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Found 48 results

  1. With the release of the destruction grand alliance book, I decided to collect and paint up a small force of ogres (ogors) and other members of the grand alliance. I've always loved these chubby brutes and I think the models have aged really well and I've always had a soft spot for greenskins too! Part of my mission was to cut costs - so all model purchases will be made on ebay and other second hand or reduced priced outlets - hence the name of the group - 'The Tight-Fist Clan' Like me, they will be a tight fisted bunch. So - progress so far: completed a unit of 6 ogors - the iron fists are magnetised to allow them to be swapped for an additional weapon (not having played AOS yet... I wasn't sure what the best weapon option would be) A closer shot of a few members I'm aiming to give each unit its own 'wound gnoblar' to help keep track of wounds on the unit, here's mine for the first unit: A close up on the banner and lookout gnoblar: And lastly, my latest bit of progress - a grot shaman. Really enjoyed painting this guy C&C welcome!
  2. Adm'rul Kurgan Grimjaw and the Ironfang Pirate Fleet don't all come from one Realm so they don't like to be tied down to any location and always have one eye on the horizon in search of the next drink/loot/fight. The fleet is often scattered around the oceans and seas of the Mortal Realms. They have used Blackrock, in Ghur, as a base of operations and meeting point for many years (and if you believe the old Adm'rul, he says he was Pirate Prince for a while). Before that they also used an uncharted island chain known as Hell's Teef, somewhere in the Sea of Serpents. Adm'rul Kurgan is a veteran of a hundred campaigns in every corner of the Realms: from the steaming jungles of Ghyran to the ruined cities of the Hysh; he has burned ports along the Rotwater Blight, raided the islands of Okkam’s Reach in Ulgu, besieged fortresses in the Endless Desert, endured the perpetual snowstorms and barren wastes of the Silverglades in Chamon, battled on the rivers in the heart of the Jade Kingdoms, looted the Baneskull Islands of Shyish and engaged all manner of foes on land and sea. All the while stealing anything that wasn't nailed down, and having a go with a claw-hammer at anything that was. He and Da Ironfangs are always ready to run away from whatever the world throws at them! Adm'rul Kurgan Grimjaw, Orruk Ironjawz Megaboss The Cleavermaws, Orruk Buccaneers of Ghur, led by Kap'n Mogrum Da Butcha, with his first mate Mr Sludga and Navigator-Shaman Lost Uzzog. The Rotmoons, Swashbuckling Orruk Privateers of Chamon, Led by Kapitan Alunzo da Leeva, with Explorer-Shaman El Doctoro. The Chimeras, Orruk Corsairs of Hysh, led by Kap'n Sinbag, with first mate Big Uluc and Mystic-Shaman Weird Khaaan. The Four Pounders, Ogor Leadbelchers Da Wreckers, Fellwater Troggoths led by Trollumbus. Grapeshot, the Rumguzzler Gargant.
  3. GONE Hello, Looking to trade this as one lot. Troll Arachnarok Giant Spider (Just the spider) Spider Riders x 10 Spider Riders x 10 Wolf Riders x 8 Netters x 4 (Metal) Boss Shaman Fanatics x 3 (New on sprue) Spearmen x 20 Spearmen x 20 Archers x 20 All primed black. Will take photos if there's any interest. Hoping to trade for small force of Order. Posting from Canada.
