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  1. Hey there guys, With 2018 just around the corner, a new AoS storyline about to begin with Malign Portents and hopefully some sweet Campaign Weekends being run at Warhammer World I thought I would begin a new project that I've been thinking about for a while - a Clan Moulder army. I have a good sized Skaven army from the World that was that needs to be updated for Age of Sigmar but I thought I would focus on a single clan for my new army, one I had never touched before. The main thing I want from this new army is to make it look like a horrifying mass of flesh and fur when arrayed on the table, and to me the current Rat Ogre models just don't fit that vibe - so as my first unit I have begun converting the Stormfiend models into normal Rat Ogres with, I hope, some success! Let me know what you thing and I'll hopefully be back with some more soon!
  2. Building a Skaven List Clan Pestilens The only Skaven clan with a “battletome” (it doesn’t feature any of the stuff modern tomes do, only warscrolls and a small handful of battalions, you need the General’s Handbook for the rest), Clan Pestilens were one of the first armies in the game to receive a book and their line repackaged into the new boxes with round bases and so on. Pestilens takes the existing theme of Skaven being mostly high damage, low durability and escalates it severely. Everything in the book is a melee powerhouse but lacks any form of self-defence. What Makes the Perfect Virus Plague Monks. Everything about this army hinges on and builds around it’s most numerous battleline option. The army features a whole SEVEN warscrolls (people with other armies will think this is a joke, but only Clan Skryre has more options than Pestilens), and all of these bar one are either Plague Monks, or something that makes Plague Monks more useful. It’s unsurprising that the exception, the Plagueclaw, is awful and almost never sees use. Plague Furnace and Plague Priests have access to prayers that buff Pestilens units, or debuff the enemy to make your army more effective at harming them. These prayers are also integrated into the army’s allegiance abilities in a key way. Allegiance to the Great Corruptor Pestilens have 2 allegiance abilities, one is extraordinarily simple and the other is somewhat more complex. Strength in Numbers gives 2 bravery for every 10 models in a unit instead of 1, which makes I far more viable to take 40 stacks of Plague Monks. Echoes of the Great Plagues is where the thinking comes in. Every natural roll of a 6 when praying allows a once per turn use of one of a selection of super plagues. Bar one, all of the Great Plagues hit the nearest target within 13 inches and have devastating effects like body blows of mortal wounds or even making enemies pile into each other. As your army will usually feature a stack of priests who will all be praying their maximum amount every turn, the odds of receiving these are good. MC Corruptor, Straight outta Ulgu Malign Sorcery gave us new artefact tables to draw from, and these come in handy as only 2 of the Pestilens artefacts (Liber Bubonicus and Vexler’s Shroud) are useful. My personal favourite is the Sword of Judgement from Ulgu, which causes d6 mortal wounds on every hit roll of a 6 or more, which single-handedly makes the Verminlord Corruptor the best Hero/Behemoth hunter in the game. Play around with these tables and find what suits you best. Ghur and Ghyran have some gems as well. Unfurling the Plague Scroll Given I’ve actually played well over 100 games with Clan Pestilens and started playing AoS with them, I feel somewhat confident in writing an example list. Over the course of my time in the NZ scene, I meant from 5 Major Defeats with this army to maintaining a win-rate of 3/5 games or better. While most wouldn’t consider this an impressive brag by any stretch, I feel it’s pretty good in a meta that mostly only features the battletome armies. Allegiance: Pestilens Mortal Realm: Ulgu Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Sword of Judgement Plaguesmog Furnace (180) Plague Furnace - Artefact: Liber Bubonicus Congregation Furnace (180) Plague Furnace - Artefact: Doppelganger Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 5 x Plague Censer Bearers (60) 5 x Plague Censer Bearers (60) 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 10 x Gutter Runners (120) - Allies 10 x Gutter Runners (120) - Allies Battalions Congregation of Filth (170) Plaguesmog Congregation (140) Total: 2000 / 2000 Extra Command Points: 2 Allies: 240 / 400 Wounds: 166 Plan here is simple. Charge the enemy with the 40-man unit of Plague Monks with both the Bless with Filth and Rabid Fever buffs active. This unit will likely die to counter charges, but the active buffs will ensure it takes well over its own point cost with it. This is followed up in the next turn by both Furnaces hitting the enemy. Both will get full chance to fight as the one activated second has Doppelganger’s Cloak and so can’t be fought till it’s activated. The small units of Plague Monks and the Censer Bearers are there to follow up aggression and take objectives, and the Gutter Runners coming on behind the enemy force them to split their deployment, so they can’t present 100% of their defence against the front charge. I myself have ran this list several times and can confirm it will have no trouble taking down combat armies, but has trouble against heavy magic lists. To counteract this, utilize Gutter Runners to harass backfield mages and split the enemy’s focus. Don’t forget to remember the Plague Monk’s once per game activations and the radiant mortal wounds on the censers and furnaces. Go forth, and embrace the 3/2 glory that only an army getting absolutely murdered by Tzeentch can know.
  3. SigvaldtheMagnificent

