized allegiance abilities for your army (You had none beforehand and this costs nothing, so random is hardly a downside) that you roll for before each game. Here's a list of the stratagems. Some of these aren't amazing, and that's fair. Some of these are completely insane. ESPECIALLY considering the one that gives you a free unit back doesn't cost reinforcement points like it did when this was written. But how best to make a list that makes adequate use of these traits while not being directly tailored to them to compensate for randomosity? Let's take a swing.     Allegiance: Stoneklaw's Gutstompas

Leaders
Orruk Warboss (140)
- Great Waaagh Banner
Grot Warboss (100)
- Git Cuttas
Arachnarok Spider With Grot Shaman (280)
- General
- Trait: Bellowing Tyrant

Battleline
40 x Orruks (280)
- Pair of Choppas
40 x Orruks (280)
- Pair of Choppas
60 x Moonclan Grots (360)
- Stabbas & Moon Shields

Units
5 x Grot Spider Riders (100)
5 x Grot Spider Riders (100)
5 x Grot Spider Riders (100)

War Machines
Grot Spear Chukka (120)
Grot Spear Chukka (120)

Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 208   Ok so I definitely went in with the Moonclan combo where you double the damage of a Moonclan unit, because it's good and I'd be a fool not to. Backing that up are two max size units of Orruks to form a decent shield wall while the spider riders and their Arachnarok swarm objectives and push elite infantry off them with their mortal wound output. The three characters synergize well with the unit options taken, and the two artillery choices are great at taking out enemy heroes (great for Duality of Death). Let me know what you think and what you'd like to see next.    

Hobby Post: Aiden's Anvilgard (Origins)

In my first hobby post of the blog I'd like to show the origins of my longest running project, my pirate themed Anvilgard Allegiance list. I was given an unopened box of Black Ark Corsairs almost 2 years ago, and from there I was interested in the idea. The aesthetic was something I really liked, but I was disheartened by the rules available (Allies were not yet a thing and the Free City rules were but a glint in GW's eye) so I shelved them, taking them out only occasionaly as a palette cleanser. Over time I acquired more models for this army, always second hand and pre painted, old and forgotten models put aside during the rollout of Age of Sigmar. I hoarded these away an told myself I would get to it, eventually. I dedicated my time largely to painting my Skaven Pestilens force, and took them to every tournament. At first I got utterly steamrolled, by good players with better armies. But over time I learned how to make the force work, I started to catch people off guard, play objectively and even win games. And I thought to myself "if I can win with this goofy army, surely I can make a mixed order pirate list work". So I promptly filled a bucket of detol and dumped half a hundred models straight into it. Some were caked thick with paint by inexperienced painters, some were simply a scheme i didnt like or want to paint over the top of. Some made it through the stripping process in tact, others went to the surgery table to be modified with spare bits from other dark elf kits to become servicable again. Here's a look at a few being drained of their detol before some light scrubbing. Not pretty, but they would be eventually. Check back next time to see what they would go on to be, more pictures below.  
 

