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Origin

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  1. Origin

    AoS 2 - Wanderers Discussion

    @adreal nice work mate. Text book alpha. Your opponent might want to measure it a bit more out the future. I would suggest to him he fits in some freeguild archers. They help
  2. Origin

    Simple Origins...

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

    AoS 2 - Disciples of Tzeentch Discussion

    Hey Guys, Looking for a little feed back on this list. I have only just started with Tzeentch and any advice would be appreciated. Tzaangor coven seems like a really good buy at 110 points, Balewind, Cogs and Portal feel like a must but I could have a whole other caster for that price. And maybe steal the endless spells from my opponent with Glean Magic. And on a side note, the Fatemaster. Coming from outside Tzeentch he seems crazy good for 120 points, yet he does not seem to feature in many lists and indeed i cannot seem to find space for him. Mainly because he doesn't cast, has anyone found a space for him? Allegiance: TzeentchMortal Realm: ChamonLeadersCurseling, Eye of Tzeentch (160)- General- Trait: Magical Supremacy - Artefact: Alchemical Chain - Lore of Fate: Bolt of TzeentchGaunt Summoner (180)- Artefact: Souldraught - Lore of Fate: Treacherous BondOgroid Thaumaturge (180)- Lore of Fate: Infusion ArcanumTzaangor Shaman (180)- Lore of Change: Unchecked MutationBattleline10 x Kairic Acolytes (80)- 7x Cursed Blade & Arcanite Shield- 3x Cursed Glaives30 x Tzaangors (480)- 6x Pair of Savage Blade- 12x Savage Greatblade- 12x Savage Blade & Arcanite Shield10 x Kairic Acolytes (80)- 7x Cursed Blade & Arcanite Shield- 3x Cursed GlaivesUnits3 x Tzaangor Enlightened on Disc (160)3 x Tzaangor Skyfires (220)BattalionsTzaangor Coven (110)Endless SpellsBalewind Vortex (40)Chronomantic Cogs (60)Umbral Spellportal (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 128
  4. Origin

    AoS 2 - Wanderers Discussion

    @Aezeal Yeah it's pretty disappointing. Both of my pre GHB18 builds, waystone and not, got more expensive and substantially worse. And a 20 point discount on SoTW doesn't make up for it. I still think they can play well but I really don't understand why they got hit with the nerf bat.
  5. Origin

    AoS 2 - Free Peoples Discussion

    I have been reconsidering the Freeguild Regiment. With the points drops in the greatswords, demigryph and the battalion (more so if you consider the 50 point bonus CP) it is far more approachable. But the kicker for me is in the change to the great company rules, being wholly within favours small units. The battalion bonus basically swaps out the the +1 to hit for large numbers and it is a bonus that you will rarely lose. So a unit of 10 handgunners in the battalion can still get 2s to hit and wound, and they can have it down to the last man. I'd be looking at the following skeleton to work from. Allegiance: Free PeoplesLeadersFreeguild General (100)- Stately War BannerBattleline3 x Demigryph Knights (140)- Cavalry Halberd10 x Freeguild Greatswords (140)20 x Freeguild Guard (160)- Swords and Shields20 x Freeguild Guard (160)- Swords and Shields10 x Freeguild Guard (80)- Halberds and Shields10 x Freeguild Handgunners (100)10 x Freeguild Handgunners (100)10 x Freeguild Handgunners (100)Units5 x Freeguild Outriders (130)5 x Freeguild Pistoliers (130)BattalionsFreeguild Regiment (210)Total: 1550 / 2000Allies: 0 / 400Wounds: 127 The 20 man guard units allow for 2 great companies, formed from the sword and board, halberds and handgunners. And you use each company as a single 40 man unit, much like the Darling Covens do. I would consider swapping one unit of gunners for some archers and folding the greatswords into a company. The archers help to prevent 1st turn free summons etc. You still have enough room for a decent allies selection, griffon general is a no brainer (shame there is not enough room for 2), maybe some cannons, maybe some wizards. We need Mortal Wound output and spell defense, maybe a Hurricanum? It's a lot of points but it fills a few holes. Since my wanderers got shat on I've been looking to pick the humans back up again. And I think the battalion has merit in AoS 2.0
  6. Origin

