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Found 325 results

  1. Melcavuk

    Custom Faction: Suneater Tribes

    Good morning all, The spark of creativity has caught me again and whilst looking for a decent narrative arc to design a new faction I stumbled across the lonely looking model of the Ogor Firebelly in a faction all on his own, the model is packed full of details and the small snippet of Lore with Gorkamorka being revered as the Great Suneater along with the factions passion for fire and all things burning really got my creative juices flowing. So working from that small narrative blurb on one cool model I have resolved to attempt to design, create and eventually share in a nice pretty package a battletome for the faction I have since renamed from the quirky but a bit flat "Firebellies" to the "Suneater Tribes" So to the concept, unlike alot of other Grand Alliances I am not all that fond of mono race builds for Destruction, instead I want to approach this as a common theme that caught up many of the races into a shared ideal in how to burn the world to a cinder. So I will be looking into integrating Grots, Ogors, Trogoths and Warbeasts into this faction. The background is still a heavy work in progress so I'll start with key themes instead: - Fire Centric - Faction uses INFERNO tokens representing massive ritual fires to the Suneater, unlike other factions they do not place their own terrain but instead slowly burn everything on the table (Destruction not creation) - Destruction PRIEST and WIZARD heroes, Gorkamorka being a god and all I'm looking to integrate priests (mostly grot) and wizards (mostly Ogor) both into the faction, the priests stoke the fires and the wizards then use said flames to punish enemies. - New units - As well as liberating a few unloved scrolls from other destruction factions the aim here is to boost the roster of warscrolls available to destruction and tie them into an engaging force, for this reason I will be working on a number of new unit conversions aswell. UNIT CONCEPTS: The concept all started with the Firebelly model but to really kick start the faction I had to make it more epic, for it to be the creative lynch pin of the force I needed a sense of impact and grandeur so here is my current WIP of the Exalted Prophet on Magma Drake: And a Concept Warscroll: Aswell as a WIP warscroll for a Grot Firestarter Priest: If anyone wants to contribute ideas, background, scroll concepts or feedback I'd love as much help as possible! Cheers Ricki (Keep up with the conversions here: I will continue to update this first post after this point with any changes, new scrolls or information that we build up as a community for this project aswell as my own musings so anyone new to the thread can see the latest information ALLEGIANCE ABILITIES The Tribes of the Suneaters do not construct villages or monuments to some petty god of Man or Aelf, nor do they waste their time digging in the dirt hoping a tree sprouts to do their bidding. The Suneater demands that all be burnt in his name that the flames might reach up to the sky itself and set it ablaze. An army with the SUNEATER TRIBE allegiance gains the PYRES OF THE SUNEATER special rule, additionaly: PRIEST of the Suneater tribes may select a prayer from the INVOCATIONS OF THE SUNEATER WIZARDS of the Suneater tribes may select a spell from the LORE OF FLAME HEROES of the Suneater who are able to select an artifact may do so from the SAVAGE TROPHIES list, alternatively if they have the TOTEM keyword they may select from the MARKS OF AQSHY. Pyres of the Suneater Before either army deploys on the battlefield select one piece of TERRAIN and place a single INFERNO MARKER, it is possible for other INFERNO MARKERS to be placed throughout the game through abilities or artifacts. Each turn you may enact the below rule in your hero phase: PYRES OF THE SUNEATER In your hero phase count the number of INFERNO MARKERS currently on the battlefield and select an armywide ability from the chat below. You may select one ability to enact until your next hero phase upto the number of pyres you have (you may select a lower number ability if you wish) to channel the favour of the Suneater. Only one such Pyre Ability may be in force at any one time. Once an ability has been enacted roll a D6, on a roll of 1 you must remove 1 INFERNO MARKER from the battlefield as it is drained of its energies. INFERNO MARKERS ABILITY 1 Choking Smoke – With the smoke from the Pyre hanging low over the battlefield the Suneaters can conceal themselves with ease. Subtract 1 from any attacks targetting a SUNEATER TRIBES model in the shooting phase 2 The Leaping Flame – SUNEATER TRIBE models may reroll failed charge rolls this turn, in addition any successful charge that rolls a 9+ immediately inflicts 1 mortal wound on an enemy unit within 3 inches. 3 The Roaring Blaze – SUNEATER TRIBE units may run and shoot, or run and charge for the duration of this turn. A unit may not elect to do both however. 4 Undying Embers – SUNEATER TRIBE HEROES immediately heal D3 wounds, additionally increase the attack characteristics of their weapons by 1 until your next hero phase. 5 or more Shimmering Heat – SUNEATER TRIBE units that suffer a wound or mortal wound may ignore them on a D6 roll of 5+ this turn as the heat of the blaze warps away otherwise mortal blows. Prayers: The priests of the Suneater dance frantically around the Pyres to his glory, each seeking to harness the flames of his almighty majesty that they might garner a small portion of his attention to smite their foes. Each PRIEST in a Suneater tribes army may select one Prayer from the list below, this prayer may be invoked in addition to any known on their Warscroll. You may select a prayer or alternatively opt to roll a D6 to reflect the random nature of the whims of destructions. INVOCATIONS OF THE SUNEATER Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Fireeaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature. Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds. Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit resolve their attacks at a rend of -2. Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them. Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin. Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards. TROPHIES OF AQSHY The Elusive Spark – This shimmering spark was once a fire imp, its essense ripped away by Suneater priests it now fuels a lantern lengthening and distorting the shadows of its bearer into a haunting spectre. Enemy models within 6 inches of this model reduce their Bravery by 2 Drakeblood Oils – Pick one MELEE weapon for the bearer to apply these oils to, this cannot belong to their mount. Any wound rolls of 6 or more with this weapon inflict a single mortal wound in addition to their normal damage Embers of the first Pyre – Blessed are those given but a part of the first Pyre of the Suneaters, this model counts as an INFERNO MARKER for all purposes except for the Pyres of the Suneater special rule. Molten Cloak – The bearers cloak ripples and shifts as though a coarsing magma flow, enemy models attacking this Hero in the combat phase must reroll any hit rolls of a 6 as they are captivated by the cloak. Volcanic Shield – Hits struck against this shield reverberate with the deafening boom of a volcanic eruption, Cunning Ogors bang their blades against the shield on the charge to send their foes off balance. Enemy units within 3 inches of this HERO may not be selected to attack in Melee until all other units have been resolved. Bonehewn Effigy – This model has a small token effigy of the Suneater carved from the bones of a great drake, it is said when the strength of the bearer begins to leave their form they may drain the last of the drakes energies from the bone to reinvigorate themselves. Once per battle in your hero phase you may elect to use this effigy, restoring D3 wounds to this model. SUNEATER TRIBE UNIT ROSTER Heroes: Volsungr on Magma Drake (mounted wizard ogre) Gothi Fyri (goblin priest) (new scroll) Besekr (Ogre buff wizard) (new scroll) Battleline: Ashen Grots – Grots by their very nature and small stature often find themselves at the bottom of the pecking order in the mortal realms, yet these cunning creatures are drawn to power either desiring the accquisition of it or to be elevated by their very proximity to it. Those that follow the will of the Suneater do so with a fanatical devotion, revelling with glee in their ability to slip past the walls of the cities of order and start a blaze deep in the heart of their enemies fortifications. These blazes are much like the grots, small and weak when isolated but when many rise up together they are able to topple even the biggest of foes. Ashen grots make up a large portion of the Suneater tribes, and their fanatical cackling laughter ripples through the forces with every fresh pyre lit, they bombard their foes with an endless onslaught of black powder spark grenades or get in close to slit throats with crude but glistening obsidian blades. (Battleline) The Svangur – Sunbleached and half Starved ogors saved from the Desert by the will of the Suneater, these fanatics descend on their prey with startling speed and ravenous appetite. Those who have looked upon the face of the Suneater are often driven mad by the experience, gouging out their fingernails in a gruesome display of devotion and forcing in jagged shards of obsidian in their place, others go even further, ripping the teeth from their mouth to replace them with wickedly curved metallic tusks with which to gorge their foes during the feasting on the battlefield. These Svangur never truly lose the hunger they felt when wandering the deserts, it is ingrained into every element of their being and the urge to feast drowns their every sense, on the field of battle they a gruesomely gore drenched sights as they feed on fallen foes before descending packlike onto the next. (Battleline if your army has SUNEATER allegiance and your general is a BESERKR) Gullveig Ogors – Basic Ogor infantry of the Suneater Tribes, they combine the old Iron Guts weapons as specialist weapon choices within a traditional Ogor unit Other: Bal Kasta – Ogors firing shards of burning rock from crude blunderbusses. Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Svangur these chosen of the Suneater have walked the blasted wastes alone and without supplies to look upon the face of the Suneater and be judged. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace. Their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Wyrms nest, a bustling feeding ground for the Wingless Drakes of Aqshy, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Wyrms nest, each must engage in mortal combat with the mount with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.. Those who emerge triumphant use brute force and strength of will to beat a drake into submission, triumphants ridding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, Often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes. Pyre Belcher – a great beast from Aqshy bloated and tormented by its Grot handlers, when needed it can be provoked to unleash a great torrent of burning saliva in the rough direction of the enemy (altered squig gobba) Behemoth Slatr Warbeast – "When one looks upon the Slatr