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Showing content with the highest reputation since 07/17/2017 in all areas

  1. 120 points
    Hello everyone. I don't like to have to make posts like this and its been a while since the last one, but unfortunately I keep seeing the same sort of things posted over and over, usually by a small group of people. This forum (TGA) was set-up by myself nearly 18 months ago to be a fun place to hang out and chat about Age of Sigmar. It is a safe haven for like minded gamers from all around the world to avoid the hate and bile that was present on almost every other Warhammer forum/website/blog online. I wanted to find all the people who were enthusiastic about AoS and bring them to a single place to create a worldwide community that shared a love for all things related to the mortal realms. Unfortunately it seem that along with the success of a thriving and fun community comes people who just want to moan and complain about the very thing that they spend so much time involved with. Everyone is entitled to their opinions and I welcome and enjoy lively debate but flat out moaning and complaining will not be tolerated here any more. I invite anyone who feels the need to spend time complaining to head over to another forum to do so. I recommend 4Chan as the bets place as it seems built for it but there are many others. http://www.warseer.com/forums/ http://www.lounge.belloflostsouls.net/ https://www.dakkadakka.com/dakkaforum/forums/list.page;jsessionid=F75F6F37FA8705FD51B6E3965F4A96CA https://1d4chan.org/wiki/Warhammer_Fantasy_Battle i'm sure there are lots more too but it is no longer welcome on TGA. This forum has a pretty robust reporting and reputation system. If you see a post where some is just complaining for the sake of it them please report it. I want to make this a fun forum to be part of and the community helping with that will make it easier. Thanks, Ben.
  2. 68 points
    Hi everyone, Warscroll Builder has finally been updated with the new GH2017 points. As always, tell me what I missed or got wrong. It was a lot of data to input, so I'm sure I missed more than a few things! There are still some known issues for iOS users we are working on. Hope to have those resolved soon. Lastly, allies will be coming in the next few weeks. If there is anything else you would like, let me know and I'll try and make it happen. -Tony P
  3. 62 points
    Morning all, A very rare Saturday post from me (though I'm writing this in the week). This is because I have been waiting for the General's Handbook 2017 to go on preorder today before I can talk to you lovely people about it. Now I'm sure there will be plenty of leaks out by the time I release this as is always the way, but still I hope this will still be of interest. As some of you will know, I am in the privileged position to receive review copies of GW new releases to talk about on my podcasts (AoS - The Black Sun / 40K - The Triumvirate). So my usual approach for this kind of thing would be to record a solo show this weekend for release in my usual slot on Monday. This time round I've decided to do things a little differently as there will undoubtedly be a plethora of GH2017 reviews out for you over the next week; podcasts, blogs, YouTube, you name it. My plan here instead is to write this article for you, the people of the TGA Destruction sub forum. Whilst in places TGA gets a bit of bad press nowadays, I think we as a sub forum have kept an incredible level of positivity and created a fun, friendly place to post and discuss our love for AoS, which is great. It truly makes my weekdays more bearable and I get a lot of joy from posting, reading, replying and just generally interacting with all you guys. So this here is my initial overview of Ironjawz in the General's Handbook 2017! As for the podcast, obviously this new publication will remain the main focus for some time now and my intention is to do a series of Allegiance specific shows as opposed to trying to cover the book in full. Once @Sangfroid has had a chance to read the book I will be getting him on to discuss Ironjawz in more detail, by which time I'll have played some games and may have expanded upon or changed my opinions on the below. There will also be a Nighthaunt show with @Mengel Miniatures , a Slaanesh show with Bryan Carmichael etc etc. I'm not entirely sure this is the best way to go about it and perhaps doesn't make best use of the early access, but I wanted to try something different, so we'll see how it goes. I probably should've stuck this episode on my website to generate traffic or whatever, but yeh as I said, I thought it'd be cool to share this with you guys right here! I guess other than reading, replying, sharing etc the only other thing I'd ask in return is that you check out my sponsor, Element Games and click through this link to get your purchases (ie a GH2017 preorder!!) - http://elementgames.co.uk/warhammer?d=10210 Well I think that's enough preamble that no one cares about, right? You're just gonna scroll down and get to the goodies....tbh this is exactly what I did when I got my Handbook, flicked straight to the Ironjawz, so I can't blame you (though I urge you to stop on page 1 for just a moment when you have the book yourself! /vanity ~ love you GW!!). Soooo.... The goal here is pretty much to go over everything Ironjawz in this new book. In time I may open up discussion on the other Destruction elements, but I need to stick to my roots and talk about what I love for this post. Obviously I won't be quoting whole sections of the book, listing points values or anything like that. However this review should be able to give everyone a great idea of what we have to look forward to...and boy do we have a lot to look forward to. Ok let's dive in; Matched Played Rules Whilst there is some new stuff in here around The Rules of One etc, coming at this from an Ironjawz point of view I just wanted to touch on the fact that I can see nothing stopping non-Hero Generals or the stacking of effects. I've double checked this a couple of times as I had expected to see both included. I suspect these will still be popular Tournament house rules, but that aside you can still have a Brute Boss as your General and stack your Warchanter buffs. Now I'll say upfront, you may not need the Boss General anymore and we'll get onto why in a bit, but if you know my previous feelings on such things you'll understand there must be something good coming! Also like some of the more recent Battletomes, you can't take a Command Trait unless your General is