  4. Hey guys! So there is a tournament coming up the day before Christmas that I am considering going to. I recently managed to purchase a bunch of spider riders and stuff so I'm thinking the list will be: Goblin big boss on giant spider - General (Considering Ravager to ensure the stonehorn gets in turn one) Frostlord on stonehorn - Battle Brew Araknarok with spider shrine Git mob Grot shaman 10 Spider riders - full command 5 spider riders - full command 20 gitmob grots with champ and banner - Battle line 20 gitmob grots with champ and banner - Battle line The rounding out the list I'll throw in either 5 squigs, snotling pump wagon or Ork boar chariot :). The list will function a lot like my Ogre army. Where I will pump one unit up and throw it at the enemy. The bombs in this list are the stonehorn, 10 spider riders and if I'm desperate the Araknarok. In my experience once the enemy has dealt with the stonehorn they tend to be pretty maimed, especially at the 1500pts level. So if things are going well for me, the spiders will be enough to take out whatever key units the other army has. The other units in the army are there for morale support and grabbing objectives. The little grot shaman obviously makes one unit of gitmob grots 'OK' if he get his spell off, otherwise they tend to be rubbish at 20. Most of the time you can expect them to kill like one guy a turn haha. I'll get some painting progress pics up soon! I was cleaning my airbrush the other day and misplaced the tip... So just waiting on getting another. Crispy out!
  5. Hi everyone, I'm selling the army I used at Blood & Glory and with which I finished 3rd. It's been really pleasant playing with it, but I'm going to Australia in a month and would rather know someone is making good use of it than have it taking dust. That said, the army is made of: - 1 Frostlord on Stonehorn - Converted with a servant at the front - 1 Huskard on thundertusk - The right arm is magnetised (options: spear or blood vulture), as is the beast's head. That means the model is playable as a huskard on thundertusk, a frostlord on thundertusk, a huskard on stonehorn or a frostlord on stonehorn - 1 Huskard on thundertusk - The right arm is magnetised (options: spear or blood vulture), as is the beast's head. That means the model is playable as a huskard on thundertusk, a frostlord on thundertusk, a huskard on stonehorn or a frostlord on stonehorn - 1 Huskard on thundertusk - The right arm is magnetised (options: spear or blood vulture) and it has an additional (and optional) ogre on foot with a crossbow. That means the model is playable as a huskard on thundertusk, a frostlord on thundertusk or thundertusk beastriders - 3 units of 20 grots, each with two banners (for moonclan grots), a musician, a champion and 3 custom netters - 3 grot fanatics - 1 grot shaman Please note the bases have been improved and all models are now textured with a brown swamp theme (I'll post pictures of the result if somebody asks). All the models have been varnished and painted by the professional studio "Blue Table Painting". Finally, the army is made to be flexible and playable with all kind of lists (the big monsters have pretty much all existing stonehorns/thundertusks options). For instance the list I brought to B&G: Frostlord on Stonehorn - 460 -> Battle brew Huskard on Thundertusk - 340 -> General - Ravager Huskard on Thundertusk - 340 Huskard on Thundertusk - 340 Moonclan Shaman - 60 20 Moonclan grots - 120 20 Moonclan grots - 120 20 Moonclan grots - 120 Fanatic grot - 30 Fanatic grot - 30 Fanatic grot - 30 = 1990 points The price for everything is £325. Do not hesitate to ask for more information on this thread or by PM.
  6. It looks like forest goblins and spiders will be getting the round base treatment soon.
  7. Denizens Of The Deep Beware straying too far from the village my child and never stay out late, For where shadows lay and the earth opens up, Nothing but darkness and death await. For there amidst the crystal, the earth and the loam, Creatures feast, upon little boys bones. Bedtime tale, popular amongst Midlander Wet Nurses - Author Unknown A Destruction army blog inspired by horror, lovecraft, Goblins and the Dark. LeadersArachnarok Spider With Grot Shaman (280)Grot Warboss (80)Orruk Warchanter (80)Orruk Warboss On Wyvern (240)UnitsMoonclan Grots x 40 (240)Moonclan Grots x 40 (240)Grot Fanatics x 6 (180)Gitmob Grots x 20 (100)Orruk Brutes x 10 (360)Orruk Brutes x 5 (180)BehemothsWar MachinesBatallionsTotal: 1980/2000 I am aiming to start my first tournament in March 2017 and I wanted to create a new army with a strong theme. I love competitive games but I find that I get drawn into that, by the fluffy side. With that in mind I have chosen to create a Destruction army using Orruks and Goblins with a rich backstory. I want them to be distinguishable from all other armies and to have bases and terrain that can aid the narrative behind the army. I have chosen to create an underground dwelling force that thrive in crystalline caves under the nation of "Midland", a fairly generic freeguild nation. They emerge from their underground homes to hunt humans as a food source and as an enslaved work force. I will be using the blog to post short stories, photos of my army, list theory crafting and battle reports. Thanks for reading.
