Tronhammer NZ

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Tronhammer NZ last won the day on April 29 2016

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About Tronhammer NZ

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  1. I've caught up (sorry for the delay!), including a Chaos group I found. There may be more out there on the Book of Faces.
  2. Good times! Thanks for the coverage James All the best for CTA and your UK adventures this year.
  3. Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown. Starting on January 21st, and continuing every third Saturday of the month (or whenever you can get a game in!) Gaming DNA in Hamilton will host this continuing Path to Glory Campaign. WHY JOIN Come join us if you want to: try different narrative scenarios learn the game try out a new army get some painting motivation win some cool prizes enjoy developing an unfolding story background for your models WHAT YOU NEED Armies start small, so you only need a few models to start with. As the campaign progresses you can choose to either grow your warband, or make existing units more powerful. If you do not have an army, you can borrow from us to start off. Having the General's Handbook and/or the most recent Battletome for your army is useful, but not compulsory, as you will be provided with all the relevant information. We will use the Path to Glory rules from the General's Handbook. If your army or allegiance is not on the list of those available, let me know and we will put the required lists together based on last year's campaign. Terrain will be provided, but feel free to bring your own. THE ONGOING CAMPAIGN I will post results, story and battleplan information to this thread, so come back regularly for the latest! CONTACT Tim 021952974
  4. Some enterprising local gamers have started a game finder chart. If you are in NZ and want to find someone to have a game of AOS with, check it out! NZ Age of Sigmar Game Finder
  5. Hah! No-one knows how Jim's mind works. That's why we keep him locked in a box, with the only communication allowed being via army list.
  6. We proxied it for our test game, though Jim does have the Glottkin which he used in lieu of Festus and the Blightkings. He actually tried using a Hellflayer to push forward outside the 'pod', but we wanted to list something a bit more thematic. I don't think it would be a fun army to play against, for sure. Order Draconis is far more so in that respect. Thank you for the quality feedback by the way @Nico, very much appreciated! I am delighted we have a game of such depth that even cheesy combos like this have very sound and reliable counters. Hopefully it means that TOs won't feel the need to regularly 'comp' build diversity for the sake of balance (though I can see how enjoyment of games could become an issue - other lists spring to mind on that charge).
  7. True, could then get the army down in one deployment, and make the army Everchosen allegiance, allowing you to take Varanguard as battleline...
  8. Thanks, @Nico - it's all interesting discussion either way I think. Sometimes it feels like rulings like this either way are going to benefit some builds over others. definitely looking forward to some official clarification on the 'deemed' phases (which is a great term for the issue by the way).
  9. Welcome to the second part of our list-tech series, wherein I explore the dark apertures of a mind so insidious, even the Lords of Chaos can’t come up with lists as broken as his. I refer of course to the mystical augur we know only as ‘Jim’. Jim comes up with thematic, non-legacy lists that we haven’t yet seen from the international tournament scene, or at least are not as prominent as we feel they could be. Last time we looked at a badass, Dragon-Riding ‘A(e)lfa Strike’ list. You can check out that post here. This week, Jim gives us something far more sinister. Kneel, mortals, before Archaon Rotbringer. The Destroyer of Worlds is blessed by all the Dark Gods, often taking on their different aspects - including Nurgle. Archaon Rotbringer Archaon has been seen on the tournament circuit, but seldom, if ever, gets to a podium. Despite his intimidating stats, he is quite unwieldy, and can get taken out more often than is appropriate for a Destroyer of Worlds. This list will work probably better with small Archaon, but our goal is to find ways to make non-legacy warscroll lists viable. We think this is a great way to get value out of big Archaon. The basis for this combo is Archaon’s ability to trigger the Command Abilities for all Chaos Heroes nearby, and the fact that the effects of abilities can stack. It should be noted here that some tournaments add a house rule that stops abilities from stacking, so if you are looking at running this list, check the Player's Pack well beforehand! The List Archaon - 700 Festus the Leechlord - 120 Harbinger of Decay - 140 Harbinger of Decay - 140 Harbinger of Decay - 140 Harbinger of Decay - 140 Chaos Marauders (x10) - 60 Mark of Nurgle Putrid Blightkings (x5) - 180 Chaos Warriors (x10) - 180 Mark of Nurgle Chaos Warshrine - 200 Leaders: 6 Battleline: 3 Behemoths: 2 Number of models: 32 TOTAL POINTS: 2,000 The Combos Deployment As a unit-heavy list, you have 10 deployments, and are unlikely to get the choice of first turn. This leaves you vulnerable to turn one alpha strikes, so deploy cautiously when up against alpha-strike lists by bubble-wrapping your heroes with the Marauders. Command Abilities Let’s crack straight into Command Abilities. Archaon’s Warlord Without Equal ability allows all other units in the army to immediately use their own command abilities. In order: Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6. A second Harbinger of Decay uses Morbid Vigour, allowing each model to within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6. A third Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6. A fourth Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6. Let us pause here to explain how this works. In AOS, there is no such thing as a ‘Ward Save’. Listed above are four separate abilities, each of which lets each model within range ignore all wounds suffered (after saves) on a 5 or 6. For example; Archaon is within 7” of all four Harbingers. Say he gets hit by an arrow, and fails his 2+ armour save (he has Mystic Shield on of course). Now he has four more chances to ignore the wound on a roll of 5 or 6 - once for each Morbid Vigour ability in affect. This means that after Archaon fails an armour save, 19%, or roughly one-in-five wounds are actually going through. Effectively you would have to inflict 100 wounds to him to