Warbeast it is hard not to be wowed by the majestic nature of this primal creature, it is not by any stretch of the imagination a creature of traditional beauty but one evolved perfectly for longevity and resilience. Indeed it has never been recorded of such a creature perishing due to natural causes lending credence to the theory that such a beast may be immortal lest for death by less natural themes. Its flattened and bullish face is akin to many a nightmare as a child with the full stretch of its maw measured at over a cart in width and at least the same in depth to the gullet though I have yet to find an apprentice willing to test that, when looking into its eyes you are struck by the sheer simplicity of the creature not burdened by higher thought or malice. The juveniles of the species are often found in migratory herds travelling alongside the Suneater tribes of Aqshy, seemingly drawn moth like to the pyres to their primitive gods that these tribes are prone to igniting, indeed the subdued state these creatures enter in the presence of such a blaze has allowed ramshackle howdahs to be assembled across the beasts broad backs. It is then sadly witnessed that when these savage tribes march to war they goad the Slatr alongside them, bombarding their enemies from afar with crude catapults launching burning debris down the battlefield. Such burning projectiles seemingly spur their mounts onwards chasing the bright lights racing across the sky" Mighty Slatr – Dwarfing even the regular Slatr these beasts of war can carry units into battle, they are also inspiring to those Suneaters nearby as living manifestations of the might of the Suneater. Crewed by an Ogor chieftan with Balkasta as their personal guard. (Edit mammoth scroll)) Magma Dragon (use normal scroll) Warmachine Stone Hewn Effigy - This crudely hewn effigy is said to show the true face of the Suneater, a cruel and jagged visage of a massive Ogors face carved out of an enormous volcanic boulder said to of been thrown by the Suneater himself during the first eruption of Aqshys biggest volcano. It is chained to a demi-gargant who has the hnour of bearing it into battle, dragging it through the dirt behind him in a testament to its gods glory. SUNEATERS BATALLIONS Fire and Ruin The Ogors and Grots are not the only ones who revere the great Suneater, though perhaps the most prolific, many an Orruk or Troggoth has been swayed by the roaring flames and blistering heat of the devotions of the great god of Flame. These would be worshippers form a court around particularly adept or potent Volsungr hoping to learn... or steal the secrets of the Suneater tribes and their seeming favourable position in the eyes of their savage God. - Volsungr on Magmadrake - 3-5 DESTRUCTION WIZARDS Forbidden Knowledge- The Volsungr from this Batallion knows the SOLAR FLARE spell in addition to any other spells known. Other Wizards in this batallions know one additional LORE OF FIRE spell in addition to other spells they know. Trials by Fire- WIZARDS from this Batallion may reroll one failed casting attempt once per turn. To do so inflict D3 mortal wounds on one model from this batallion before attempting the reroll. In the Presence of Greatness - WIZARDS from this batallion may add 1 to casting and unbinding rolls if they are within 3 inches of any other models from this battalion. Deluge of Phlegm and Fire The Gothi Fyri revel in malicious delight at setting blazes, the more prolific... the bigger the flame, the louder the screams of their victims burning alive the better. Some Gothi Fyri take the opportunity in the heat of battle to slip from the front lines (if they every truly made it there in the first place) to poke and prod at the mighty pyre belchers as they launch their burning deluge down the field. In their manic delight they often find themselves loading the giant squigs gullet with all and sundry to stoke their flames higher, praying and screaching to the great Suneater for a stronger flame to consume their foes. 1-3 Gothi Fyri 2 x Ashen Grot Units 3 Pyre Belcher Tsunami of Spit - In your hero phase roll a D6 for every pure belcher from this batallion within 6 inches of a Gothi Fyri. On a 4+ that unit may shoot as if it were the hero phase. Survival of the Cunning - Ashen Grots from this batallion gain the “Cunning not Brave” rule from the Gothi Fyri Warscroll.
  2. Hi all! I recently finished an orc blood bowl team commission for a mate (including some brute players) and liked the models and colour scheme so much I decided to start an Ironjawz army! With all the excitement building for AoS2, I thought it would be a perfect time to start mustering the waaagh! So far, I have a megaboss and the start collecting box and think I'll just let the force grow organically, no real grand plan as such. I really want to take my time on this army, make some characterful little conversions and do a nice paint job. I recently got 2nd best army for my Stormcast at SCGT2018 and would love to be able to take something totally different next year. So to get the ball rolling, I've started on a couple of characters. First of all,my megaboss, Hogga. I really love the model, but felt I wanted to add a bit more height to his profile. A megaboss has got to be seen by 'da ladz' right? I went for a boss pole - I still need to greenstuff bits to make the rope/chain banner supports fit and fill gaps. I'm not 100% on the head and left (his) shoulder decoration. The bloodletter skull is cool and all, but wonder if something else might help him stand out from the others - potentially a shield or helmet etc - thoughts appreciated! Anyone used different heads on their boss?
  3. MidasKiss

