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Found 375 results

  1. For the purpose of these questions, please assume that Skarbrand has not fought in battle round 1 and we're now in the hero phase of the controlling players Battle Round 2. Things i'm sure of: Skarbrand is now incandescant and will remain so, regardless of wounds until the controlling players battle round 3 hero phase whereby you check his wounds taken unless this is once again overridden by him not having fought in battle round two. Things i need clearing up: His rules say that "Skarbrand can use his rage to fuel one or more of the following abilities...If he is incandescent he can use five" Now i have always played that if he uses one ability it "spends" a level of anger and he would move down one (in this case to "enraged"). I always "spent" a point of anger to allow me to re-roll the "to hit" for carnage (as together with wrathmongers and Bloodsecrator; those three attacks are worth 24 MW!) as i always felt the re-rolling of carnage was worth the loss of one attack of slaughter (7>6) So here goes: 1) Does he actually "move down" an anger level? Someone pointed it out to me that no where does it say he does. It just says you can use 5 abilities...if i'm wrong here then he's even better than i thought! As essentially he can use all the re-rolls and a roar of total carnage and still wreck face! 2) Have i been playing his attacks right? We've played that his attacks (and by association, his total carnage roll) are determined by his anger? So if he didn't fight in BR1, then BR2 he's swinging 7 Slaughter attacks...and carnage on a 1+ 3) Big one - does he EVER go down a level of anger? His texts says he "starts angry but this may change" and then goes on to say "If skarbrand was not able to attack in at least one of the previous combat phases of the previous battle round he is always incandescent" (emphasis my own) Your thoughts would be greatly appreciated as i believe I've been playing it RAI but someone on Facebook kind of opened a can of thought and i think i'm coming round to his way thinking! Regards Adam
  2. SlaughterPriest-Pez5767.JPG

  3. JuggerLord_Pez5767.JPG

  4. I currently run an all Clan Pestilens list, and this is a thread to write down tactics, strategies and spread the dirt.
  5. Hi All, I had meant to get this set up before starting this project but never seemed to have the time, i've got around 1k painted so far though so i'm starting it earlier than i usual though as i always seem to get these plogs set up after the entire army is finished. This plog is for my current project, The Wolfs of Ghur. It's one of many unfinished projects I have from 8th ed and with the release of the Bloodbound it seemed to fit the army far better than it every did WOC. The theme is basically a tribe of barbarians living in the mountains of Ghur, they were once devotees of Ulric but with the coming of Chaos into the mortal realms they were tricked into following the Blood Wolf AKA Khorne, though there actual understanding of Chaos and Khorne himself is very limited, they are actually under the impression that they are on the "right" side. There's quite a long peice of fluff below that I wrote for them for anyone interested in that part of the hobby. Start of the Age of Chaos... War. It was something that Arf Ulricson had never thought to see in his life time. For time unremembered his people had lived a peaceful existence in the shadow of the looming Mount Fauschlang. His father had once told him a story of battle with the ferocious Greenskins that littered the plains of Ghur, but it had been a lifetime since they ventured this far north and braved the Everwinter. His people had lived uneventful lives, hunting the wild beasts of the mount and quietly giving praise to Ulric, ruler of winter, the wolf God. Now war had come and the wolf clan would put their skills as hunters and beast masters to a new purpose, helping their God’s ancient ally, Sigmar. It was said that Ulric and Sigmar had been warrior kin in some long, now all but forgotten pantheon of Gods and whilst the worship of Ulric had seemingly been reduced to their single clan, Sigmar had a great following throughout every realm and was said even to work among the people still. Arf had never in his lifetime heard the voice of his god Ulric but he was confident in this, Ulric would have his people aid Sigmar in this war against the usurper Gods. Centuries Pass... Betrayal. Even now, after days had passed Rein Ulricson seethed with anger. He sat in his hut deep in contemplation, going over and over what he had been unable to comprehend how his people had been so utterly betrayed. The Clan had made war against the chaos followers for as long as anyone still living could remember it was said there had once been a time of peace where his clan were mighty hunters and made great sport of the beasts of the mountains praising Ulric, but those days had gone with the summons of Sigmar. He had stirred the Wolf Clan to war in his name as the “ally” of the White Wolf. They had fought at the last stand of the Wolf Gate, in the very of the shadows cast by Mount Fauschlang . Their resolve determined not to allow the Warbands of men that had faltered and turned to the Chaos Gods to reach the portal that would lead them directly Sigmar’s realm, Azyr. They waited for help to come from, for the Wolf Gate’s gaping maw to poor forth the armies of the heavens to crush the oncoming horde. They waited and they bled. They bled and died until the snow littered ground ran red. Sigmar, the so called God King had turned his back on them, on all the Realms. Their blood had been good enough to flow alongside him but not to be saved by his might even as they fought to keep his kingdom from intrusion. Rein had no choice, he had had to surrender, with fully three quarters of his warriors dead or dying, outnumbered one hundred to one even the mighty Warriors of the Wolf, as they had become known, stood no chance. To surrender was not the way of the wolf, but as the headsmen he had a duty to protect his clan and ensure the survival of his pack. Truth be told even in surrendering he had expected little mercy, but the Warbands they fought carried banners of feather and wing rather than the skull totems the blood warriors branded, and that meant there was a chance, no matter how slim his clan may live to see another moon. Even from the bird worshippers Rein had not expected to be treated as they were, his warriors confined but unharmed whilst he himself was presented to their chieftain as a Clan leader of regard rather than as a mere captive. He had been taken aback to witness the chieftain for the first time, a giant of man resplendent in a cloak of pure white feathers, the snow seemed to fall around him as if somehow repelled from touching his form. Brilliant sapphire eyes stared out from his lean features capturing the gaze of all in attendance.There was something avian in his movements, smooth and graceful but not quite normal for a mortal man. Those eyes reminded Rein of an experience he had had many years ago during the proving ceremony that marked him as the next Ulricson, leader of the clan. As part of the ritual ceremony he was to imbibe the smoke of the Lupus flower, a rare plant known only to grow at the very highest peak of Mount Fauschlang, somehow sprouting among the heavy snowfall. The flowers fumes were said to allow you to speak with Ulric himself and receive his wisdom to guide the clan through the Everwinter. He himself had not heard Ulric, but had seen the White Wolf. He had looked down from the snow covered peaks and seen its majectic form stalking through the mountains valleys after some unseen prey. Then abruptly it stopped and looked up directly towards Rein. It had let out a ghostly howl that Rein may have taken as a warnin, though he could not fathom of what, and started bounding up the mountain slopes. As it ran the snow fall got heavier and heavier. Then the snow that came down started to turn red as it mixed with tears of blood falling from the heavens. By the time the wolf had reached its immaculate white coat had turned a blood red and it stared directly into his eyes piercing his very soul before it lunged to rip out his throat. He had awoken in terror and confusion, but never had he confided this terrible vision to anyone as it was forbidden to share what Ulric had deigned to show his Ulircson. Now as he stared into the eyes of the Bird gods Chieftain he felt that same penetration of his very being and in the same form of vision was shown the history of a long forgotten in a realm unknown beyond his fathom. He saw the “God King” Sigmar, but not as a God , just a man, no not “just” a man but a devout mortal follower of Ulric. Sigmar had been but one of many chieftains but called on the power of the Wolf God to unite all the clans in his name in a bid to secure mans place in the Realm, or at least that is the purpose he had feigned. Once he had brought all the kingdoms of men under his rule he still sought for more. He usurped the power of Ulric and took his place on the ancient pantheon, leaving Ulric's noble followers little more than a shield for his foes to break on whilst the rest of his realm prospered. He had been no brother to Ulric as Rein had been brought up to believe in his clans long years of war; he had used the White Wolf to gain his own power and then left mighty Ulric to be forgotten, much as he had forgotten Rein’s clan in his haste to cower in Azyr. Rein had been left reeling. A myriad of questions and emotions about to explode from his skull as he digested the history of a world in a matter of moments. He was forced to regain control quickly as the great Chieftain had not kept Rein and his people alive simply to unveil this betrayal as a final insult before death; he had meant this as an offer for salvation. An aspect of his God remained alive, Kharnath, the Bloodwolf, Wolf-Father was among the pantheon of new gods that had come to challenge Sigmar now as he basked in the adoration of his stolen followers. With this knowledge imparted and the Wolf Gate evidently cut off from Azyr and the betrayer god, the great chieftain of the bird God and his warriors left the shadow of the mountain and the Wolf Clan without further conflict or compassion. As Rein sat brooding alone, staring into the fire, he knew what must be done. His clan would grow to be great again, they would tame the beats of the mountain and hone their blades in the name of the Bloodwolf. Biding their time until once again the Wolf Gate opens and the betrayer makes his false claim of the realms. They would be waiting for him, teeth and claw...