Burden Long-Borne

A Burden Long-Borne Haggrax ached from the joints of his toes to the bond between his skull and neck. His precious burden had cooled his shoulders when he first hoisted the boulder across his leathered back, but lately it had become… a challenge. The elder rememberer of the Undissons had traversed alpine trails across Skaddi’s own range for well over four centuries and had padded his way from the tree-kin nurseries that grew mighty Sylvaneth guardians to the towering Ironwood kingdoms to the South. Images flickered alongside reality in his rummy eyes. Ethereal duardin shields repelled a torrent of misty bile launched from a tentacled demon itself being unmade by the sun beams penetrating the pine canopy. In other places, heroes forgotten to time nodded a greeting from where their fogged forms had settled on stump and stone. But lately, his visions were brighter. They were loud. At times his sight darkened all around the scene until he wasn't more than a frozen audience as skeletal figures tore unsuspecting duardin from the ancestor halls and into an empty darkness. Meanwhile the kinstone rocked and shook with what could only be described as a fever. Day and night glaucous, ghostly images of battered and beaten duardin overwhelmed his vision and screams clawed at his mind. “They say all livin’ creatures have a place in Allarielle’s gardens. Guess the dawi’s is luggin’ out skree from Skaddi’s tinkerin’ “ grumbled Haggrax aloud. He had lost reverence long ago for the minor-deity who served as neglectful patroness of his clan. Powerful, she might be, but there were many powerful beings in the realms. Whereas the Everqueen grew and trimmed her creations alongside the cycles of Ghyran, Skaddi was always seeking more. It was not enough to bless her worshippers with the senses of wild beasts, she had to visit them in their dreams until they thought themselves oracles. She was not satisfied with a mountain sanctuary, instead tasking the Undissons with turning it to a living temple. At least her greed proved her nature that of a duardin. The crackling energy speared down the back of his neck, through his lung and across his bowels before scattering its shocks across his right thigh. Dropping to one knee, Haggrax almost shrugged the menacing load from his shoulders and allowed it to fall to the ground in a rune-inscribed heap, but he dared not. This stone was nothing short of a messenger to those feasting in the heavenly halls on the unreachable side of the mountain. He had been tasked to bear it passage into a distant land where it would connect a seldom-rumored duardin prophet with his lost kin, and he would not be the rememberer his babes and rin told tales about for shirking his duties. “One foot in front’ah the next, aye ya overgrown pebble? Couple more days ‘til we’re at the gate.”     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     ***     *** His students were overzealous the lot of them, but they weren’t witless. To see his prized pupil in weather-torn tatters, ranting about the manipulators of fate and Shyshian necromancers reaching out to all the realms, as though he understood the gravity of such things… Even the wise rememberer was left uneasy. Maybe the lad had consumed too much of his homebrew, but Haggrax feared the madness that gripped him had more celestial origins. Wide-set nostrils drew in a gust of unseasonably damp air and rejected it with a snort. Rains tonight, maybe before the sun had crept below the earth even. “Guess we dropped further’an I’d thought,” grumbled the greybeard with a voice rough as a landslide. “Gate oughta be half a day off now, jus’ low enough for the streams t’be babbling free of the cold…” His musings drifted off, unable to focus on anything but his mistrust in Skaddi. Why send him away now, and with an object of such power? Why fill the warrior-priest’s mind with apocalyptic images but not share any such fears with Haggrax? There had been one truth the wild-eyed warrior had stated though - Skaddi was lost. Whatever schemes were afoot in the background, she could not see nor comprehend them. What this meant for her most devout clan, he was not sure. His dreams now reeked of death, and left a sour film on his tongue when he awoke each morning. It was not the stale sort found in old tombs or which clung to the relics he studied as a youth. Rather this was the stench of spoiled meat, where the remnants of corpses cooked in steaming crags and crevices, unfound or unwanted by scavengers. With each bare stomp into the snow, Haggrax the Rememberer relished the freshness of snow between his toes. An age ago he had learned to control his own thoughts as he navigated the spiritual flood that visited him in his travels. But the stone never relented, never ceased. The crackling energies that scrambled across its surface had begun to leave searing marks not only on his skin but across the stone surface itself. Haggrax thought he even had noticed a small crack this morning. Hourly meditations had preserved his sanity thus far, but he was not sure the pain coursing through the kinstone wouldn’t overwhelm him eventually. Summiting the narrow path between the steep ridge sides, Haggrax was suddenly looking down at a barren ravene floor, something akin to a natural mineshaft amongst the mountains, only lit by what little sun reflected down from the snow above. The smell of sulfur was nearly erased by crisp winds fluttering snow through the taller pines of this altitude, but his veteran senses were not tricked. Tomorrow he would carry the stone into the realm of fire, though he couldn’t entirely explain why. The persistent crying out of the kinstone had not ceased, but he had noticed a shift in it’s demands and was attempting to shift his own plans to meet them. Whereas at first he recognized the faces of the Undissons crying out as the were dragged into the darkness, more and more Haggrax had been shown lands he had never visited and duardin he did not know. It was in the oddly familiar eyes of a beaten, naked dwarf curled in what must have been an underground cell that he understood his purpose. As it lost its connection to his clan’s ancestors, the stone had begun searching for others. If his mad student was to be believed, all of the living, wherever they might be, were under assault by the dead and the souls of those passed on were guaranteed no safe rest. The kinstone was showing him brethren separated by ages, possibly when the dark powers had overrun the realms. “An yer sure this is the job, huh? Y’want my old bones to carry you ‘round the realms to find all your friends,” Haggrax chided the vessel. Inside though, he felt a warmth spread from his center. He wouldn’t presume to understand the full purpose of this journey, but the salty mystic was grudgingly honored by the possible scope of this task. Resting the stone alongside a tall trunk, the elder took a deep breath of the cold mountain air. Tomorrow, he would walk into the fires, a land of peril where he hoped to find those the stone yearned for. “Hardly the escape Skaddi had planned,” he chuckled to himself, but she did not have Haggrax’s perspective of the ages after all. With a grunt, he drove his staff into the ground and smirked as vines and creepers erupted and swirled round themselves at his feet. But first he’d get some rest he thought as he nestled himself in to commune with his visions. Haggrax the Rememberer of Clan Undisson       

Rungi

Rungi

Allegiance: Order Serpentis

Ever wondered how cool the Saurus Knights would look if their mounts weren't goofy as hell? Step this way. The Order Serpentis represents a portion of the old Dark Elf line that has been bundled together to form a small elite army that's heavily themed on it's love for drakespawn and dark dragons. They're fast, mobile and very durable, and the low model count and awesome centrepiece model means it's easy to get started. Where do I start? As per the usual, we need a hero and two battleline choices at least before we look at anything else. Picking a hero is easy, after all you've only got one. The Dreadlord on Black Dragon is no joke however, the dragon's already deadly combat profile is accenuated by the character riding it, unlike the sorceress version this guy packs a mean punch. Your battleline options are both things we'll be taking anyway, the Drakespawn Knights and the Drakespawn Chariots, both charge focused, durable melee bruisers. Where to next? More chariots and knights, more more more. And to spice up the mix, lets throw in a War Hydra or two. These nasty behemoths are melee focused beasts with a decent shooting attack and a monster stat profile that doesn't get dramaticaly weaker as it takes wounds. But here's the kicker, the hydra heals itself for THREE wounds in each of your hero phase. Three wounds, not d3. This means it's frustratingly difficult to chip down and any enemy trying to whittle it down and tie it up with chaff will quickly discover it's not locked up with them, they're locked up with it. I would reccomend building around the Ebondrake Warhost batalliob, for the cost of a Dreadlord on Dragon, 2 - 3 Drakespawn, 1 - 2 Chariots and 1 - 3 Hydras you get to reroll all wound rolls of one, and once per game everything within 8 inches of the Dreadlord can charge in the hero phase. What to ally? In this, the age of magic, we need some spellcasters. The Order Serpentis can ally from any of the old dark elf model lines, as well as Stormcast Eternals and Idoneth Deepkin. We're going to stick with the cheaper stuff because Stormcast and Deepkin casters tend to be focused more towards their army's playstyle, a style we don't fit. The Sorceress is always a nice choice, and you can always take a Scourge Privateer Fleetmaster for 40 points to fill out your hero slots for certain scenarios. In that vein of thinking, a few cheap Black Ark Corsairs to hold objectives is rarely a bad thing. But wait, there's more I swear to god I plug the Firestorm Allegiance abilities so much Games Workshop should be paying me by the post, but seeing as you won't be allying Stormcast or Deepkin your army will fit the requirements for the fre city Anvilgard. Now this free city is my favorite (I'm building around it curently, post to come). With a highly mobile army you can rope around the enemy and cause the to just straight up die because they can't get far enough away from you. Better yet, this allows your Drakespawn Chariots to charge again and again, constantly refreshing their charge based bonuses. Let's take a look at what we can hammer out from this. Allegiance: Order Serpentis
Mortal Realm: Ulgu

Leaders
Dreadlord On Black Dragon (320)
- General
- Lance of Spite & Shield
- Trait: Inspiring
Sorceress (100)
- Allies
Sorceress (100)
- Allies
Black Ark Fleetmaster (40)
- Allies

