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Found 338 results

  1. Let's Chat: Free Peoples

    There doesn't seem to be enough love here for the former Empire. Is anybody playing with their Empire army under the Freeguild / Devotee of Sigmar / Ironweld / Collegiate Arcane? To start the ball rolling here is a 2,500pt list I recently used. The list is a traditional Empire list with the addition of a Celestant Prime (acting as Sigmar, using a Voltan model) and Gryph-hound (because I had a spare 40 pts). I've learnt a lot with this list and will be looking to make slight amendments for the next match... Free Guild of the Empire 2500 Leader Type Points Models 1 Celestant Prime (acting as Sigmar) 360 1 2 Battlemage 100 1 3 Freeguild General 100 1 4 5 6 7 8 Battleline 1 Freeguild Guard (swords) 240 30 2 Freeguild Guard (swords) 80 10 3 Freeguild Crossbowmen 200 20 4 Freeguild Archers 100 10 Freeguild Greatswords 480 30 Gryph-hound 40 1 Artillery 1 Cannon 180 1 2 3 4 5 Behemoths 1 Steam Tank 300 1 2 Celestial Hurricanum 320 1 3 4 5
  2. Lets Chat: Idoneth Deepkin

    Daughters of Khaine book has revealed some interesting snippets on something called the Idoneth Deepkin. Now, normally this would just be another lore snippet, but they're also listed as Allies to the #DoK! Could this be a new Aelf faction?! #ageofsigmar Games Workshop guy with perks has just posted this on twitter: Sea Aelves rumour confirmed
  3. Morathi High Oracle complete

    She was done mainly by airbrushing. Her skin is Vallejo Model Air Skin Tone over Vallejo Game Air Barbarian flesh, washed with Reikland Fleshshade, then a thinned burst of VMA Skin tone followed by a thinned (and targtted) wash of Druchii violet. Her golden pieces are are Vallejo Metalics Copper and Gold. Based with Copper, highlighted with a 50:50 mix, then a final edge highlight (with airbrush) of Gold. These paints are an absolute dream. Stop using GW metalics and get these. Her boots and gloves are a mix of Vallejo model wash grey, nuln oil, abaddon black and incubi darkness. Her hair is the same mix but with more green (so that when she becomes the Shadow Queen the hair and snakes resemble one another). The fabric is Screamer Pink on the outside and Khorne Red on the inside. Both washed with Nuln Oil, Druchii Violet and highlighted with the original colour and edhge highlighted with Wazzdaka red and Slannesh Grey respectively. The Slaanesh grey was the tough bit. It needed significant clean-up and a targetted wash. I learned my lesson here - use a bigger brush! Her hair and cloth were the only bits not airbrush based and honestly I regret not doing that. It was becuase messed up the order in which I painted by starting with the metalics and then the skin - which is how I would hand brush (inside-out and all that) - but I should Have started with hair and cloth, then the metalics, then the skin.
  4. Let's Chat Sylvaneth

    Hi all, Hoping to start a conversation here looking at the Sylvaneth in theory and in practice using Matched Play, especially for tournies and Pitched Battles. Would love to hear about your own views and experiences. After a first-look through the battletome, here's initial impressions: Overall: The Sylvaneth are a landmark for AoS. Arguably for the first time, GW has hit for the cycle: the lore, characters, models, and rules are all strong. I hope this release reflects a new level of integrated (and growing) quality for AoS across those four components. Gnarlroot Wargrove Battalion stands out. With 2,000pts, it could be common to see 7-9 unique spells casted per round from a pool of 9-11 choices. This battalion also allows you to take an Order Wizard. A Loremaster is a good buy at 100pts to cast Hand of Glory on, e.g., Alarielle, Drycha, or a Spirit of Durthu. I love the Tree-Revenant models. If you're trying to optimize, though, Dryads seem distinctly better. Two factors stand out: Large model counts are important for Pitched Battle scenarios, given the role of model count for controlling objectives/winning. Sylvaneth Battleline units are both fragile and susceptible to battleshock (although buffs exist to improve bravery). In light of those factors and others, 10 Dryads for 120pts seems a better buy than 5 Tree-Revenants for 100pts. With the help of Wyldwoods scenery, Sylvaneth have multiple ways to "teleport." The effectiveness, though, will be affected by having to "teleport" 9" away from enemy models. At 9"+ away, charges will fail ~75% of the time, or ~66% with a +1 buff. Another value of large model counts: To better protect your "teleporting" heroes from charges and enable them to counter charge. At the same time, after scenery has been setup at the start of the game, Wyldwood Groves (a Sylvaneth Battle Trait) allows you to place 1 Wyldwoods warscroll anywhere on the table more than 1" from any other scenery. Specifically, a Wyldwoods warscroll lets you place up to 3 citadel woods up to 1" from each other. (Each citadel wood is 11" x 8".) I suspect this means that it'll be difficult for your opponent to stop you from "teleporting" within 3" of a citadel wood and within the general vicinity of where you want to go. This is especially important for Dryads. Hit rolls against them are at -1 if they are within 3" of a Wyldwood. Sylvaneth have 5 ways to generate Wyldwoods. Tournies may want to limit 1 Wyldwood warscroll to 1 or 2 citadel woods, and set a maximum overall cap. My initial, untested sense: Limit 1 Wyldwood warscroll to up to 2 citadel woods, and set the citadel wood overall cap at 6. Allowing only 1 citadel wood per Wyldwood warscroll could make it very difficult for Sylvaneth to "teleport." 9/4/16 Update: Playtesting so far has shown how important Wyldwoods usually are re: competing w/ Sylvaneth. At the moment, I probably wouldn't set a Wyldwood limit in Matched Play, but would play on a 4x6 with 10+ terrain pieces (ideally 12) to create a more inherent limit (when combined with the restrictions from enemy movement). GW has done an outstanding job designing distinct sub-armies within the Sylvaneth, even with a relatively small model range. Drycha and the Spite-Revenants especially reflect a distinct army within an army. Dreadwood Grove Battalion is a strong alphastrike for Sylvaneth. Check it out. In particular, it's Ambush ability: At the start of your first round, one of your units can be redeployed anywhere 6" or more from enemy units. This battalion also allows Spite-Revenants to re-roll wound rolls of 1. A Gnarlroot-Wargrove build that seems intriguing (2,000pts): Treelord Ancient (300) Spirit of Durthu (400) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 5 Tree-Revenants (100) 5 Tree-Revenants (100) 3 Kurnoth Hunters with scythes (180) 3 Kurnoth Hunters with greatswords (180) 3 Kurnoth Hunters with greatbows (180) Gnarlroot Wargrove Battalion (80) Household Battalion (20) A walk-and-chew-gum list: shooting, magic, Wyldwoods, combat, and objective capturing. A Dreadwood-Wargrove build (1,960pts): Treelord Ancient (300) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 10 Dryads (120) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 9 Kurnoth Hunters with scythes (540) Dreadwood Wargrove Battalion (100) Outcasts Battalion (40) This list is especially built around alphastriking 9 Kurnoth Hunters with scythes (or greatswords) on your first turn, and controlling/contesting objectives with your other units. The list would probably struggle in Three Places of Power since it only has two heroes; but otherwise, 71 models is a good # for model-count-oriented Pitched Battles. Thanks for reading. Would love to hear your thoughts on the Sylvaneth!
  5. Order Serpentis