  6. I've started my very first blog covering my hobby progress. I hope you enjoy the blog as much as I am enjoying the hobby that makes it possible. The Wizard's Workshop is going to focus first on my Khorne Bloodbound force The Bonelords of Khorne. http://wizardsworkshop.wordpress.com It's pretty basic right now. There's still a lot of stuff that I want to add to the blog to make it look better, but there are already a few posts covering my hobby progress. The next few things I want to work on are additional graphics, a fluff section about the Bonelords, links to some of my favorite blogs, etc. I'll also be adding the actual blog posts here to make it easier for people to keep up to date. I'm going to be attaching the first blog post and following posts to this thread in their own posts. Wish me luck, and feel free to visit the blog proper in the mean time! ***** The Bonelords of Khorne are Born I've assembled the majority of my two Bloodbound starter sets for Age of Sigmar, and may I say that these are some of the best chaos models that Games Workshop has ever put out. The only starter models that even come close are the the 40k Chaos Chosen and Chaos Cultists that came with the Dark Vengeance set. For now, I'm just going to talk about the Blood Warriors. I'll be writing another article covering my thoughts on the Bloodreavers, and another on some of the other models later. The sculpting on the Khorne Blood Warrior models have all of the exaggerated depth of detail and sharp lines that I've come to expect from Games Workshop, and personally I find that to be one of my favorite parts of their model lines. One of the major failings that I've seen when working with miniatures from some other companies (especially younger companies) is their details are sculpted without enough depth to really stand out from the rest of the miniature. To be certain, most companies have very talented sculptors who understand the unique differences in small scale sculpting opposed to sculpting in larger scales, but Games Workshop has continued to do a great job of keeping an over-exaggerated style of sculpting in each of their new releases. This style of sculpting allows painting techniques like washes and drybrushing to really stand out in a paintjob. Warning: I'm going to go a bit off track for a second because I want to address something that is closely related to my thoughts on the Blood Warriors. As a hobby focused player I find the idea of duplicate models to be annoying. I feel strongly that each miniature in an army needs to be unique from the rest of the army in some way. One area of sculpting that Games Workshop has really improved on in the past few years is how active their miniatures' poses appear, but the changes they have introduced to make those improvements has caused some other issues. Namely, duplicate models, especially in units with larger than standard unit sizes. The single greatest change that has allowed for these kinds of poses has been the use of the single-pose plastic model. If you compare these new kits to the multi-pose models that have been GW's standard in the past, you can see how they've had to change how they have approached creating their newer models. Single-pose models allow sculptors a degree of freedom that multi-pose models do not. Of course, in order to achieve this freedom they have had to largely abandon the flexibility that the multi-pose models allow players. Multi-pose models allow for far more poses to reduce the chances of duplicates because each part can be placed in a different position. The poses given to the Blood Warrior models are wonderfully dynamic and visually interesting. Each one feels like it's in the middle of combat getting ready to take it's next skull, and where would be a better place to find the devotees of Khorne than in the depth of a pitched battle? Games Workshop's choice to give players single-pose models in their starters has allowed them to produce some very dynamic looking miniatures, but it definitely presents an issue with duplicate models when units made up of minis from multiple starter kits are used. This is certainly nothing new for Games Workshop's starter boxes It took me a long time to decide on a color scheme for the whole warband, and I figured that the Blood Warriors. I'm really tired of painting red as I play Word Bearers for my 40k army, so I didn't want to another mostly red army. I finally settled on a dark bone color for the main color of my Bloodbound. Now, I can't completely paint a Khorne army without some kind of red to honor the god of slaughter and blood, so I'm using red as a spot color for the Khorne symbols. I'm still not sure what color I want to paint their skin. I've thought of painting the skin as lighter tones with hints of blue and purple to contrast against the warm tone of the armor, but I've also been thinking of doing darker skin tones to contrast with the lighter colors of the bone colored armor. I'm also playing around with the idea of painting all of the skin with Blood for the Blood God or Tamia Clear Red so it looks like they are all covered in fresh blood. What to do, what to do. Here's what the beginning of the color scheme looks like on the Lord of Khorne on foot and the Bloodsecrator. I need to work on the lighting in my photo setup, it's a little too dark. I'll add a picture of the Blood Warriors as they currently stand when I fix the lighting. I also grabbed a box of the non-push fit Blood Warriors to see what that kit is like. In short, it's pretty amazing. There are tons of extra bits and some really great sculpts in this box. I'll be assembling these guys with twin Goreaxes and the leader with a Goreglaive rather than the Goreaxe and Gorefist. I'll be able to say more after I've assembled them, so keep an eye out for a post about them. Automatically Appended Next Post: The Conversions Begin After assembling the two Bloodbound starters I was left with an extra Mighty Lord of Khorne, Bloodstoker, and Bloodsecrator. At first I thought about painting them up and selling them off on Ebay. Then I found this lovely article from The Vanus Temple, Age of Sigmar Converted Khorne Models. I highly recommend looking it over, there's a bunch of great articles on all kinds of hobby subjects. The gentleman who runs the website is currently managing a GW store in his area so he's not able to post as much as he did, but his archive is worth digging through. With the inspiration his conversions gave me I was able to have a ton of fun converting my own extras along the same lines. Of course I had to do a little bit of my own thing, but I'm very happy with the results. I kept the same weapons and just switched them from the original Bloodstoker model to the Bloodsecrator. I removed the shoulder armor and loincloth from the cluster of skulls that went over his chest. I used one of the heads from the Wrathmonger kit (another amazing kit that I need to review soon). I used this one because the skin on the lower part of his face has been flayed away to show bare muscle and bone. I has to use some Greenstuff to fill in a gap under his chin, but in the end I think he looks just different enough from both of the original models to stand out on the field. I'm just as pleased with the progress on this conversion even though he's not quite done yet. To be honest he's been a bigger challenge as I had do more extensive surgery to get the parts to fit correctly. Ultimately, I switched out the head of the original Bloodsecrator axe for another axe from the Wrathmonger kit. I wanted this guy to appear just as terrifying as the original model, but show that Khorne's blessing take many forms. Getting the head to fit correctly required me to pin the head so that it rested well above the shoulders. This left a large gap between the chin and the rest of the body. I added a double chin under the helmet and started some basic stringy hair going down the back of his head. I'm going to be adding some more to cover up the areas I cut away the original hair. I honestly wish I had thought this through a bit more and left the original hair, ah well that's the joy of experimentation. (insert picture of the Bloodsecrator Portal of Blood) I also removed the extra bangles from the banner itself to give it a different visual profile. I need to figure out what to add to the banner to Khorne it up some more. For the extra Mighty Lord of Khorne this other article from the one and only Morbak, Arch-Warlord Bogdan Blottrinker has given me some wonderful inspiration for what to do. I have yet to start working on this conversion, but I'll be sure to post up progress as I make it.
  7. Tzeentch be praised!! Welcome to my Tzeentch AoS PLOG. To start with, a little background. I'm based in Manchester in the UK and I've been on these forums for a few months now, mainly as a lurker but also an occasional poster. I've recently moved house and have been itching to get back into painting - all of my stuff has been packed up for a couple of months now. The birth of my son last year really impacted the amount of time I had to paint; but I suppose that's what comes with fatherhood. I've decided to start this PLOG to give me an additional incentive to find time to paint - I'm a painter first with my hobby, and a gamer second. I've been to numerous Throne of Skulls tournaments held at Warhammer World, where my armies have been nominated for best painted twice and I've won the coveted award once. I'm a perfectionist, and I've been known to strip a model and start again just because I've not been able to get a blend right. Anyway, enough of that rubbish. My favourite Chaos god has always been Tzeentch; the magic, the mystery, and the fact that even in the face of losing game after game I know that it's all part of Tzeentchs' plan. I've had Silver Tower since it was released - I love all of the models in that box and really wanted those to form the basis of my AoS force. I want my force to be striking, and draw the eye - basically, I'm aiming to paint an award winning force again. I've decided to start by painting the Gaunt Summoners (I have both the one on foot and on disc) and the familiars to get a feel for an overall colour scheme. From these, I'm starting with the familiars - basically because if I ****** them up I have replicas from the box. So without further ado, here's a completed Blot, and a WIP of Slop. Bases will be completed at a later date, once we have a better idea of how the realm of metal looks. C&C is always welcome.