Battleline
5 x Drakespawn Knights (140)
5 x Drakespawn Knights (140)
5 x Drakespawn Knights (140)
2 x Drakespawn Chariots (160)
2 x Drakespawn Chariots (160)

Units
10 x Black Ark Corsairs (80)
- Vicious Blade & Repeater Handbow
- Allies
10 x Black Ark Corsairs (80)
- Vicious Blade & Repeater Handbow
- Allies

Behemoths
War Hydra (180)
War Hydra (180)

Battalions
Ebondrake Warhost (150)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 400 / 400
Wounds: 127   The plan here is simple, set up for a turn two charge into the enemy, and then from there hopefully get a few Anvilgard rolls off at the start of your hero phase before promptly using the batallion to charge into the enemies that just ran away from you. While this is going on, the corsairs make a break for the objectives while providing Look Out Sir protection to the Sorceresses, who focus on dispelling spells and using Word of Pain on big enemy units. The Fleetmaster is here purely for an extra hero to hold objectives, he's only 40pts so might as well pick him up.   This list is a fun elite army to run with, I myself have a lot of the models to make it and plan to get started once I've finished my existing projects.
 
 

An Army of many shapes... - Suneater Batallions

A little work done on revising the Suneater batallions, I feel I could do with two more in order to fully fill out the quota within the tome as 2 of the current ones are mixed destruction Batallions with a central theme of Suneaters.   Currently thinking of the following thematic compositions for one of the last two but in terms of rules to fill them out I'm open to suggestions: TRUE SONS OF THE SUNEATER
There are Ogors, especially amongst the older members of the tribes that grow to resent the power the Gothi have garnered through their manipulations of the Suneaters blessings, these embittered beings go to excessive lengths to prove their devotion to a god that would sooner heed the word of a Gothi priest than the prayer of true Ogor Kin. In battle they are visceral, savage beyond compare as they swear to carve their name into the very legends of their kind or die before kneeling to the grots of the migrations. Exalted Volsungr
2 x Fyreborn Slayer Units
0-4 OGOR units    

Melcavuk

Melcavuk

The Death Watch- Brother Hugh

In the realm of Ghur, there is a ruined castle called Yarbrough, often shrouded in fog and rain. Nothing lives there anymore save the creatures of fen and moor, finding shelter from the elements within the ancient stone. When the wind blows, though, it carries the sounds of ancient horns with it, and when the sun shines it illuminates an inscription hidden in the walls- HmIAFD- that is, Hugh Macintosh and the Black Watch. Centuries ago, when the Age of Myth came crashing down, Tam Yarbrough was lord over Castle Yarbrough. His house had ruled the lands fairly and well for uncounted years, and he was rich and strong and well-loved. When news came of a marauding army of Orruks rampaging through the region, he wasted no time in rallying his retainers to war, marching proudly forth to the sound of drums and trumpets. A glittering host they were, a legion resplendent in the sun, going out to hold back the Greenskin storm just as their ancestors had held back the storms of Ghur. But this is not their story, nor is it Tam's. At the place known as Loch Haverforth the proud Yarbrough host met their match in the Orruk Warboss known as Tarlen the Evermighty, and it's said that the flowers on the lakeshore still grow red in their memory. Hugh MacIntosh was a strong, proud man, but no loyal soldier of Yarbrough was he. He was a bandit chief, having raided the rich and the poor of that land for many years and accomplished deeds of infamy before he found himself in Lord Tam's dungeons, awaiting the hangman's noose. When news came of Lord Tam's defeat, Castle Yarbrough was thrown into a panic. The Orruk host was marching inexorably towards them, and there was not enough strength to hold the walls against them. Tam's loyal retainers, the men he had left behind to defend the castle, lost heart and fled to meet their ends like fugitives or hunted animals. Hugh found himself a free man, released from his cell once again. He could have fled, or avenged himself upon the castle and its inhabitants for his imprisonment. Instead, he looked out upon the column of refugees that would fall victim to the Orruks, and his heart was strangely moved to pity. Gathering his boon companions around him, he declared that the end of the world had come upon them, and it was time for all true sons of Ghur to make their stand. Give him his pipes and a blade, he promised, and he would buy time for the women and children to escape. Wicked and dishonorable men they might be, but even the black-hearted must take their watch when it was demanded of them. Seven of them barricaded themselves in the keep and made ready for their doom. The Orruks were not long in coming, falling on the castle with a vengeance. Equal to their fury, though, were Hugh and his men, driving back the brutes with their two-handed swords every time they tried the tower. Still, it was not enough. One by one, Hugh's companions fell, until at the midnight hour only Hugh stood in the innermost keep, holding the last door. In the darkness, he played his pipes, their ghostly sounds echoing over the massed Orruk warhost and filling them with a primal dread. Had Boss Tarlen not been there, the horde might have abandoned their siege altogether. He bullied the Boyz into attacking, and as first light came they fell upon "da Lady from Hell" again. Hugh was filled with heavenly rage, and could not be moved- still, he was only one man, and he tired. And then came Boss Tarlen, twice the height of a man, armored in the stolen finery of the Realms. Hugh gave a final cry and leaped forth- and there his story ends. Only the Orruks remember his final stand, and what became of him. Still, it is telling that when Boss Tarlen was next seen, he boasted a scar from forehead to chin, and that he and his horde were forevermore afraid of the sound of pipes. ------ The storytellers call Hugh MacIntosh  the Black Watchman, Warden of the Storm, the Lady from Hell, the Herald of Cacophony, Orruk-bane, the Seventeenth.
 