a Hero, which I think is an elegant work around. Obviously this is just a first look and it's gonna be fun trying to new stuff, but it'll be interesting to see if we settle back into the Brute Boss General. Off the bat though it has to a thumbs up that it's still an option and better still that there's other stuff that may at least make you consider other things. Pitched Battle Profiles - Points So here's where it gets exciting, right? There have indeed been some reductions for a number of Ironjawz units you will be pleased to hear; * Both Gordrakk & the regular Megaboss on Maw-krusha have received substantial points drops roughly around what I expected and advised. I think the Maw-krusha would've needed to drop a little more for a Double Dragon list to become an archetype, however as it is it could certainly be a fun consideration. * Ardboys have remained the same whilst in a unit of 10, but they do now have an option to be fielded at a discounted rate as a Massive Regiment. The discount here is actually pretty sizeable so is good value, the flip side being it'll cost you not far shy of a quarter of your army! Definitely a nice option that I want to see on the table. I'll be thoroughly disappointed if @Sangfroid isn't rocking one at BLACKOUT! No 5 man unit option and these remain Ironjawz Battleline only. * Gore-gruntas got the reduction everyone was expecting. You can extrapolate this cost from the Skirmish book. Whilst I've long said this unit is a Warscroll issue, not a points issue, this reduction is a nice fix. I can see myself continuing to field these regularly and will now fancy them both as quick, cheap objective grabbers in 3's as well as big pork tarpits in 6's. And that's it for the units. Absolutely nothing to complain about there. Completely happy with these as sensible reductions. If you run a list now with a Maw-krusha and 2 units of Gore-gruntas (like I did at EGGS), with these reductions you could pick up a 3rd unit of piggies gratis!! #cashback Now that's not entirely true unfortunately, as the eagle eyed reader will notice I haven't covered Battalions yet. There is seemingly a trend throughout this edition of the General's Handbook to increase the cost of Battalions, though I'll admit I haven't spent too much time comparing others (it's all about the Ironjawz man!!) the Ironjawz ones are no different; they have all been increased by the same amount. This figure is almost surprisingly large, however as mentioned it does appear to be a game wide trend, presumably with overall internal balance in mind. So what does this mean? Well, the Ironfist is now more of a must than ever (we'll get onto this - a couple of reasons why!) so I think we'll just take the hit and suck it up as its that good. Unfortunately this increase does eat up most of the free points we've gained back above. This would mean my EGGS army would remain exactly the same, although in tomorrow's money I could upgrade the 2nd unit of pigs to Brutes/Ardboys. Obviously this is using just one list as an example...if you previously ran a Godrakk Gorefist list, even with the Gorefist rise you'd still have plenty of spare change. I guess I would've like to have seen some of the other Battalions go cheaper than the Ironfist (even with them all going up) as it means we'd see them more. It's hard to talk too much about how my old lists translate as I actually think it'll be a case of building from the group up now. We have the fantastic Allies rules (more in a min) and also the two super cool mega Battalions that I haven't mentioned yet. I'll talk about what these include later, but yes, we get a one drop army!!! How exciting is this? All in, it's gonna cost us 280-300 in tax to gain this ability (so potentially smaller armies) but the benefits are huge. We'll get onto that. I'll also give some example army lists I've been considering in a second post. Allies Well surely this is one of the most exciting things in the book for us?! I'm sure many of you are like me in that you have countless projects laying around, previously hampered by Battleline restrictions, so this is a fantastic move by GW - from a hobby point of view as well as gaming. So as Ironjawz, we can ally with; Aleguzzler Gargants, Bonesplitterz, Gitmob Grots, Greenskinz, Moonclan Grots, Troggoths How cool is that? So I won't go into all the options, but I thought it might be fun to pick a few; Aleguzzler Gargants; enough said surely! We all talked about armoured Gargants when the Thunderfist box came out at Christmas last year. Now we can field two in a 2,000pt army. It's gotta be done! Bonesplitterz; well I always wanted to finish my Ardboy Yoofs (Savage Orruks) to use as generic Battleline. Whilst I'd love to do so as it was a cool concept, I'm so pleased I don't have to now in order to unlock some of this other cool stuff. Note the Savage Orruk units are now capped at 30. Big Stabbas are 100% on my list though. I converted one and was really happy with it, definitely more to come. You can ally a Teef Rukk which is pretty cool! Gitmob Grots; Spear Chukkas! What more to say. Great addition to an Ironjawz army for sure. Obviously you could pick up some cheaper bodies here as well as the Battleplans are still mostly model number focussed. Massive Regiment of Grots clocking in under 300 has potential. Greenskinz; well there are some juicy options here! The newly rereleased Rogue Idol clocks in at 400 points with the Greenskinz keyword. That, is exciting. It has a buff that boosts Ironjawz bravery, their Achilles heel (until it dies!), and would be a fantastic centrepiece. Can see this being popular. The Wyvern and Warboss with Banner are also strong choices (though less so if not your General) Moonclan Grots; Doesn't necessarily appeal to me in an Ironjawz army, but the power of Grots & their Fanatics is undeniable. Note that Fanatics now come in a minimum unit size of 3! Troggoths; always wanted to paint the Fellwater Troggoth models! Could squeeze 6 into your ally allowance with a bit of change. Note that no Beastclaw monsters will be seen in Ironjawz armies. For me, the ally rules are one of the biggest hits of this book. They've done a fantastic job with them I think. It's a great idea and opens so many doors in terms of modelling and gaming. Can't wait to see what combos people come up with! Allegiance Abilities: Destruction Now before we get on to the really juicy party that is the Ironjawz abilities, I would be remiss to ignore the generic Destruction stuff and talk about where that is in GH2017. This will be a very quick rundown, just to tell you why (at