    Hi everyone! Been in the hobby off and on (mostly off) for 23 years. My Dark Elves started around 2005 with a box of spears, then when the plastic corsairs came out, a couple of boxes of them and some cold ones. Collected a load more again in 2009 ish, but again, they've remained unassembled or grey. Always meant to start afresh with the launch of AoS, but yet again, life took over. Well, it's time to start again. Order Serpentis, 1k to start with, using models I already own (a few more than I can use pictured): Will be using the dragon (a High Elf conversion pre the Dark Elf launch dragon), a hydra (new to replace the ancient metal one!) 2x5 Dreadknights and I can choose between the chariot, sorceress and assassins to begin with. Theme: Blue skinned, though going to make this more grey with the unpainted models. Purple plate armour, silver chain mail, glossy black, bits of gold, and blue green style sea dragon cloaks. Unsure of colour for the hydra or dragon (black, but thinking of the highlight). The snow bases will be redone, now I have some actual snow stuff to use! First model, to ease me in, was selected by my 7 year old son. I hoped he'd pick the sorceress, but selected another assassin: Think he liked the claw! Aiming to have a good chunk ready by the end of March, playing the first proper matched game on 23rd with a mate who is also returning to the hobby! Hope to have most done by then... We'll see. Any more pics wanted, any questions, please ask!
  6. Morathi

    Here's some pictures of Morathi. This was a nice model to work with for teh most part. Her head was difficult though and I messed-up her eye make-up a bit - you can really only see the errors on camera though. Her colour scheme is an evolution of the Witch Aelves's on which I've made some further progress: I'm still undecided as regards which Temple I'll go with but the scheme is versatile enough to fit in with either the Khailebron or Draichi Ganeth temples.
  7. I’ve finally started painting them, and here’s my results so far! But since taking these photos, I’ve drybrushed the armour again and touched up the eyes. It’s all very experimental though, and I hope I’m not mucking it up.
  8. The Darkwood Court