  8. So I've always had a bit of a soft spot for Khornate Chaos Warriors as they always had some really badass looking models but I'd always managed to resist buying into them, until now. With the arrival of Silver Tower came the perfect excuse to pickup one of the meanest looking dudes of recent times... Slaughterpriest with Hackblade and Wrath-hammer I've always shied away from blood effects but as I've decided not to use a traditional red colour scheme on this model it seemed like the perfect opportunity to have a go at some. This model is still work in progress and I'd love to hear any feedback or suggestions regarding the paintjob/colour choices. I still need to highlight the skin and I intend to add a load more BLOOD FOR THE BLOOD GOD splattered around but just wanted to get everything else right before I do so. I'm a little worried there might be a bit too much of the greenyblue on the model or maybe it's too bright a blue, (I could make it darker). I'm considering some freehand on the cloth (maybe just a line or some Skaveny triangle pattern) but I'm not sure. I wanted the brass to be kinda a realistic looking pale and greeny looking. I could add some Nihilakh Oxide or just a bit more black to it, but again I'm not sure. I am pretty excited about Bloodbound at the moment, I do have the other Slaughterpriest from the WHQ Mighty Heros expansion and I also have the AoS starter set models so I'd may do a small army in the same colourscheme. Thanks for looking.
  9. It looks like I'll be spending most of my time playing as Chaos in our local Season of War Campaign, as the majority of our players are Order or Death. Luckily, I've already painted up 2 of the starter boxes of BloodBound, So I have a reasonable sized force to build from. I'd love to add some Wrathmongers and a War Alter to the collection soon! Thank you for looking! Feedback and comments are always appreciated.
  10. Just as the title says, what do people think is generally stronger ~ faction-specific armies, backed up with the special artifacts, traits, and such, from the newer tomes, or taking a general army of the cream of the crop from across the breadth of one of the four Grand Alliances? I've (so far) gravitated towards Grand Alliances over faction specific forces with both Destruction and Order, but now with the new Chaos Battletome coming out, I can't decide whether I want to go faction-specific for my next 3k points, or to stick to my theme of pulling the best from each race.
  11. I'm moving and sadly have to downsize my collection. So here is my full Slaanesh Daemon army for sale, good for both AoS and 40K. Points: Leaders Keeper Of Secrets (280) Keeper Of Secrets (280) Daemon Prince (160) Herald Of Slaanesh (60) Herald Of Slaanesh (60) Herald Of Slaanesh (60) Units Daemonettes Of Slaanesh x 20 (240) Daemonettes Of Slaanesh x 20 (240) Daemonettes Of Slaanesh x 20 (240) Seekers Of Slaanesh x 10 (240) Seekers Of Slaanesh x 10 (240) Behemoths Soul Grinder (280) Total: 2380 All painted to tabletop standard. It's featured heavily on my blog https://slavetoslaanesh.blogspot.co.uk/ You can find the recipe and painting guides on there so you can add to the collection. Forgeworld Keeper of Secrets Mierce Miniatures Keeper of Secrets Converted from Dark Elf Witch Elves (note these photos were taken a while ago, all now based the same) In action on the table top In action at tournaments, above is SELWG 2016 Extras: This entire army fits in the following 2 Feldherr boxes: Also, selling with 2 additional boxes, extra foam and the carry bag: Model Extras: Comes with the following Slaanesh Daemon models that aren't based as the rest of the army Old Keeper of Secrets Slaanesh Daemon in Space Marine armour Slaanesh Herald with Battle Standard Extra Extras!: I'm also throwing in these Slaanesh themed Dice!! Everything you need to play AoS! Total Cost: £500 ono How do you get all this? I'd rather not have to ship it, as I'm sure it will cost a small fortune. But I am visiting several tournaments around the UK next year. Including London Calling & a team event in Cardiff next month. If you do want me to ship, it will take me a day or two to calculate shipping.
  12. I've been working on my Nurgle Rotbringers army for awhile and the first batch of troops is basically finished (some small base work and detailing to be done) with only 5 days to go before the Holy Havok team tournament. I figured I would share the force here for those that might be interested with the the hope that it might inspire some ideas for folks. The current force is: The Glottkin Bloab Rotspawn Chaos Warshrine (Kitbashed) Harbinger of Decay (Kitbashed) 15 Putrid Blight Kings 30 Chaos Warriors Hellcannon I have another Hellcannon on the table that just needs its highlighting and glow effects that should be done by the end of the week. I have a number of other units I'll be adding here as I finish them. Sorry about the bad lighting on these photos; I'll try to get some better ones up later for those interested. Enjoy!
  13. Updated 12-10-2016! I have also added in "Terry's Meta Picks for Chaos Shooting!" So here are my thoughts and views on chaos shooting, what I think is currently "hot or not" on the tournament scene. The current hotness in shooting Chaos in general is anything with the Clan Skryre keyword. A pair of Warp Lightning Cannons is a very popular choice to fill the shooting gap in some close combat armies and allows them to reach out and kill buffing characters. Stormfiends are all the rage at the moment nearly always equipped with Warpfire Projectors and more often than not fielded in the Clan Skryre Coven that allows them to appear anywhere on the board. My list of shooting units is in a rough order of what's being fielded at events right now and potential strength. Green: Hot right now / Orange: Some presence at events / Red: Rarely seen Stormfiends - Warpfire Projectors - Very popular right now, very reliable high burst mortal wound output Warp Lightning Cannons - As above, reliable mortal wound output, great value Skaven Weapons Teams - Make up part of the Skryre tunnelling formation, lots of these knocking around Warplock Jezzails - Being seen a bit more now with the "Lord of War" command trait Flamers of Tzeentch - Being seen less and less, still have a space in mono lists Soul Grinders - Seen a bit less now they got hiked up in price in the Generals Handbook Plagueclaw Catapult - Were used quite a lot during SCGT and pre Generals Handbook, may make a comeback in the horde meta Skull Cannons - Still useful in mono-Khorne, sadly doesn't even compete with Warp Lightning Cannons for points cost Hellcannons - Great long range, but the crew are easily removed making it a very expensive investment Burning Chariot of Tzeentch Pink Horrors of Tzeentch Infernal Guard Fireglaives Iron Daemon War Engine Deathshrieker Rocket Launcher Magma Cannon - I'm going to give a pair of these a run out in upcoming events, has great unexplored potential Dreadquake Mortar In-depth comparisons and descriptions of Chaos shooting units The units below are described in this order for ease of finding them! Flamers of Tzeentch Burning Chariot of Tzeentch Pink Horrors of Tzeentch Soul Grinders Skull Cannons Hellcannons Warplock Jezzails Warp Lightning Cannons Plagueclaw Catapult Stormfiends - Various options Skaven Weapons Teams Infernal Guard Fireglaives Iron Daemon War Engine Deathshrieker Rocket Launcher Magma Cannon Dreadquake Mortar Flamers of Tzeentch : 200pts / unit size: 3-12 / points per model: 66 / wounds per model: 2 A fast moving and flying unit with the standard 18" shooting range. Against large units of low armoured 1 wound models these can do a significant amount of damage when concentrating fire with 3-6 Flamers. The D3 damage per shot and possible extra D3 mortal wounds at the end of the shooting phase can lead to a somewhat large Battleshock test which could wipe out an entire unit in one go. I've also had good use in summoning them 18" away from a Lord of Change giving them an effective 36" (can get to 40+" using a spaced out summoning line) shooting range for sniping out a very important buffing wizard on turn 1. These targets usually have a weaker save and 5-7 wounds which is ideal for Flamers as they do struggle when it come to killing models with a 2+/3+ save. I think the best strength the Flamers have to offer is the increased shooting range via summoning, which as I said above allows for those far in opponent deployment zone killing very early in the game. This can then be furthered utilised by flying the Lord of Change 10" up behind the Flamers keeping them in range of 9" of the Flamers to make use of the Locus of Transmogrification, so when they do start being removed you at least have a chance to roll those 6's and keep the unit healthier a bit longer. The 18" summon range is also complemented nicely by Mystic Shielding them on arrival to bring them up to a 4+ save which makes a huge difference. If you can summon them in cover for the 3+ save and keep the Locus of Transmogrification buff running you end up with a seriously threatening unit that will have to be dealt with pretty quickly. I used 6 Flamers in pretty much every list I ran at AoS tournaments for the first 8 months or so then dropped down to 3 and now have completely replaced them with that I believe are more optimal shooting units. I summoned them for the increased shooting range in most games and they were my go to unit for shooting until the Chaos Grand Alliance became usable and more shooting options opened up. If you are running mono Tzeentch or want to stick to mono Daemons they are your only real option for reliable shooting and a long ranged threat due to no Tzeentch artillery/warmachines (Soul Grinder sort of fills this role but at a shorter range). They