    Let's chat Grotz and Moonclan

    Hey everyone, I'm about 5 or so months in to Warhammer now. I've been playing Sylvaneth the whole time and love them. Our group is going to do a slow grow after January, we have a tournament here in Australia (we don't have many) and people want to mix it up after prepping so hard for their army. I don't mind, as I used to have a few goblin models as a kid and have massive nostalgia. On the podcasts (not as much scene here) it seems like Moonclan are pretty big, most popular allegiance at Warlords and everyone seems to know someone who plays them. Here it's not quite as nice, I haven't seen a single goblin army at all. I was lucky enough to have the Sylvaneth thread on here as otherwise I'd have no idea what is possible with Sylvaneth given that I've not seen any one else play them (not that I pull of the tactics to any high degree...). Although I'm not the best person to start it, and I can only contribute small things I was curious if any discussion could develop to even close to the same level as the Sylvaneth thread. I guess at the moment grotz are limited by few formations which limits things, and it seems people are holding off for new battletomes atm which is probably wise. I'm not sure what else i'd rather slow grow though, and I guess I can hope for a Moonclan release in particular soon (with hopefully some formations to chuck in some Gitmob warmachines). Would anyone be keen to have a bit of an ongoing discussion? I'm curious what lists people take, I'm not sure if it will be more or less diverse without the formations offered in some of the other armies. Seems like you could mix in various Gitmob grotz for a mixed grot armies, or bring in various other destruction choices while there is no allegiance abilities. I've seen Gorrdrak moonclan mixes, and I'm sure a thundertusk, Gitmob grotz with bows (+ a shaman), or various other combos could work really well with Moonclans impressive stalling and melee combos they can pull off. I'd love to see what you play, how you play, things you think might be good, and etc! Which gitmob warmachines are the best, are warmachines still worth it given the weakness of the crew these days? I have a lot of questions! Cheers, Samuel
  4. Good morning all, I thought it was time I got a thread together to gather all my thoughts and progress on my Ironjawz army (perhaps branching into Destruction in a broader sense). I will be including modelling, painting, army lists, battle reports etc etc, I didn't want to do it as a separate blog or anything as I like the idea of keeping it within this Destruction sub forum (which for my money is the best part of the forum at the moment - some great chat, really enthusing me for this army). Hopefully @Ben and the Moderators are cool with this decision. As well as this thread, you will also be able to hear about my exploits on my podcast - The Black Sun. You can find all the most recent episode on this forum, or check out iTunes or www.theblacksun.co.uk - It's not family friendly like most of the other podcasts out there, but is entertaining I like to think. Also I am reasonably active on Twitter, and usually like to post photos of most my games etc. Follow me @the_black_sun I do actually have armies for all 4 of the Grand Alliances in AoS and whilst I am working on all of them simultaneously in various ways, I've definitely noticed my focus begin to increasingly shift towards Destruction. Disclaimer - when the Dark Aelves are released in whatever guise they may be, I am likely to abandon ship and spend all my time in the Order sub forum, being that they are my true Warhammer love, but for now, I'm all about the Ironjawz! I've always been a fan of Orks in Warhammer 40,000 but have never actually played Orcs & Goblins in WFB. So whilst the detractors and troggoths bemoaned the pseudo 40K look of the Ironjawz, I think for me this aesthetic really drew me in and got me going green. So I have already actually played a bunch of games with Ironjawz, having gone "all in", as they say, on the release, but these were all at 100 SCGT points and included a Magma Dragon just to make up the points (oh, and its pretty good!). I figured with the impending release of the General's Handbook, now was a perfect time to draw a line under what's gone so far and start afresh with the new system. We won't get into all the recent allegiance nonsense, you can read about that in other threads. Suffice to say, the Battleline "unlocks" for Ironjawz and the Destruction traits and artefacts make for a pretty nice combination. I'm not saying Ironjawz are going to be out there winning events (certainly not with me using them, if my abysmal results at Call to War are anything to go by!) but I am hoping and somewhat confident they can be competitive...and we have a pretty extensive thread on that right here in this forum! So this is pretty much just an introductory post for now. I have already painted some models (not as many as I would've liked); Megaboss Krunk, who can be found in the gallery and 5 Brutes. I will take some better photos and add them to this thread as soon as possible. I am reasonably happy with the level of the paint jobs and whilst not my best work, believe the army will look nice upon the table. I've intentionally kept the basing quite plain, though I am consider scraping off some areas and adding the flavour of the month; Agrellan Earth, just to add some interest. Using my 40K Ork bitz box I have been able to customise my models and this combined with some reposing has allowed me to make all 20 Brutes so far individual. Just a bit of a shame I got my Gore-gruntas after the Brutes as mixing in their Jagged-Hackas would've been super cool. Considering another 10 Brutes just for this purpose. This weekend (Thursday night to Sunday) I am attending Bossfest, a camping, drinking, gaming extravaganza. Whilst there will be various games being played, I am hopeful of getting in a good few games with Da Black Sunz, which will be the only AoS army I'll be taking. These will be my first games under the General's Handbook and will be played to 2,000 points using the Matched Played Battleplans. Many people in attendance will be practising for my 1 day event, Rain of Stars, which is removing the army restrictions and adding a sideboard (as the event is two weeks after the book drops), so we will also allow that over this weekend, therefore some of the armies I play may not be exactly true to the book. However, this should allow for some solid competition and really stress test the army. The list I use personally will be General's Handbook legal though. For now, my pool of Ironjawz models is; Maw-krusha (happy to use as Gordrakk or Megaboss), Megaboss, Warchanter, Shaman, 20 Brutes, 10 Ardboyz, 3 Gore-gruntas. I am not adverse to buying more though! 2 more boxes of Gore-gruntas are definitely happening after assembling some this past weekend - amazing models. It's worth pointing out that aesthetics are definitely a consideration to me in this army. Here is the list(s) I am currently considering for the weekend; Da Black Sunz - 2,000 points Gordrakk - 700 Megaboss - 140 Warchanter - 80 Weirdnob Shaman - 120 10 Brutes with Jagged Hackas - 360 5 Brutes with Choppas - 180 5 Brutes with Choppas - 180 10 Ardboyz - 180 Ironfist - 60 Total - 2,000 points Nice to hit the 2,000 points dead on really! That seems a challenge in of itself under General's Handbook. The main change I am considering is dropping Gordrakk for a baby Cabbage. The 180 point difference is nice as it allows another battleline unit - in this case Gore-gruntas (mostly just to get all my models on the table). If I wanna keep the big man in there, I can also include the Gore-gruntas by dropping 5 Brutes. What do people think on this? Seems small to me! I'll leave it there for now. This afternoon I'll add my thoughts on Command Traits and Artefacts! Thanks for reading, Chris
  5. Harken

