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Found 7 results

  1. Reinforcements have arrived for the Kharadrong Raiders! Previously, the younger element of the remnants of the Grimharaz lodge were represented in the predominately Kharadron core of the army. With this new flight, more of the whole spectrum of the lodge is represented. Let's take a look! The traditionalists of the lodge, still adamantly aligned with Runefather Zharrik, are represented in the Fyreslayer Vulkite Berzerker and Auric Runesmiter units. Take note of the protective ur-gold runes flaring up and covering their upper torso in a magma-like crust to protect them from the blows of their enemies! This patterning is all freehand work. The Auric Runesmiter can be seen holding his Forge Key aloft as the molten crust parts before him and he emerges from the magma tunnels. This Runesmiter is converted from from WHQ Doomseeker and is appropriately equipped with both his Forge Key as well as his smoldering Latch-Axe. The younger generation, those aligned with Runeson Thrundrik and who more fully adopted the way of the sky fleets, are reinforced with the arrival of Thrundrik's very own Flagship, the Gorog Varrbarag ("Party Boat!"). You can see one of the crew as imbibed a tad too much and lays flaked out on the deck. And still, there are still other remnants of the broken lodge that have returned after their long exile. Some, like the Runelord Agrhun, have continued to practice a variant forms of rune magic although it has been decades since many shaped Ur-gold as the lodge's Runemasters once did. Others, jaded by age and broken dreams, have forsaken the traditions of runic empowerment and taken up the finest arms and armor in all the Mortal Realms. These grumbling Longbeards take every opportunity to remind the Shattered Lodge of what was lost. While still others, particularly the youngest and progressive of Thrundrik's followers who have spent a significant amount of time amongst the cities of the Firestorm Plateau, have worked to bridge the gap between technology and the magic of the Mortal Realms. The young upstart Hazgal, foremost student of this emerging discipline, has learned to harness the very energies of Hysh through rune craft. The culmination of his experimentation is found in an endrin-powered Luminark, a prototype war machine that Hazgal has managed to build and hopes to reproduce to reinforce Barak-Zharr and the remnants of the Grimharaz lodge. Such experimentation is looked askance by the traditionalists and only heightens the tensions present amongst the reunited lodge. Only time will tell if the remnant will survive.
  2. With the start of the new year, I figured it was time to formally introduce the world to my newest army and current project: The Kharadrong Raiders. No, I didn't spell their name wrong. This post will cover their conception as an army, the initial round of photography and finally the background lore I've whipped up for them. Putting the Pieces Together So, what are the Kharadrong Raiders? The Kharadrong Raiders are obviously my take on the Kharadon Overlords. When this army was first previewed last April, I was torn. A year prior I had been working on a Dispossessed force during the PMP's Budget of Sigmar Contest and I desperately shared my desire for a dwarven airship. Jokingly I said during a Warhammer Weekly: "Make it happen GW!" Little did I realize that we would have not only a Dwarven airship,but an entire faction a little over a year later. But as I said, I was torn. Despite wanting this army so badly, there was something to be desired with their aesthetic. Don't get me wrong, I like metal. I'm a dwarf player, of course I do. But I also like beards and a little bit of skin. I wanted a connection to more traditional dwarves and Barak Thryng seemed like such a rejection of this (given that is is like 1% of the total KO population). So I was on the fence and the Monopoly-man head of Brokk just pushed me over the edge with initially rejecting the army. Then I felt a little bit guilty, as one might anticipate given my prior intense desire for an army just like this. I mean, how often does GW deliver just what someone asks for?1 So, I sat down and tried to figure out how I could remedy this and make these guys work. I had also long been interested in a Fyreslayers project, and as I mused on what this could look like, Sigmar's inspiration struck! What if I reimagined what Long Drong's Slayers might look like if they were modernized and brought into the current AOS aesthetic. For those who don't know Long Drong's Slayers, Long Drong was a slayer pirate who captained his own ship and led a Dogs of War mercenary company in the Old World. I realized this project allowed all the pieces to fit together! I could do my Airship fleet of KO, have the hair I was looking for even with closed faced helms (because of the Slayer mohawks), and I could have definite ties/homages to the Old World while still being firmly seated in the Mortal Realms. I could even do a Aqysh-based force with orange glow effects (which I had been experimenting on with the Phoenix Temple models). The only challenge standing in the way of this project was cost. Fyreslayer mohawks are understandably in-demand on the secondary market, which meant that I was going to likely have to buy a whole host of Fyreslayer boxes. I lucked out when I found out