effectively become your long range warmachine when used in the summoning method described above for that sweet 40"+ range. At 120-160 points I would consider these an optimal shooting choice. However at 200pts a unit for 6 wounds, they come in very expensive at 66pts a model. I've also listed the D3 damage part under cons as for the premium points you pay the damage is just to random and inconsistent to be as high costed as it is. I realise that Tzeentch is meant to be fickle and potentially healing your target for D3 wounds is still a risk you have to consider. In general I'm not a fan of D3 damage as I would rather know roughly how much damage I should be doing and as it always seem to happen if my opponent hits me 5 lots of D3 im taking 12-15 wounds, whereas if I shoot them with the same I'm doing 5-6 wounds! Pros: Fast, flying, small footprint, small model for hiding, has good damage potential, can achieve very long range with summoning, easily fits in terrain Cons: low basic save of 5+, only 2 wounds, expensive cost per model, out classed by other available shooting options, inconsistent damage with D3 rolls Burning Chariot of Tzeentch : 160pts / unit size: 1-3 / wounds per model: 6 Makes sense to do these right after the Flamers as they are essentially the same shooting attack with a different number of shots. The thing that makes the shooting attack different is the wording of the Warpflame effect that happens at the end of the shooting phase. The Flamers special rule only works once per target unit regardless of how many different Flamer units shoot at them. The Warpflame effect from the chariot works slightly differently because you make a warpflame test for each chariot that causes wounds, so a unit of 3 chariots or 3 separate chariots could do 3xD3 mortal wounds to the same target at the end of the phase (assuming each chariot scores a successful wound), which could be a nice chunk of damage and finish off the target. Similar to the Flamers the chariot has the fly ability and a slightly longer move of 14" giving it a 32" range without summoning (about 40" if summoned). The extra rules it has aren't related to shooting but its worth giving the Wake of Fire a mention as it can be used to pop a few more mortal wounds onto 1 unit it moves over, this can also be triggered by moving over a unit during a retreat move. If we consider the cost of a Flamer at 66pts then the chariots fire power costs 132pts with an additional 2 wounds and a bit of extra movement for 28pts. You also get some decent combat stats included with the Lamprey Bites from the Screamers pulling the chariot. One advantage the chariot has over the Flamers is taking damage, even at 5/6 wounds taken you are still putting out the full damage potential, where as the 6 wound unit of Flamers would be down to only 3 shots (4 if the champ is left). This obviously comes at a trade off that you are on a much larger footprint so won't be able to position as easily, can be attacked by more models in combat and would be harder to fully fit in terrain. So points wise these are actually a decent choice overall in a Tzeentch based army, especially if you are taking advantage of Tzeentch allegiance and are using them as your Battleline requirement. But in doing so you are limiting yourself to number of bodies on the table if you are also taking units such as Flamers, Lords of Change etc. Its worth noting as well that as these can be fielded in units of up to 3, you can focus your buffs / abilities on multiple models at the same time. Mystic Shield has pretty good value when all 3 chariots are increased to a 4+ save. The Lord of War trait giving the whole unit +1 to hit would make for some pretty nasty shooting, this of course can be used on any of the units in this discussion and would work even better on a unit of 9 Flamers for example. Pros: Fast, flying, retains full damage output until killed, can be fielded in units for buffing potential, has some okay combat stats, can be made Battleline Cons: basic save of 5+ means those 6 wounds won't last to long, large footprint Pink Horrors of Tzeentch: 140pts / unit size: 10-30 / points per model: 14 / wounds per model: 1 The staple Battleline unit in a Tzeentch army... or is it? With the recent introduction of the Three Rules of One Horrors have lost a bit of there appeal. Horror units were great for multiple Mystic shields and Arcane Bolts which made them much more of a firing platform and utility piece. They have the most basic of shooting with 4's to hit and wound, no rend, 1 shot and 1 damage each. The 18" inch range is okay for a standard missile weapon, but its about as basic as it gets with no way to buff the damage output without the use of a formation I believe is in the Everchosen Battletome (I'll check this after work). The unit does benefit from the awesome Chaos Icon rule for taking Battleshock tests and replenishing D6 models on the roll of a 1. If you are taking casting based heroes such as Kairos / Lord of Change / Heralds / Scribes then you probably won't ever be casting with the horrors, making them a poor choice when it comes to points invested in the unit. However if you are taking combat heroes such as Bloodthirsters that don't actually have access to magic you may want to put Horrors in your core as an alternative. The cap on Leaders has actually given Horrors a place in a competitive list if you are going down this route and allows you to spend the precious Leader slots on the stuff you may really want to take without having to completely lose out on some use of Arcane Bolt / Mystic Shield. So far Horrors haven't made it into the mountain of new lists I've been making the last few months as the Wizard heroes available to Chaos are to powerful to ignore. With the other powerful shooting outlined in this thread it also makes the shooting Horrors have a pointless investment and so every time are being shunned for Plaguebearers which are one of the strongest point for point Battleline units Chaos have access to. Pros: Access to spells outside of Leader slots, Chaos Icon for survivability, Battleline Wizard Cons: Rule of 1 takes away a lot of their appeal, much better Battleline options available to Chaos making them a non-optimal choice Soul Grinder: 280pts / unit size: 1 / wounds per model: 16 I would class this as more of a combat monster that has some additional shooting, however the shooting is pretty good, the model is quite survivable and it can run and shoot giving it a quite a long reach. So starting out with a move of 12" and the ability to run and shoot you could potentially be getting an effective range of 34" on the Harvester Cannon and 38" on the Phlegm Bombardment. At best the Harvester Cannon can offer D6 shots with rend 1 damage 1, not amazing and a bit to random to rely on. The Phlegm Bombardment is a decent single shot rend 2 damage 3, which can be useful for killing off a couple of models with a good armour save or a few wounds on a monster to drop its stats down a bit before you engage it in combat. If you are looking for units to include in your army for shooting, this is not a good option. If you are looking for a sturdy combat monster with a couple of pokey shots to chip a few wounds here and there its a solid choice. Nurgle/Khorne Soulgrinders are especially good when used in combination with Epidemius(Nurgle) or Run/Charge Bloodthirster Buffs(Khorne). Maybe I'll revisit these in a combat focused discussion as they fit nicely into that style of list. Pros: Can run and shoot, good save and high wounds, fast, also great in combat when they get stuck in, pretty solid value for points invested Cons: Limited shooting, not really a good choice in a shooting based army with access to proper Artillery, loses damage output as it gets wounded Skull Cannons: 180pts / unit size: 1-3 / wounds per model: 7 For any listeners of the FaceHammer podcast you'll know I have a love/hate relationship with Skull Cannons swearing I'll never use them again and they are rubbish, followed by me using them at an event a few weeks later giving them a high five on how awesome they are. Unfortunately they have now been relegated to the "absolute rubbish" section of list building and I could only see them being used in a Mono Khorne allegiance. More on this shortly. So its a standard cannon in regards to rend 2 and damage D6, it hits and wounds on 3's but gets +1 to hit if you are targeting 10 or more models, unfortunately its only a single shot, however it is quite mobile with move 8", has 7 wounds and some decent close combat attacks and more importantly an attack that lets you fire the cannon again at the end of the combat phase if it successfully wounds during the combat phase. In the 80 odd games of using Skull Cannons I can only ever recall firing the cannon from combat using this special bite attack maybe 5 times and only 2 of those times did I actually roll a hit with it. Looks amazing on paper, but it just never does what you imagine its going to. I'm sure other people have some great stories with it, I just haven't had the luck! The release of the Generals handbook unfortunately made Skull Cannons a bit worse by tagging them as Artillery (they don't have the Warmachine keyword). Which now means they take up a slot of the 4 Artillery pieces allowed and with them costing the same as Warp Lightning Cannons and Plagueclaw Catapults I don't think they will have a space in a competitive army as you would always take the other 2 as they are just much better at being Artillery than the Skull Cannon could ever be. The only saving factor the Skull Cannon has is the ability to be fielded in units of 3 similar to the Burning Chariot meaning you can efficiently buff all 3 with +1 to hit rolls or re-rolls of 1 to hit from Chaos Sorcerers. If you want to kill