    "People forget. That’s what they do. It’s easier to forget, to ignore things, to pretend that we were never scared in the first place. But in forgetting, we let those things slip back in, unnoticed and unheeded. And the important point is this - just because we forgot about them doesn’t mean that they forgot about us..." Follies; Everard Hemp of Hammerhal. "...the Goddess took her eye, long ago, and so much of her leaked out of that hole that she is almost faded out of the worlds now and has to live beyond the thrice-nine lands in the kingdom of the Grey Marches. She’s a poor thing now, a shadow of what she used to be. No more the Three-in-one, now the hag alone." Stories of the Realms; traditional. Her missing eye ached, but then it had ached for years untold now and it especially ached when the cold drew in. And here in the thrice-ten kingdom, it was always bleakest midwinter. She had lost so much through that missing eye, that hole in herself, when the Everqueen had plucked it from her and cast it away. The pain and the sense of diminishing, of lessening, had become commonplace. Still, she had survived. That was what she did, survive. Hoarding scraps of power, scraps of herself, watching the Realms move on from the depths of the forest and the snows with her one remaining eye. Watching. Surviving. Waiting. She turned the skull over and over in her wizened ancient hands, long fingers moving like spiders over and into it, exploring every crevice and aspect of the gleaming bone. She muttered under her breath as she inspected the skull, nonsense words and rhymes flowing into hexes and prophecy and back again. The winds whispered around her and her head tilted, grey hair spilling as she seemed to listen. Nodded as if hearing something to her satisfaction. She raised the skull to her face, cradling it as she would a lover, brought it closer. A grey and withered tongue crept like a worm from behind teeth the colour of old iron and gently, obscenely, began to probe an eye socket. Her tongue drew back behind those ragged iron teeth and her sole eye narrowed as she contemplated what she had tasted in the skull’s death. She crooned into the empty gaze of her skull, singing under her breath as she reached up with long arms and hung the polished globe of bone from her crooked staff. Smiling to herself, still singing in a ragged low voice, Mother Aldwynter shuffled off into the snowbound and skeletal black trees around her. Above her, swinging from her crooked staff, the skull began to whisper its secrets. "Gorgo, Mormon, moon of a thousand forms..."
  9. Hi! Im soon done with my Blades of Khorne army and I have had my mind on a Mixed order list a long time...I love the thought of having stuff from several alligences working together..aelves, dwarfs, humans and trees working together..aaah! So cool! - What units did you use to good effect in a Mixed order list? ((If you have a list you have used, please share!)) - would you say Mixed order can be atleast somewhat competitive? How could a competitive list look? So If you have any XP on using mixed Order, please join the discussion here! All i can learn from a Veteran is great! Cheers!
  10. Blogging hobby projects helps keep me motivated and any feedback/suggestions/criticisms from the community is always useful for improving. This is my first foray into the Age of Sigmar. I've been following the lore since the End Times and really like the 2000AD and epic metal influences. I used to play Warriors of Chaos, but the idea of playing the einherjer under the guidance of Marvel's All-Father Thor was just too tempting. I went with the Hammers of Sigmar paintscheme. It's relatively straightforward and looks rather nice. These folks came from two Hammerstrike Brethren sets. I converted the Knight-Questor into a Lord-Celestant. Sawed off the shield hand, added a pin, and test-fit with poster tac. I then replaced the poster tac with greenstuff. The hammer arm is from the Prosecutor sprue (I plan on giving them spears, because lightning spears, yes). Lord-Celestant Wilhelm Batsonius: A twice-forged champion of Azyr. His first death occurred when he called down seven thunders onto himself to kill a Herald of Slaanesh. Since his reforging, he has found the presence of a helmet to be claustrophobic. I think the fancy sword makes up for the lack of halo. The SCE remind me of Captain Marvel (the "Shazam!" one) in many ways so when I painted his cloak red I knew I wanted to name him after Billy Batson. Funnily enough it turns out William (Billy > Bill > Will > William) comes from Wilhelm, meaning "without helm." I'm using the second set of unit Primes for conversions into more heroes. The Liberator-Prime got chosen for Lord-Relictor duty and the Retributor-Prime for Lord-Castellan duty. Some plasticard and GS work for the relic box. It's hard to see in the picture, but the relic is a wrecked breastplate with "Sigmar" embossed on it, the hammer head, and the skull with halo. I plan on painting the skull as a skull in contrast to the rest which will be metallic. The two-handed hammer was the base for the lantern. The trick here is going to be painting the center area like it is glowing from the inside. The L-R has a ribcage and spine thing going on in the back and the L-Cas's halberd is from the Prosecutor sprue.
  11. There is a part of me that kinda hates the Order Grand Alliance. I know, I know...I'm probably a couple years late on this discussion. And I get the set up: Since Chaos dominated everything the remnants of civilization needed to band together in order to survive. But no matter how many times I try to like Order as a group I can't help but feel it's just kind of a hodgepodge of everything sort of good thrown together. There's a part of me that would like to see Order broken up into two or even three groups: True Order Alliance - Azyr Stormcast and the daemons of Order, the Seraphon Pure, Strong, Oppressive; dwelling in Azyr and following the will of their God, Sigmar, they are dogmatic but come to the aid of the other two alliances. Freedom Alliance - All human factions, all the Duarden, and a couple fallen Stormcast chapters Scattered in and about the Mortal Realms, they are focused on survival and freedom from slavery and Chaos but also from the oppression of the Stormcast, who seek to stamp out Chaos even at the expense of freedom. This group includes Devoted of Sigmar who have a different view of Sigmar than do the Azyr Stormcast, as well as a fallen group of (lessor) Stormcast who have broken away from Azyr (and therefore no longer resurrect or have their divinely inspired powers) and see the oppressiveness of their former brothers. Fae Alliance - All Aelves, Sylvaneth Mystical, alien, fae, they dwell in the magic places in the spaces between the worlds, a force of nature rebelling against chaos. I know it will never happen, and I'm not expecting to really change anything. I feel like getting it off my chest in a public forum. I would like this organization above so much better than the way it is set up now. I hope they move the story in that direction.
  12. Some pictures of stormcast and various order models in the same colorscheme
  13. Background: Following the release of GHB2017, the Wanderers faction gained Allegiance Abilities that gave this legacy army a flavor and strategic capability that had previously been lacking. The Melt Away and Realm Wanderers Hidden Pathways abilities provide an opportunity to run the Wanderers as a hit-and-run skirmish army. Time will tell how effective this will be, but the general consensus among Wanderers players here on TGA seems to be that these are positive steps in the right direction, bringing the faction more in line with the way people want to play. At the same time, the removal of the Wanderers keyword from the Compendium wood elf units has left many Wanderers players feeling a little frustrated. Seemingly vital units have been removed from the faction, leaving Wanderers without the speed or strength they once enjoyed. The Wanderers seem to exist in a middle space: Not yet fully supported, but with enough units to field something approaching a full army list. Goal: After discussing the idea with several TGA Community Members on the Let's Chat Wanderers thread, I've decided to create a Wanderers Community Wishlist thread. The goal of this thread is to provide a single, one-stop location where we might make suggestions to Games Workshop about what we'd like to see in the faction going forward. It is my (perhaps vain) hope that, should the Wanderers ever receive a Battletome, new models, or even a rules update for existing units such as what occurred in GHB2017, that the TGA Community might inform at least some of the thinking that goes into such via this thread. How it will Work: In this first post I will gather ideas suggested in comments below into a single location, organizing them according to theme or idea, and cleaning them up so that any Games Workshop designer perusing the thread might find everything they need right away without the need to scan the entire thread. However, this will not be my list. I would like to invite all Wanderer players and interested parties to make suggestions and to discuss them below. Rather than post everything into a giant, chaotic list, I will only move the suggestion to this first post when the community finds a modicum of consensus. Voting via the reaction buttons or discussion that leads to an obvious conclusion and refinement of a concept will be moved. Future ideas that fit into something already posted will be added, where appropriate, to provide additional concepts or detail. I promise that so long as the TGA community continues to suggest ideas, I will continue to maintain and update the first post, putting new material in a bright color to identify it. I will also note when I do so by posting in the thread in order to bump it. Please note that this is not meant to be a general Wanderers discussion thread. We already have one of those: Let's Chat Wanderers Wanderers Community Living Wishlist: Ideas and Suggestions for Games Workshop (Updated Sept 21, 2017) Themes Ambushes/Hit-and-Run/Skirmishing. There is a general consensus that Wanderers should be a skirmishing army that employs ambushes and hit-and-run tactics with deadly archery. Both Realm Wanderers and Melt Away allegiance abilities support this, but we want it taken to another level. To support this, we suggest some of the following: De-emphasize the idea of standing still in order to earn buffs. Too many of our units (Eternal Guard, Sisters of the Watch, and Waywatcher Lord) benefit from not moving. This forces us to use a "gunline" strategy that seems more appropriate for dispossessed, free peoples, or high elf factions. For Wanderers, focus on the opposite. Encourage movement. Let us earn our buffs in other ways (see below for ideas). Provide abilities that play off the Realm Wanderers hidden pathway ability. Give us a bonus to hit in the turn in which we materialize or similar. Keep us squishy, but make us a little harder to engage. Maybe instead of more speed, enemies could have a -x to their charge rolls against us (could be d3" or something), representing Wanderers' rapid advances and retreats making charges difficult to time against them? Smaller Units, Focus on Survival. In keeping with the Hit-and-Run tactics we would like to employ, let us focus on small units that emphasize survival. We want a lower model count army that focuses on mobility, evading, and coordination/support between the units. We don't want to feel like I have lots of models that I can afford to lose. Guerrilla warfare is fought by forces that have less troops - they can't afford loss of life. As much as we could benefit from chaff units to slow down the enemy while we shoot at them, it doesn't fit the flavor of Wanderers. They are the nomadic remnants of an already small population, and their playstyle should represent that! Don't give us buffs for having large units. It's anti-thematic. Wanderers need to go in the opposite direction. Small units of archers are more resilient and much more in keeping with the wanderer theme. Having to buy 30 Glade Guard to get that vital 3 to hit is a big battalion foot print and ruins the theme of a wanderer list. Rather than give Glade guard massive regiments limit them to smaller forces, but give them synergies for being near to other Glade Guard units (see below). It will provide contrast to other armies and be a disadvantage when facing horde units claiming objectives etc which is fine. Promote in and out combat and focus on survival in that first combat round. The Melt Away ability is great, but we worry we'll never use it because our archers die so fast in combat. You can't retreat when you're dead. Help us survive that first round of combat with abilities like a -1 to hit against us during the first round of cc, representing our speed and agility, or play with some of the Wardancer rules. Also explore other abilities that allow hit-and-run tactics. Elite Archers. Man, we feel a little salty about how mediocre our archers are. Other armies do archery better than us. They shoot farther