    Sigvald's Decadent Host - Slaanesh Army

    During the capture of Slaanesh, exhausted, it made one final attempt to secure it's future by reincarnating it's greatest champion... Sigvald The Magnificent is reborn in the Mortal Realms, several years aged, and bearing the scars from the time of his death. He quickly recruits followers, raises an army, and begins his search for Slaanesh so that the god may restore his former beauty and power. Sigvald vows to destroy the pretenders who are attempting to replace the god of excess as one of the great 4 chaos gods. Shrine to Sigvald's former glory from the old world, before his unfortunate incident: Extra Motivation https://www.youtube.com/watch?v=wOxcAMEBSmM Keeper of Secrets: Sigvald and his lieutenants: Sigvald with his Mirror-Bearer Chosen: The rest of the army so far:
  4. Building a Skaven List Clan Moulder Rats on rats. Moudler is the Skaven clan characterised by two things; the massive weight of monsters and numbers it can bring to the table, and the staple reliance it’s players have on Forgeworld. A cursory look at the Moulder GW line will give you an entire Online Order Only army, most of which has lacklustre rules. Fortunately, daddy Forgeworld has our back. Brood Horrors and Wolf Rats are massively underutilized Skaven units but are both absolutely fantastic units, and very strong in the current meta. Building a Better Rat Moulder have no battalions since the gutting of the clawpacks, and no allegiance abilities either. This means we’re going high drop counts, and we’re going in with one artefact. A Moulder list hinges on it’s Packmasters, a specialized hero who provides a swathe of buffs to nearby Moulder monsters. He can whip a nearby unit to make it charge further and hit harder, and Moulder units near him double their bravery during the battleshock phase. Their battleline options are the cheap swarms of Giant Rats that get better the more there are, and the hard hitting Rat Ogors. Go Big or Go Home You have 4 behemoth slots at 2k games, and we need to fill all 4. The best unit for the job is the Brood Horror, a Forgeworld warscroll who boasts an impressive combat profile and the ability to heal itself for d3 wounds every turn. The Hellpit Abomination is also a contender for this slot, but their higher points cost, lack of durability and random modifiers tend to make them subpar compared to the Brood Horror. You’ll need speedy units for objectives, and again Forgeworld provides with the Wolf Rats. These fast moving units hit hard on the charge and are great targets for Packmaster buffs. The final piece of the puzzle is something that can tie the enemy up and keep them from counter-charging your Horrors and Wolves, and what better for this than massive units of Giant Rats. Their stats decline horrifically as they lose models, but at their best these things will slam hard into enemy infantry. Imperfect Monsters The army’s weaknesses lie in it’s vulnerability to battleshock and bravery shenanigans, it’s lack of wizards and absence of reliable shooting. Strong units to ally can be the Verminlord Corruptor, who’s command ability will aid your army while also providing a valuable wizard, and the Gutter Runners of Eshin who flank behind your horde and harass support heroes. Pestilens Plague Priests can buff the army’s wound rolls and allow rerolls to wound, making Giant Rats and Wolf Rats even more lethal on impact. The Horde Unleashed Here I’ve constructed a list designed to capitalize on the impact of the army. Given the enemy will be deciding who goes first more than likely, the best case scenario is going second and setting up a double turn. Praying for Wither on the enemy and then hitting them with the Giant Rats, as well as flashing the same enemy with the Plague Tome, will ensure the Giant Rats annihilate the front row. This leaves the Brood Horrors free to advance and take hit buffs from the Packmasters. Allegiance: Moulder Leaders Packmaster (60) - General - Herding Whip & Blade - Trait: Malicious Conqueror - Artefact: Crown of Conquest Packmaster (60) - Herding Whip & Blade Packmaster (60) - Herding Whip & Blade Verminlord Corruptor (220) - Allies Plague Priest with Plague Censer (80) - Allies Plague Priest with Plague Censer (80) - Allies Battleline 40 x Giant Rats (200) 40 x Giant Rats (200) 10 x Giant Rats (60) 10 x Giant Rats (60) Units 10 x Wolf Rats (200) 10 x Wolf Rats (200) Behemoths Brood Horror (160) Brood Horror (160) Brood Horror (160) Total: 1960 / 2000 Extra Command Points: 0 Allies: 380 / 400 Wounds: 195 This is one hell of a lot of bodies. Hit up your local Pestilens player for their spare decorative rats to get a lot of Giant Rats quickly. Purchase a can of Mournfang Brown and a small bucket of Agrax Earthshade. And finally, develop both an intimate understanding of the British Pound exchange rate and the virtue of patience as you deal with our Forgeworld Overlords.
  5. terrainguy