an initial glance) we, as Ironjawz players, do not need to concern ourselves with pages 156-157 of this book...we're onto bigger and better things! Battle Trait - Rampaging Destroyers; I think will all saw a change coming here and I have to say that what GW have done is a pretty sleek simplification of what was a heavy dice rolling exercise. That's all well and good, but unfortunately the new rule is much less reliable as you only roll for Heroes and need to get a 6 (+2 for the General) to trigger an effect. If you do happen to roll that hallowed 6 (TBS dice are recommended) the abilities are nice for a selected unit; a 6" move, a pile in or a charge depending on the units proximity to the enemy. I always said that how good the Ironjawz abilities would be would also depend on the Destruction ones in turn; so with this change I think it's fair to say we'd be open to checking out something new. Next let's check out the Command Traits. Remember your General has to be a Hero to access one of these; Nothing Left Standing; same as before, however it now doesn't remove special scenery rules. Might is Right; same as before, doesn't apply to mounts now. Wild Fury; this has been simplified. It's now a flat +1 to hit if you've suffered any wounds. Again this would not apply to mounts. Bellowing Tyrant; total change up here, this now grants +1 to run and charge rolls and you can use the General's Bravery for the selected unit. 6" range. Big and Brutish; unchanged. Ravager; now adds +1 to the Rampaging Destroyers roll. This means your General triggers it on a unit on a 4+. Funnily enough, even though there are lots of changes there I still think the two most used now (Bellowing Tyrant & Ravager) will remain top of the pile. I think Ravager would be my pick. Ok one last thing before we hit the Ironjawz abilities - the Artefacts of Destruction; Hammerblade; same as Meteoric Hammerblade Battered Talisman; the flavour text here seems to denote that this was once the Talisman of Protection, however it's now a dirt-encrusted remnant of its former glory. As such, it's now a 5+. Rockeye; a renamed Gem of Seeing. WFB Ogre Kingdoms players will enjoy the reference. Bellowing Blade; a renamed Blade of Vituperation. Call it what you want, you won't see it! Collar of Domination; unchanged. Battle Brew; ahhh the big one! Remember when this artefact was fine...like before Frostlords were a thing. They ruined the bro juice for everyone. As suspected, this took a hit. One use only and inflicts D6 mortal wounds at the end of the turn. So like the Command Traits, the same two artefacts are likely to be the ones you see, even with a slight hit. Talisman and Battle Brew in this case. Rockeye now has a place though to be honest and could well overtake Battle Brew. Has a nice inbuilt anti-Frostlord effect with the range as well. There we have it, the state of Destruction...kinda the same, but reigned in a little and fairly so I think. Whilst nothing there previously was a problem with Ironjawz, there was so much out there that made it an issue. So with that in mind I think these are pretty much necessary changes. It will also make any Ironjawz player reading this entirely ready to embrace what's next I suspect. Had we still had everything as good as before we might be slightly less willing....but yeh, let's do this!!! Allegiance Abilities: Ironjawz Here we are, the business end of this ramble! Let's not delay any longer and kick off with the Battle Traits; Mighty Destroyers; this is the new Rampaging Destroyers, for free! So we just get the generic Destruction ability (with more to come!). Whilst this ability is by no means reliable it's a very tasty freebie. The +2 for the General here only triggers if your General is a Megaboss. Smashing and Bashing; you've seen this on the Community page. A very nice ability that can create some fantastic chain reactions. Note that it just says the combat phase so this also works in your opponents turn; wow!! Ordering combats will be more important than ever. I love a bit of finesse with my Ironjawz and which this seems so brutal, it will require planning to execute to its greatest potential. Eager for Battle; +1 to charge!! No stipulation other than being an Ironjawz unit. What more do I need to say here?! Brilliant. So there we are, three innate abilities that all work really well together. I think we can be pretty happy with that. You see why I believe the Ironfist to still be ultra important even given its price hike. Great stuff here though. Let's move on to the Command Traits; Hulking Muscle-Bound Brute; re-roll 1's to wound for your General. Meh, not bad, but keep reading. Live to Fight; General can re-roll hits if he charged. Probably better than above, but we haven't hit 11 just yet! Brutish Cunning; this is utterly gaming winning. On a 5+ you can have one Ironjawz unit close to your General charge at the start of your enemies charge phase before they do any. Fantastic. Just a shame it's always a fixed dice roll with no manipulation. Still, we'll get some stories here. Imaging triggering a Maw-krusha Destructive Bulk chain in your enemies charge phase!! Stories inbound! Bestial Charisma; other than being a phrase often used to describe me, I think this is my fav Command Trait. D3 Inspiring Presences. Yes please. Prophet of the Waaagh!; you can reroll Waaagh! or Mighty Waaagh! dice, or gain the Command Ability if you don't have it. Some people may enjoy this, does nothing for me though considering I don't use those command abilities anyway. Ironclad; Rend -1 when attaching the General. Not bad at all on a Maw-krusha IMO. Wish it was an artefact. Some brilliant stuff there. Brutish Cunning and Bestial Charisma being absolute stand outs for me. Let's see if the Artefacts off anything of interest.... Armour of Gork; bounces a mortal wound to the opponent in combat on a save of 6+. Destroyer; increases the damage of one weapon by 1. Doesn't work on mounts. Really nice on a Megaboss' choppa. Daubing of Mork; ignores wounds and mortal wounds on a 6+. Probably nicer on a Maw-krusha as with more wounds there's more chance of hitting this a couple of times. The Golden Toof; Ironjawz units close by can auto pass battleshock of the bearer killed a model in the last combat phase. Situationally brilliant. As someone terrified of battleshock this has appeal, but spoiler, read on! Metalrippa's Klaw; +1 Rend on one weapon. Doesn't work on mounts remember. The Boss Skewer; very much a case of saving he best for last here IMO. This adds +1 to your bravery in the battleshock phase and -1 to the opponent. Reasonable