    Share your successes

    Hi everyone, When looking through this forum, I normally find quite a few threads concerning the lacking ability of destruction armies. This thread is not intended to function as a criticism to those post, it is however the intention to look at the bright side of things. So, the concept is that each time you win a game with a destruction army, mixed or full - then share your list, and context when applicable. In order to kick it off, I will go first. The context of my latest success was a thursday session with the group I normally play Age of Sigmar with. The theme of the session was 1k combat, so I brought the following mixed destruction list: Fungoid Cave-shaman (General) Mega-Boss Butcher Troggoth Hag Moonclan Grots (Battleline) Savage Orruks (Battleline) My opponent fielded a 1k Brayherd list and the game was quite even, but especially the Mega-Boss and Troggoth Hag gave me the upper hand due to damage output and staying power, despite being outnumbered and surrounded. Let us hear your success!
  6. Jgroover

    Ardboys

  7. Jgroover

    Weirdnob Shaman

  8. Primique

    Matched Play Troggoth Army

    Is there anyway to make an army composed entirely of Troggoths Matched Play legal? I really want to field a full army of dirty Trolls
  9. GrogBusta

    Mixed Destruction Synergies

    Hi there I have found that mixed destruction armies are not so popular in tournaments and, at least, in my meta. Moreover, there is not so much discussion about. Well overall is this in all the alliances. I'm not talking about to use the allied option in GH2. I'm thinking more on to use about half or 2/3 of the army of some particular allegiance and the rest of other ones, or even a rainbow of units belonging to all the different armies of destruction. I can understand why and the advantages that brings to build an army around a particular allegiance to get its bonus. The question is, is still mixed destruction armies competitive? Is it possible to build for instance a Orc & Goblins or Ogre Kingdom style age of sigmar army and still be competitive? I can see some good synergies out there: Beastriders + Arroboys kunnig rukk: Probably the most competitive combination in destruction Orruk warboss + Morboys : Morboys with 4 attacks a piece? Yes please Ironjaws + sipderfangs: Ardboys and brutes backed with a cavarly able to load a ridiculous amount of mortal wounds and alpha strike almost everything in the game? Dangerous... Ironjaws + gitmob artillery: Ironjaws with a decent shooting phase? Seems promissing Ogors + grots: Ogors and big count of models? Interesting... Which other combination do you found useful? Or there is any combination that can overshadow the advantage to have an army build around a particular allegance? Did anybody still use Mixed destruction list? and if so what did you tried so far and how it have been the experience?
  10. death's_accopmplice

    Orruks and Grots for sale (UK only)

    Hi all, Looking to have a clear out of my non-death AoS stuff, the list is as follows: - 20x moonclan grots (square bases) with bows including flag waver, musician and grot boss - 19x orruks (square bases) 6 armed with cleavers etc. whilst the rest are armed with spears and shields - includes one boss, standard bearer and drummer - Orruk shaman on boar (metal) - Grot wolf chariot (metal grots but same as current model) - 20x grots on sprues - not a complete box but enough to make 20 grots with either spears and shields or bows and includes enough for flag waver, horn blower and grot boss - only 19 bases (square) - 1x base of snotlings - 1x grot shaman - 1x moonclan grot shaman - spare sprues including wolf rider legs, bow arms etc. and lots of shield sprues All are painted to varying degrees, some are very minimally painted (i.e. arms only) whilst others are fully painted to a slightly below average standard. To save time on this post I haven't included pictures but am happy to take any and all pictures requested. Open to reasonable offers as the title states. Thanks!
  11. Thomas E

    How balanced is AoS now?