  8. Guys does the rule for the netters of the Grots stack ? My opponent has at least 5 netters in front of me , so that means that i cant hit him , regardless of my roll? I would think my Warboss on a Maw Krusha could take on some grots ....
  9. “In the dark fetid corners of Ghur you will find the Wyssan Wood. Dwelling amongst its primeval depths reside the Venomtongue Spiderfang grot tribes. These feather-bedecked grots have mastered all manner of webbed horrors: the stealthy, bone-armored Spinebacks, the lightning-fast striped Wolfhunters, and the bulbous Purple Skullbacks. Swarms of mottled spiderlings are prodded ahead of the creeping horde and mountainous Arachnaroks bring up the rear. But the horrors do not end there, for supporting their hordes are rickety weapons of war crafted from moss-covered stones, rotten boughs, and sticky webbing of the children of the Feaster from Beyond. Our scouts suggest that even greater horrors have yet to pour forth from the tangled depths of the Wyssan Wood! Woe be to the realms if the Venomtongue tribes of the Wyssan Wood ever unite with Spittlegit or even, blessed Azyr, the Ironjawz hordes of Gordrakk! May Sigmar never let it be!“ -Lord Castellant Rhemus of the Astral Templars This is an introduction to my Spiderfang Grot forces. I started these a couple years ago during 8th edition (hence the bases) and plan to take them back up again once the Spiderfang release drops (we know it is coming GW; just make it happen next week...please). I have tons of unpainted models but I'm only posting what I currently have done. A bit of background: Ever since coming upon the Arachnarok kit a couple years ago, I’ve fallen in love with the forest grot aesthetic. While initally saddened to find only 3 Spiderfang kits available, I realized that this was the perfect opportunity to build this force, using conversions, from the ground up. Back in 8th, it was a generic O&G force, and I used a bunch of models as counts-as to be able to field an effective army of all forest goblins. Currently, my completed models from this force are as follows: Arachnarok with a Shaman and a Catchweb Spidershrine Grot Chukka 10 Spineback Spider Riders (were my Deff Creepers in 8th) Doom Diver Lobba Rogue Idol of Gork (or Mork) 40+ Savage Grot Berserkers with Big Stabba (Counted as Savage Orks) 40+ Spider Swarm with Spider Herders (Counted as a Squig Herd with Handlers) Savage Grot Shaman A lot of this is harder to use with new synergies in AoS but I look forward to GW expanding their forces so I can return to this army. Enjoy the photos and I look forward to your feedback!
  10. Hi all, I have recently purchased a really nice looking Grot Wolf Rider themed army and I was looking to get some input into my list. Do you think the army would be fun and competitive to play? What allegiance abilities and artefacts would be a good choice? Goblin Warboss on Wolf 60pts Goblin Warboss on Wolf 60pts Gitmob Grot Shaman on Wolf 80pts 20 Grot Wolf Riders with Spears and Shields 400pts 15 Grot Wolf Riders with Spears and Shields 300pts 15 Grot Wolf Riders with Spears and Shields 300pts 2 Snotling Pump Wagons 120pts 3 Grot Wolf Chariots 120pts 3 Grot Wolf Chariots 120pts Grot Rock Lobber 100pts Grot Rock Lobber 100pts Grot Spear Chukka 120pts Grot Spear Chukka 120pts 2000pts Thanks for reading!
