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Showing content with the highest reputation on 01/09/2018 in all areas

  1. 6 points
    Here's my rotbringers/chaos sorcerer!
  2. 6 points
    Here's the first test model I did for my Blight kings. I plan on doing 5 Blight Kings in this manner and the other 5 I will do in another color scheme.
  3. 3 points
    So in order to avoid me spamming the malign portents tale of ?? With all my project photos I have instead decided to make a topic to share my painstaking tribal themed daughters of khaine conversions with you all! These are trying to be designed with both being a fun army project and also a first forray into AoS28 with some of them, trying to capture character and a bit of a dark edge in the girls (painting is gonna make all the difference I think) Anyway without further ado here are the girls so far!!
  4. 3 points
    With the new Nurgle releases I've been inspired to dust off some mothballed Nurgle units I've had lying around for some time and with that I figured a painting blog would be fun. Here are the models I currently have which I will be painting up in the coming months. Glottkin 10 Plaguebearers Herald of Nurgle 3 Nurglings 3 Plague drones Gutrot Spume Lord Of Plagues 10 Blight Kings For once in my life I will do my best to avoid going out and buying a bunch of new models and then succumb to some sort of painting depression brought on by having a seemingly insurmountable heap of models to paint (fingers crossed) So I intend to paint everything I have above before getting a new and juicy Great Unclean One for instance. I'm a very casual gamer but I do enjoy a game or two with friends so I thought I'd start painting things in an order that would allow me to start fielding the army as soon as possible. So I'm thinking I will try out a 1000 pts army containing Glottkin, Gutrot, 10 Blight kings and 10 Plaguebearers. I suspect this is probably a pretty bad list so if you have suggestions on other list made with the above units I'd love to hear about it. Now enough talk and let's start of with the first pics of the blog: I started off with Nurglings because I wanted to get a feel for the painting scheme I will be using for the green flesh on my Plaguebeares and my Glottkin: For the skin I started off with Ogryn Camo which I followed up with a recess shade of Biel-Tan Green. Then after a glaze of Waywatcher Green I layered Ogryn Camo back on (here it helps to thin your paint with Lahmian medium to make it easier to get a smooth result) then I added Flayed One Flesh to the Ogryn Camo mix to smooth highlights on open areas of the skin like the top of the head, shoulders etc. Finally I did a finer edge highlight of Flayed One Flesh. Next up will be five of the Blight Kings so stay tuned for that =)
  5. 3 points
    Here’s my Rotbringers Sorcerer conversion using the free Slaughter Priest from White Dwarf and some other Nurgly bits and pieces! His name is Spiak Longrot - His impressive stature literally increases with every foul spell he casts.
  6. 3 points
    Apologies and thanks to Flamingwalnut for the idea, I'll be using this to keep track of my warband narrative as well! Pics of the warband to come!
  7. 3 points
    Hey, So here’s some really rubbish dark pics of my Sepulchral Guard. Once again I quickly followed the WHTV guide and they came out really well. They are not at all flat as they look here. Again very happy with how these have come out for the time invested. Im pleased that I managed to catch up and get everything painted ahead of the Skaven release. Puts me in good stead going forward. I’ll be running some Shadespire demos at Boss Miniatures in Weymouth on 27/01 and will have all 4 Warbands in the cabinet. Enjoy, Chris
  8. 2 points
    Evening all, I hope everyone had a nice Christmas and New Years? I have spent the last week or so mostly laid up in bed following my operation. Fortunately I received a copy of the newest Chaos Battletome: Maggotkin of Nurgle, which has provided some great reading and made the week more bearable! As I am currently not podcasting and am unable to do any voice based stuff at present, I thought it might be fun to just put up some of my initial thoughts on here. I appreciate this may be a duplication of information for some people, but hopefully it'll be of interest to some of you. It's worth noting that @Mengel Miniatures will have a review up tomorrow/next week, @Russ Veal & the Facehammer crew also have a podcast ready to go. Finally you can check out some great videos @Terry Pike has done on magnetising the Great Unclean One on Twitter (@TerryPike84). So I'm not going to go into too much detail or anything and won't cover the lore side of things (I'm sure @Spirit of Grungni will have us covered there in due