range on this one. 100% the first thing I'd be taking from this list. One thing I don't think I mentioned is that you can only take each Artefact once. So there we are, some very exciting stuff in here I think you'll agree. I'm worry I've gone on a bit long here so think I'll call it there. There's plenty for you all to get your Teef into. I'll come back with a second post on Sunday or Monday and cover off the two new battalions (which are both brilliant btw!!) and show some of my first army lists. Sorry I haven't been able to cover it all off in one go, this was pretty time intensive haha!! Phew, there we go. Hope that reads ok and is of interest to you guys. I appreciate I've not given too many of my own opinions on things so far, but it's early days and super exciting times!! Plenty of conversation to be had. Let's call it there. Let me know what you think, is this a good format for review as a supplement to the podcast? Interested in all kinds of feedback. First time I've done this and worried it's a bit vague. Anyway, thanks for reading, Chris x
  4. 52 points
  5. 40 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*
  6. 36 points
    I have been lucky enough to get my hands on the next expansion set for AoS which will be called Boxhammer!! A spokesman told me it was specifically designed for players who come home after a few beers with their mates and go online to stock up their paints or treat themselves to a new character model. He said "we realise these players often forget what paints they needed and end up blowing a couple of hundred pounds on starting a new army instead. Then they get disheartened when they realise it will be months before they finish their current project and get round to painting them. We really wanted to give something back to those people." "We also hope this new ruleset will appeal to all those people who left the hobby because they insist its better to move your models around in big rectangular blocks."
  7. 34 points
    I think you're addressing this from the wrong angle; the individual units that were "top tier", while strong and occasionally gamebreaking (Skyfires) are not what will shake up and change the meta with this release. It's the subtle design changes to how we will be playing the game, and how it will affect armybuilding - which it will, on the top tables. - Battalion points hike. This is honestly genius. It adds a tax on one-drops, it makes taking the strong battalions comparable to giving up a unit, and it severely limits the alpha strike potential of certain lists. Making it gamewide puts a precedent upon it where they are flat out telling us that if you want this and that special rule, you build around it, not throw it in as a bonus because it's "mandatory". - Battleplan changes. These are going to affect us so much. I think super-killy elite armies with few models are soon going to be a thing of the past, and that mobility and survivability are going to be key factors in this edition of the game. - Added rules of one and nerfed allegiances. Long story short, we're getting less stuff for free, and we're being forced to think twice about what we choose and how we use it. - Alliances. Just the existence of these will change how we approach army-building. Literally everyone can fill the gaps in their army now (Ironjawz with Spear Chukkas), which means having a balanced approach to what you will expect to face at top tables is more important than ever. One-tricks will get punished more. I think these changes will make the game more turtly and defensive at first, with a gradual shift to mobility happening when people figure out their new armies and allegiances. I also think it will make far more armies capable of reaching top tables, and that player skill will be more important than ever. Subtle nuances and ability to dominate games tactically will take precedent over deathstars and alpha strikes, and it will be a healthier metagame for it. It'll be awesome.
  8. 33 points
    EDIT: This post has been revised to include other builds posted by community members(thanks for the input!), and has had formatting fixed for readability) With the Las Vegas Open being just under two weeks ago, I thought I'd start a little thread for people going to help them prepare. Sometimes a player loses a game simply because they were not fully aware of what an opponents army does. So, with that in mind, here a few that I can think of, and what you can do help your games against them! Please feel free to reply to this thread with things of your own, as I think it would be cool to build a list of both popular and less popular powerful builds succinctly. Changehost: Murderhost: Vanguard Wing: Kharadron Overlords Dropship: Fyreslayers:(courtesy of @Andreas) Thunderquake Starhost(courtesy of @PJetski and @Space Lizard) Kunnin' Rukk Sylvaneth(courtesy of @Rimio) Aetherstrike Force(courtesy of @PJetski) Lord Ordinator-buffed Artillery Plaguetouched Warband Plague Drones:
  9. 30 points
    Hi All, I've been asked to post my army list taken in the GWGT heat this weekend. I wanted to take the Grots out to play and fully expected to struggle to 1 win, but managed to get 2 majors, 2 minors and one defeat (last game table 3). Finished in 22nd place and qualified for Final so incredibly happy with the weekend (and amazed) Gitmob Grot Shaman (General) - Ravager Gitmob Grot Shaman Grot on Gigantic Spider Grot on Gigantic Spider 60 Moonclan Grots, Spears, 9 Nets, Command 60 Gitmob Grots, Short Bows 20 Gitmob Grots, Spears Aleguzzler Gargant Aleguzzler Gargant Spear Chukka Spear Chukka Rock Lobber Rock Lobber 3 Fanatics (always in the unit of 60 Moonclan Grots) 1,970 points (Special thanks to my opponent who voted the army as 'favourite army'. I haven't had a nod on the army/painting front in a very long time.) -Skeekrit
  10. 28 points
    Hi all! Recently started playing and painting a stormcast vanguard chamber force. I really enjoy the look and feel of the newer models! So far I have the following1k force built: Lord-Aquilor Knight-Venator 2x5 Hunters 3x Palladors 3x Lonstrike Raptors In terms of painting, I'm currently working on gryph chargers and absolutely loving them - making it up a bit as I go along but they are really stretching me and making me try new things. Here's how the one with the most work done to it looks: Looking forward to getting this one finished - the other 2 and Aquilor shouldn't be too far behind 😁
  11. 27 points