  11. So, as a primer, a few recent posts here inspired me, so I went and bought 50 wolf riders. I'm convinced it'll be an enjoyable modeling project worst case, but with a little looking in I think it could play fairly decently as well. LeadersGitmob Grot Shaman* (80)- Artefact: Talisman of ProtectionGitmob Grot Shaman (80)Goblin Warboss* (60)- General- Git Cutta & Git Shield- Trait: Bellowing Tyrant- Artefact: Talisman of ProtectionGoblin Warboss (60)- Git Cutta & Git ShieldGoblin Warboss (60)- Git Cutta & Git ShieldGoblin Warboss (60)- Git Cutta & Git ShieldUnitsGitmob Grots x 20* (100)Gitmob Grots x 20* (100)Gitmob Grots x 20* (100)Grot Wolf Chariots x 1 (40)Grot Wolf Riders x 30* (600)Grot Wolf Riders x 5 (100)Grot Wolf Riders x 5 (100)Grot Wolf Riders x 5 (100)Nasty Skulkers x 3* (40)BehemothsWar MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)BatallionsGreat GitMob* (100)Total: 1980/2000 *units in the Great Gitmob Formation notes: all grots are armed with bows, all chracters are mounted on wolves. The main damage dealer here is the unit of 30 wolfriders, ideally, with Sneaky Stabbin' and Mystic Shield cast on them, and attacking a unit of 15 or fewer models they're 2 wound, 12" move (and rampaging destroyers), 3+ save(mystic shield and raidin' shields), with 2 shot bows hitting on 3+, wounding on 3+ and at rend -1. Outside of that I'm maxed on super mobile characters and several other wolfrider units to claim objectives like crazy. I'm still largely in the planning and modeling phase, with a lot of work to go before I make it to table, but that just makes now the perfect time to tinker with the list. The great gitmob Grot requirements conveniently open me up to all the units destruction has to offer, so if anyone has thoughts on improvements from anywhere in the destruction arsenal I;d love to hear 'em! Thanks for reading through my stream of consciousness, I'd love to hear any thoughts, comments, concerns, suggestions, etc.
  12. Hi folks, if you're not already aware I'd just like to share news that the venerable Stronghold recently relaunched as a website for all factions of Destruction in Age of Sigmar back in May - so if you're a fan of Orruks, Grots, Ogors, Gargants, Toggoths or even the mysterious Fimir you're invited to come take a look! The Stronghold: http://www.the-stronghold.com Some features of the site: - Modern community software with dedicated blogging system (same basic software as this place in fact) - Gallery of Destruction showcasing around 100 fully painted armies and over 2000 images - Warscrolls index listing all Destruction warscrolls with the ability to rate and review them - Tribes database sharing info about members' tribes with game result tracking - Base size guide providing the recommended round or oval base sizes for your Destruction minis - Video playlists of the greatest Destruction videos on YouTube, Stronghold videos on the way too - Podcasts summary of all largely Destruction-focused episodes across a variety of popular shows - Twitter feed actively highlighting the best Destruction tweets on Twitter daily - Newsletter covering the latest goings on in the Destruction community - Monthly competitions starting this month - and more! Hope you like what you see at the Stronghold and make a post or two (or more!). It's been a lot of work but I hope the Stronghold will ultimately be able to help grow and inspire the AoS community in the long run. Thanks Gareth
  13. The rule "Release the Fanatics!" is written as next: "Instead of setting up this unit normally, you can place it to one side and say it is set up in hiding..." But would you still count that as one deployment drop? Or do all units of fanatics you might have are hiding and so don't count during the deployment/setup phase?