or hit harder or fire more volleys. It's a little sad when the vaunted Wanderer archers are outgunned in the range department. For Wanderers, we don't need to shoot the farthest or hardest, but make us the most accurate. Make armies fear our bows. We rely on archery to win, so play up how excellent our shooters are. A lot of armies get more bang for their points buck than we do. We need to feel we're pound for pound among the best archers in the game. Create some excellent sniper units. These could be heroes. But extend their range and give them access to mortal wounds. Make our heroes renowned for their bow skills. Consider upgrading our main archer units. Allow sisters of the watch to shoot twice even if they move. Give Glade Guard a 3+ to hit without buffing, or make the buff trigger in some relatively easy way. We're willing to pay the premium points that we have to pay for our 1 wound models if we could output more damage. This is also in keeping with smaller model counts. More speed or more range! There are so many ways to cross the entire table and charge in one turn, or teleport on top of us, that we are forced to make a gunline. By giving us more speed we could kite better (keeping enemies in our range but us out of theirs), or with more range we could play more like the skirmishing archers we are. Better Cavalry, in keeping with Skirmish Tactics. We're a light cavalry army. We get that. We don't need chaos knight type damage output. But if we're going to be a employing light cavalry force to supplement our skirmishing archers, make them excellent at what they do. Wild Riders are mostly fine as light, fast moving cavalry. But make them even better at being light, fast moving cavalry. Give them the ability to Melt Away and Charge and add a -1 rend when they charge (combining Wabbit's ideas). If they could strike fast by running and charging, then melt out of combat only to charge in again on another unit, they would be pretty effective. If Wild Riders can be fast moving cavalry that support our skirmishing archers by darting into combat to help them while they escape, then escape to fight on the next turn, they would be a very unique and effective unit...and probably worth the 140 points we pay for them. Give us some mounted archers that are effective at skirmishing and kiting. The running and shooting on Glade Riders was useless compared to the ability Reavers have. With a 20" bow, we don't not want to move much except to kite my enemy. Any movement we do is to keep the enemy away. Running doesn't help do that since we'll just move out of range. The Reavers' ability is just flat out better, since it can be done before or after shooting (to get in range or back off again) and this really fits the flavor of Wanderers as skirmishers. We need a mounted hero or hero options that buffs these other guys. Synergy with Scenery. The Wanderers are nomadic peoples who know their way along the hidden paths of the world. They are familiar with the magic places, the dangers, and the pitfalls, and they understand how to survive them. Furthermore, the Wanderers should be able to take advantage of this to support their skirmishing tactics. In a future rules update, promote this by promoting rules that allow our warriors to synergize with scenery. Consider giving all wanderers immunity from or a save against wyld wood roused to wrath attacks and dangerous terrain rules. Or at least give it to Wyld woodrangers!!!!! Let Wanderers use and manipulate scenery to their advantage. Perhaps wanderers could apply terrain effects to scenery via magic or other abilities. Or more interesting, let them alter enemy and friendly unit's movement. This is something that is exciting and different, and it really fits the theme of Wanderers and could support their skirmishing and hit and run tactics. Alternatively, perhaps they can lay traps in d3 terrain before a battle and choose secretly where they are. They can prevent movement for a turn or do mortal wounds or debuff to hit or remove cover bonus making it useless for a phase/turn. Scenery as buffer. If you are going to remove buffs from standing still as suggested above, one idea might be to give bonuses on to hit rolls when Wanderers are close to scenery, or subtract from the to hit rolls of opponents instead. Synergies/Traps/Supportive Attacks. Outside of the command abilities of our generals, we really don't have any units that synergize with or buff other units. But if coordinated hit and run tactics are the theme, then units supporting one another through synergies should be emphasized. Skirmishers should be about supporting and coordinating attacks and retreats. Instead of standing still and large unit buffs, consider some of the following: Coordinated fire! A bonus to hit or wound for every wanderer unit shooting at the same enemy unit would be pretty cool. We are all around you! Instead of the large unit buff, encourage us to spread those models out. Glade Guard get a +1 to hit so long as another Glade Guard unit is within 12 inches of it and within line of sight. Kill it (before it kills us)! Select an enemy unit in the combat phase. All wanderer units attacking it can attack before the enemy can pick a unit to attack. A bit like the forest dragon breath ability. Could be a battalion rule or a hero's ability. It would encourage MSU combats and a focus on setting up multiple charges or traps with eternal guard anvils. Maybe we can get stuff like a +1 to hit against targets engaged in cc against one of your units, or a double distance retreat when another of your units remains in cc with the enemy unit you're retreating from, etc. Use synergies to give us reasons to use heroes other than Waywatcher Lord and the Nomad Prince. Suggestions Concerning Existing, Non-Hero Units Archers Glade Guard. GG should be our baseline archers. Ideally these are small bands of mobile, low armor troops with decent range. Overall these guys are pretty decent as is. Suggestions for making them fit with the new allegiance abilities and the themes described above/in first post: Make the Wanderers an elite archer army by giving them a baseline 3+ to hit. Don't require us to have large units of these guys. Instead, encourage us to use larger numbers of GG units that synergize with other units of GG or heroes. For example, give them a buff when they target a unit that another Wanderer unit already targeted in a single shooting phase. Sisters of the Watch. Our elite archers do not unfortunately mesh with the new allegiance abilities as we rarely stand still if we can avoid it. As a result they are not a good choice when you can have 2x as many GG for about the same cost (a unit of 20 GG output approximately 7 wounds each time they fire before saves, whereas 10 SotW can only manage about 4...standing still SotW damage output goes to around 9, which is not enough of a difference to warrant taking them since it is unlikely we'll be standing still a lot. On top of that SotW have half as many wounds and do not have the -3 rend ability...it's almost impossible to justify taking them. Consider, also, that they are the same points as Kurnoth Hunters, who do more steady damage at greater range and with a lot more durability and the ability to do mortal wounds, and you can see SotW are simply inefficient). But these should be an obvious choice for a Wanderer army, representing the very best of Wanderer archery the way Brutes and Palladins represent the best of what Ironjawz and Stormcast do, respectively. To make them fill that role consider the following: Remove the requirement to stand still in order to get the second attack in the shooting phase. This buff does not work with the new allegiance abilities and people are dropping the unit from their Wanderer lists as a result. Instead, either give them a straight second shot or find another trigger. Examples could be giving them an extra attack if they used the Realm Wanderers teleport during the movement phase that turn, by being close to a waywatcher lord, when they are shooting at an enemy unit engaged in close combat with another Wanderer unit, or when they target an enemy unit that was already targeted by a Wanderer unit during the shooting phase. Another way to handle the above, consider giving SotW a choice between attacking twice or attacking once but with -1 rend/2 wounds. In fact, giving them something like the old Waywatcher ability to choose between fast shots and precise shots would be pretty great. Alternatively, SotW could fire twice or only once, but if they fire once they do MW on 6+. (Our army could really use a unit with the capability of doing mortal wounds). Or perhaps they do mortal wounds in the shooting phase after they've teleported using the Realm Wanderers allegiance ability. Why do the Sisters of the Watch wound better against chaos? That seems like a holdover from when they were Sisters of Avelorn. Consider making that more equal across the board in terms of hitting other armies. Perhaps one of the ideas listed above could trigger a +1 to wound. Close Combat Hitters Wyldwood Rangers. The WWR are really the only true hitty unit we have. They have a good stat-line with a killer buff against monsters. But the muscle of our army doesn't stack up compared to other elite hitty units. Executioners, for example, are the same points but are much more devastating. In practice Executioners are far more effective and survive better. With a save of 5+, the Rangers tend to die before they can really do their thing. The D3 against monsters is meaningless if we can't get the WWR to the monsters in the first place. If they do manage to get to their target, they probably die anyway. Glass cannons with no range. To fix this: Make the WWR masters of moving about without being engagable. It would be kind of cool if they were really hard to pin down until they wanted to engage in combat. WWR's want to fight monsters and not get killed before they do. To represent their ability to move about unseen, perhaps they can declare they are moving unseen in the hero phase. If they do this, they are -1 to hit in the shooting phase, can't charge that turn, but the enemy can't charge them either. Alternatively, once you declare a charge against them you need to roll a 4 or higher (+1 to the roll if they are in a forest or some other type of cover to represent synergy with scenery). Otherwise they slip by you and you can't charge them that round. The D3 against monsters is nice, but it makes WWR a very specialized unit. Consider making them a bit more flexible. This is less important than the bullet above. Wild Riders. Fast light cavalry that can run and charge in the same turn. These guys have excellent range, but they lack punch. Next to Goregruntas, which cost the same points now, they are a bit underwhelming. Our suggestions are to keep the Wild Riders mostly the same in terms of their niche and abilities, but make them even better at lightning strike blitzes: Wild Riders should have -1 rend on the charge to go along with +1 to wound. Alternatively, you could give them the ability to do mortal wounds on the charge, though this would obviously make them more expensive and one of the better striking cavalry units. Keeping with the Melt Away allegiance ability and the skirmishing theme described above, let Wild Riders Melt Away out of combat and then charge again that same turn. That would make them very fast light cavalry capable of punching something in the face and then moving away before they get too decimated, or engage another foe that was moving too close to the archers. Wild Riders could move d6" (essentially run but not move) after using the Realm Wanderers allegiance ability, making them more likely to get into a charge position. This would enhance their fast strike cavalry role. Support Eternal Guard. Eternal Guard are our blockers, keeping the archers free of enemy units and probably the only non-hero Wanderer unit where the points seem like a really good value. Just "guys" when on the move, they turn into elite soldiers when they don't move for an entire turn. In the old gunline style of play these were a no brainer, and I find it hard to offer constructive criticism because they were such a good value. The problem is that, again, we don't want to stand still. So while the +1 to hit, +1 to wound, and +1 to save Fortress of Boughs is great, it's still encouraging a play style that seems pre-GH2017. The only suggestion here is to somehow come up with a different trigger for the buffing that doesn't involve standing still. As our blockers they need to come with the archers when we use the Realm Wanderer teleport, but when they do they die in droves. To encourage this role as protectors, perhaps we could trigger the buffs when Wanderer archer units are within a certain range of them. It could be quite close, like 3". Sisters of the Thorn. These very expensive wizard/cavalry are really only exceptional for their Shield of Thorns spell. It's especially devastating when stacked with cover, mystic shield, and/or the Eternal Guard Fortress of Boughs ability to buff up when standing still. Due to the new allegiance abilities, however, EG are standing still a lot less frequently than they once were. I've heard a couple Wanderer players suggest they don't want to bring these any more because they aren't used as much. Outside their spellcasting, they are are fairly mediocre unit that neither excels at combat or at range, and they are fairly frail. Essentially they are an overpriced spellcaster with speed and more wounds than usual. These guys can probably stay the same as they are a good unit. Consider lowering the points significantly since they aren't even close to Palladors for the same points, and the one thing they do really well (the Shield of Thorns) is a good but not great spell in our lists given the changes to play style brought by allegiance abilities. Alternatively, make these a truly elite unit. A unit that costs 220 points needs to do more than a spell that only works two to four times a game. Consider adding all of the following. Give them a 3+ to hit on their javelins. A unit that costs 220 pts should be at least 3/4/-/1. A 12" range on the SotT javelins would be quite nice as well - at least they'd be able to throw them after using the Realm Wanderers allegiance ability. Any time we can build on the excellent allegiance ability we should consider doing it. This plus the item above would add a cavalry archer role to SotT as well. Give them back their Ward Save ability: Any time the Sisters of the Thorn suffer a wound or MW, they ignore it on a 4+. This is probably the most important change you can make, as it makes the Sisters so much more usable in a variety of situations. It would instantly make this one of the best Wanderer units available. Another problem with SotT is that larger units are a complete waste. Wanderer players would never take these in unit sizes larger than the minimum. It just means we're paying premium for a mediocre unit and giving up more spells. 