course!). Part I - Allegiance Abilities Battle Traits Cycle of Corruption - We have already seen this from the Blight War book, so no need to go into any further detail at this stage. However, it is worth noting that there are ways within the book to adjust the Cycle mid-game, which is pretty powerful if you find yourself needing the extra move or wanting to pick of a final few wounds from a support character etc. It will be interesting to see two Nurgle armies face off against each other as they use the same cycle, which is pretty cool. The Garden of Nurgle - Similar to Sylvaneth, after terrain is set up but before you choose territory, you can set up a Feculent Gnarlmaw. As we go through this I will talk more about the Gnarlmaws and their interaction with the army overall. I have to say it is cool seeing GW bring more things like this into the game. Summon Daemons of Nurgle - This is one of the most interesting parts of the book IMO. All the Daemon scrolls in the book have lost their ability to be summoned as a spell (which has farther reaction implications to Chaos as a Grand Alliance, that's another subject for another time though) and instead you now build up Contagion Points as the game progresses. These are gained for controlling certain areas of the board and having Feculent Gnarlmaws in place, which is really thematic. At the start of your Hero phase you can expend these Contagion Points to summon furth a variety of Nurgle Daemon units (or more Feculent Gnarlmaws). They are placed within 12" of a Hero or Feculent Gnarlmaw and 9" away from enemy units. I suspect you may see players using the initial points to get an extra Gnarlmaw or two on the table. From my initial (and indeed subsequent) reading of this, I see no reason why you would not have to pay reinforcement points to summon Daemons in this fashion. However, with the removal of the summoning spells I do wondering if this is something factored into the army cost and perhaps we will see this ruled as "free" summoning. Seeing which way this falls will really effect the overall power of the army. I do really like this mechanic, seems much more refined than spells. Command Traits These are split down into three categories; Rotbringer, Nurgle Daemon and Nurgle Mortal and all have some interesting options. It's worth noting at this stage that there are a lot of named characters in this book, way more than any others so far. This means that there will likely be plenty of times that you don't have a command trait. Very quickly; Rotbringer 1. Grandfather's Blessing - Once per battle move the Cycle of Contagion. 2. Living Plague - Units within 1" can suffer a mortal wound in your hero phase, and you gain a Contagion point. 3. Hulking Physique - Bonus to wound. 4. Bloated with Corruption - Splash damage back in the combat phase. 5. Avalanche of Rotten Flesh - Boost to run and charge rolls for your general. 6. Resilient - Bonus save vs wounds or mortal wounds. Some nice choices there and I do think there may be times you will see pure Rotbringer armies with a generic hero as the General. With this being the case you could tailor your selection here around that. I do think being about to move the Cycle onto the extra move for another turn just seems solid though. Nurgle Daemons 1. As above. 2. As above. 3. As above. 4. Tainted Corruptor - In your hero phase you can taint terrain near your general to have some of the features of a Feculent Gnarlmaw (not the best ones haha!) 5. Nurgling Infestation - Once per game can inflict D3 mortal wounds in the combat phase. 6. Pestilent Breath - 6" ranged weapon that is good vs hordes. Inflicts mortal wounds. Again, I think I like the ability to move the Cycle. It actually offers quite a lot of utility/versatility against some of the other options here, but as we'll get on to there are other ways to achieve this. Nurgling Infestation is good if you can get your General within 3" of a wounded key piece and finish it off automatically, much like the Kharadron Overlords "no trading with some people" (I think it's called). Pestilent Breath has the potential to do a lot of damage, but is probably too situational. I think there is every chance you'll have a Great Unclean One as your General, so this is a list of options you'll probably be looking at a lot. Nurgle Mortal 1. As above. 2. As above 3. As above. 4. Hideous Visage - Bravery debuff for enemy. 5. Overpowering Stench - Opponent has to reroll hits of 6 vs your General. 