    Reinforcements have arrived for the Kharadrong Raiders! Previously, the younger element of the remnants of the Grimharaz lodge were represented in the predominately Kharadron core of the army. With this new flight, more of the whole spectrum of the lodge is represented. Let's take a look! The traditionalists of the lodge, still adamantly aligned with Runefather Zharrik, are represented in the Fyreslayer Vulkite Berzerker and Auric Runesmiter units. Take note of the protective ur-gold runes flaring up and covering their upper torso in a magma-like crust to protect them from the blows of their enemies! This patterning is all freehand work. The Auric Runesmiter can be seen holding his Forge Key aloft as the molten crust parts before him and he emerges from the magma tunnels. This Runesmiter is converted from from WHQ Doomseeker and is appropriately equipped with both his Forge Key as well as his smoldering Latch-Axe. The younger generation, those aligned with Runeson Thrundrik and who more fully adopted the way of the sky fleets, are reinforced with the arrival of Thrundrik's very own Flagship, the Gorog Varrbarag ("Party Boat!"). You can see one of the crew as imbibed a tad too much and lays flaked out on the deck. And still, there are still other remnants of the broken lodge that have returned after their long exile. Some, like the Runelord Agrhun, have continued to practice a variant forms of rune magic although it has been decades since many shaped Ur-gold as the lodge's Runemasters once did. Others, jaded by age and broken dreams, have forsaken the traditions of runic empowerment and taken up the finest arms and armor in all the Mortal Realms. These grumbling Longbeards take every opportunity to remind the Shattered Lodge of what was lost. While still others, particularly the youngest and progressive of Thrundrik's followers who have spent a significant amount of time amongst the cities of the Firestorm Plateau, have worked to bridge the gap between technology and the magic of the Mortal Realms. The young upstart Hazgal, foremost student of this emerging discipline, has learned to harness the very energies of Hysh through rune craft. The culmination of his experimentation is found in an endrin-powered Luminark, a prototype war machine that Hazgal has managed to build and hopes to reproduce to reinforce Barak-Zharr and the remnants of the Grimharaz lodge. Such experimentation is looked askance by the traditionalists and only heightens the tensions present amongst the reunited lodge. Only time will tell if the remnant will survive.
  12. 27 points
    Hi guys - I'm considering starting up AoS skirmish (I've already got a 1500ish pts Rotbringers army), and I just got an itch to paint up a spirit host last night - I had some lying in my bits box from a shelved project, and I replaced the arms with Dryad hands to make them more creepy, glued a bunch together, and went to town with Nihilakh Oxide, Coelia Greenshade and white and black. I kinda like the result, especially them having more contrast than you usually see. Now, what next? I have some ideas for a Crypt Horror werewolf, and perhaps some of the new shadespire skeletons for my warband.
  13. 26 points
    So the dust is still up in the air, but I'm going to venture forth with some initial thoughts and reactions. The death of alpha strike? One consistent theme is the nerfing/elimination of many of the mobile burst damage combos in the game - KO Khemist stacking, Tretch + Skaven Warlords stacking, Sayl + X alpha strike, Stonelord alpha strike and even Cloak of Mists and Shadows on the Ghoul King on Terrorgheist. There are only a handful of really strong alpha strikes/burst damage melee combos left that spring to mind: Murderhost, Shock Gauntlet Storm Fiends with Packmasters, very expensive Tomb Kings and Warherd, Executioners with the Hurricanum, Skyborne Slayers and Hammerstrike Force. The question this raises is whether the move towards hordes and away from alpha strike means that the meta shifts back towards bunkers (and specifically Order Funlines). I'm concerned about Freeguild getting even more stand and shoot with their units giving out +1 to hit buffs like candy (already a powerful mechanic). The nerf to the Hurricanum is very necessary now. Battalion changes and Hordes Some good news for Death - almost all Battalions got jacked up in cost. This really changes the calculations for listbuilding - now you really have to pay a lot for that second artefact, rather than getting 3 easily. Single drop armies will be much rarer and there is a real trade off between models and battalions. In some cases, the cost increases are offset by cheaper battleline and/or volume discounts on hordes - best example being Sylvaneth. The Big Losers Mixed Destruction - headshots to the Kunning Rukk and a multi-pronged attack on the Stonelord (points vs other big monsters, halving wounds nerfed, Talisman nerfed and possibly the Battlebrew not affecting the mount - this depends on how explicit the reference to the mount should be). Mixed Death - the removal of the 5++ is devastating to Death's survivability. Death still don't have any credible way to reach out at range - indeed they have lost the Cloak teleport too (and Little Mannfred on a Balewind). The only good news for mixed Death is their non-reliance on Battalions, while everyone else is paying significantly more for these. Inherent Battleline - as they don't count as Battleline if they are allies. Effectively only used for Order, Death, Destruction, Chaos allegiance armies. Brayherd - the only positive is cheap as chips Bestigor spam, but the command ability of the general (absent named characters) is dire. They might be able to spam bodies in your face, but not as well as other armies. Kharadron Overlords - death by a thousand cuts for one of the most overpowered armies - the Thunderers are now rifle spam units, who are still decent output for the amount of ship capacity they occupy. Drill cannons have been nerfed by a third. Khemists don't stack and are 40 points more expensive. The Navigator lost his 3D6 unbind (which was a bizarre change). No cost reductions at all is painful (Gunhauler and Frigate). Bow Hunters - just not worth the points. They can at least move out of combat using Navigate Realmroots and still shoot (not a retreat). Crypt Horrors - seem like a bad choice compared to their flying mortal wounding, rending Crypt Flayer cousins. Mannderp - cannot be an ally - still Derpy Mcderp. Skyfires - I still feel 220 would be right - 3 Flies are 220. The Big Winners Daughters of Khaine A big point reduction on 30 Witch Aelves together with the lack of a ban on stacking buffs means 90 bodies with a quadruple 5++ Ward Save is now a