AoS 2.0 updates

Updated all cards (Battletomes for Nighthaunt and SCE will follow soon) according to the Core Book, General's Handbook 2018 and Errata Have fun! http://www.tga.community/profile/2981-hanskrampf/content/?type=downloads_file

Hanskrampf

Hanskrampf

Allegiance: Phoenix Temple

When Byron Orde gallivanted his way to immortality when he won the Grand Tournament with a mixed Order list that heavily featured a focus on phoenixes, I was curious. Would it be possible to build a list around these majestic, obnoxiously invincible and gorgeous models? Clearly. Could it be done while remaining in the Phoenix Temple allegiance? Probably harder but lets take a swing. Where to start? As ever, we need at least a single hero and two battleline. The heroes available to the Phoenix Temple are the two phoenix variants being ridden by Annoited, and the Annoited on foot. Now oddly, there's no price difference in points for mounting an Annoited on a phoenix, so there's no point magnetizing them. Both phoenixes have the ability to enhance their saves if a spell is cast near them, and the fire phoenix gets to deal mortal wounds if it glides over someone while the ice phoenix is harder to hit. I would start with the Frostheart, and add the Flamespire as the list develops. The only available battleline are the super elite Phoenix Guard. They get two saves and are immune to battleshock if hanging out near a hero from their allegiance. They're very expensive so stick with using them wisely, hold objectives and behave sensibly. Where to next? Phoenix Temple has one of those big batallions some armies were assigned in the opening days of the game. The Spyreheart Warhost is built from an Annoited on foot, 2 units of Phoenix Guard and between 2 and 4 of the Phoenixes with or without Annoited riding them. The benefit of this is the Phoenixes get to band together and shoot fire at a nearby enemy, growing stronger for every phoenix within 9 inches of said enemy unit. At 130 points, this batallion is cheap enough to justify taking two of for the extra relics and command points. What do we ally? Easiest question all day. Cheap, mobile spellcasters. If they have good spells, neat. But their real purpose is making the phoenixes imposible to harm with their save buff. The top picks here are the Loremaster (Hand of Glory is a great spell on a phoenix), the Wanderers Spellweaver (Auto-Unbind scroll for the win), anything from the recently open Sacrosanct Chamber for the Stormcast, and if you truly want to go balls to the wall, an Archmage mounted on a dragon. Being able to ally in cheap units to spam for objectives would be desirable, but we need the spellcasters so its hard to justify. Lets see what I managed to whip up.     Allegiance: Phoenix Temple

Leaders
Anointed (80)
Anointed Of Asuryan On Flamespyre Phoenix (380)
- General
- Trait: Tenacious
Anointed Of Asuryan On Frostheart Phoenix (280)
Anointed Of Asuryan On Frostheart Phoenix (280)
Archmage (100)
Loremaster (140)

Battleline
10 x Phoenix Guard (140)
10 x Phoenix Guard (140)
10 x Phoenix Guard (140)
10 x Phoenix Guard (140)

Battalions
Spyreheart Warhost (130)

Total: 1950 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 91 Already we can see this list's weakness, it's lack of bodies. We knew that going in, this is NOT a horde army. With every unit being super durable, it's at least a bit more forgiving in that regard. The goal here is to get the 3 Phoenixes up in the enemy's face while the mages keep them saved up and dangerous. The Phoenix Guard make use of those command points to roll 6s to run and take objectives quickly before the enemy can reach them. But wait, there's more! One last thing. If you've bothered to read my previous posts, I've talked about the Firestorm Allegiances. It just so happens this little list I've built happens to fit the requirements for one of said Free Cities... Yeah, take your magic and shove it where Sigmar's holy light doth not shine you wretched Maggotkin/Arcanite/Lord of Sacrement. Magic is going to be HUGE this edition. Quote me on that. Screenshot it if you must. Magic is going to be LETHAL. And this right here is what we might call an insurance policy. Better yet, it's just a free allegiance ability. This costs you nothing, you still get to keep the Grand Alliance Order rules and traits. Mix in the fact your temple is from Hysh (Hallowheart isn't in Hysh but just roll with it) and take that Lens of Refraction and your oponent just won't get a word in. Take it for a spin. As always, I am not responsible for your actions and don't tag me in your YouTube video where you barbecue your army.

Allegiance: Gutbusters

Coming in HOT after a small points reduction to some key units it's Destruction's finest multi-wound, semi elite force. This faction is packed with solid, durable units and very few of them deal less than 2 damage with each swing of their weapon and some brutal syngergies. Where to start? Well obviously we need to get a hero and at least two battleline choices. Starting with the Hero choice, the Gutbusters have two of these. The Tyrant is a melee bruiser who can smack most other heroes into line, with a randomly generated bonus trait not unlike a command trait and a toasty command ability that lets him inflict D3 mortal wounds on a friendly Gutbuster unit to make it totally immune to battleshock. The Butcher is the wizard choice, usually taken with the optional Great Cauldron option that gives him a random ability that can heal or harm. Obviously with only two hero choices, we'll probably end up having some of each of these two. As battleline goes, you've got Ogors (generic battleline), and Leadbelchers and Ironguts (Gutbusters battleline). The Ogors are your rank and file, packing 4 wounds and decent damage. The Leadbelchers are more of the same but packing decent firearms as well. The Ironguts are your elite infantry, horrifyingly brutal in close combat and capable of taking down basically anything. Where to next? Now we have the foundation, we need to tack on some utility. Often overlooked in this allegiance are the Grots, these cheap little gobbos can net objectives and form decent screens to prevent your valuable troops being closed on by enemy assets. Furthermore, the Tyrant can make them permanently immune to battleshock, which is exceptionally useful. For shooting, Leadbelchers are already passable but to mix some artillery in we have the Grot Scraplauncher (good at dicing hordes) and the Ironblaster (high rend that does ok against numbers but is better served shooting at high wound single models. Also weirdly good at close combat). There's also Gorgers, a flanking option that's also relatively cheap. They are made from finecast however, so consider converting some out of Flesh Eater Crypt Haunters. Adding in Allies Keeping with the Ogor theme, both the Stonehorn and Thundertusk Beastriders can be allied in at 2k points, and the Frostlord on either mount can tag along at 2.5k. For less extravegant options consider the Maneaters, an elite Ogor unit which is both flexible and fun to convert up, and various trolls from the Troggoths units for some seriously durable units. The Finished Product Allegiance: Gutbusters

Leaders
Tyrant (160)
- Massive Ogor Club
Butcher (140)
Butcher (140)

Battleline
6 x Ogors (240)
- Ogor Clubs or Blades with Iron Fists
6 x Ogors (240)
- Ogor Clubs or Blades with Iron Fists
3 x Leadbelchers (140)
3 x Leadbelchers (140)
6 x Ironguts (360)

Units
60 x Grots (270)
1 x Ironblaster (120)

Total: 1950 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 187
  In this list I opted out of any allies and doubled down hard on the powerful options already available to the faction. I left 50 points out to get an extra command point for a turn one Tyrant hits the grots and makes them immune to battleshock, then burn another command point if I dont roll a 6 on the grot run to get them right out in front of the army spread out. The slow moving Ogors can move up behind this grot phalanx (which will inevtiably die once sneezed on) until the enemy is within firing range. Their durability will allow the Ogors to hold the objecctives easily against the enemy. Any Gutbusters players reading, definitely comment if I've missed anything. You guys are the real heroes.