6. Virulent Contagion - Improve Rend by one. Off the top of my head, I cannot see many lists appearing with a Mortal General. Perhaps a Chaos Lord on Daemonic Mount and that being the case, maybe you'd try to build some sort of bravery bomb. But yeh, this is the least exciting for me...though perhaps I'm just being short sighted as the Mortal scrolls aren't in the book!! Artefacts of Power As above, these are split down into the same 3 categories. You'll need to take consideration here, as obviously even if you named character as your General you'll still get to pick one of these for one of your other characters. Rotbringer - Artefacts of Contagion 1. The Splithorn Helm - Bonus save vs wounds or mortal wounds. 2. Muttergrub - Wizards can attempt to case an extra spell. Non-wizards get a spell. 3. Rustfang - In combat phase pick an enemy unit within 3", reduce their armour save by one for rest of the game. 4. Flesh Pealer - Can cause mortal wounds within 6". 5. The Bileheart - Splash damage back in the combat phase. 6. The Fecund Flask - Once per game 2+ heal all wounds, 1 you die! A couple of these seem to duplicate up one the command traits. Bloated with Corruption and The Bileheart could be entertaining, though it's kind of a shame you can't do it with a Great Unclean One. Rustfang has the potential to be absolutely massive I reckon. Muttergrub is less glamorous, but just solid. Nurgle Daemons - Daemonic Boons 1. Noxious Nexus - Cause mortal wounds based on the turn number. 2. Nurgle's Nail - If you cause wounds with this weapon, you can roll 2D6 and on a 7 auto kill the model. 3. The Bountiful Swarm - In hero phase can essentially do a Stardrake Cavernous Maw attack. If the model had 4+ wounds you can add a Beast of Nurgle to your army. 4. The Witherstave - Enemies within 12" have to re-roll sixes to hit. 5. Tome of a Thousand Poxes - +1 to cast for a wizard, non wizards get a spell. 6. The Endless Gift - In the battleshock phase the model can heal wounds taken that turn. Whilst there are some good options here, if you're taking anything other than the Nail you're doing it wrong!! Autokilling models with a splinter of one of Nurgle's toenails, need I say anymore?! Nurgle Mortals - Plagueridden Gifts 1. The Virulent Blade - +1 damage if you roll 5+ to wound. 2. The Foetid Shroud - Opponents re-roll hits of 6+ in the combat phase. 3. Sublucus' Stenchplate - Enemy units within 3" at the end of their movement phase suffer D3 mortal wounds. 4. The Eye of Nurgle - Once per battle, the nearest model to the bearer dies on a 2D6 roll of 7! 5. The Carrion Dirge - Good bravery debuff to enemies with 12". 6. The Shield of Growths - Reroll saves if the roll is equal to or less than the number of wounds suffered. Much like the Nail, the Eye is super fun. I do think the Dirge has the option to be really strong though. Part II - The Lores of Nurgle As to be expected with any new Battletome, we have some cool new spells here. Firstly, all wizards know the Foul Regenesis spell, which allows you to move the Cycle of Contagion. This is the spell granted by the Muttergrub, so there is plenty of opportunity for this. I feel that this ability is really strong within the army and the easy access to it here is what makes Grandfather's Blessing not an auto pick imo. There is a separate lore for the 3 branches of Nurgle, which are as follows; Rotbringer - Lore of Malignance 1. Blades of Putrefaction - Buff. Rolls to hit of 6+ inflict a mortal wound as well as other damage. 2. Rancid Visitations - Unit takes a mortal wound for each model within 3" of the caster. 3. Gift of Contagion - D3 debuff. -1 to hit in combat / -1 to wound in combat / -1 to save Some great stuff there. Visitations is situational but potentially huge. Gift is great, albeit random. the top option is great if cast against a unit Blightkings are fighting. Blades is an awesome spell for the army, again working well with Blightkings (this won't be the last you hear about that unit!!). Nurgle Daemons - Lore of Virulence 1. Favoured Poxes - Debuff. -1 to hit, wound and save until caster moves, attempts a spell or dies. 2. Glorious Afflictions - Debuff. 1/2 move, run, charge. Also cannot fly. Good range. 3. Sumptuous Pestilence - Bubble damage. Short range. Favoured Poxes definitely will have some solid applications, though the downside is potentially an issue. Glorious Afflictions is the pick here. There are so many ways to push your own movement options, so if you can do that whilst holding your opponent back I think you can create some really dominance. Nurgle Mortals - Lore of Foulness 1. Magnificent Buboes - Arcane Bolt with a slightly better range, also debuffs target until your next hero phase. 2. Plague Squall - Mini Rain of Stars. 