units the Plagueclaw is much better suited and if you want to kill single targets / high armour save units you would take the Warp Lightning Cannon. Pros: Can be taken in units for efficient buffing, 4+ save and decent number of wounds, long threat range with move 7" Cons: Same cost as other better Artillery choices making it a bit of a pointless unit entry now Hellcannon: 300pts / unit size: 1 / wounds per model: 7 (10 total with crew) So this thing was removed from the tournament scene about 5 months into AoS with the introduction of "Legacy" in the South Coast Grand Tournament pool system and pack. It caused people a lot of grief and most people were glad to see it gone. Its now pointed and able to be used under matched play (assuming the event you are attending allows Compendium unit choices) so I'm sure we'll see a few of knocking around again soon! So why do people hate seeing them on the table? The reason for the hate the Hellcannon receives is pretty straight forward. It has a 48" range which when positioned central in your deployment zone on a 6x4' table it can reach any point on the board and what makes it even better is it requires no line of sight to actually target something. Further more hitting something you can't see doesn't make the shot any more likely to miss The Doomfire shot hits on a 4+ and does D6 mortal wounds when it hits, this is incredibly strong as you are removing the wound roll step giving you one less dice roll to fail on. If the Hellcannon doesn't move in the previous movement phase it gets +1 to hit, bringing it to a 3+, and now with the Lord of War Chaos command trait you can give it a further +1 to hit, this combo's really well with a Chaos Sorcerer and Demonic Power allowing it to re-roll ones. The could quite happily make the Sorcerer your general and hide him behind the hell cannon buffing it all game long. Which may seem an expensive points investment, but when you are doing 2D6 mortal wounds on target anywhere on the board its points well spent. 2D6 you say? Yes it fires twice a turn if it has 2-3 crew available. The machine itself also has a 4+ save and crew have a 4+ save while within 1" of the Hellcannon. The crew are the Hellcannons weakness as they are required to fire the machine. They can be hidden behind the Hellcannon to help reduce being shot. The Hellcannon also has to pass a Caged Fury test at the start of the your movement phase, failing on a 1 at full crew and getting 1 worse each time a crew member dies. Failing this test makes you move towards the nearest enemy unit, which will lose you your +1 to hit for not moving. The Hellcannon is not actually bad in combat so can defend itself against quicker units that can reach it very early on in the game (Seekers/Prosecutors etc). The easiest way to deal with a Hellcannon is having something that can kill the crew as early as possible in the game, you can target the crew separately meaning you only have to do 3 wounds against a 4+ save to make it unable to fire, killing 2 of the crew halves its damage output to 1 shot a turn. The Hellcannon also has a minimum range of 12" so once you are in range its only the crew (and the rest of the their army!) and the Hellcannon melee attacks you have to worry about. Pros: No line of sight required, massive 48" range, huge damage potential, causes mortal wounds, doesn't require a roll to wound, very survivable machine Cons: While the machine is survivable the crew not so much, minimum range of 12", quite expensive at 300pts Warplock Jezzails: 140pts / unit size: 3-12 / points per model: 46 / wounds per model: 2 Right time for some Skaven shooty goodness. At a lowish points cost a unit or two of Jezzails can offer any Chaos list a nice boost for its shooting. Their long range of 30" means they can often impact the game from turn 1, however they do need to be deployed correctly to avoid having to move them which will remove the re-roll 1's for shooting and the 4+ save from shooting attacks. Set up in a piece of terrain these guys will gave a solid 3+ save making them hard to shift without high rend, more wounds or close combat. Rolling a 6 or more to hit replace the normal wound roll with 2 mortal wounds, removing the need for a wound roll is a pretty big deal as I mentioned above in the Hellcannon summary, the less time you have to roll, the less chance of failing! So even if you don't roll the 6 or more, the shot is wounding on 3's and is rend -2 and damage 2, amazing for sniping off those 5+ save wizards or even thinning out units of Saurus that ignore rend -1. The new boost these units can a huge benefit from is the Lord of War command trait which gives them +1 to hit. This increases their hit roll to 3+ and the special damage shot to 5+, this can further be boosted by Damned Terrain (although a bit risky as you will most likely kill a Jezzail and cause a Battleshock test, which you certainly don't want. To get full value out of the Jezzails you may want to put them in a unit of 6 or more to efficiently buff them, however this can lead to some pretty shaky Battleshock tests if you lose a few to shooting/spells, bravery 4 is dangerously low! The unit is fairly costed in risk vs reward, the damage output has good potential and they can be quite survivable when deployed correctly. The biggest drawback to this unit however is the introduction of the "Artillery" tag/keyword in the Generals Handbook. A unit of 3 of these takes up one of Artillery slot, which is quite an investment seeing as this would limit the number of real artillery pieces you could take in your list. You could still take 2 units of these guys and 2 Warp Lightning Cannons for example, so its not all bad and is probably for the best as they are quite cheap, they could easily be spammed and make for super gun-line style lists. Pros: decent points cost, long range of 30", very high damage potential, great save in terrain, rend of -2, smallish foot print in units of 3-6 Cons: very low bravery meaning you could lose the entire unit with only a few casualties, artillery tagged meaning less real warmachines in a list Warp Lightning Cannon: 180pts / unit size: 1 / wounds per model: 6 Now we're starting to get into the cream of the Chaos shooting. This tasty cannon has a shortest range of the warmachines available to chaos (excluding the Magma Cannon 16/24" with the nearby Daemonsmith) coming in at 24" with a 3" move giving it a decent range, but something you can play around and stay away from if you are worried about being shot by one. No separate crew for this and a good amount of wounds meaning its unlikely to killed off by a single shot. It also gains +1 to its save roll in the shooting phase giving it a 4+, great sat in terrain for a 3+. Its fairly weak in combat, so this is something you should avoid doing! It can also never make a charge move. It has a very unique shooting attack as it neither rolls to hit or to wound so cannot be buffed with any modifiers (however dice re-rolls or adjusters like Kairos can be used on it). The shot requires line of site as it follows the normal rules for picking a target. You start by rolling a D6 and this determines the 'Strength' of the shot, next you roll 6 more dice and any dice roll that equals or beats the first dice roll scores a mortal wound. Rolling a 1 automatically does 6 mortal wounds without the need to roll the 6 dice, as you can't fail to roll a 1 or more! As this is a unique attack it is not affected by the Three Rules of One. When combined with Kairos (Kairos changes the dice roll to a 1 using his ability) this shooting attack can be very powerful and used to guarantee killing a 6 or less wound hero that may be holding an objective or providing some Locus/Aura buff and needs to gotten rid of as soon as possible. The key selling factor of this unit for me is the absence of the hit and wound roll. This means even if you roll poorly on the first roll of the shot and get 6, you should still do at least 1 wound, making it reliable for cleaning up units/heroes with few wounds left. This is why I would always take a Warp Lightning Cannon over a Skull Cannon if I had the option, as over the course of a game you are more likely to score successful damage every turn and some turns do pretty hefty damage. Pros: Reliable mortal wounds, decent range, high damage potential, not over-costed, no to hit or wound roll Cons: Aside from a slightly shorter range than other warmachines there really isn't anything negative about it I can think of right now Plagueclaw Catapult: 180pts / unit size: 1 / wounds per model: 6 The Plagueclaw has been one of my favourite choices in Chaos after all the factions were opened up in tournament play allowing me to use 1-2 of these with my Nurgle Daemons. It shares some similar rules with the Warp Lightning Cannon in that it can never make a charge move and gains +1 save against shooting attacks. It has an extra rule called Arcing Shot which allows it to hit units that it has no line of sight to. It has a bit of a strange range of 31", the only reason I can see for this is its 13 (number of Skaven) backwards, otherwise its just an odd amount. The Plaueclaw fires a single shot hitting and wounding on 3's with the standard cannon damage of rend -2 and D6 damage. The shot gains +1 to hit of you are targeting more than 10 models, which is slightly different to most other warmachines which gain benefits from targeting 10 or more models. If you successfully score a wound the damage is increased to 2D6 instead of 1D6 if the unit contains more than 10 models. The strength and true value of this model is unlocked by utilising the Nurgle keyword it has. Plagueclaws combo nicely with Epidemius by filling up his tally very quickly and early on in the game by bombing large units of single wound infantry. This then further