2 units of 5 is always better than 1 unit of 10. Fix this by: Allowing them to cast 2 spells at 10 models and 3 spells at 15 models. Alternatively, if they get their Ward Save back, allow them to pick another nearby unit to benefit from the Ward Save or extend it's range for every five surviving models in the unit. This second option would instantly make big units of SotT desirable. Suggestions Concerning Existing, Non-Hero Units Heroes are one area where the Wanderers are clearly deficient. This is not because the Heroes aren't good units (though we have nothing with more than five wounds and 6" move), but because outside of command abilities they have no way to synergize with other Wanderer units. The Waywatcher -> Wayfinder -> Waystrider -> Nomad Prince paradigm is one of gradual movement from elite archer to elite combat fighter with stages in between. As a result the two middle stages--Wayfinder and Waystrider--have no real role in the army. The Waywatcher and Nomad Prince are simply deemed superior at what they do. Additionally, because they do not buff our troops outside the command abilities and their command abilities are deemed inferior to those of the Waywatcher and Nomad Prince, the two middle heroes are seldom if ever employed in a Wanderer or Order army. Perhaps more importantly, this lack of buffing and synergy from our heroes leaves Wanderers at a decided disadvantage compared to many other factions and contributes to the choice of many Wanderer players to abandon the Wanderer allegiance in favor of mixed Order. A quick glance at the Let's Chat Wanderers thread will show numerous attempts to win pitched battle games with the Wanderer allegiance, with major losses occurring almost every time. The Wanderers lack the ability to take and hold objectives. Heroes are not the only reason for this, but their lack of buffing means that abandoning the allegiance and the Wanderer models in favor of units that do confer buffs has been a major strategy Wanderers players have had to employ in order to be competitive in matched play style of game. Because of all the above, the Wanderer players on the TGA Community recommend the following two base strategies concerning Heroes: Every Wanderer hero should have buffs or other unit synergies that are not tied to it's Command Ability to make them more useful even when they are not the general; Every Wanderer hero should have a clearly defined battlefield role based on its non-Command Ability abilities. We suggest that the existing paradigm of elite archer to elite fighter be enhanced with clear battlefield roles as follows: Heroes Waywatcher. The elite archer is probably the favored hero of the Wanderer faction and is a unit that makes it into most Wanderer and Wanderer-themed mixed-order games. There is not a lot to adjust here. This is simply a good unit. However, the Waywatcher should further solidify his sniper/elite archer role through the following: The Waywatcher could be the unit most employed to lead small bands of teleporting archers, and this should be encouraged via its abilities to buff archers and archer units. Many of the suggestions on archer units above have been about making them more elite. This could be accomplished via the Waywatcher through buffing during the shooting phase. One excellent suggestion made by the community is that the Waywatcher could act as a leader and coordinator of archer units as reflected through a Tracer Arrow concept. The rule could be something like: "If any Waywatcher wounds a target unit during the shooting phase, other Wanderer units get a +1 to hit that same target until the end of the shooting phase." Alternatively, the Waywatcher could confer some kind of MW or rend capability on nearby archers via the mechanic above or simply by being nearby. Please remove the not moving trigger that confers the +1 to hit in favor of another trigger. This is another example of the warscrolls not matching the new paradigm of teleporting troops and penalizing us when we use our new allegiance abilities. The +1 to hit could trigger in other ways such as in the shooting phase of the turn in which the waywatcher teleported, when the waywatcher is in cover, when the waywatcher is near a unit of Glade Guard and/or Sisters of the Watch, etc. Wayfinder. The 75% archer, 25% fighter as currently constituted has no real place on the battlefield. Yes, the Hail of Doom arrow is nice, but not enough to make up for his disadvantage compared to the Waywatcher. At the same time, the Wayfinder name practically screams Realm Wanderer teleport buffer. This unit could easily be turned into a movement buffer, capable of leading the teleporting Wanderers in ways they couldn't do without him. Make the Wayfinder a teleport buffer. Allow him to enhance that ability. The Wayfinder should be a beacon and guide on the hidden paths, with knowledge of quicker routes that open up in unexpected places. Some suggestions of how this might be implemented: When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him can leave the board and set up within 9" or 12" inches of the table edge, rather than the usual 6". When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him when he teleports from the table edge can set up wholly within 6" of a piece of scenery in addition to the edge of the table. When using the Realm Wanderers allegiance ability, the Wayfinder and one additional unit within 6" of him can leave the board and and return as normal. However, this does not count as either unit's move, and both units may either move as normal or use an ability that requires that the unit stand still. The command ability is too limited. Consider enhancing it. Perhaps it allows nearby Wanderers to use his Bravery and, should any archer unit be required to make a battleshock test that unit can immediately shoot as if were the shooting phase. The requirement that we roll a 1 is just too limited. Frankly even with this ability I'd never make him my general. Waystrider. The Waystrider is a combat fighter with some range. Make him the leader of our quick strike close combat units such as the Wyldwood Rangers, and give the Waystrider abilities that focus on using ambush tactics to get his troops in close. If our hard hitting troops are also vulnerable when out in the open, then a hero who leads bands of guerrilla fighters against our foes is an ideal mechanic that gives this guy a unique role on the battlefield. Some suggestions on who this could be accomplished: Give the Waystrider buffs that allow him and other units to ambush our enemies. This, combined with our allegiance abilities, would make for a totally guerrilla fighting style. For example: Charge from Hidden Position: At the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). During the charge phase of any of your turns the Waystrider and the reserve Wanderers units can make a charge attempt from any piece of scenery on the table (measuring from the edge of the scenery feature). If the charge fails, the Wanderers must be set up wholly within 3" of the scenery edge. No charge can be attempted if an enemy unit is within 3" of a piece of scenery. Alternatively, and to be even more disruptive, the above ability could occur in the enemy charge phase. The Trap is Sprung: As above, at the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). At the beginning of the shooting phase of either player's turn, the wanderer units in reserve can deploy wholly within a terrain feature and shoot at a nearby unit. They may not be deployed from any terrain feature that has an enemy unit within 3". Simply allow the Waystrider to allow a unit to move after teleporting. See the suggestion above for Wayfinder. Allow the Waystrider to make our close combat units more effective. Buff our combat abilities. Some suggestions: Pick a Wanderer unit within 12". That unit gets a +1 to hit in the Combat phase. The Draich's of Wyldwood Ranger units within 9" of the Waystrider do D3 damage regardless of whether the target is a monster. The Heartseeker Arrow is a useless ability. 33% of the time it does 1 MW, after which it never again takes affect. How about making it happen every turn but requiring a 6+, or dropping it altogether in favor of something else? Maybe the Waystrider could simply do MW's with its Longbow on rolls of 6+. As with the Wayfinder, the Waystrider command ability is useless. Please enhance to make it a viable choice in our army. Nomad Prince. The Nomad Prince is almost always our choice for our general due to it's ability to allow nearby units to reroll hit rolls of 1 regardless of combat phase. This, plus it's outstanding combat profile and 2" range makes this the superior unit to include in a gunline or group of teleporting troops. The Nomad Prince plays the role of strategic leader in our Wanderer armies. Not a lot has to change with this unit, but consider enhancing this key role as follows: Allow the Nomad Prince to buff the one defense we have against strong units hitting our units: Eternal Guard. If the EG are going to need to stand still to use Fortress of Boughs, allow the Nomad Prince to mitigate this limitation in some way. Justify it by staying that the Nomad Prince can better coordinate these key troops. Here are some ideas: EG within 6" of the Nomad Prince during the Combat phase may pile in even while maintaining their Fortress of Boughs ability. EG within 6" of the Nomad Prince may move (but not run) and still employ their Fortress of Boughs ability. Pick a unit of EG within 12" of the Nomad Prince. Enemy units cannot move within 6" of that unit of EG during their movement phase unless they charge. Wizards Spellweaver. Our Wizard is a fairly nice hero unit, and at 80 pts she's one of the few Wanderer troops that don't feel overpriced. She's nothing spectacular, but her ability to automatically unbind one spell a game is nice. Theoretically the best thing about the Spellweaver is the ability to cast a magic that revives Wanderers. Her spell is thematic and for the most part useful, though at times it feels a bit under-powered. The problem is that it hardly ever pays to use the ability on a non-cavalry unit, unless you're trying to bump Glade Guard above the 20 model 3+ to hit threshold. In a war of attrition reviving D3 1 wound models is never really as good as a simple mystic shield unless you're totally out of danger (which is almost never). So while the TGA Community feels the Spellweaver should mostly remain as is, we have two suggestions regarding her spell that would make her slightly more appealing and versatile in games (and maybe worth 100 pts instead of 80...we're willing to pay for good units): Consider allowing the Spellweaver's unique spell to revive D6 wounds of models, rounding up. This would mean that when the spell is cast on 1 wound models we would revive D6 models, whereas on 2 wound cavalry it would revive D3 models. Since we have no 3 wound models anything higher is a non-issue. Consider allowing the Spellweaver's unique spell to revive Aelves rather than only Wanderers. That simple change would make her an excellent ally in other Aelf armies or an integral part of a mixed order army. For Wanderer allegiance armies, it would mean we could have Aelven allies who could benefit from her magic, making our faction more flexible.
  14. The Moon's Eye