    terrainguy paints

    I’ve enjoyed being inspired by so many of your works, I figured it was time to start my own painting log. In general I just paint what strikes my fancy. I’m rarely concerned with performance on the table, because I play very infrequently. Generally I just try to get a good solid paint job, nothing too fancy. I’ll kick off with my Khorne. I paint them more than most my other stuff. Anyway, hope you enjoy!
  6. Building a Skaven List Clan Skryre Gautfyre Skorch. Done. Go away. Ok fine, I’ll do this properly. First up in my series on building Skaven armies to a specific allegiance will be Clan Skryre. I chose Skryre because so far, they’re the most popular Skaven clan and actually see a lot of exposure in the percentages of tournaments. They’re also a relatively easy army to build, given most of the thinking is done for you with the Clan Skryre Enginecoven system. Allegiance to the Skryre Clans The Skryre ability gives you a bunch of tokens you can use to either reroll casting rolls, reroll hit and wound rolls, or add 1 to the damage characteristic of an attack. Essentially, they let you reroll casting rolls. The other two options are almost entirely pointless. As for traits and artefacts, the Cunning Creature trait will keep the Arch Warlock alive and Vigordust Injector will let you buff the Stormfiends, who by now you will understand are the army’s poster child. Start Your Enginecovens Clan Skryre features a battalion that is unique amongst the battalions of the game. It’s composed of one battalion, Clan Skryre, and 2 “Enginecovens”, which are sub battalions. A Clan Skryre battalion must be composed of at least 2 of these. As we can see from the image, the battalion requires at the very least an Arch Warlock and two Warlock Engineers. You’ll also need some Stormfiends and probably a Warp Lightning Cannon. From there you decide what kind of army you want to go with. Clan Skryre The Arch Warlock gets to reroll any one dice for himself each turn. He can however pass on this to give it to a Warlock Engineer on the table, who can in turn use it on any model in his Enginecoven. Handy for Arkhspark and Gautfyre who can hurt themselves with bad rolls. Whyrlblade Threshik Pick a Doomwheel or one of the Doomflayers and roll 2 dice, it moves that distance. If it’s a double, it also takes D3 wounds. Meh. Arkhspark Voltik Popular because it’s the cheapest Enginecoven. You shoot the Warp Lightning Cannon in the hero phase and roll a dice, on a 4+ it hurts itself. Pretty decent as you get more uses out of the cannon and its stats don’t decline with damage. It probably won’t die the first or second time, so you can get 4 shots out of 2 turns easily. Gascloud Chokelung The acolytes / wind-mortar battalion. This lets you throw a warpstone nuke at the enemy each hero phase, dealing D6 mortal wounds with a chance to fail and deal D3 wounds to the thrower. Rattleguage Warplock The dakka battalion. Lets a unit in the battalion fire during the hero phase, then take D3 wounds which can’t be avoided. Good on the Stormfiends as they won’t die to D3 mortal wounds. Gautfyre Skorch Hooooh boy, it’s the big bad wolf of Skaven competitive lists. This is the battalion that takes the concept of winning or losing the game on a single cheese strategy and just runs with it. The Warp Grinder can be set up anywhere on the table and then everything else gets to come up within 8 inches, with everything within 3 inches of the enemy taking wounds. Basically, this lets you drop a full unit of Warpfire Thrower Stormfiends right in front of the enemy, hose whatever you want with 18d3 mortal wounds, and then leave whatever happens to even survive boxed in with fiends. You can use this to kill every single hero in the enemy army. You can use this to obliterate everything in the enemy army via shooting, charging then the battleshock phase. Essentially, this gives your opponent cancer. Adding Allies Clan Skryre is the Skaven clan that doesn’t need to ally wizards, already having the best wizards in the Skaven line-up. Usually what Skryre needs is objective holders as the most effective Skryre build is the Gautfyre + Arkhspark build. Consider Clanrats, Gutter Runners and Plague Monks. A melee focused Stormfiend army will roll around on the enemy if you ally in Packmasters (Stormfiends have both the Skryre and Moudler keywords). Assemble the Doom Machine Here’s my take on Clan Skryre. I’ve gone for the most meta build, but have swapped out the usual 20 Clanrats for 2 units of 5 Gutter Runners. Their mobility and the fact they appear in the movement phase means they’re deployed after the Gautfyre comes down enabling you to better position them for taking objectives. The Acolytes are only there to take backfield objectives. Allegiance: Skryre Leaders Arch Warlock (140) - General - Trait: Cunning Creature - Artefact: Esoteric Warp Resonator Warlock Engineer (100) - Artefact: Vigordust Injector Warlock Engineer (100) Battleline 9 x Stormfiends (870) 5 x Skryre Acolytes (60) 5 x Skryre Acolytes (60) Units 1 x Warpfire Thrower Weapon Team (70) 5 x Gutter Runners (60) 5 x Gutter Runners (60) War Machines Warp Lightning Cannon (180) Battalions Clan Skryre (80) Arkhspark Voltik (70) Gautfyre Skorch (150) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 99 This was a really long way of typing out Gautfyre Skorch is da best. Seriously, it’s super flexible and good in a meta where you don’t need to roll to hit with the Warpflame (get rekt look out sir). You will win or lose the game depending on how your hotdrop on top of the enemy goes. If they’re a static elite army like Stormcast or Sylvaneth, GGEZ. If they’re a bubblewrapping horde army like Moonclan or any chaos horde army with Crown of Conquest, touch luck buddy. Go with the Horned Rat and cheese in his name.
  7. Yokai