buffs the Plagueclaws by giving them re-roll 1's to hit and wound and +1 save. Pros: very strong Nurgle synergy, no line of sight required, long range, high damage potential, not over-costed, great at wiping out horde armies Cons: outclassed by the Warp Lightning Cannon for single targets but otherwise a solid artillery slot choice Stormfiends - Warpfire Projectors: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 So at 300 points for a unit of 3 you may be thinking these are really expensive, however with a 4+ save and 6 wounds a model you really are just paying for a small unit of heroes. The Warpfire Projectors have a limited range of 8" but the lack of range is more than compensated by the raw damage output of 2D3 mortal wounds per Stormfiend. There is no hit or wound roll, so you will always be outputting damage (unless they are getting those dirty mortal wound saves!). A unit of 3 is going to do between 6 and 18 moral wounds, this backed up by a couple of Warp Lightning Cannons is going to delete units with minimal effort. They have a decent move of 6" and a not so awful bravery of 6, which can be an issue if you are taking Stormfiends in units of 6 and take a few casualties in one round. The limited range and combined move gives the Warpfire Projectors a threat range of 14" which is still strong but can be overcome in a number ways. Putting a Stormfiend with a Grinderfist in the unit allows them to tunnel in and appear anywhere on the battlefield as long as they are more than 9" away from an enemy unit. But as they cannot move they won't be in range to fire the turn they arrive. The Warp Grinder Weapons Team can also be used to place a Stormfiend unit closer up the battlefield, again though this is limited to 9" away from enemy units. There is another option using a Skryre formation which allows the units top pop up 3" away from enemy models (can be within 3" but you take damage on your own units) and start firing right away. This is quite a costly formation to build, but the damage it can output is amazing and if you get a double turn off as well and get 2 rounds of shooting the formation is a worthy investment. Another option is to use spells/abilities that can alter your move characteristic, such as Sayl the Faithless who can give the Stormfiends move 18" and fly from his spell. This gives them a 26" threat range and believe me, the threat is very real! As the models have no buffable stats when it comes to shooting (number of shots, hit and wound roll), they are a very strong choice and to my knowledge there is currently nothing in the game than can de-buff their shooting. Stormfiends are also Battleline if you have Skryre allegiance meaning you can take an entire army of them, while this wouldn't be a very efficient army or probably do all that well in a competitive environment it could still be a lot of fun and really give your opponent something to worry about. 18 Stormfiends in a 2000 point list is no laughing matter! That's 108 wounds assuming none of them have the wound upgrade from close combat weapons! Pros: no hit or wound rolls, huge damage potential, tanky unit with a 4+ save, decent move of 6", options for ambushing, still decent in combat with damage 2 melee attacks Cons: expensive investment if you can't minimise the short range drawback, shaky bravery tests Stormfiends - Ratling Cannons: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 Lots of people have these built from back in the days of 8th edition where the Ratling Cannon was the premium choice of wrecking face. Now however they have been toned down a fair amount and provide a high volume of reasonably low strength damage output. 3D6 shots is just so random giving you anything from 3-18 shots per Stormfiend. The rend -1 and damage of 1 is okay but nothing to be really be worried about if you are on the receiving end. The have a relatively short range of 12" which is only a small increase over the 8" of the Warpfire Projectors. With 4's to hit and wound on the average number of shots you're likely to score around 5 wounds which then get a save at -1. Overall probably only a couple of wounds per model caused. As Warpfire Projectors are costed the same, have a much higher chance of damage and are not effected by any shooting debuffs such as negative modifiers to hit, I just don't see a reason to ever take Ratling Cannons in the current state of the game. The one advantage they do have over Warpfire Projectors is the ability to shoot the turn the ambush 9" away from an enemy unit. Even stacking to hit and wound buffs on the unit won't really bring them up to the same level as Warpfire Projectors so for me these will probably never be a viable option. Pros: Potential high volume of fire, can shoot the turn the ambush 9" away, good at killing large low save units Cons: Warpfire Projectors exist and do much a better job Stormfiends - Windlaunchers: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 I keep looking at these thinking they could have some awesome uses, but always end up back with more Warpfire Projectors! The range of 16" is pretty good so you'll probably be hitting stuff a turn sooner than you would with Warpfire Projectors or Ratling Cannons. They also require no line of sight to hit their target and gain +1 to hit units of 10 or more models. With the Generals Handbook requiring larger units and more bodies on the table for objective control these could end up being a viable option for just sitting back and clearing off objectives all game long. I then look back at the potential damage output of a Windlauncher and at its best you roll 2 successful hits, 2 successful wounds and your opponent fails both saves at rend -2 you are left with between 2 and 6 damage. This could have been achieved by the Warpfire Projectors without rolling to hit or wound and ignoring the opponents save roll. Like the Ratling Cannon the Windlauncher is quite situational when it comes to achieving a solid roll in an army list, when you don't know what your opponent will be running you're safest option is to probably ignore both and just opt for more Warpfire Projectors! Pros: High potential damage output of 6 damage per model, longest range of the Stormfiend options giving a threat range of 22", no line of sight required Cons: As with the Ratling Cannon, the existence of the Warpfire Projector just makes everything else a non optimal choice Poisoned Wind Mortar Weapon Team: 60pts / unit size: 1 / wounds per model: 3 A lesser scene unit in Chaos lists, but has the potential for some really nice gap filling when rounding out a list. A single shot each with a 4+ 4+ to hit and wound, rend of -2 and damage D6 sounds pretty good and is essentially a 22" range cannon equivalent. +1 to hit when shooting at 10 or more models and even better still the damage changes to 6 instead of D6 when you are shooting at 20 or more models. In the current state of the game and body spamming on the table, these could actually offer some pretty good chaff clearing and make a dent in those 40 man Savage Orruk units. You can pump the range to 30" by passing a risk test of 2+ or take D3 wounds, but with 22" range and a 6" move they do have a very nice 28" range reach. They also require no line of sight so can happily sit in an invisible spot to your opponent and lob fire power over at them all game long. Stick a few near your general with the +1 to hit order buff and rain poison down on those dirty Stormcast! These don't count as artillery and you can also get 3 of these for the same price as a single Skull Cannon... just saying. Pros: No line of sight required, rend -2 and damage D6, cheap, smallish footprint, does not count towards artillery allowance, 28" threat range Cons: 6+ save and 3 wounds each (although this can be negated by hiding them!) Warpfire Thrower Team: 60pts / unit size: 1 / wounds per model: 3 These are currently making a big appearance on the UK tournament scene in the infamous "Skryre net list". The are super cheap at 60pts a piece for the damage output they can cause and make up one of the most powerful formations currently usable at events. Similar to the Stormfiends Warpfire Projector they have an 8" range, do not roll to hit or wound and cause mortal wounds. While only D3 on the basic shot they can be boosted to D6 damage by passing a risk test of 2+, failing this causes D3 wounds to the firing unit. The limited range is negated by either the horrific "Skryre Coven" or using Warpgrinder teams to get them up the table at a quicker rate. I don't think you'll see many of these outside of the Coven lists as they do require further points investment to make them optimal. Pros: High mortal wound potential, cheap filler unit, smallish footprint for sneaking around Cons: 6+ save and 3 wounds, very short range without investing in a carrier unit or formation Ratling Gun Weapon Team: 80pts / unit size: 1 / wounds per model: 3 Not a bad little unit at 80pts for 18" range of 2D6 shots, capable of boosting to 4D6 shots on the same 2+ risk roll the other Skaven weapons teams have. These could be nice little filler units if you find yourself with 160pts left over and are lacking high output low damage shooting. They also get +1 to hit when they are 9" of their target, which works out nicely if they are sitting behind a tankier unit and just shooting into combat. With a sideboard event these could be quite a nice option in case you end up fighting hordes of low save infantry. As with all the weapons teams they are low on wounds and only have a 6+ save and would be easily picked off by a unit of Judicators. Pros: Decent threat range of 24", very high damage potential against lightly armoured models Cons: 6+ save and 3 wounds each, potential for no damage output when rolling to generate number of shots Infernal