    In the age following the retreat of Sigmar and the closing of the gates of Azyr, the fair realm known as the Moon's Eye was one of the first to be assaulted by the forces of Chaos. Massive hordes of Khornate tribesmen from the Lisskani deserts and vast legions of faceless automatons controlled by Tzeentchian sorcerers swept in from the north, leaving desolation in their wake. A hundred cults of the perverse worshippers of Slaanesh made themselves known in violent and horrific fashion, the promises of endless pleasure having seduced many a western citizen. From the east came the diseased scions of Nurgle, bringing with them all manner of plague and pestilence. The mighty kings and dukes of the Moon's Eye were beset upon from many sides, their formidable walls and disciplined soldiers no match for the wrath of the Dark Gods. What faint hope for victory that remained in the hearts of the faithful was snuffed out quickly and brutally with the fall of the capital city, Amrahal. The armies of the Dark Gods converged on fair Amrahal in an attempt to claim the glory of sacking the great capital. The gilded walls and ivory walls held out for days under the assault, but the ferocity of the savage siege proved to be far too much for even the grand fortifications. The walls were shattered after three months, three months that saw many on both sides dead, and as the pale white moon rose in the sky the invaders flooded into the city in such numbers that many of the weak were crushed underfoot. All resistance was momentary at best, and those defenders unlucky enough to be noticed for their martial prowess were turned into grotesque slave soldiers a mockery of what they once were. Amrahal burned for eight days and eight nights, and with it, so died the last shard of hope the surviving peoples of the Moon's Eye possessed. Inevitably the forces of the Ruinous Powers fell into infighting, and the mighty hosts that razed Amrahal splintered and broke, with many champions and lords leaving to forge their own bloody destinies in the shattered world. The situation was grim and hopeless even for the supposedly victorious chaos armies, and the Moon's Eye was sure to be forgotten by all but the wisest of scholars. However, fate changed inexplicably, and as dark and ancient powers turn their eyes to this wartorn desert, tiny seeds of hope and salvation are birthed in secret places for the peoples of this land and as the gates of Azyr open and roar forth the golden hosts of Sigmar, these seeds will bloom into bloody flower. And the Moon's Eye will gaze upon the realms once more!
  15. Let's Chat: Order Serpentis