take him down. If you do factor in his save, which even up against -2 rend is a 4+ with Mystic Shield - that is 200 wounds he can statistically absorb. Plus he gets the extra save against mortal wounds thanks to the Chaos Runeshield. The rotten cherry on top of this disease-ridden combo is the Chaos Warshrine, adding an extra save on a six thanks to Protection of the Dark Gods. The Chaos Warshrine could then activate, allowing all units within 16" to re-roll failed Wound rolls with the Favour of Nurgle. Festus can then heal D3 wounds on one of your models with his Delightful Brews, Splendid Restoratives. The Putrid Blightkings can also heal nearby units D3 wounds with their Virulent Discharge. Magic Spells If you need to make Archaon invulnerable, Mystic Shield goes on him. Festus' Curse of the Leper is a nice debuff that can make key heavily armoured opposing units softer and softer. This combos very well with the Putrid Blightkings, who need the extra help with their lack of rend. Movement If you want to make the most of the protection combos, you need to keep your units pretty tightly grouped within range of the Harbingers. This is a disadvantage for when you have to divide your force for objective play, so you could divide the Harbingers between a few smaller pods if required. Marauders are a fantastic ‘chaff unit as they have Move 6, and can be very fast on the retreat, allowing you to block charges and then move on to contest objectives. As mentioned, they will not die in a hurry. Shooting None to speak of! Combat There isn’t much to say here. The synergy of the list is that the Nurgle units will not die. All units benefit from the combat buff from the Warshrine, but again it's the protective synergies that are taking you the distance. Army Cost This is a bit more of an expensive army to put together using the correct models. Archaon is the single most expensive model in the game at the moment (though if you can obtain the small version that might be an option), and the Harbingers are Finecast direct order only models. You can get around this by maybe converting some Chaos Knights. As is, however, the RRP is £321.50, and you will have 10 Marauders and 6 Chaos Warriors left over from their boxes. Unit Substitution This list could work well with a variety of Nurgle units. Epidemius is a great choice - hide him in your backlines somewhere. You could drop a few Harbingers for some more mobile troops like Plague Drones if the confined nature of deployment is too restricting. The Glottkin could be useful to double the amount of wounds the Marauder chaff can take to 100. You can even run the small Archaon if you want to be even cheesier than Jim - as long as he can trigger the Harbingers, you’re golden. Or at least a sickly shade of green (it’s Nurgle after all). The list would scale very well up to Warhost sized games. Weaknesses Once the heroes start dying, your synergies fall apart. The good news is, this is very hard to achieve. Tactical flexibility is a big issue. To maximse the synergy, your units must all be in close proximity, relinquishing a lot of battlefield control. One way around this is to split your army into two pods, sending two Harbingers with each. A well-timed Hand of Dust or Curse of Years will also bring tears to your eyes. On the Table Jim and I had a game play-testing this list. My army consisted of: Nagash - 900 Wight King with Black Axe - 120 5 Black Knights x 120 20 Skeleton Warriors with Sword and Shield - 160 20 Skeleton Warriors with Spear and Shield - 160 20 Skeleton Warriors with Spear and Shield - 160 20 Grave Guard with Great Blades - 320 Legion of Death Battalion - 60 We played the Blood and Glory battleplan. It ended up being a poor example of how the Rotbringer army could play. Jim moved Archaon too far out of reach of the buffs. He charged some skeletons and fluffed all his dice rolls. I retreated my skeletons onto his objective, and charged him with my Grave Guard. Over the next few turns I was able to take him down, as he did not have the benefit of the Harbinger buffs. Plus his dice luck failed. I almost won the game, but missed a run roll with Nagash which would have allowed me to claim all four objectives. As a result, Nagash wasn’t involved in the game at all. Jim stayed in the game somehow, using his marauders and Harbingers to sneak through my army lines with canny use of retreats and piling in, and was able to snatch all four objectives by turn 5. An incredibly exciting and tactical game, which I’m still buzzing about, but not one that shows off the main synergies of Archaon Rotbringer! I am always keen to hear from anyone who has tried this! Please let me know your thoughts in the posts below. Can you think of any other counters? Would you be keen on giving the army a try?
  10. Good point! If you used the Battalion ability then I don't think they would activate. However if you are going for the turn 1 charge, you would most likely still be too far out to make it in during the Hero Phase, assuming you fill the 4+. Still, if you can arrange it so that you are close enough in later turns, this is a good way to get around the Fanatic #GrotBlock.
  11. Now Live! Pending constant improvements, such as more comprehensive ranking info. Go check it out!
  12. Loved this show. Such an adorable "geek-out" moment with an unexpected special guest... I think have habitually done all those the things you have during games, Dave - from resting crabby face to lamenting my game loss in turn two, and then going on to win. Being able to reflect on how we come across to others, and a willingness to make improvements is such a valuable skill to learn. It's one of the best things the hobby can teach us. By the same token, I think it's important to be forgiving of opponents who get into the heat of the moment - competitive gaming does that. To be able to take that step back, not take it personally, appreciate that others have different styles of gaming is another skill that will serve us well as gamers.
  13. You only really need two into key targets, and you could save the third for another turn or wait until a later turn for all three. As mentioned, the knack is in getting the timing right. It's not foolproof, but it's a lot more viable than you might think. I think the next list we plan on covering will not be so put out against fanatics >:) that said, I think with some practice you could play around them with this list.
  14. Yup, that's a big weak spot. With the right matchups though you could go through and win a tournament I reckon. Like most other armies in AOS, there are decent counters out there, which is good for the game!