3. Cloying Quagmire - If you can roll over the enemies save they take D6 mortal wounds. All of these are really good just for adding additional ranged mortal wounds. Great reason to include the already powerful Chaos Sorcerer Lord in your lists IMO. Part III - Warscroll Battalions Just a quick run down of what they are and what you need for them, with some additional comments; The Munificent Wanderers - This is one of those bigger Battalions which includes multiple smaller ones. In this case, you'll need two Tallybands and a Great Unclean One and can also add additional units. The benefit is a boost to the Rampant Disease stage of the Cycle of Corruption. Due to cost and requirements, unlikely to see play. Tallyband of Nurgle - Standard Daemon Battalion, can be made up of a variety of units. Minimum would be 1 Herald and 4 units of Plaguebearers/Drones. Each unit heals a wound in your hero phase, Plaguebearers grow D3 models. Also if you have 7 Plaguebearer/Drone units in the Battalion you gain a contagion point. Definitely possible to make a one drop army from this Battalion, which means it likely to get used. Thricefold Befoulment - 3 Great Unclean Ones baby!! Who needs to know any more! @The Lost Lighthouse (Gary) has already called shotgun on this though, sorry! . The big boys gain various buffs when they are close to one another, boosting hit & wound rolls, as well as improving the Plague Wind spell. Very cool/fun, will see play for these reasons alone. If I don't see @Ben Johnson running this at some point as well I'll be disappointed. Nurgle's Menagerie - This is Horticulous' Battalion. He's joined by 3 units of Beasts (could be individuals) and up to 3 other units (Drones, Beasts, Nurglings). So this can be a cheap enough Battalion to field and the benefits are pretty good as you can use Horticulous' Cultivating ability in every hero phase, not just once a game. Can also place the Gnarlmaws within 3" of any unit from the Battalion. There's also a secondary benefit which has a bravery debuff, however the condition for that is hard to meet. People like Horticulous and the benefit here is reasonable, so I think this will see some experimentation, but ultimately will not see much play. The Blessed Sons - This another of those Battalions that includes other ones. You need a Plague Cyst with maxed out characters and at least 4 units of Blightkings. You can add other units to it to keep it one drop, which is nice. You are immune to battleshock whilst your units are over 7 models, however due to the costs I would expect smaller units of Blightkings. You also get to reroll saves of 1. I'm not sure the cost outweighs the benefits here. Obviously if you're playing a 4,000 point game or something, this is bangin'. Plague Cyst - This is the Lord of Plague & Friends Battalion. You get to reroll all hits and also can put out extra mortal wounds on a 6+. Rerolls on Blightkings is super juicy, any chance for another crack at those exploding sixes has to be worth consideration. Ultimately though, I think there are better options. This leads me on nicely to... Blight Cyst - This is the Lord of Blights & Friends Battalion and this is my favourite Battalion! Very cool as you get to hand out the Lord of Blights shooting attack to all Blightking units within 3". Also, in the combat phase, enemies don't get any benefits for cover, which is potentially huge and is the equivalent of rend for the Blightkings, something they would hugely benefit from. Oh, btw, Blightkings also get Rend -1 in this Battalion!!! Fantastic Battalion and a great excuse to add that amazing new Lord of Blights to your army. Affliction Cyst - This is the Lord of Afflictions & Friends Battalion! So rather than Blightkings, you're packing your army full of their mounted counterparts, the Pusgoyle Blightlords. Note these can also be Batteline if the Lord of Afflictions is your general. The Battalion allows your units to deploy hovering in the sky and drop down with 9" of enemies. Also makes the Lord's command ability affect all Blightlord units instead of one. This is probably one of the coolest Battalions and whilst not the strongest will 100% see play on this factor alone, and rightly so. Some nice options there. The Tallyband and Blight Cyst are the ones you're probably going to have to look out for. Kind of a shame to not see any including Mortal Nurgle units and also that they ones present are strictly limited to Nurgle Daemons or Rotbringer units (even the two bigger ones) and there is no intermixing of the subfactions. Anyway, I'm going to leave it there for now. Hopefully that will be interesting to some of you guys, please feel free to ask me any questions, though I will not be giving out points or anything like that. Screenshots and such are not allowed on these forums and will be removed. I will return with Part IV tomorrow, which will be a brief overview of the warscrolls within the book. You can get a jump here by checking them out on the GW website if you haven't already. I'll also share some of the army lists that I have been writing. Thanks for anyone reading and to GW for providing the book, Chris *Edit 09/01 - Part IV - Nurgle Daemon Warscrolls, can be found at the top of page 3* *Edit 10/01 - Part V - Rotbringers Warscrolls, can be found in the middle of page 3. Direct link below*