Allegiance: Firestorm

Opening up this blog of unconventional picks and tactics, we're going to talk about the allegiance abilities released with the Firestorm Campaign. There's something for each of the Grand Alliances, though the vast majority of them are centred on the ORDER alliance (it was an expansion based on the new free cities, so that's just a given). What are the requirements? For a start, the Firestorm Allegiances recieved an errata where you can only take them as a supplement to being Grand Alliance allegiance. This was changed to prevent armies like Stormcast Eternals abusing the Anvilgard rules and armies like Sylvaneth abusing the Living City rules. As the Firestorm allegiance abilities don't replace your existing ones, and instead add on to them, this was a necessary change to prevent giving existing allegiances a considerable leg-up. Secondly, each allegiance has a list of factions it can include, it doesn't have to include all of them but it can only include choices from these factions. As an example, we'll take the Tempest's Eye free city. So to start, it's important to remember that if for example the army is a Swifthawk Agent's army and you'd like to take the Tempest's Eye allegiance to give yourself a bit of an edge, you still get to use your Shadow Warriors and Spireguard as battleline, because your army is still built entirely of units with the SWIFTHAWK AGENTS keyword. The tricky part is if you want to ally units. You may still ally in as usual, however you can only use the ally choices that are also in the Tempest's Eye requirements (in this case, only the Stormcast Eternals and Eldritch Council). This limits you somewhat, but both contribute well to what a Swifthawk army lacks anyway so it works out relatively well. Allegiance: Order (Tempest's Eye)
Mortal Realm: Hysh

Leaders
High Warden (220)
- General
- Trait: Inspiring
- Artefact: Lens of Refraction
Skywarden (160)
- Zephyr Trident
Skywarden (160)
- Zephyr Trident
Loremaster (140)
- Allies
Knight-Azyros (100)
- Allies

Battleline
5 x Reavers (140)
5 x Reavers (140)
5 x Reavers (140)
5 x Reavers (140)

Units
30 x Spireguard (300)
10 x Shadow Warriors (180)
10 x Shadow Warriors (180)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 240 / 400
Wounds: 126 So here's a list I've bashed up that I would enjoy playing with the Tempest's Eye allegiance. Straight away we can see it's an extremely mobile army. The army's deadly shooting is accentuated by the allied Knight-Azyros swooping down and providing rerolls, and the Loremaster is pretty much good in any army because he can turn any hero into a godly beatstick with the rerolls he hands out. The army utilizes it's extreme mobility to compete against armies it ordinarily wouldn't be able to deal with, using the small speedbost from Tempest's Eye to reach key positions before the enemy does, and gets the enemy into it's shooting range a turn ahead of when it normally would. When should I take Firestorm Allegiances? It almost feels like these armies were designed to give the old Fantasy Battle line that hasn't recieved a battletome a bit of a boost. For example, you'd be a fool to take this over the allegiance abilities provided by being Stormcast or Kharadron Overlords allegiant, but if you have a Dispossessed army and aren't a fan of the Grudge system they were given, or feel like starting a Swifthawk Agents army after going halves with a friend on the Spire of Dawn / Island of Blood kit, these are the rules for you.   Comment your thoughts below guys, and if there's anything specific you want me to cover be it a Firestorm Allegiance or anything else, let me know.
 

Suneaters Battletome: The Migrations

I've spent alot of time going back and forth as to whether introducing Subfactions to the Suneaters would fit my theme or not, as each of the migrations tailors to their Volsungr its entirely possible for them to change modus operandi as soon as they change leadership. However I eventually resolved that those within said migration would likely fall into similar patterns of behaviour (its what they were raised with after all) which allowed me to create the key, most reknowned and named migrations of the Suneaters. What I havent done however is key it to paint scheme, there is even a disclaimer when picking your Migration that you can paint however you want:    

Melcavuk

Melcavuk

Suneater Tribes: The Warscrolls

Here's the current quota of Warscrolls from the Suneaters battletome, I keep deivising new unit concepts but that this point feel I have hit capacity on number of scrolls in a reasonable faction in AOS. If anything I may end up dropping scrolls to replace them with new ones if any are found to lack the right feel for the army  