thing - that's 80% of damage protected. Even just for the first Battleround this is meta-breaking. They can also spam Battleshock immunity and other buffs. Fyreslayers - the change from the truly dire Order Allegiance pack is immense. The Rune mechanic is exceptional - especially the across the board rend - I also like the extra throwing axe range, since this will buff the damage of 30 Vulkites and 30 Aurics popping up to say hi. Some of the cost reductions have been rolled back, but they are still cheap. The Vostarg Lodge is a win as it means that all your units will definitely be able to fight in melee for a battleround. The other battalion feels like a miss as it neglects the fact that the army can deepstrike with Runesmiters. Battleshock Immunity Bubble is nice. Artefacts aren't great. Freeguild - what was already a decent army has moved from the terrible Order allegiance to an exceptional new Allegiance pack. The battle trait expands stand and shoot options, which is already an infuriating mechanic (small models that can fly can partially mitigate this). They have a carbon copy of the Stormcast's incredibly strong Staunch Defender trait (called Indomitable - only it stacks with cover!) as well as solid artefacts - Armour of Meteoric Iron is a straight +1 save and Writ of Dominion is a once per game aoe wound buff). They also gained a cost reduction to their Griffon, which was already amazing value for 300. Legion of Azgorth - lots of subtle buffs. Cost reduction for the Bull Centaur Renders is strong - 60 wounds worth for 640 points with -2 rend, 2 damage. Take a Sorceror Lord as an ally and buff with reroll 1s to hit, wound and save. Slaanesh - so exciting - the triple general trait looks very tasty (e.g. take Archaon as one, but you still get a battle trait) or take two traits on your new shiny Exalted Greater Daemon of Slaanesh. The traits look strong too - especially the copy the Yhettee ability - you can stand out of combat at 4" away until the end of the combat phase (rather than charging), then pile in 6" and smash face. Supremely Vain is also a nice buff. Icon of Infinite Excess is a situational but amazing once per game aoe buff +1 attacks to all models including enemies - or summoned Bloodletters! Breathtaker looks good as a quasi-Forest Dragon toy. Ironjawz - I would defer to @Chris Tomlin 's superior knowledge here and excellent write up here - They have a copy of the (nerfed) Destruction move (a good change as it's much quicker than rolling for a Warmachine, rolling for its crew....), two sweet Battalions, the ability to chain activations if they wipe out enemy units (which creates a good tension between MSU and big units for both you and your opponent). Lastly there are material cost reductions for the Cabbages and Pigs (how are they less than 10 points per model!). Seraphon - look very nasty - can teleport Kroak into the front of your army and then Balewind and aoe spam against them. Same trick with Razordons (which got cheaper). Solid traits and artefacts. Stormcast - the nerf to all the overpowered mixed Chaos, Death and Destruction traits is a big plus for them. The availability of 2+ rerollable saves is a big advantage given the nerfs to burst damage discussed above. The Lord Celestant on Star Drake got a points reduction despite being a popular choice. They benefit the most from allies given their freedom to choose. Prayers appear to work on Allies (unlike Khorne Prayers....) which seems purposively wrong and isn't likely to survive long. Sylvaneth - As discussed, the nerfs to alpha strikes/burst damage melee combos mean that Sylvaneth's traditional grind, chip away and heal modus operandi should be viable (notwithstanding the nerfs to Hunters). Extra Battleline choices make Dreadwood viable. Wanderers - nice board edge mobility with their pew pew. Have a trait called Myst Walker which basically imports the 40K cannot shoot a character rule for your general. The Forget-me-knot allows you to incapacitate a charging Stonelord in the combat phase, which is hilarious. The Viridescent Shawl is decent for -1 to hit vs pew pew and a buff to nearby wizards. Tamurkhan's Horde - have a battalion which isn't pricey. Some units cheaper. Everchosen - source of cheap Battalions and Varanguard cost reduction. However, Archaon not any cheaper. Elite infantry in general - Stormvermin (and the costed the same White Lions!), Phoenix Guard, Bestigor, even Chosen. Jabberslythes - how can they be so cheap! The Rogue Idol - so good you can buy two in a box now. Obvious ally choice. Synergies better with Ironjawz now (Orruks). Troll Hag - cheaper and very solid - good spell! Freeguild General on Griffon - so cheap! The humble Treelord - cheaper. Drycha - got a buff to her aoe ability, so it no longer affects friendly units or here. Also good option vs hordes. Seems like you can pick which weapon she has before the game (e.g. it's not something you select on Scrollbuilder) - logically being a named character she does have the ability to do either and pick for each battle. Spite Revenants - might finally see the table now they are cheaper and battleline. Settra - now generic so trolling with the new Ring of Immortality - still a horrific amount of points. Neferata - now an ally choice. Cheaper. Arkhan - an immensely good wizard and troll. The Exalted Greater Daemons - with the nerf to pew pew and some subtle buffs to their scrolls, these are a real thing now. Mannderp - no longer costing you the 5++ Ward Save if you take as general. His Command Ability is great. I'm ambivalent about Pestilens and Skryre. I think they will find hard counters in the form of rerollable saves; and hordes respectively. The cost increase to Tunnelling Skryre is very welcome. I'm not convinced by Nighthaunt or FEC. The deepstrike ability for Nighthaunt in too risky and not so helpful for non-pew pew units. To be fair the Lightshard is an amazing buff on Spirit Hosts - as they only hit on 5+ Defenders of the Realm Delusion is decent to mitigate pew pew. I think Dark Wizardry is the only decent command trait - as their all important buffs are spells. The artefacts are pretty meh too - probably the gamble on the Chalice for healing D6 wounds. You can bring in a Necbromancer as an ally for Vanhels. As for Soulblight - the fly is nice. Their spells aren't good enough to warrant taking the buff to that (Blood Boil - sigh...). The Saccharine Goblet is a quasi battle brew - probably doesn't buff the mount sadly. The traits aren't great - retreat and charge might be the winner. Mannderp and Neferata aren't soulblight, which sucks.