    Ahoy friends and neighbours of order, my Black Dragon and Hydra have been giving me the look from my desk so its time for some discussion. Have people played our not-so gallant knightly aelven brethren on the table? What are your thoughts? I've just done a big aelven audit and I have a lot of options one way or another for any Aelven force (still debating the stupid huge cavalry list lol) I've pulled this idea together for now which only requires a few purchases and is not at all influenced by me having been playing Druchii in Total War: Warhammer 2: Allegiance: Order Leaders Dreadlord On Black Dragon (320) - Exile Blade & Tyrant Shield Battleline 3 x Drakespawn Chariots (300) - Order Serpentis Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline 5 x Dark Riders (120) - Shadowblades Battleline 5 x Dark Riders (120) - Shadowblades Battleline 5 x Dark Riders (120) - Shadowblades Battleline Behemoths War Hydra (200) Battalions Ebondrake Warhost (160) Reinforcement Points (0) Total: 1980 / 2000 Allies: 0 / 400 I'm very conscious that while the list is fast and has a bit of shooting its lacking in the hero department without chucking in some allied heroes, which eats up the rest of my budget (sorceress on black dragon) or are not really mobile enough to keep up/doesn't synergise/doesn't fit the theme (most everything else). What are peoples thoughts here?
  16. Allegiance Cards: Daughters of Khaine