Melcavuk

Melcavuk

The Death Watch- Sister Rebecca

In Shyish, there is a mountain range, the Day's End Mountains, behind which the sun seems to be perpetually setting. One of these peaks, Mount Hadreth, stretches far above the others, its top obscured constantly in an unearthly fog even while the air becomes almost too thin to breathe. Near the summit, there is a door, and behind it a stairway said to lead deep into the heart of the mountain. From there- although none had walked the stair in many generations by the end of the Age of Myth- the passageway led to a series of massive caverns, stretching throughout the roots of the entire range. Taken together, the people of that region know this as the Tomb of Eternal Life, where souls are said to reside forever beneath the world of the living in society with one another. It is forbidden that one of the living should enter the Tomb, just as it is forbidden that one of the dead should seek to exit and return to the living. But humans are weak creatures who cannot hold even to the rules they set for themselves. For this reason, the door must always be guarded, lest someone in their hubris might seek to be reunited with one they have lost. These eternal guardians maintained an unblinking vigil, keeping the door- already protected by mighty theurgy- safe by the strength of their arms and their faith in their cause. This ended, though, like so many other things, with the coming of Chaos. It had long been prophesied that when the end came, the guardians of the dead would descend to fight alongside the living. Thus, the commander of the watch, who was human despite her calling, led her comrades into battle against the great hordes of the Dark Gods at the foot of the mountain. For eight days and nights, the soldiers of the mountains struggled with legions of daemons and cultists, but the end should never have been in doubt. The door watch was wiped out to a soul, and the gate lay unguarded for many decades. During this time, though no mortal could yet penetrate the wards, daemons slipped in to trouble the dead, and malefic spirits came out to trouble the living. Thus was the balance of the world upset, until someone came to restore order to life and death again. ------ Rebecca grew up the daughter of a poor farmer, eking out a living in the foothills of the Day's End mountains. They lived constantly in the shadow of the Dark Gods- almost literally, since the followers of Chaos had built great iron fortresses on the heights to assert their dominion over the people below. Though they ruled the land, the overlords of the mountains contented themselves with their fastnesses, only sending out their tax collectors and enforcers to exact punishing tribute every few weeks. Thus, Rebecca's family was able to live in relative peace, and she was raised on the whispered tales of a time before enemies overran the mountains, when the heights were held by the guardians of the Tomb of Eternal Life. Even as a child, she longed to see the gate that led into the tomb herself- but knew that she could not. The Gate had long since been fenced in by the sorceror-lords who had taken Mount Hadreth as their private domain. In this day, they ruled over her hamlet, and from time to time misshapen abominations would wander down from the mountains to snatch one or two of Rebecca's neighbors away for whatever purposes the sorcerers thought to put them to. Rebecca was plain, and quiet, and quick to run, and thus she evaded the overlords' "tribute". Still, it burned at her, as it would burn at anyone, to see her friends and relatives stolen so unjustly.She made a quiet vow that she would one day give retribution to the sorcerers for all they had taken from her and her people. That day came sooner than she would suspect. In her seventeenth year, Rebecca was engaged to the love of her life, a farmer boy named Abraham. When the abominations came to exact tribute in the winter of that year, though, he tripped over a root- and was seized by one of the creatures.  Filled with a mighty rage, Rebecca grabbed a pitchfork and attacked the beast, stabbing it again and again until it lay dead. Consumed with the same anger, her fellow villagers joined her, hurling stones and trash and attacking with whatever came to hand until the invaders were forced to retreat. The village lay in a deathly quiet for two weeks- until news came that dozens of servants of the sorcerers, not just mutants but armored warriors, were descending to make an example of those who practiced defiance. There was nothing to do but flee. As nomads, living off of whatever they could scrape from the barren land, harried by sorcerous beasts, the villagers survived in hiding. As they went, they armed themselves with weapons from their fallen foes, striking back under Rebecca's leadership against individuals or small groups, repaying the sorcerers blood for blood.  When the other villages heard of their continuing defiance, some among them joined Rebecca's band, while others sent food and supplies in secret for the fight against the hated masters. Soon, Rebecca's band had grown to number in the hundreds, menacing the sorcerer's servants whenever they came down off the mountain. In response, the lords of the peak sent down their full strength, intending to punish the full region for daring to rise against the faithful of the Dark Gods. The might of the enemy's army was more than Rebecca's band could face in the open field, but desperation and cunning gave her a plan. Throughout the hills and ravines of that land, her warriors hid and struck at the enemy army as they passed. Where they could, they rolled boulders down on the heads of the enemy, crushing them or blocking their paths. They struck by night, poisoning food supplies, murdering pickets and setting fires in the brush and never, never coming to open battle. While this happened the sorcerers rampaged blindly, driving villagers who had remained neutral out of their homes- and into Rebecca's arms. Others, hearing what happened, openly supported her lest the sorcerers should pillage their homes as well. By this her army grew strong and well supplied, while theirs dwindled and starved. When she finally met them in battle, it was a rout- her soldiers drove both abomination and man before them, slaughtering both those who stood before them and those who ran.  With the army of the Dark Gods destroyed, all that remained to her was to overthrow the sorcerers themselves and cast down their fastness. Up the long mountain roads her army marched, fighting the daemons summoned against them until at last they came to the fortress itself. They had no siege, and they certainly had no sorcerers, but some among her troops knew how to work rock and dig stone, and it was not long before a breach was created. The end was almost an anticlimax. Rebecca's forces slaughtered the sorcerers and their apprentices, tore down their workshops, gave a merciful end to their experiments, and made obeisance before the Gate itself. But the Dark Gods never forget, and never forgive, and soon she would find herself assailed again. What Rebecca had faced to date, deeply personal though it might have felt, was akin to an autoimmune response- an angry red inflammation of the wound. On the scale of gods and empires, it meant almost nothing. Now that she had succeeded in toppling servants of any real importance, though, she had drawn malevolent attention. From all throughout the Day's End Mountains, the various lords of the high peaks rallied their hosts to war, joined by a legion of daemons sent from the Realms of Chaos to make an example. Taken together, the armies of Chaos massively outnumbered and out-classed Rebecca's troops. The battle against the sorcerers had been an uphill fight. This would be a slaughter, both for her partisans and for everyone living in the region. She knew of only one solution- to enter the Gate, descend into the Tomb of Eternal Life, and seek the aid of the spirits there. There were funerary rites, known to the people of that land but never to the foreign followers of the Dark Gods, that Rebecca now underwent, preparing her soul for the passage. She cut her hair and donned a funeral shroud, darkened her eyes with ashes, stripped off her shoes and bid a tearful goodby to Abraham. Then she went before the Gate, alone. To the amazement of everyone watching, it swung open, revealing the beginning of the Long Stair inside. Rebecca placed one foot in, then the other, then started down- but a few steps in, she looked back. The outside world was darkened, as though viewed through a veil of fog, and her heart clenched as she realized that this meant that she could never return to walk among the living. Steeling herself, she continued downwards. For a day and a night she walked without ceasing through gloomy, damp caverns, her way lit only by a candle, alone except for the drip of water and the echo of her footsteps. Finally, even as her legs screamed out for rest, she reached the bottom of the Long Stairs- only to be greeted by the sounds of battle. To her amazement and horror, she saw that the armies of demons she meant to fight were already here, waging war against the souls of the dead. Already a quarter of the Tomb had fallen and been corrupted by the minions of the Dark Gods, and even now the ancestral spirits of warrior kings led their hosts in desperate battles to hold back the defiling tide just a little longer. The spirits of the dead were perplexed by Rebecca's presence, seeing through her shroud to the mortal life that still flared within. She begged leave to plead her case before them, though, and after some consultation she was allowed to appear before the Synod of Fifteen, the council of the greatest souls in the Tomb. Here, she laid out the dangers facing her people, the crushing burden of Chaos, the slaughter that awaited them if no help came, the defiance they had cast in the teeth of the Dark Gods. To this, she added what she had learned from the ruins of the sorcerer's tombs- that a plot was afoot among the disciples of Tzeentch, to take the souls that fell in battle in the Tomb and weave them together into a monstrosity, an ur-eidolon of a million trapped spirits capable of shaking the walls of Heaven themselves. The Synod was divided. Half were for marching out into the realms of the living and facing the enemy in battle, while half feared abandoning their homes and suspected a trick by the Dark Gods to undermine their defense. Only the ruler of them all, the ancient king Xereus, remained pensive. He said that since the Synod clearly could not come to a decision, perhaps it was time to present the choice to the entire population of the Tomb to see what their verdict would be. This proved to spark no less controversy, however. Some of the spirits took up arms and were ready to follow Rebecca up the Long Stairs and to battle, while others were ready to kill her as an agent of the Enemy then and there. Most, however, wavered somewhere in between, afraid of leaving their homes but equally afraid of remaining to be fodder. Finally, a single voice broke the tumult. To Rebecca's surprise and grief, she saw Abraham standing before the masses. When he realized that he would be forever parted from his love, he said, he had thrown himself from a cliff- but now he would speak of her character, and in her defense. He told of how she had been the first to take up arms in defense of his people, how she had rallied them to her banner with her strength of will and courage, how she had cleverly lead the armies of Chaos to their doom, and how she now was prepared to sacrifice her own life to defend those around her. At this, others in the audience who had died since the beginning of the tide of Chaos joined in, adding their voices to the call for action to defend the people of the mountains. Finally, the ancient guardians of the gate came forwards. They had long stood their watch to make sure that the worlds of life and death remained separate- but now that a greater threat had arisen, that time had passed. It was time for the living and the dead to be rejoined- time to pierce the veil at last. At this, Xereus nodded. He would lend his support to the march on the surface, and together the living and the dead would liberate the world above from the grips of Chaos. But this, he said, would only happen on one condition- that Rebecca, who had lead the armies above, would shed her mortality and join the ranks of those below. With the love of her life dead, and her people facing destruction, the choice was not difficult. She assented, and at a stroke of his sword her living spirit was snuffed out. ------ Two days later, as the armies of the lords of Chaos stood poised to sweep over the region and slaughter its people, they were met with an army of spirits and an army of men, fighting in ranks together. The shattering defeat of the fell horde gave new heart to all who heard of it, and many in the lands around the Day's End mountains rose up against their once-invincible masters. Wherever these rebels arose, they were quickly joined by ghostly and living soldiers, fighting with fury and guile borne of decades or centuries of experience. It took years, but the whole of the mountains were freed, and remained free in their mountaintop fastnesses even against the legions that the Dark Gods sent to cast them down. But irony of ironies, Rebecca was not at their head, nor even in their ranks. When she had fallen beneath Xereus' blade, her soul had been snatched up by Sigmar, to join the ranks of his armies. Reforged, she was indignant, and then moody, prone to keep her own counsel and withdraw from the company of others, appearing alive only when she faced down the minions of the Dark Gods where she was terror itself. In his wisdom, Sigmar saw only one place to put her- the ranks of the Death Watch, full of misfits and outcasts and juggernauts like her. In Steelios, she found a companion that could ease her pain- someone who understood her anger at the gods, and abided by her refusal to swear allegiance to any. Now, she fights determinedly at his side against multitudes of foes across the Realms- but her mind wanders to Shyish, and the mountains of the Day's End, and the promise she made to King Xereus long before... ------ The storytellers call Rebecca the Beloved of Eternity, the Dusk Raider, the Denied, the Guardian of Death, the Nineteenth.
 