Guard Fireglaives: 100pts / unit size: 10-40 / wounds per model: 1 I really like the value of 10 of these with a 4+ save for 100pts, then I remember that Savage Orruks are also 100pts for twice as many wounds and it makes me a bit sad Yes I know these guys have a 4+ save are are always rend -1 but still it leaves a bitterness behind! They can be Battleline which is great, but only in a mono Chaos Dwarf army, which is cool if you are going that route, but with how big the Chaos Alliance is its really nice to mix and match. They also get to re-roll saves of 1 against shooting attacks which is a pretty decent basic ability to have. The unit can be further buffed by an Infernal Guard Battle Standard being planted which allows them to re-roll wound rolls against Order & Destruction (who are both very popular right now!). The Castellan can also be used to buff the unit and give them +1 to wound against a targeted unit using his command ability. If the unit contains 10 or models they also get to fire twice against units with the Monster keyword. Its also worth noting that rolling a 6 on the wound roll inflicts double damage (2), this cannot be modified however with +1 to wound as it just a 6 that triggers this and not a 6 or more. As a stand alone unit they are reasonably priced at 100pts, however to get full value out of them they would need to be part of a Chaos Dwarf army, as adding in the characters to buff them would end up quite expensive and you would probably be better off with just adding a Chaos Sorcerer Lord instead for the re-roll 1's Daemonic Power spell. They have an okay threat range of 20" and are reasonably tanky and could quite easily hold an objective in or near terrain while shooting at advancing units. Pros: reasonably pointed, good save of 4+ re-rolling 1's against shooting, basic rend of -1, optional Battleline, decent threat range of 20" Cons: true value not unlocked without relevant Heroes buffing them, low bravery, slow movement 4", other better options available Iron Deamon War Engine: 200pts / unit size: 1 / wounds per model: 11 I added this one in here for completeness or the Chaos Dwarf shooting available, unfortunately I just can't see anything good about it. The only thing is really has going for it is a 4+ save and 11 wounds. That's really all it has to offer though. It has 3 lots of random rolls to contend with, random move, random number of shots and random number of attacks in combat. At 200pts this thing is honestly rubbish. It can be used to move the other artillery pieces I'll be talking about next, which is situational at best, most of them have a very long shooting range anyway so it's not really that useful unless you are trying to drag a Magma Cannon into range of something further up the table. Even if this thing gets maximum move, maximum shots and maximum attacks in close combat its still to expensive to justify putting it in a list. A Soul Grinder is 280pts and soooo much better value than this at 200! Pros: Honestly I just can't see anything good about this Warscroll Cons: Random, Random, Random - to much randomness to pay good points for. Deathshrieker Rocket Launcher: 120pts / unit size: 1 / wounds per model: 6 On my first glance of this some time ago I dismissed it as not being all that good, now it has points and appears to be quite cheap it looks like a good shooting option to slot in to most lists lacking in some shooting. 36" range with a 3" move gives it a great threat range, it sports a 4+ save which is 3+ against shooting, also great! More importantly it has no crew and 6 wounds, meaning you can't snipe the crew off, putting it in the good artillery category with the Warp Lightning Cannon! It also does not require line of sight, so all very good so far. You get to re-roll wound rolls of 1 against units with 10 or more models and any unit that has a model slain by a rocket attack is at -1 Bravery until the start of your next hero phase meaning that if its going into their turn they will still be at -1. The Deathshrieker also gains +1 to hit with shooting if any Daemonsmith model is within 3" at the start of the shooting phase. Everything so far is amazing value for a 120pt artillery piece, the lacking part where the unit falls down though is the actual damage output. It can fire 3 rockets a turn, 4+ to hit 3+ to wound and then -1 rend with D3 damage, while each shot is not as powerful as a cannon/Plagueclaw, it does have the potential for 9 damage and can separate out its shooting to cause -1 Bravery on multiple units. Its much cheaper and survivable than the more powerful artillery options but is lacking in overall kill potential. A Daemonsmith is also a 100pt tax on the model if you want to fully utilise the buffs it has available, but as a single Daemonsmith can man multiple machines this cost is somewhat nullified when fielded with multiple Chaos Dwarf artillery options, the Daemonsmith is also a wizard with a great spell, so you get something else out of him other than a buffing piece. Pros: cheap at 120pts, survivable, doesn't have separate crew, long range, no line of sight required, useful in a Bravery bomb list Cons: lacking in damage compared to other artillery options, requires a Daemonsmith for full value Magma Cannon: 140pts / unit size: 1 / wounds per model: 6 The Magma Cannon is also rocking a 4+ save and 3+ against shooting with 6 wounds (no crew) putting it in the good artillery category! Its reasonably priced at 140 as well and can be buffed by a Daemonsmith similar to the Deathshrieker above. The Daemonsmith increases the shooting attack range to 24" from 18" which is a very good range for mortal wound shooting. The Magma Cannons shooting attack is not effected by hitting modifiers so you can't buff it, but more importantly it cannot be de-buffed. On a 1-2 it does nothing, on a 3-6 thats how many mortal wounds it does. Against units with 10 or more models you roll 2 dice and pick the highest. Its slightly cheaper than the Warp Lightning Cannon and offers a 1 better saving throw, on its own its shorter ranged but works out a really good alternative to a pair of Warp Lightning Cannons if you are trying to keep the long range mortal wound threat and gives you an additional wizard! 2 Warp Lightning Cannons will Set you back 360pts, where as 2 Magma Cannons and a Daemonsmith will be 380pts. So for an extra 20 points you get a wizard and a great spell! Obviously the Daemonsmith can be sniped off leaving the Magma Cannons with an 18" range. Pros: High damage potential damage, mortal wounds, high threat range when buffed, well pointed, no crew, survivable Cons: Requires a Daemonsmith for full potential, has a 1in3 chance of doing nothing with its shooting attack Dreadquake Mortar: 200pts / unit size: 1 / wounds per model: 8 The Dreadquake Mortar is very similar to the Plagueclaw Catapult for its damage output but can be boosted to have the highest damage potential of any artillery currently in Age of Sigmar allowing it do a maximum of 24 damage in a single shooting phase. While this is quite unlikely to do the full whack it can still yield some big damage. It doesn't require line of sight, packs a 40" range, hits and wounds on 3+ and has rend -2 damage D6. It does 2D6 damage to units that have 10 or more models and stops the target unit from making a run move if any of its models were slain by the Dreadquake Bomb. The part where it gets its even higher damage output is when accompanied by a Daemonsmith who can slap the crew about causing them to on a roll of a 1 attack the Dreadquake for D3 mortal wounds and cannot fire this turn, on a 2-3 it fires normally (1 shot) and on a 4-6 it can fire twice in that shooting phase. So you can either bombard separate targets to stop them running, or put both shots into a large unit of say 40 guys and cause that sweet 24 damage rolling 4 6's! Its only 20pts more than a Plagueclaw which is its closest competitor for long range unit destruction, but really does need a Daemonsmith to get its full potential. A pair of these and a Daemonsmith comes in at 500pts, which may seem expensive but the ranged threat they offer is quite stupid in terms of damage output! Using something like Kairos to also change the result to guarantee 2 shots from a single Dreadquake in a turn is still a nice option as well. For 300pts with a Daemonsmith its probably a better purchase than a Hellcannon at the same cost due to the fact you cant pick the crew off! Pros: Incredible damage potential, survivable 8 wounds and 4+/3+ against shooting, very long range, reasonably priced compared to Plagueclaws Cons: Requires some points investment to get the full damage output, comes with some risky ogre slapping rolls Up next: Thanquol, Great Unclean One, other notable characters with shooting attacks
  14. The Warshrine!

    I've been planning this Warshrine since last Christmas, so I've finally decided to try and get it finished. Originally I had planned to put it in my SCGT 2016 army, but I never managed to get it complete due to personal reasons and so it was left sitting on the painting table. Now that I am working on the Nurgle army I have decided to use it this time as part of my Budget of Sigmar Two Army. However I'd also like it to fit in to the Slaanesh army as well. I have tried to combine the two different basing schemes and also use lots of purple and green. I have reversed the colour scheme from my Maggoth Lord so I have the green tongue and the purple skin rather than the green with a purple tongue. This should tie it in, but still keep it subtly different. The black teeth and claws will also keep it tied in. I can then magnetise the wizards to go on top of the Shrine. Plan is to get the rest of the gold finished tonight, although I can see it taking a while as there is a lot of it to paint!