    Version 3.00.00


    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, Command Abilities, a spell card for Arcane Bolt and Mystic Shield, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  17. Mordeus's Workshop

    Time to start a thread of all my AOS efforts. I have been focusing mostly on Dwarves, Greenskins and Ogors, with random others mixed in for style. I'll try and add little excerpts from the games i play as well as some WIP of my new projects. Now most of my stuff is most of time at about 85% of being fully done. I always forget little details and notice them later on. My Kharadron army is the closest I've ever been in so many years of hobby of having a finished coherent army. Which is quite a good feeling i must say. The rest isn't as unified. Still a lot of stuff to show, my inspiration was military looks from the early 20th century. Do tell me if the photos of the units are too small, I'll upload larger ones. Comments appreciated!
  18. Witch Aelf test

    Hi everyone. This is the beginning of my test colour scheme for my Daughters of Khaine army. It's using a bronze and purple on pale skin combination. It's still early stages so she might need some cleaning up. The whole mini was zenithal highlighted and then the skin was airbrushed with Vallejo Game Air Barbarian Flesh, then highlighted with Vallejo Model Air Skin tone. A 1:1 Druchii violet and medium mix was then washed into the recesses, followed by a 1:1 Caroburg Crimson and medium wash into the eyes and mouth. Finally the skin was dry brushed with Pallid Wych Flesh and a second glaze/shade of the eye sockets and then the skin is done. The armour and fabric is following WHTV's sister of silence bronze and purple method but the metalics are all Vallejo metal colors. I've only base coated the steel and the bronze needs cleaning up and a couple of highlights. The hair has me completely stumped though. I'm not sure why but the Khailebron hair (nihilahk oxide washed) appeals to me but I'm not sure.
  19. Hair!

    Here's a few updated images of the colour scheme on the first Witch Aelf and on a second one too. Apologies for the phone photos I'm generally happy with the scheme. If it looks ok on these two it should look better on other models. These ladies have been test models for a number of colour schemes over the last 2 years and have stood-up to a lot of paint stripping. There are some flash issues here and there that I'll fix with the next few models too!
  20. The Exiled Blood Cult returns

    Welcome to my hobby progress plog. For the next few months this will focus on my adventures building and painting my AOS armies and Terrain. The forces on my hobby bench at the moment are Mixed Order / Hammerhal City alliance. This is my Archmage from the Spire of Dawn set. Just bought from ebay last week. Daughters of Khaine This is just phase one. More to come this weekend with Morathi and another box of Witch Aelfs! Terrain Warscryer Citadel Mixed Chaos I have a Dark Oath Warqueen in the works The next few weeks will be dominated by Daughters of Khaine progress. Here begins my war on the legions of grey plastic, wish me luck!
  21. The idea for this project arose shortly after the Daughters of Khaine teaser video was published. There had already been some discussion around the Greek influences evident in the Malign Portents Shadow Queen video and the new teaser reinforced those thoughts. I tried to think of different ways I would paint the new models, but my mind was suddenly consumed by the image of a Greek temple. My initial thought was to do a faithful, 28mm scale representation of a historical Greek temple. I quickly did the math, however and came to the conclusion that such a building would consume nearly 1/4 of a 6'X4' battlefield, so that was clearly out of the question as I wanted a functional piece of terrain. I got to doodling (I am by no means an artist, so please be gentle) and sketched this basic design: After thinking through the basic dimensions, the next step was to find the columns. After doing some research I headed to the local crafts store and bought these: They are designed to support tiers on a wedding cake, but they are durable plastic, fairly inexpensive and perfect scale. That's all for now! This weekend I'll be hitting the hardware store for some high density foam insulation for parts of the structure, and a piece of MDF for the base. Then on to the art supply store for some foam board for the roof. Morathi is an unforgiving Queen and she'll accept no excuses if I have not completed her temple by the time she returns to the mortal realms.
  22. Darkling Covens - 2018 Year of War

    Hello, This year my FLGS is having a "Year of War" slow-grow Path to Glory campaign and painting/modeling contest for each month that culminates in a top-prize for the year in December 2018. Each unit has to be purchased/ordered from there, and is graded on originality, conversions, paintjob, uniformity, and basing. For the first month, we have to pick our General and paint it up, and I have chosen Darkling Covens. I'm going to update this over time.
  23. Version 3 for Grand Alliance Order

    Re-working all files turned out to be more work than anticipated... that said, Grand Alliance Order is done. http://www.tga.community/profile/2981-hanskrampf/content/?type=downloads_file Yaaaay! I still hope I get everything done before Daughters of Khaine is released, though. Death and Destruction should be relatively easy, as Legions of Nagash is already in the new size.