    Chaos Soup recommendations

    Hey all wretched disciples of the dark gods, I got my grubby little hands on Archaon and some Varanguard NiB real cheap, could not resist. So, now I would like to build myself a nice little army around them. The Everchosen faction does not really appeal to me, it's way too limited in scope. Instead I am thinking a mainly Slaves to Darkness-based warhost with Archaon as general, Chaos allegiance so everything goes really. Looking for advice and suggestions since I am rather new to them. Help a new recuit out, will you? 😈
  8. Last weekend I played in New Zealand's AOS tournament Call to Arms, one of the biggest of its kind since the AOS Scene began. I had a great time, and the TO Fraser B did a fantastic job keeping things on time and running smoothly. Would happily attend another event if he was the TO. That being said, let’s do it. The List Allegiance: Chaos Mortal Realm: Ulgu Leaders Screaming Bell (200) - General - Trait: Malicious Conqueror - Artefact: Crown of Conquest Lord Skreech Verminking (300) Plague Furnace (180) Verminlord Corruptor (220) - Artefact: Sword of Judgement Battleline 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear Units 5 x Plague Censer Bearers (60) 5 x Plague Censer Bearers (60) 30 x Plague Monks (210) - Foetid Blades 30 x Plague Monks (210) - Foetid Blades Battalions Plaguesmog Congregation (140) Endless Spells Chronomantic Cogs (60) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 178 For the people that read my blogs, you'll notice this ISN'T the list I said I planned to use. After the FAQ dropped the TO allowed people to submit different lists, and I took this opportunity to take an army that uses magic with the nerf to Lens of Refraction. The list also was designed to perform strongly against Death and Nurgle, the two most popular lists in the meta. While almost half of players at the tournament ran Death or Nurgle, this didn't play in my favour. I didn't match a single one. Game 1: Disciples of Tzeentch Scenario: Duality of Death Outcome: Major Loss This was the closest game of the tournament by far. The scores were close all game and the game came down to a single victory point of difference. My opponent is a highly skilled player who played Tzeentch all through their changes and does consistently well, so I went into the game expecting some seriously tactical plays. I was not disappointed, Matt consistently pre-empted my moves and was rarely caught by surprise. He sacrificed control of half the table once he had gained a majority of points and focused on heavily protecting the initial victory point from me. His Lord of Change was running the -2 to melee against it which prevented the corruptor assassinating him off the point, as well as Verminking being unable to reach him past a line of Horrors. The game continued to turn 5, with me unable to remove the Lord of Change. Solid, close game was had. Game 2: Ironjawz Scenario: Better Part of Valour Outcome: Major Win Already a difficult matchup for the Ironjawz due to my high numbers and mortal wound output, my already disadvantaged opponent was not able to both hold a line and break my own simultaneously to win. My tide of rats shattered through the Ard Boyz and Brutes easily, shaving wounds off the Maw Krusha and easily tangling up the Gore Gruntas. Verminlord Corruptor ran in and kill-stealed both the Maw Krusha and the Fungoid Shaman with ease. My board domination forced him to burn his points early or lose them to me, meaning all I had to do was keep pushing and burn my own a turn later. Game resulted in both a win and full kill points to me. Game 3: Stormcast Eternals Scenario: Focal Points Outcome: Major Loss Wow, heavily underestimated the new Sacrosanct Chamber. I deployed along the line, expecting the usual Stormcast tactic of spreading onto objectives and trying to hold them for as long as possible before eventually dying off to numbers and mortal wounds. Shaun promptly told me to go ****** myself, charged across the table as hard and fast as possible on turn 1 and destroyed a third of my army. I constantly got smacked with an Everblaze Comet and any attempts at spellcasting were laughingly deflected by a Knight Incantor. I went for kill points as hard as possible