  15. So I've decided to make Tamurkhan's Horde my next project and want to start on the big man himself. Problem is, my painting isn't the best (I have chronic shaking in my hands) so I'm definitely in need of some advice. I'd really love to do a color scheme similar to this one: I guess my first major question would be color selection. I'm guessing Rakarth Flesh for the underbelly, Death World Forest for the lighter green, and Castellan Green for the darker, all shaded with Athonian Camoshade? Would dry brushing or layering be the way to go here (or a mixture of the two)? Which colors would be best for the dry brushing/layering? I'm feeling like I might have bitten off more than I can chew...
  16. This week Vince and I are joined by @stevewren and we are talking all things Papa Nurgle. The great grandfather is bringing gifts, but do we want them? You also get a glimpse of some new Nurgle-ly conversions I'm currently working on. Come check it out!
  17. Nurgle Lord of Plagues

    My Nurgle Lord of Plagues for my upcoming Nurgle warband.
  18. Hey folks! I have 8 2K pitched battles under my belt with my verminus clawpack and plan on using them this weekend in a 2K tournament. I am having trouble finding a 3rd hero I like. I've tried the Arch warlock, engineer and verminlord. I have yet to try the grey seer but added him to help with battleshock and 2 more warpfire teams to make 2K. Any CC or recommendations would be great! LeadersSkaven Warlord (100)- Warpforged BladeSkaven Chieftain With Battle Standard (140)- Artefact: Chaos TalismanGrey Seer (120)- General- Trait: Lord of War- Artefact: Crown of ConquestUnitsClanrats x 30 (180)- Rusty SpearClanrats x 30 (180)- Rusty SpearClanrats x 30 (180)- Rusty SpearStormvermin x 30 (420)- HalberdWarpfire Thrower Weapon Team x 2 (120)Warpfire Thrower Weapon Team x 2 (120)Warpfire Thrower Weapon Team x 1 (60)Stormfiends x 3 (300)- Warpfire ProjectorsBattalionsVerminus Clawpack (80)Total: 2000/2000
  19. For the Budget of Sigmar 2 painting challenge I need to do a character and a unit. The unit is going to be my three beasts of nurgle, which are converted and undercoated now. For the character I have my Plague Lord, which was an older model that I have rebased to fit in with the theme of the army. Its converted from the excellent Nurgle Lord kit and the Nurgle Herald kit from the Demon range.
  20. ~ Chapter One ~ Athos looked upon the field of battle. Around him, his forces made ready for first-contact with the enemy. Across the broken landscape, dotted with withered trees, long drained of life by the recent incursion of Nurgle’s corruption, were gathered a multitude of orruks. Bonesplitterz, these particular brutes named themselves, though Athos cared little what names they chose for themselves. He cared not the name of his enemy – only their death concerned him. War-horns blared to life from within the rudimentary formations of the orruks, dozens all at once. The horde started to chant and roar broken-speech challenges to their opponents, taunting them to action. Throughout their midst, Athos could see the shapes of hulking warlords barking orders at the smaller brethren that surrounded them. There were others as well – sorcerers – judging by their dress; all feathers and special ornaments of bone and wood that the orruks reserved only for their shamans. They’ll prove a more difficult challenge, Athos thought. A far greater one than all the rest of their ilk combined. The Stormcast were the greatest warriors of Sigmar’s hosts, each and every one of their kind a warrior of unparalleled skill, stamina, and strength…but strength of arms could only do so much against a foe who wielded the chaotic power of raw magic, the ability to rip chunks of Earth from the ground, or else twist the fabric of nature to their destructive will. “The orruks are out in number this morning.” It was Calanius, the Lord-Relictor of their force. He had come to stand beside Athos to survey the enemy before battle was joined. In his right hand, the Relictor carried his prized banner, decorated with gothic depictions of a Stormcast soul’s returning to their God-King's embrace. “They’ll die all the same, few or many, it matters not,” Athos replied. “It’s their sorcerers that worry me. I count a dozen at least, though there’s almost surely more of them skulking about.” “We’ll handle it,” Calanius told him matter of factly. “We always do.” We do, Athos merely thought, because we cannot die. If we fail, we’ll merely come back again. That is our gift, and in other ways, our curse. Though not all resented the immortality bestowed upon the Stormcast by their God, some were…less enthusiastic. Athos had had a family once, a loving wife and daughter, though he could remember little of them now. Their faces were blurry images in his mind's eye, and their voices were muffled echoes. Athos wondered how much longer it would be before those lingering thoughts faded as well. How much longer would it be before he forgot them entirely? He wondered if he would ever see them again. A lifetime ago, death had offered the promise of reunion, no matter what came, but now… “The orruks are moving, Lord-Castellant." Calanius's voice, calling him back to the present. “We should begin," the Lord-Relictor then told him as Athos returned to the present. He saw the orruks then, a seething tide of green flesh and bone-weapons, and all of it pouring directly towards the forward lines of the Stormcast formations. Athos clenched one steel gauntlet around the hilt of the warhammer he carried. He pulled the weapon loose from the bonds on his back and raised it high for all around him to see. The weapon's steel-head glinted with the sunlight of the new morning. “Aye,” Athos spoke. “By Sigmar’s grace, let us bring swift death to these foul beasts.” **** A cold intelligence watched the storm of battle rage. Over a burning fire, the Gaunt-Summoner, One of the Nine, chanted eldritch words of power. The words of his God. His prayers were answered, and foul power poured from the flames. His minions danced and flayed their limbs about the ritual, chanting in a variety of alien tongues. Their devotion, their energy, their very life-force, gave power to the ritual. From far away, the Gaunt-Summonder heard the warhorns of the orruks, and he knew the time had come. From within his robing he produced an old book, wrapped in the skin of flayed man. As his elongated fingers opened it, the cries of a thousand damned souls screamed from within its pages. He cackled, knowing each of the voice's many names. In his freehand, the Seventh of the Nine raised a dagger, its twin-faces etched with ancient runes chiseled by the talon of Tzeentch itself. The wailing of the damned grew louder. The Gaunt-Summoner hissed through multiple rows of fanged teeth, and then he plunged the dagger down, directly into the pages of the book. The world shuddered. It was begun. The starting locations for the Stormcast and Bonesplitterz forces. Meanwhile, the Gaunt-Summoner and his cult perform an unholy ritual, unbeknownst to either force. The Stormcast forces advance, splitting their forces into three prongs. Priority switches to the savage orruks, who gleefully bellow as they surge forward. The orruks rush forward and charge headlong into their hated foes. After a fierce round of combat, the smaller unit of Liberators are wiped out to a man by the Bonesplitterz boar riders. All across the front, bodies begin to pile. In the heavens above, the sky trembles. Just as it appears the Stormcast will be overrun, the surrounding woods break, and a swarm of Sylvaneth pour forth from the shadows of Ghyran's foliage - directly into the already engaged Bonesplitterz!
  21. Warriors of chaos

    I'm doing a blueish theme as I couldn't decide on slaanesh or tzeentch so i picked a light blue as a happy medium. First step after priming is base coat the metal areas pure white. Next step is to apply blue glaze to all the white parts. Next I apply a green wash over the blue after it has dried.I forgot to take a picture of this step but it basically turns into a deep green when the green wash dries over the blue. Next step is to take ice blue and dry brush it on the raised areas. All and all its a pretty easy process. And on the warriors of chaos it's most of The model. Then you just go back and highlight the skulls and whatnot and you have an easy tabletop standard.
  22. So.. I have a 1000 pt battle next week against my boss's storm cast. (During work hours) sweet deal.... I'm taking the following: leaders - skarbrand battleline - (10) reavers (10) gors behemoth - soul grinder war machine - skull canon not the most tactical of lists... but it's going to be fun. Let me know any thoughts..
  23. Hey guys, haven't posted in a while but I've been checking in from time to time to see what's up. Just started a Skaven force with three units of 10 clanrats as my Battleline Tax. What do you think is better, spears or handweapons?