    AoS 2 - Wanderers Discussion

    This is why I run 60—90 glade guard. Just nuke the 2-3 key enemy units. Even with the discounts, I still do not see SotW or WWR as being viable choices. Despite the points increase and movement nerf GG and waywatchers are still our best option. Now if SotW had rend it would be a different story...
  7. Origin

    AoS 2 - Wanderers Discussion

    The FAQ is great, but I have been playing that way for a while now. When the whole army moves as one it is brilliant. But being restricted to one unit is really limiting. Especially when you want everyone camped around multiple AoEs from your CP spend.
  8. Origin

    AoS 2 - Wanderers Discussion

    @Frozenbeast Unfortunately I have seen the new abilities and there a few minor changes to abilities and artifacts but our Realm Wanderer ability is now limited to 1 unit per turn and the unit must be wholly within 6" of the board edge. It is a really sad change. I would post a picture but the admins would hit me with a stick I think...
  9. Origin

    AoS 2 - Gutbusters Discussion

    50mm...? What the hell, that has to be an mistake right? The studio army is on 40mm bases. That really hurts...
  10. Origin

    AoS 2 - Wanderers Discussion

    That FAQ... Bloody hell. They take with one hand and give with the other. The FAQ is great, it's what we all wanted, for one freaking unit a turn...!
  11. Origin

    Lets Chat Wanderers / Wood Elves compendium

    @adreal give it legs over fins...?
  12. Origin

    Lets Chat Wanderers / Wood Elves compendium

    Has any one got line to Nicky Myland, who attended the UK Masters with a Waystone Pathfinder list. Be super keen to hear how he/she faired...
  13. Origin

    Let's Chat Dispossessed

    Is it the consensus that a unit of irondrakes can double shoot when using the ancestral pickaxe?
  14. Origin