  14. 24 points
    ++ Mod Hat On ++ I can fully understand that some people may be a bit disappointed about the reveal for Malign Portents but I would like to point out a few things.... This is the BEGINNING of the theme that Age of Sigmar is going for this year and going forwards Of course there was going to be a campaign book for people playing in this setting (remember the three ways of playing? Not everybody does just Matched Play) They've clarified some of the background (see there are farmers) This community is for people to discuss the game and the setting for Age of Sigmar but if I'm honest, some of the comments in this thread have got me wondering what some of you actually want from the game. Below is a very nice quote about this... So can you please read that quote and think about it when you are unhappy about something and feel the need to post about it. @Pariah-Miniatures - Take this as a warning. Please think about some of the things you want to mention when replying to posts. I'm not very happy with some of your comments in this thread, so I have issued warning points to you. Criticism is fine but not the way you have been doing it Cheers
  15. 23 points
    For some time a wanted to present my Ironjawz to you. Now that there was armies on parade I took the chance to take some pictures and post them here. The Palefacez come from the Realm of Ghur. Their name comes from their uncommon pale skin tone. The clan is lead by the Megabosses Slog and Lob Paleface. Slog is accepted to be the superior boss, and demonstrates his superiority as he rides on his Maw Krusha into battle. Maybe Lob is just a bit more kunnin' and leaves the posturing to his "brotha". He himself bears the title "Da Gargant Killa", as he has hunted down a tribe of Gargants with just a handfull of Brutes. The Palefacez grew in strenght and number especially as they raided some Chaos Fortresses infested by the servants of the Chaos god Tzeentch. At one occasion, Lob and his Brutes slew a Lord of Change who underestimated the ferocity of the pale green warrior. The servants of the god of change therefore bear a grudge against this particfular Ironjawz tribe.
  16. 23 points
    *taps mic - is this thing on?* I wanted a Cairn Wraith as a leader for my warband, but having used the (admittedly brilliant) original model for 2 or 3 conversions already, I wanted to try out something different. One of the Skeletons from the Shadespire pack already has a scythe and some kind of hood, so I had a plan... I used the "dress" from the Tomb Banshee as the bottom of the miniature, cut the skeleton in half and pinned them together. A bit of dremel work, some tattered cloak bits from the new Death Guard and some green stuff, and I have what I think is a nice take on a cool character.
  17. 23 points
    Thanks All! @BunkhouseBuster - If I finish and decide I don't need them, I will let you know. @Banglesprout - extensive greenstuff and reposing are exactly the purpose of this army. I want each model to represent the best I can do, hobby-wise, so I can see if I've made growth and to challenge me. This is why it will be a slow-grow. I think the goal is a full army by Armies on Parade 2018. For the breakdown of what I am planning so far: Warchanter - Aquilifer Mega Boss - General - Morximinus Thrash (a pun on Maximinus Thrax) Brutes - Praetorkian Guard Ardboyz - Legionaries Gore Gruntas - Scholae Palorkinae Any Bone Splittas or Greenskinz will be Auxilaries or Foederati Anyways, back to Morximinus Thrash. I had thought about something more obvious like Morkus Aurelius or Orkrelius, but a buddy pointed out a relatively obscure emperor from the 3rd Century who was a giant from Thrace: Maximinus Thrax. I modeled his pose on the forgeworld Roboute Guilliman (sp) on the marble plinth. For his armor, he's adorned with Squigs instead of wolves or horses. At this point, I realized i forgot to clean up the top of his head from the sprue removal, so i made it a wound. I felt he then needed a base to match the primarch, so i began the base of a a temple: Looked a bit plain, so I wanted to add some banners to announce the Legion. I then realized I was out of grots/goblins and went for some Ork skulls and greenstuffs to make Acolytes of Mork: I used the 40k Ork symbols to mark the legion. Gold is done with a gelly pen and traced over with a sakura 05 pen. I've also added a gold lauren to his head. Here's what's next and will get us to the present:
  18. 23 points
    Don't complain. None is going to listen to 'death is rubbish' or 'oh no, another realise that's no death' but a well structured post on why you think death would benifit from upgrades, followed by ideas for said upgrades and maybe even some fan made suggestions would be sure to reach GW eyes. I know for a fact that this is true.