    After returning to AoS after a year's hiatus, I played my first game using the GHB2. I've heard that it has improved some of the armies that were previously struggling in the meta, however, after a very one-sided victory for Khorne against Ironjawz I started to question how balanced the factions are now? In terms of luck, I would say I rolled far worse than he did, which is the reason for us to question the balance. Is Khorne overpowered or maybe Ironjawz still overpriced? As background for the game, we only played 1000 points, which meant he couldn't use his Mawcrusher (would that make the difference in 2000pts perhaps?) His army: Orruk Megaboss, Weirdnob, 20 Ardboys, 5 Brutes, 3 GoreGruntas My army: See below What are the current strong/weak factions right now? 1000ptsKhorne.pdf
  12. Hello! Im italian fan (sorry for bad english) of all gw universe and miniatures game in general... but mostly gw . Greenskin since the start of this passion more than ten years ago, with the release of orruks in aos my happines raises a lot and i felt like glorious old time, i were literally impatient for that release! So now here we are; im always been very slow to paint a personal army but little by little i hope to raise a modest orruks force to smash some heads in mortal realms! May i present you my orruks tribe: the Ice Klaw Klan. For now i painted 4 gruntas, one missing because i try to heavily convert it and now i need some bits to fix it, but we dont care. The next in processing are 3 gore gruntas and the megaboss that ill show you in next days, im converting it at the moment. WAAAAAAAAAAAAAAAAAAAAAAGH! EDIT: due to link error must repost all pics argh A little intruder:
  13. Frostlord Ótambær sat astride his Stonehorn, the cold whisper of the Everwinter everpresent on his mind. Ahead lay conflict and violence, war and ruin. Many thought the Raiders were cold, unthinking beings, little more than ravenous beasts. This couldn’t be farther from the truth. They prided themselves on honour and power, challenging themselves to ever greater feats of martial strength. Ótambær embodied this nobility. He was a warrior borne from the most steadfast lineage, a proud follower of the Great Predator. But his was not a story of glory, but of tragedy. Almost a century ago, he and his Alfrostun had struck a bargain with Sigmar. Their people, the wives and children, would be free from the clutches of the Everwinter, allowed to settle in the cold regions of Azyr. Once a year the Vetefreki would be allowed to return home, to see their people and their lands untouched by the Everwinter, to father new songs and sing new songs. On this day, the Gull-Vetrar, the Golden Winter, they would know piece. In exchange, the Vetrfreki warriors would take on an even greater curse, to further the Golden Gods goals. Ótambær and his warriors would roam the realms, hunting the denizens of chaos and destroying their corruption wherever they dwelt. No mortal food could satiate their hunger, only beings borne from chaos would fulfill them. And yet, the Vetrfreki were viewed as legends by their people. Ogors far and wide would come to join their ranks, to be a part of the Alfrostun that beat the Everwinter. Their city grew ever larger, expanding until the city of Ríkfirjalís was a bastion for Ogors. Ótambær had lived a long life, and had won many battles. His hall was filled with trophies, his name sung in great ballads across the realms and his sons were mighty warriors all. But a great sorrow had settled in him, biting deeper than any cold. Decades ago, his elska, his bride, had been killed in retaliation by Daemons. The red skinned cowards had ambushed her and tortured her for days, whispering her screams into Ótambær’s dreams. He had taken many brides since then, and all had bred him mighty sons who filled his belly with pride, but he knew he would never be at peace until the Daemon that had taken her life was his to he devoured. Skarbrand would fall. Hey guys, so I finally got around to painting my Beastclaw Raiders and wanted to put a bit of backstory to them. I envision them as tragic, Norse like warriors, who live for the thrill of battle. Very little of where they come from is shown in their Battletome so I came up with my own take on their settlements and culture. I want to have them painted up before February, so hopefully this goes quickly. I’ve started work on some allied in Ironguts, who are represented by Mantic ogres as they looked a little more feral. These three are Ótambær’s eldest sons, and they accompany him as his elite bodyguard. Frœken (the bald one), Garpir (the ponytail) and Vaskir (the dreadlocks) are all brave warriors, and will someday lead their own Alfrostuns. Frœken is the oldest and most serious of the three, whip Vaskir lives to fight and is somewhat of a berserker. Garpir views himself as a conqueror or settler at heart and wants to expand Ríkfirjalís into an empire. I’ve also begun two giants who I got as a gift. I don’t know how often I’ll use them but I love the models. Their names are Berja (the horned one) and Lemja (the top knot). They were rescued from a Khornate sacrifice by Ótambær and have followed him ever since, the Azyrite magic infused in him also sleeping into their veins. I have four Mournfangs, a Frostlord on Stonehorn (Ótambær) Thundertusk with two beast riders and four Frost Wolves (played as Sabers) also ready to be painted. Unsure what I should use for my last few hundred points, suggestions welcome!
  14. Hi all that right I want to make this formation for something fast and hard hitting and most of all fun I have enjoyed playing my gutbusters and have my list sorted for them (bat raps to come up soon) but now I want something new and this looks fun fast and furious unsure on the last battle line so picked a stonehorn beast rider unit but tempted to try the thundertusk aswell de how it plays let me. Know what you think any comments and ideas are always welcome other option was take an icebrow hunter and some frost sabres over the stonehorn riders spose this way I can benefit for the use of being able to use both artifacts due to the battalion Allegiance: DestructionFrostlord on Stonehorn (460)4 x Mournfang Pack (320)- Gargant Hackers 4 x Mournfang Pack (320)- Gargant Hackers 3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)Stonehorn Beastriders (360)Braggoth's Beast Hammer (260)Total: 2000 / 2000Allies: 0 / 400
  15. Overtyrant of Destruction