after realizing defeat was inevitable and ended up taking maybe a third of his force. Easy win for Shaun. Game 4: Legion of Azgorh Scenario: Gift from the Heavens Outcome: Major Win Always a hard game against an army that very few people play. I out deployed my opponent opted to play first, using my clanrats to screen off charges from the Taur'uk and his Bull Centaurs, as well as sending 30 Plague Monks around the side to flank Shar'tor the Executioner and block line of sight from the artillery. The Magma Cannons opened fire on the Screaming Bell, which survived with a single wound. My opponent proceeded to double turn me, easily taking out around half of my army. What remained however were Plague Monks, both the Verminlords, a Plague Furnace and my Censer Bearers. I proceeded to match my opponent's punch with a heavy counterpunch that shattered the Ironsworn's defensive line around the war machines and reached the squishy interior. I then rolled well in priority, receiving a double turn of my own and proceeded to completely table my opponent with the momentum gained in the previous turn. Mess with the Ratto, you get the stabbo. Game 5: Daughters of Khaine Scenario: Relocation Orb Outcome: Major Loss A much-desired match for my opponent Shaun T, a good friend of mine who I was able to beat in one of the critical games at the NZ Masters. Shaun has wanted a rematch since, and he took the opportunity and RAN with it. Easily zeroing Verminking off the tale with Morathi and a Knight Venator in turn 1, the momentum continued smoothly with him simply creating walls to prevent me taking the objectives before he could reach them, ensuring that even with me slowly marching forward and killing his troops I wasn't able to score points. Shaun knew my strengths and made sure I wasn't able to use them against him and secured himself a very clean victory. Verdict Should have kept my army as it was before changes. I knew the list well but opted to try a counter-list instead and paid the price for it. I made a few critical misplays, namely not walling against Sacrosanct Chamber and playing too defensively initially against Daughters of Khaine. Positives Censer Bearers severely overperformed in every game, either holding objectives or following up the Plague Furnace to deliver solid, consistent damage. Screaming Bell did well, the bravery immunity from Crown of Conquest enabled Plague Monks to remain in the fight for far longer than usual and Clanrats to hold the enemy off. The Chaos Grand Alliance ability went off WAY more than you would expect. Sword of Judgement is utter filth on the Verminlord Corruptor and effectively ensured the enemy had to deal with him or lose their characters. Plague Furnace was a super effective line breaker and the Plaguesmog Congregation battalion kept it safe from shooting allowing it to reach the front line of enemy armies with ease. Cons Clanrats could easily have been replaced with Plague Monks and had the same outcome, units of 20 died too quickly to benefit from their mobility. Skreech Verminking either died too early to be useful or simply didn't kill enough to warrant his cost, paling severely next to the Verminlord Corruptor. Chronomantic Cogs either were too risky to use for fear of causing the enemy to come back from defeat or allowed the enemy to out-position me and prevent valuable charges from the Plague Monks and characters. Changes for Next Time Revert to Pestilens allegiance, Great Plagues and Strength in Numbers are far more useful than the +1 to hit, as useful as it was on the occasion it happened. Instead of allying Clanrats, ally in Gutter Runners to force a fight on two fronts. Swap out Cogs for more bodies. Take Congregation of Filth for the 6+ ward save and the reroll charges as I found several times that I wished I had them to fall back on like normal. In summary, the Great Corruptor punished me for my treason against Him and I throw myself upon his mercy. Great tournament, had a great time with my friends, and was stoked to see a good friend of mine with his new Nighthaunt army he hadn't even had a chance to test podium with 2nd. Hopefully some of his skill rubs off on me when we play alongside one another at the coming Doubles Tournament in September.
  9. Hanskrampf