  14. Shaman

  15. Shaman 2

  16. Shaman

  17. Shaman 2

  18. Hi! Some time ago I presented a gitmob + spiderfang list which won me my last local tournament (1660 points). The next one is 1220 points and I decided to bring something fluffy and little more friendly: Moonclan Grot Warboss, squig companion, prodder (old metal Skarsnik ), bellowing tyrant, talisman of protection/ battle brew [80] Moonclan Grot Shaman [60] 40 Moonclan Grots, swords, 6 netters [240] 2 Fanatics [60] 40 Moonclan Grots, spears, 5 netters [240] 2 Fanatics [60] 20 Cave Squigs [240] 2 Squig herders [20] 2 Squig herders [20] 3 Throggoths/ Aleguzzler Gargant [200/180] So the army would be a medium grot warband, that crawled out of the mountain caves bringing some squigs and trolls with them. Big units of grots with nets and fanatics are very universal- decent damage, good objective holders, good for tarpit, charge controll, resistant to shooting. Squigs are for the damage (with bellowing tyrant and and herders they are 3+/3+/-1/D3) Throggots or Gargant are for some sand-alone killing power that do not need inspiring presence/ bellowing tyrant etc. to do their job. The army should work decently... I think
  19. I've been thinking about what I wanted my Orruk army to look like. I wanted to build up a force based around one of the IronJaw battalions and then support it with some Grots to add some tactical and character color. I know this sort of thing would work with open play, but this is also legit in matched play as well so long as the primary force has enough battle line units and not too many restricted units?
  20. So I rocked up to Rain of Stars with my "mostly Grots" list: Goregutz the Troll Hag 400 Stompy the Rogue Idol of Gork 480 Char the Magma Dragon 520 Grimjaw the Dread Maw 440 Morejaw the Dread Maw 440 20 Grots (the Green Moon Clan) 120 3 Fanatics 90 This list was intended for SCGT style tournaments (where monsters can always score), so it suffers a lot under the GH. I only had one hero for example and a low model count for scoring. Game 1 I was drawn against the replacement player Laurie - we had a mutual friend Bowlzee and he was a true gent. He had had to use a borrowed army, which was: Archaon Hellcannon Varanguard Harbinger 5 Marauder Cavalry 10 Plaguebearers 10 Plaguebearers 3 Bile Trolls The Battleplan was Blood and Glory (4 objectives - you can claim and then move off). Deployment I had essentially one decision to make, which was whether to go double Dread Maw or Dread Maw plus Magma Dragon. My thinking in taking the latter was that the Magma Dragon could get its 2 D6 mortal wounds against the blocks of 10 Plaguebearers in cover (I knew they had wards), so i could put early pressure on his objective on my right. I regretted this in hindsight. I basically feinted with the Grots on the left and put all my other units on the right. Laurie put his Hellcannon on my left with a bunker of Plaguebearers to stop my Dreadmaw killing it. I made my General Char, the Magma Dragon, so he could take Bellowing Shout for +1 to hit. I let Laurie go first. Battleround 1 Laurie moved up his cavalry and turned the Varanguard Nurgle (so they benefitted from the ward save from the Harbinger). The Hellcannon did a casual 9 mortal wounds on the Magma Dragon. I responded by surging forward with really good rolls for Rampaging. The Magma Dragon was wounded, so i sent it into the Marauder Cavalry and shot 7 wounds off the Plaguebearers. The Troll Hag also shot some wounds off the Varanguard. The Rogue Idol made it into the Varanguard. My Dread Maw emerged on the far right and made its charge into the Plaguebearers on the objective. It thought rolling a triple one for three 2+ wound rolls was acceptable. However, it still finished off the unit. The Rogue Idol fluffed its attacks, such that only one Varanguard died, with another left on one wound. This was costly as the double pile in meant it got 4 whole models worth of attacks instead of 2. The grots advanced on my left and strung out a line towards the middle of the table - the trap was laid. The Marauder Cavalry did 3 wounds to the Magma Dragon. In hindsight, I should have taken the first turn and just alpha striked the Magma Dragon (with mystic shield) into