Suneaters Battletome: First Look

So here's a first look at what is the basis for a sleek and more refined looking Suneater Tribes battletome. Latest revisions include the newly refined Allegiance abilities for the Faction along with revised prayer and a newlook warscroll layout for 2.0   Along with a handful of screenshots I have enclosed a PDF for everything i have written thus far if anyone wants to do some playtesting for me with proxy models or give feedback.   Download the current WIP tome here: Tribesinprogress.pdf

Melcavuk

Melcavuk

 

Designing Faction Abilities - Revisions

Alot of the time when I design a unit or faction ability I get alot of questions as to how I can tell what is "Fair" on the battlefield, mostly I like to think i have a good eye for what makes for a fun, thematic but balanced faction and unit within the factions but there are times at which I can get it wrong. Through copious playtesting the Suneaters one thing came to mind as an oversight on my part, the GOTHI became an autoinclude as they very faction abilities meant to come by selecting the faction are keyed to their prayers, so you could never benefit from allegiance without having to spend copious points on the priests. After playtest number 4 or so I've revised a way of keeping the Pyres thematic and limited whilst allowing for list diversity, here is the new Allegiance abilities:   BATTLE TRAITS
An army with the SUNEATER TRIBE allegiance gains the FEEDING THE FLAME and CREEPING DEATH special rules   CREEPING DEATH: The Suneaters do not simply bombard a foe with rocks and arrows like lesser races, every attack sends great gouts of flame, burning oils or incendiary devices down the field as much waging war on the very lands around them as they do the foe. Enemy Models may not benefit from COVER against a Suneater Tribes ranged attack, every would be shelter soon descending into a fire drenched tomb.   FEEDING THE FLAME: Before either army deploys on the battlefield select one piece of TERRAIN and place a single INFERNO MARKER, it is possible for other INFERNO MARKERS to be placed throughout the game through abilities or artefacts, when placing an INFERNO MARKER, it must be placed wholly within a terrain feature and not within 6 inches of another INFERNO MARKER. Each turn you may enact the below rule in your hero phase:

In each of your HERO PHASE any SUNEATER HEROES within 6 inches of a terrain feature may attempt to call forth a Pyre. Roll a D6, on a 4 or more you may place an INFERNO MARKER on that terrain piece.   PYRES OF THE SUNEATER In your hero phase count the number of INFERNO MARKERS currently on the battlefield and select an army wide ability from the chat below. You may select one ability to enact until your next hero phase up to the number of pyres you have (you may select a lower number ability if you wish) to channel the favour of the Suneater. Only one such Pyre Ability may be in force at any one time. Once an ability has been enacted roll a D6, on a roll of 1 you must remove 1 INFERNO MARKER from the battlefield as it is drained of its energies.   INFERNO MARKERS ABILITY 1 Choking Smoke – With the smoke from the Pyre hanging low over the battlefield the Suneaters can conceal themselves with ease. Until your next Hero Phase, subtract 1 from any attacks targeting a SUNEATER TRIBES unit in the shooting phase 2 The Leaping Flame – Until your next Hero Phase SUNEATER TRIBE models may re-roll failed charge rolls this turn, in addition any successful charge that rolls a 9+ immediately inflicts 1 mortal wound on an enemy unit within 3 inches. 3 The Roaring Blaze – SUNEATER TRIBE units may run and shoot, or run and charge for the duration of this turn. A unit may not elect to do both however. 4 Undying Embers – SUNEATER TRIBE HEROES immediately heal D3 wounds, additionally increase the attack characteristics of their weapons by 1 until your next hero phase. 5 or more Shimmering Heat – Until your next hero phase SUNEATER TRIBE units that suffer a wound or mortal wound may ignore them on a D6 roll of 5+ this turn as the heat of the blaze warps away otherwise mortal blows.   GOTHI PRIESTS Now ofcourse this meant that the Gothis prayer on their scroll needed changing, once more it should be keyed to the Pyres that they attend to for their god but since they intuitively can summon pyres through factional allegiance it should be something new. I actually took Prayer 6 off of the original prayer list and tweaked it allowing them to weaponise summoned pyres instead of making new ones by praying:   All Gothi Fyri  know the Spark of Destruction prayer and may additionally select another from the Suneater tribe prayer list. They may attempt each prayer they know during each of their HERO PHASE. SPARK OF DESTRUCTION: In your HERO PHASE select an INFERNO MARKER within 15 inches of this model and roll a D6. On a roll of 4 or more that INFERNO MARKER erupts in a glorious explosion, any enemy units within 6 inches of the marker immediately suffer D3 Mortal Wounds    Which means the new replacement Prayer 6 makes sense in the times of magic that are now ravaging the realms giving even a Volsungrless Suneater list the potential to consume spells. PRAYER LIST 1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature until the beginning of your next hero phase.

2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit increase their rend by 2.
  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

6)       Spell Eater – Roll a D6, on a 3 or more the PRIEST channels the flames hunger for the arcane magicks permeating the realm. Until your next HERO PHASE this model may attempt to dispel 1 spell each turn as though he were a WIZARD.

Melcavuk

Melcavuk

 

A Spark to the Powder Keg

If the Aelves thought themselves fortunate to stunt but a single tendril of the great Migrations they were mere fools, they had not been the target of the migrations long march across the realmscape, nor had they faced the true might of the Migrations warriors, instead to revel in the joy of their ambush showed the arrogance of all of Sigmars pets. Their greatest mistake however was to put thorn to the great beast and then flee without expecting retribution, even as their fleetfooted kin retreated higher out of the valley and into the forests the drums of war began to reverberate, seemingly coming from the mountains themselves. Those animals of higher instinct knew what was to come, great flocks of birds taking to the skies in search of less volatile grounds to make their nests, whole herds of antelopes racing in a crazed stampede through the valleys to find pastures and refuge far from these fields. Aelven scouts, hidden high in their perches to watch for signs of the enemies witnessed the arrival the main body of the migration into their secluded valley, vast plumes of smoke rising high up into the skies as every tree seemingly erupted into a rapturous applause of flame in the very presence of such military might, every blade of grass withering to form a carpet of Ash that the divine migrations might not walk upon unworthy ground. Worse still a word carried on the wind, riding the beat of every drum and etching its way into the hearts of those who heard it... "Surt'ar....." Leaping deftly from their lofty perches the Aelven scouts made all haste toward the refuge of their kin "Surt'ar...." The very air around the scouts seemingly became thicker with every passing moment, a wave of blistering heat crashing down upon them, the sun long since having retreated behind the clouds of smoke from the migrations Pyres. "Surt'ar...." One by one the scouts dropped lifeless, their bodies already shadowed in ash as they slumped face first into the dry and cracked earth, the very air in their lungs blistering and burning as they choked out their last few breaths before giving way to the sweet release of death. He was awake.... So game 2 of the narrative series is tomorrow, I get to test out Surt'ar in his post-prison state as a rage fuelled fanatic hell bent on vengeance, where better to start than with a migration that has been assaulted by pesky Aelves. Here's the 2k list I'm looking at:   Surt’Ar – The First - GENERAL
Gothi Priest - Judgement of the Suneater Prayer (healing)
Gothi Priest - Volcanic Blows Prayer (Increases rend)

Aldin Draken x 2 - Battleline because Surt'Ar has the Volsungr Keyword
Aldin Draken x 2
Gullveig Ogors x 6 - Battleline, large unit to maximise the benefit of command ability and prayer
Ashen Grots x 20 (Bows) - Harassment battleline

Bal Kasta x 2

Slatr Warbeast
Burnin Bomb Catapult x 1
Pyre Belcher   It gives me a decent mix of units and a chance to see how the revised scrolls on the Pyrebelcher and Aldin drakken play out.
 
 

Melcavuk

Melcavuk

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