    Allegiance Cards: Legion of Azgorh

    Version 4.00.00

    22 downloads

    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), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, 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) 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
  10. Geckilian

    Mixed Offerings

    Figured I could start a painting plog to chronicle what I've been painting recently, mostly for Malign Portents. From the Malign Portents painting thread these have already been seen - I've been slowly chipping away at the mass of grots, since I need to have 20 finished by the end of month three. 12 are finished so far, with another 6 close behind - After these all I need to paint per se are the standard bearer and musician, as well as the Harbinger. So, not too far left to go. The other project I'll have on the go are aelf soup - mostly focused on the Daughters of Khaine with allies and general Order Aelves, such as kitbashed Executioners from Sisters of Silence, Vanguard-Palladors with Aelf riders and so on. I still need to work out what to make with the largely spare unit of Shadow Warriors I have, since I got them mostly for the helmets for the Executioners - I have a single test model finished for the Witch Aelves which'll get a picture tomorrow when I pop down to the store, and the army will mostly be focused on browns, greens and creams for an almost wood elf aesthetic. On the grot side of things I do have over 150 more grots available should a Moonclan battletome come out, as well as a pair of Arachnaroks and some spear chukkas that need some paint on them. All in all, a pretty hefty amount to get on with.
  11. Hanskrampf

    Allegiance Cards: Chaos

    Version 4.00.00

    105 downloads

    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), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, 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) 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
  12. Last summer I returned to the hobby after a 15 year hiatus. Before that I collected Dwarfs and Dark Elves, had an combined army of Ogres with my dad and had just started on a Skaven force when I lost interest/went to university. Since last summer I've been painting things left over and i'm still not done with the backlog. But I've decided to do the one army that has always been on my list but I never started on.... A Slaanesh army. The heroes are just fantastic and with the daemons the faction became gritty. The arrogance and bravoure but without it looking misplaced is what I liked in the models and something I would like this army to show. My inspiration to get started on this theme was an old episode of QI: Greeks. In this episode the weird story gets told of why you should run to the hills if you saw a Spartan doing his hair, makeup and applying perfume. Spartan Warriors did this before a battle to the death because they wanted to be sure to look their best in death. Further building on the similarities, and differences, between the Slaanesh Lore and Spartan history I have a backstory in mind that inspired me to start. But you will have to discover that for yourself through the blurbs with the models/units I post. (also the made to order deamonettes came at a perfect moment as I don't really like the new models ) So i'm using this plog and the realmwars campaign thread and site to keep me going. So all C&C is welcome and all questions will be answered. First up the Slaanesh Lord on Foot.
  13. Lupercal91