  19. 22 points
    Here are mine! Sorry for the low quality pics of 2 of them. I'll take better ones soon. Each of these have been semi speedpainted with a few hours work per warband (including drying steps). About 1 hour per warband for the big parts, and the rest detailing here and there. My Warcraft tribute to the Iron Horde (tried my best with the glow effects, but I don't have an airbrush, so this is the best I could do): Reavers: Sepulchral guard: and my Steelheart's Champions: Spiteclaw's Swarm
  20. 22 points
    It's taken me 2 years but I've finally settled on an army for AoS that I love in its entirety - the background, converting and painting (with apologies to the Khorne and Nurgle stuff I own that I've now accepted will never be painted). Honestly, I could convert and paint Flesh-eaters all day! I have so many ideas for The Sainted Court of King Gargantula that I'll probably never run out of conversion possibilities, and the small 300 point warband I've assembled so far is just the start. I'm looking forward to adding to this painting log with a motley cast of darkly comic conversions - in fact my plan is for every model in the army to be a conversion. I'll also be posting bits and pieces of background exploring the Court and its characters for those who are interested in such things. Next up I'm going to be working on my entry for the AoS28 monster competition, which will either be King Gargantula himself or a Crypt Haunter from the Knights of Deceasium. My hope is to really do justice to the Flesh-eater Courts amazing background - these are the kind of models that I wish GW made for this army, and I hope you enjoy them as much as I'm enjoying building and painting them. Oh, and I'll try to get a better camera setup somewhere down the line too.
  21. 22 points
    Hi all! A while back, I started a plog chronicling my return to AOS with an ogor project. Eventually, as seems to happen in this hobby, it morphed in to something different entirely... you know how it goes...'I could have a unit of moonclan grots to go with my ogors...and maybe a shaman...but now I need squigs...and and moonclan themed warmachines!' Etc. Anyway, I thought I'd make a clean break from my original thread and focus purely on my moonclan endeavers here. Though I expect the forces of destruction to take to battle together occassionally, I am only going to be addinv to the moonclan side of things (and the giant - love that model too much). So here is my painted army so far: Sent from my SM-G920F using Tapatalk
  22. 22 points
    It sure seems this a clear indication of what to expect. Overpowered loophole appears, enjoy it while it's available as the door will get slammed shut. Old opt of production models that have rules to let people play them stat getting picked up by power gamers. Good luck with that. The is a fantastic round of updates and while I can see some issues of "ouch, I'm glad that didn't happen to my army" it looks to me like the game as a whole just got a massive amount more balanced
  23. 22 points
    Maybe I'm out of line, but... I see a lot of this "GW made the changes to sell more models" going around, and it kind of makes me roll my eyes a bit to be honest. Of course GW wants to sell more models, that's a given, and every choice they make is going to have that goal taken into account at some level. But to cast these simplistic statements that make it sound as if that's the ONLY reason they made a change is just a bit hostile in my opinion. What is the point of even saying it? The community asked for balance and change, and GW has done that. Any change they made was going to be drastic because the game had some pretty extreme cases of imbalance. Maybe this isn't the change you saw coming, or maybe it is the change you wanted or felt was needed, but it is a change in favor of re-balancing the game. When you approach everything to do with this game from the competitive mind-set of tournament goers and net-listing or min-maxing, you're going to see every change as a huge hit to what you're using currently, because you are playing on the edges of extremes. Competitive players tend to sink heavily into one area of the game in order to maximize the use of one thing. The downside to that is that when that one thing changes it can invalidate their entire army. That's the risk you run when min-maxing. That's part of staying competitive in a game - knowing that you are gaming the system until the system changes. That is completely on you as a player and customer. I suspect that many of those with more well-rounded armies, or more theme driven armies, or those who don't attempt to stand on the bleeding edge of competitive lists really aren't going to see too much hit from changes like this. Certainly there are always going to be exceptions to this of course, but I know I certainly don't feel crippled for it, nor do I feel that I NEED to go out and buy more models in order to keep playing the game I enjoy. GW will continue to get the same amount of money out of me as before - whatever my personal budget allows for and no more.
  24. 22 points
    It is deliberately vague. Hard and fast rules will be pushed to the limit and a 'debate' ensues when I try to enforce them. Vague rules means I can bend them to suit what I feel is best for this community and the moderators word is the only hard limit If a person can't self moderate their posts and honestly doesn't know that they are coming across as a troll I hope the community will report them and out moderator team can have a word.
  25. 22 points
    Yeah, so I've been busy painting, but pretty bad at getting posts up. So far I've made really strong progress on this army. I have my unit of Tzaangors painted up: Well, half painted anyway since this will likely be a unit of at least 20. You can see I used the black skin scheme from the T-rev's in my Sylvaneth Army. Here's a close-up wip shot of the shield guy in the back: This is a tabletop army, so I'm not doing anything super fancy. Just trying to paint as cleanly as possible. The main difference between this and what I normally do is the inclusion of fluorescent colors as major part of the color scheme. You can see the Tzaangors all have florescent orange tips to their tendrils and feathers. It's also scattered throughout the army in various ways. I'm also arraigning them into sort of a visual hierarchy. The Tzaangor Shamans (which there will be two) get white skin with fluorescent feathers. The enlightened, skyfires and tzaangors all get black skin with various fluorescents depending on their unit. Orange for tzaangors, Green for Skyfires, Probably blue or purple for Enlightened (haven't decided). The Shamans will likely be deployed next to their corresponding units. For example the shaman above will likely be palling around with the skyfires since his feather plume will match theirs. I'm also just putting the finishing touches on my conversion. I have little more detail work yet to do, but the idea is firmly there: So that brings us pretty up to speed. I'm not sure what to tackle next so We'll have to see how much bandwidth I have over the next few days/weeks. Stay tuned! Happy painting -F
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