    Mixed Destruction "within Ogre Kingdoms"

    Hello! Excuse for my English grammar, I've tried to write as best I can as possible. I started this topic because I've felt in a good while about that BCR is a lot weaker in 2000p than it was before GHB17 with 6 scenarios, so does Gutbusters too (thanks for nerfed destruction allegiances). I've tried to figur what it's best for BCR or Gutbusters to face against "tier 1" armies like Tzeentch, KO and so on. In my experience for BCR and Gutbusters they can do well against Tier 2 and lower like Seraphon, Ironjawz and so on. I've tried to use 18 yhetees with 3 thundertusks with retreat&pile-in tactic against KO, and so has my army been defeated by KO in 1-2 turns in a row of two. While I've played against Fyreslayers (tier 1) a few times, I usually come at equal or lose or sometimes win and so on. But with the same army against KO, and have tried with Eurlbad, the result has been same, big loose. I've noticed BCR can do well against Stormcast, its weak point is suffered mortal wounds. I mean BCR got very limited to face against all round, big win or big loose. What I got is that Mixed Destructions comes at some between Tier 1-2, just if you chose the best units of Destruction and so on. The problem is that my feeling for Ogors or within units of Ogre Kingdoms will be lost if I only go best units for winning game with Mixed Destruction. Two things I want to play with my army; one, that shall feel Ogor's theme, two, to win for fun with a nice army theme. If you have got some experience, please leave comments to share knowledge. We don't need to talk about Stonehorn, it doesn't matter, with the cost and nerfed skeleton stone, he's worthless. Thundertusk doesnt need to talk about, he's too expansive and his Frost-wreathed Ice is too fast to be worse with just 2 suffered wounds, with 4+ save. And he is easy to die by a simple archery unit. I've tried a lot to use Thundertusks (Huskard, Frostlord and Beaststriders), the result is that if they suffered two wounds, then I've "lost" point in the army (I can heal with Huskard or pelt, but often it isn't enough to restore 6 mortals wounds). He isn't OP unless against new and casual players who has been surprised with 6 MW. Mournfang, nah. Yhetees, YES! but nah, 6 save and his Frost Aura only affect in combat phase. It's exactly like in WFB8 where they got flammable, no thanks. Anyways, skip them. Now I've found interesting to play with the army list, it's gonna to be Mixed Destruction, take a look: Tyrant w. Great Gutsgouger Icebrow Hunter 3x12 Ogors with pairs of weapons 10 Sabres 8 Sabres Battalion: Skal 1970/2000p 3x12 Ogors just for 1200p, with 144 wounds and they do very good at combat, can also be good to defend against Shooting (save 5+ and thanks Lookout Grot for saving 6+ against suffered wounds and mortals). It will take a while to kill them, and they can be immuned to take battleshock, thanks by Tyrant with his unique command ability which makes the unit is immuned as long Tyrant lives and so on. Tyrant is also great at combat with his Great Gutsgouger (Bragg model), with battle brew and might is right which makes him stronger: when roll to wound, the basic is 6+, but with these will it be 4+ to make 6 damage(!). Problem is that he can be easily to die, in any situations. Meanwhile.. the enemy will be worry about the Skal incoming.. 18 cats! And you know what they can do, an unit with 10 sabres, 3 attack per model with -1 rend is great and so on. Hope this topic will be interesting to talk about. I'll try with this army list next week and I'll tell how it goes. Thanks! Fredrik
  16. Atreides