the Varanguard before they got their ward saves up and killed the whole unit, then i would hope that Archaon would fail his Slayer of Kings roll. At this point I'm holding 3 objectives, but only scoring at the end of the game. Battleround 2 Crucially - I lost the initiative. Archaon sidestepped the Rogue Idol and advanced towards the Troll Hag. The Hellcannon did another 9 mortal wounds to the Magma Dragon - killing it. The lone fanatic popped out of the Grots and charged Archaon (rolled an 11 I think - that's why the grots are out of frame) - pinning him in place unable to charge Goregutz the Hag. 30 points versus 700. Boom! The Varanguard inflicted heavy damage on the Rogue Idol. Stompy finally killed the second Varanguard (but Laurie rolled obscenely well for ward saves all game). Archaon smashed the Fanatic - raging with fury. In my turn, the Dread Maw failed its mystical terrain test (I had no choice as the terrain was where the Plaguebearers had been guarding his objective). My luck went to pieces from this point on. Stompy and the Troll Hag still failed to kill the Varanguard. The Grots engaged the Plaguebearers and did zero damage. I lost a few in return and a few more to Battleshock. Battleround 3 I lost the initiative again. This time the Hellcannon took off the Rogue Idol. Free of the fanatic, Archaon went towards my table edge to capture my objective (instead of attacking). The Troll Hag finally got rid of the Varanguard. The Dread Maw passed its mystical test, but rolled terribly for movement. The Grots retreated forwards towards the Hellcannon - hoping I would get a double turn to kill off the crew. Laurie had 2 objectives and I held 2 also. Battleround 4 I lost the initiative again ( so no Grots triumphantly taking down crew) Now it was down to trying to prevent a major loss. Archaon came back from the objective and attacked the Troll Hag. In combination with the Hellcannon he killed it. The Plaguebearers and Grots exchanged some inconsequential attacks. In my turn, the Dread Maw managed a decent move to recapture the objective that Archaon had previously nabbed. The Grots now had to retreat and formed a patchy line so as to block the Plaguebearers from getting any models within 6 of the objective. Battleround 5 Now thinking that I've missed a turn somewhere. Anyway - I think I finally won the initiative and held onto my objectives. Laurie couldn't get a major. In his turn, Archaon came down and rolled well to kill off the Dread Maw. He would have gotten a minor victory anyway due to kill points. I was disappointed with how few Kill Points i got. Laurie didn't make any mistakes other than because he didn't know exactly how fanatics work. I thought I played it pretty well, especially on the left flank where the grots held up a much more valuable chunk of Laurie's army (and could have taken out the Hellcannon crew with a double turn). I certainly focussed hard on the objectives, which helped and rightly didn't even try to touch Archaon. Visually, Archaon and the Varanguard against the monster mash looked amazing. A really fun game for both of us. In hindsight again - why didn't I just use the shooting attack of the magma Dragon to fry the crew of the Hellcannon - effective range of 34 inches - derp. I think I was focussed too much on using the double damage against blocks of 10+ models to clear off the objective. After that game I shelved the Magma Dragon and went for Double Dread Maw.
  21. http://www.the-stronghold.com/index.php?/blogs/entry/36-102-destruction-warscrolls/ http://www.the-stronghold.com/index.php?/warscrolls/
  22. Grot Scuttlings

    A quick paintjob on the grots
  23. Kit bashed a few things from bits I've had around or acquired through trades. I cant buy a Greenskin Shaman on boar so I made one up. Wanted to give his staff something a bit dynamic like the weird nob shaman. I am just waiting on my next load of bases to arrive so I can put the boar on an oval. & Two grot shamans. Just for fun.
  24. Spiderfang Venom Mob (7 of 8)

    Three Arachnaroks, three units of spider riders and a Big Boss and a Gigantic Spider.
  25. Spiderfang Venom Mob (6 of 8)

    Three Arachnaroks, three units of spider riders and a Big Boss and a Gigantic Spider.