  9. 2 points
    Adm'rul Kurgan Grimjaw and the Ironfang Pirate Fleet don't all come from one Realm so they don't like to be tied down to any location and always have one eye on the horizon in search of the next drink/loot/fight. The fleet is often scattered around the oceans and seas of the Mortal Realms. They have used Blackrock, in Ghur, as a base of operations and meeting point for many years (and if you believe the old Adm'rul, he says he was Pirate Prince for a while). Before that they also used an uncharted island chain known as Hell's Teef, somewhere in the Sea of Serpents. Adm'rul Kurgan is a veteran of a hundred campaigns in every corner of the Realms: from the steaming jungles of Ghyran to the ruined cities of the Hysh; he has burned ports along the Rotwater Blight, raided the islands of Okkam’s Reach in Ulgu, besieged fortresses in the Endless Desert, endured the perpetual snowstorms and barren wastes of the Silverglades in Chamon, battled on the rivers in the heart of the Jade Kingdoms, looted the Baneskull Islands of Shyish and engaged all manner of foes on land and sea. All the while stealing anything that wasn't nailed down, and having a go with a claw-hammer at anything that was. He and Da Ironfangs are always ready to run away from whatever the world throws at them! Adm'rul Kurgan Grimjaw, Orruk Ironjawz Megaboss The Cleavermaws, Orruk Buccaneers of Ghur, led by Kap'n Mogrum Da Butcha, with his first mate Mr Sludga and Navigator-Shaman Lost Uzzog. The Rotmoons, Swashbuckling Orruk Privateers of Chamon, Led by Kapitan Alunzo da Leeva, with Explorer-Shaman El Doctoro. The Chimeras, Orruk Corsairs of Hysh, led by Kap'n Sinbag, with first mate Big Uluc and Mystic-Shaman Weird Khaaan. The Four Pounders, Ogor Leadbelchers Da Wreckers, Fellwater Troggoths led by Trollumbus. Grapeshot, the Rumguzzler Gargant.
  10. 2 points
    I'll hold my hands up - I've never run a tournament (at least beyond organising a few mates round the local club), but quite a few skills are common to managing or organising in general. The art of delegation : It's really easy to get into the mindset of "this is my <item>, I can do everything", that's fine when you're doing something small, but there will come a point where you need to accept that you need help. Finding somebody to help is the first thing, but you then need to accept that certain things have to be passed over and that they might not turn out how you expected them - that's fine!. Keep it Simple (Stupid) - aka KISS : The most important thing is to constantly review what you've done and are doing to ensure it contains the least amount of bloat and faff. For AoS a prime example would be creating battleplans that are thematically magnificent, but come with two A4 pages worth of special rules. It will make people disinterested Lists : As @Major rightly says, everybody has their own way of organising themselves. I love a good list and diary! One tool that I've found invaluable in the past is Asana, it's basically a simple list project management tool (both web application and mobile phone app). You can list everything you need to do, give it labels and priorities and also allows you to delegate to other people.
  11. 2 points
    I would say you pay 480, because you pay for the models, you just don’t happen to field them.
  12. 2 points
    More rats! A warlord who is not quite right in the head, and a warlock engineer who might enjoy hitting things with his hammer more than doing any actual engineering
  13. 2 points
    Just found this thread and all the great shots in here, really excellent work. Thought i'd share my own too.
  14. 2 points
    I've wanted to know the same! A link, a snippit, a vague summary that's a few steps better than he's a plaguebearer that's playing a fleshybagpipe.
  15. 2 points
    Not each. "Any". As per the faq, abilities that use the word "any" are synonymous with "one or more" in AoS rules. and so Bless Weapons reads "for [one or more] hit rolls of 6 or more made for that unit you can immediatly roll another attack." So you can only trigger one extra attack for that unit per combat. It doesn't care how many 6s you get, it's a yes or no question that produces one extra attack if the answer is 'yes' for a unit of any size. If you put Bless Weapons on a unit twice, it would have two checks (resolve one ability and then resolve the other ability as normal) to see if any 6s were rolled and could give you 2 extra attacks total (and no more) if you got at least one 6+. Quite a nerf from before the faq, which used to read giving you an extra attack for each 6+, even with only one prayer affecting a unit!