    Chaos undivided summoning

    So I play daemons because I like the models and iv3 conveniently collected enough to play aos. I like the idea of playing undivided daemons. I dont want to have to pick 1 type of daemon and in 40k which is what I'm used too it's never been an issue but in aos 2nd ed. It seems like you are punished for trying to do this. Please explain if I'm missing something but does playing grand alliance chaos with all 4 daemons remove my ability to generate summoning points for any faction?
  14. Hello everyone! New here on this forum but I also post on DakkaDakka as Bores. I'm looking at getting into AoS and figured the best way would be to dust off my old models, give them a new coat of paint and dive right into the game. I plan to use this as a motivational page for myself to keep posting updates on. First off are a test scheme Seeker, 2 Heralds of Slaanesh that are both converted from various kits. Also a Lord of Slaanesh and a Sorcerer with the mark of Slaanesh.
  15. Hi people ) I bring some khorne army painted by me It only remains to finish a few unit's Mortal Skullcrushers, Daemon Prince ,wrathmonger's and few hero I can soon post a phased guide as I painted the khornites
  16. Hi all, I am taking part in the Fate of Sigmar Narrative event next year and I will be taking Warherd. However I think I need some help in turning concepts into a paint scheme. My main idea is an 'Ulgu' Warherd, so dark neutral colours that represent a Herd who have become one with this shadow land. Any ideas for an Ulgu paint scheme? Secondary is a God-dedicated Herd, Slaneesh with pinkish skin that isn't too much. Any ideas for colours or schemes would be much appreciated. G
  17. TheR00zle

    The Sultan's Fleet

    Hi everyone, I recently reread the Dreadfleet Novella set in the Old World, I really enjoyed the twist at the end involving one of the characters, The Golden Magus. Since the book ended on such a cliffhanger and The End Times happened, we sadly did not get to see more of him. So I have decided to create a new battle-tome/faction involving the magus and the forces of the Galleons Graveyard. Im looking for those people who are willing to help with unit ideas, lore, and artwork. well then lets get sailing on the high seas!
  18. "Sailing the seas of Ghur for the glory of Khorne!!" Hi everyone, this is my first post here! I've been playing 40k for a few years now and with the new edition of AoS I figured now's a good time to get involved with the other side of warhammer. My idea is one I've had for ages. PIRATES! specifically Khorne pirates! It's basically gonna be a bunch of blood reavers and fish-ified bloodletters As with all my armies, this will be conversion heavy, with no 2 identical models. Still need to come up with a name for the crew and the captain, unfortunately the only thing I can think of is 'Captain Bloodbeard' which is a bit cheesy. A few months ago my friend was selling a bunch of models for the early 2000's cheap so I snapped them up, ended up with a whole bunch of chaos maraurders and empire, So i made a start on some of the lower ranked crew members These guys will just be Khorne alligned chaos marauders. These were test models, the rest have been stripped (as best I can) and should be making more tomorrow! Thoughts?
  19. Hello, i have known warhammer for a long time but just decided to start my first aos army, i have dark vengeance 40k but no more so i would like some advice. I chose chaos starting with undivided ("slaves" to darkness). I would like to branch out to each god eventually. I like having lots of variety and bringing something different each game. For now i have the start collecting, a hellcannon and 10 forsaken. In the attachment you can see my wishlist for chaos undivided (ignore the weapons). I'm not sure if this is ok though. I'm mostly worried about not having enough marauders or chaos warriors as meat of the army. Perhaps i should get more of those? another box marauders and another start collecting? More marauder horsemen too? I'm also worried that 5 furies are not enough to make an impact. Thank you for reading and helping. ChaoswarriorsUndividedMissmeermaraudersofwarriors_.pdf
  20. Bazakahuna

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  21. Changer

    Path of the Changer

    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.
  22. T e e t h p a s t e

    Warscroll Battalion: Overlords of Chaos - Is it worth?

    Hey all, Just wondering what your guys'/ gals' opinions are on the Warscroll Battalion: Overlord of Chaos for the Everchosen? Is it worth taking the Battalion or should I just throw in another Gaunt Summoner (making 2 in my list) for some additional summoning (Since I'm hoping to get use out of Baleful Realmgates) and throwing in some endless spells and/ or maybe a command point or two? Thanks in advance for any help!
  23. "Come closer boy, and if you have a coin to spare I'll tell you about the Galleons Graveyard and of its master." All conversions artwork and lore for the Sultan's Fleet page shall be posted here.
  24. Trenchcoat_Dave

    Chaos Dragon in 2.0

    I have looked at the points pages that leaked but couldn't find the chaos dragon. Does anyone know if GW decided to oust it?
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