    The Moon's Eye

    In the age following the retreat of Sigmar and the closing of the gates of Azyr, the fair realm known as the Moon's Eye was one of the first to be assaulted by the forces of Chaos. Massive hordes of Khornate tribesmen from the Lisskani deserts and vast legions of faceless automatons controlled by Tzeentchian sorcerers swept in from the north, leaving desolation in their wake. A hundred cults of the perverse worshippers of Slaanesh made themselves known in violent and horrific fashion, the promises of endless pleasure having seduced many a western citizen. From the east came the diseased scions of Nurgle, bringing with them all manner of plague and pestilence. The mighty kings and dukes of the Moon's Eye were beset upon from many sides, their formidable walls and disciplined soldiers no match for the wrath of the Dark Gods. What faint hope for victory that remained in the hearts of the faithful was snuffed out quickly and brutally with the fall of the capital city, Amrahal. The armies of the Dark Gods converged on fair Amrahal in an attempt to claim the glory of sacking the great capital. The gilded walls and ivory walls held out for days under the assault, but the ferocity of the savage siege proved to be far too much for even the grand fortifications. The walls were shattered after three months, three months that saw many on both sides dead, and as the pale white moon rose in the sky the invaders flooded into the city in such numbers that many of the weak were crushed underfoot. All resistance was momentary at best, and those defenders unlucky enough to be noticed for their martial prowess were turned into grotesque slave soldiers a mockery of what they once were. Amrahal burned for eight days and eight nights, and with it, so died the last shard of hope the surviving peoples of the Moon's Eye possessed. Inevitably the forces of the Ruinous Powers fell into infighting, and the mighty hosts that razed Amrahal splintered and broke, with many champions and lords leaving to forge their own bloody destinies in the shattered world. The situation was grim and hopeless even for the supposedly victorious chaos armies, and the Moon's Eye was sure to be forgotten by all but the wisest of scholars. However, fate changed inexplicably, and as dark and ancient powers turn their eyes to this wartorn desert, tiny seeds of hope and salvation are birthed in secret places for the peoples of this land and as the gates of Azyr open and roar forth the golden hosts of Sigmar, these seeds will bloom into bloody flower. And the Moon's Eye will gaze upon the realms once more!
  17. What with Legions of Nagash being more-or-less an allegiance wide battletome, what say you about a similar treatment being possible for Destruction? We already have tomes for a few factions, but goblins are feeling noticeably left out at present, and a book with allegiance abilities for a themed "Gordrakks Great WAAAGH" army would revitalise the left-behind factions and provide some newer and more interesting allegiance abilities tailored to each race. Sneaky for grots, smashy for orruks and chompy/stompy for ogors. Of course this is likely wishful thinking, but an ogor warlord can dream about things other than meat right?
  18. Mordeus

    Mordeus's Workshop

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

    Da Big Blue Fist: Leaders

    Daankop, has not been the leader of the Da Big Blue Fist clan for long. Always gifted in the shamanistic ways of the tribe, he had served the previous Prophet as a Wardokk for many years. A few years ago the simple nomadic existence of the tribe had been interrupted by the appearance of strange warriors from the heavens. Wrapped in gold and bathed in blue lightning these warriors descended from the sky and waged war across the plane of Ghur. Da Big Blue Fist met them on the field of battle and were impressed by their martial prowess and stoic resolve. When Daan first saw the warriors from the sky he immediately thought back to his clan’s myths about the hammer of power that fell from the sky in a storm of blue fire. During the battle Daankop struck down one of the heavenly warriors but as he died his form returned to the heavens in a stroke of blue lightning. The blue bolt struck Daankop as it surged skyward and threw him backward, unconscious and tumbling away from the battle. Daankop awoke hours later surrounded by his fellow Fists. They had won the battle but they were not celebrating as normal. Instead a group of Morboys were huddled around him starring in awe. As he looked down at his hands the reason for their fascination became apparent, a soft blue fire was emanating from the blue warpaint on his fists, wrapping him in a pale blue haze. Unsure what was happening Daankop stood there just as transfixed as the crowd grew around him. The stunned silence was broken by the approach of the the Prophet, Kurkuk. Waving his staff at Daankop, the Prophet screamed, “Dat one as been spoilt by da magik of da sky, git him.’ The assembled Fists hesitated. They had all heard tales of the past power of the clan that fell from the sky and they now looked puzzling from Daankop to the blue warpaint that covered their own bodies. Seeing their confusion and overcome by a burning fire inside him Daankop reached forth his hand and let out a great scream. From his hand a stream of blue flame surged forth enveloping Kurkuk. In a matter of seconds Kurkuk was reduced to a pile of ash and the Orruks of Da Big Blue Fist clan were kneeling at Daankop’s feet. They had accepted their new Prophet. In the days that followed Daankop has led the Fists on successful hunt after successful hunt, nothing able to stand against the power of his blue flame and the fervor it inspires in the Fists. In his dreams Daankop sees a vision of himself bathed in blue fire leading the Fists in a great battle against a massive army full of strange and grotesque monsters. Daankop can feel the fire inside him leading him toward this battle and he pushes the Fists ever forward, hunting this prophetic scene. DaanKop’s lead Wardokk is Furkup. An Orruk of unusual intelligence, Furkup had always been fascinated by the tales of the Fists' past glory. This obsession led him down the path of the Wardokk and made him one of Daankop’s first and fiercest followers. For his fervent devotion Daankop rewarded him with a warmask touched with Daan’s blue flame, capable of unleashing the blue fire from its carved eyes. Here are my finished Prophet, his Bale Wind Vortex and my Wardokk. Hope you guys enjoy the fluff, will get some battle reports up soon.
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