  16. 2 points
  17. 2 points
    @Jagged Red Lines: thanks a lot! @Rhivan: Thanks, glad you like it, will be repeating the process on two more, maybe I'll even do a quick tutorial on how to convert them like this. @Ahriman: Slaanesh Cult had so much potential, a shame it hasn't been mentioned in AoS, though I guess with Slaanesh gone he must be a pretty hard god to praise, to the point that even his daemons seem to be going rogue... Hope to make them fit the realms with my approach, and thanks for the compliments! @S133arcanite: Thanks, will try to write some fluff pieces as I do with my 40k armies, though it will probably be harder as I don't know that much about AoS background, and it seems that there isn't that much fluff made about Slaanesh, Daughters of Khaine or even Druchii, but I'll do my best as I think an interesting background makes and interesting army, and ends up influencing my conversions. So, because I'm in my last IB year and today was my first school day after Christmas (so there was a lot of works to hand in, trying to finish and excuse myself for not finally finishing as I spent the whole vacation hobbling...), I haven't been able to work much this past two days, but made some progress on a Sisters of Slaughter unit: Still the clawed feet and greenstuffing the joints is needed, didn't convert the heads or weapons as I think they already fit perfectly my army theme, will paint the skull masks half white half black to go with the Malal vibe. Also started converting a Keeper of Secrets, though he's still in VERY early WIP stages: He is based on a Hive Tyrant that I got as a trophy from a painting competition (that's why he's primed in gold ) covered with two statues of Khaine pieces from the Cauldron of Blood, and now he's starting to get a thick layer of greenstuff. I've just posed him to get feedback on the pose and the idea, and I'm very open to suggestions. The head is basically just a filler, as I plan to change it drastically, and he still needs loads of greenstuff work everywhere, specially on the legs and the back. Also I will fill him with spikes later on as I'm getting so many out of the statues! The idea behind him is that when Khaine failed to the Host when the druchii got dispersed through the realms with Malekith gone, a Keeper of Secrets took the opportunity to win the old Cult of Slaanesh back, and possessed one of the Khaine statues of a Cauldron of Blood, showing the dominance of the new god over the old one, so he'll look half-statue half-daemon, which will hopefully end up in a cool looking model (which again, still needs a lot of work from what you see on the photos).
  18. 2 points
    Eh, you're playing open or narrative for when this matters, you can just say whoever had more ham sandwhiches on tuesdays in 1996 gets to decide. Or less facetiously just dice it off.
  19. 2 points
    No idea what I pledged but I painted LOADS over the xmas break, going from 1000pts to 1800pts of my army completed, and built a transport box I'm very pleased with which includes magnets n sheet(s). Those 'Very Useful Boxes' are the best, then combined with Element Games magnets and magnet paper you got yourself a multi-story spider car park.
  20. 2 points
    Work in progress. I finished the basecoat on the entire sepulchral guard and got started on the cape of the warden. The cape is tons of fun to paint! Excuse the crappy iPad camera...
  21. 2 points
    Works continues to get 10 blood knights ready for the upcoming battle tome! I'll be using the von Carstein upgrade pack again on their shields.
  22. 2 points
    Absolutely love it! The face in the back of the head is genious incarnate. I can say I am very excited by creative nurgle players. I know at least one guy from the Blightbringer box makes a great Daemon Herald too. Gotta love that.
  23. 2 points
    The Ogresuns explore the dark forests of the Harrowmark! With AoS Skirmish about to drop I have been working on some more scenery for Wortbad, mainly so I can set games in different locations in The Harrowmark: By adding two more Citadel Woods to my collection I can have battles in the Voodoo Forests that surround the haunted village as well as in the streets and graveyards of Wortbad itself. Just for fun, I have also used the Prisma app to give some photos of the Ogresuns a bit of an oil-painting feel:
  24. 2 points
    The latest batch of pirate orruks from the Ironfang Fleet to get re-based for Age of Sigmar are the Ogresuns! I have a great deal of affection for this crew - I've enjoyed more swashbuckling adventures with them than any other warband over the years. Kaptain Salty Ogbad Dredger Zug Navigator-Shaman Wyrdtoof The infamous Fishgutz Barnacle Nog Kommodore Defgit (retired) The deposed Kaptain Bilgewater Bilgewater's crony, Leftenunt-Shaman Jonah Wail
  25. 2 points
    I have based the looted cannon: Added a few more re-base Orruk pirates to the Rotmoons: And painted a second Rumguzzler Gargant: Beermoth
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