    1k HElves starting list - need suggestions

    @badtaste Hey buddy, I'm very much in the same boat, having picked up a stack of the High elf range second hand and now am having to figure out what to do with them all. Double Misfire has given you some quaility advice, dont discount it. Dragons and Phoenixes are the stars of the show, but one of the most difficult things I find is dealing with the battleline requirements. Even if you're willing to cross the old elven lines and use DE (Darklins Covens) or WE (Wanderers) the elven battleine options are petty lacklustre. Highborn spears aren't bad, 40 backed up by a Seawarden on foot is an easy 420 points and nets you 80 attacks 3+/3+/-/1 if you play it right. Good but very easy for a lot of armies to tie up with 2+ re-rolling 1's armour saves, which are surprisingingly common. Reavers are also cool, great move, jump shoot jump and a little pew pew but man are they expensive at 160 points. Not saying that they aren't worth it as they are liquid quick but dropping 160 points on 10 5+ save wounds hurts. You have access to all the Darkling Coven infantry, swords, spears and bolts but as you'd be doing counts as you'd only really look at the spears, which aren't bad. 100/360 for 10 and 40 respectively. So slighter more expensive than Highborn spears for 40 attacks 2+/4+/-/1, best case scenario. Even without the Seawarden, Highborn are a better buy. And then there are Glade Guard, 120 for 10, 30 of them can drop 30 shots 3+/4+/-/1 with a once per game -3 rend shot. If you are going to take archers run them as Glade Guard. The once of -3 rend shot is super good at taking down key enemy pieces and they fulfil a battleline slot, which highborn archers do not. So your battle line will really be decided on what you take for your elite infantry, which is kind of decided on whether you go offensive of defensive. Offensive in Swordmasters or White Lions or defensively in Phoenix Guard. Swordmasters and White Lions are pretty much the same, 2 attacks 3+/3+/-1/1 with good defensive buffs. Swordmasters are better but just a little more costly. I see both units as small 10 man units. They have no benefits for unit sive and no real command trait buffs. There is a niffty trick you can do with Swordmasters, the Tempest's Eye Alligence and the Guardians of the Dawn Spire Battalion but I'm 100% sure the battalion is a legal choice in matched play anymore. Phoenix Guard are where it is at (Spoiler). 30 will cost you 420, expensive but... 2" reach, so fight in 3 ranks. with 2 attacks each at 3+/3+/-/1. So solid output but again suffers for the lack of rend. But they have a 4+ armour and 4+ save after the save, which is epic. Being able to shrug off mortal wounds is crazy good (see Phoenixes also). They can also ignore battle shock if there is a Phoenic Temple hero within 8" so you do not have to drop a command trait on them to tank. There are so many ways you can send their durability through the roof. Super solid choice, especially with every man an his dog throwing out mortals like candy. Speaking of command traits... Now that we have the Lord-Ordinator available bolt throwers just became so much better. 2 bolt throwers, an Ordinator and Seawarden is 440 points that lets out a massive 36 3+/2+/-1/1 shots a turn at 36" range thanks to the buffs and the Ordinator command ability. You also have the option of using the -2 rend D3 damage shot if you come up against treelords and the like that ignore -1 rend with 2+ saves. It is super glass cannon but woof, it is crazy levels of output. I tend to leave the Dragon knights at home, unless you build a list around them they are just underwhelming. Like most things on horses in AoS. Not sure GW has a thing against horses. You have an excellent range of wizards in the Loremaster, Archmage, Spellsinger, Sisters of the Thorn etc but don't forget the humble Battlemage. As you're running mixed order these guys are great as they can choose from 8 spells at the start of the game depening on what you need. +1 to wound, -1 to hit, healing, immunity to battleshock etc etc. The elephant in the room is Mortal Wound output, we are lacking for it. Dragons help with their breath attack, the Drakeseer has a spell that after casting has a 25% chance of doing 6 mortal wounds (12.5% of 10!). Hurricanum can do work but really all of these options are expensive and for the most part fragile. Stormcast have lots of options but, I have played with enough space maines for a lifetime. Some of the lists idea i'm working on... LeadersAnointed Of Asuryan On Frostheart Phoenix (240)Anointed Of Asuryan On Frostheart Phoenix (240)Loremaster (100)Battlemage (100)Battleline30 x Glade Guard (360)5 x Reavers (160)5 x Reavers (160)30 x Phoenix Guard (420)- Phoenix Temple BattlelineUnits5 x Sisters of the Thorn (220)Total: 2000 / 2000Allies: 0 / 400Wounds: 124 Enough wizards to super charge the Phoenixes which run amok, glade guard can take a good whack off whatever needs to die. Phoenix Guard hold the center, Reavers run a around doing stuff... Not amazing, not terrible. LeadersAnointed Of Asuryan On Frostheart Phoenix (240)Drakeseer (300)Archmage On Dragon (320)- MagestaffLoremaster (100)Seawarden on Foot (100)Lord-Ordinator (100)- GeneralBattleline5 x Reavers (160)5 x Reavers (160)30 x Highborn Spearmen (240)Units1 x Gryph-Hound (40)War MachinesHighborn Repeater Bolt Thrower (120)Highborn Repeater Bolt Thrower (120)Total: 2000 / 2000Allies: 0 / 400Wounds: 120 A bit top heavy but the Spears and bolt throwers hold ground and throwout some serious dakka while the dragons drop MWs around the place and Phoenix plays tank. I'm looking forward to giving them a good solid go. They are not as powerful as some of the newer books but you can have some fun. Good hunting Edit: Thanks for the question, I was rattling all this in my head so it was nice to actually get it all out on paper as it were
  15. Origin

    What battletomes are next for elves?

    So those Azyrheim elves arose independently? Or were they refugees after the age of myth, where we assume tyrion and co remade the elves?
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