that 14 mohawks came per box of 10 Vulkites. That said, to make a base 10 infantry troops for my army, we're talking about $105 MSRP retail. So I mused on it for a week or so. It was such an awesome concept that I realized I also couldn't not do it. So, I tightened my belt and got to work with an initial test model last May. Things came together better than I could have imagined. The mohawks weren't difficult to line up. Weapon conversions were pretty much snip and glue. The Bases weren't difficult to produce. And the color scheme popped! Thus I committed to the project and pulled the trigger my new army.... I've designed the project to come together in multiple flights and I use events to plan my projects. The first event on the docket was Holy Havok, the team event put on in Chicago at the beginning of November of each year. The Holy events, put on by @Holy Hammer Hern and the Holy Hammer club differ from standard tournaments in that they have a more narrative focus (not unlike RAW in the U.K.) and the Holy events are the premier Hobby events in the U.S. Steve's tables are lovingly assembled and customized to the various mortal realms. This event was a highly competitive hobby environment and the perfect place to premier the Kharadrong. My co-host @Vincent Venturella rose to the challenge and assembled his own force to pair with mine. I'll cover this event and the results of that event in a later post. Assembling A Sky Fleet So I set about finishing the first round of models. Here are the results of these first models: In the midst of this work, I experienced a setback. Literally days after I completed my second full unit, the GHB2017 dropped with the "adjustments" to Thunderers which made my unit (that I had converted to all have different poses) unplayable. It wasn't just that they got their power adjusted down; the unit I had painted was literally illegal under the new rules. The changes also threw into question the competitive viability of the whole project. To see this thing through, I would be hobbying on it for the entire year and there was a chance I would be taking a sub-par army to these events. The prospect was less than enticing and I considered scrapping the whole project. Luckily, I didn't. I loved the concept of this enough that I resolved to see it through, even if it was sub-optimal in competitive play. The silver lining was that Fyreslayers under the new system were highly competitive and their aesthetic was baked into my forces. The allies system dovetailed perfectly with the hybrid lists I was already considering. If the KO thing was a dud, I could always redirect my work to pure Fyreslayers. So I pushed through and here is what I came up with: Background Lore Now I needed a story to launch these pirate slayers into the AOS world. This is what I've initially come up with: Kharadrong’s Raiders are a mercenary band made up of the remnants of the Grimharaz Lodge, who’ve recently retaken their ancestral hold of Barak-Zharr. Their name is honorific of an ancient mythical hero, Long Drong, who similarly led a band of slayer mercenary pirates on sailing vessels to plunder and to victory. As a Dogs of War force, the Kharadrong’s Raiders have found common cause with Trapjaw’s Barnyard Busters in the mutual pursuit of gold and glory. The origin of the Kharadrong’s Raiders is a long and tragic story. Decades ago, the Grimharaz lodge came under assault by Tzeentch daemon hordes in what would later become known as the War of the Wyrdquartz. While many of the lodges held their ground, Grimharaz was at the heart of the conflict and sustained heavy losses. Despite the intervention of Kharadron Overlord fleets, the lodge’s hold of Barak-Zharr was lost under the press of daemon flesh. The remnants of Grimharaz, now homeless and hopeless, disseminated amongst the Baraks of the Kharadon Overlords and picked up work where they could find it while the Grimharaz’s Runefather, Zharrik, went into a self imposed exile. For years the remnants of the Grimharaz lodge toiled amongst the Overlords, and many served aboard Overlord vessels as mercenaries. Over time, the sons of Grimharaz adopted the means and methods of the Kharadron. They learned to sail the aethersphere under the skilled guidance of Zilfin navigators and distill the essence of aethergold from the Khemists of Urbaz. Despite their exile amongst the Overlords, the Runeson Thrundrik never forgot the halls of Barak-Zharr. Thrundrik and his trusted brother-in-arms Varag set about re-gathering the lodge with the goal of reclaiming Barak-Zharr. Even in these early stages of re-formation, Thrundrik saw that many of the younger generation had assimilated to the ways of the Overlords, while the older longbeards held strong to the ancient traditions of the lodge. To help bridge this division, Thrundrik sought out Runefather Zharrik and reunited the lodge under Zharrik, knowing full well that the tension between the new and the old could not be maintained indefinitely. But the unity held and the combined arms of young and old, aethermatics and ur-gold runes side by side, retook Barak-Zharr. Years have passed and the lodge persists amidst the tensions. New and old have found an odd peace in the firescorched halls of Barak-Zharr as ancient stoneworks have been restored and aethergold furnaces installed. The Grimharaz lodge has found unlikely allies with a neighboring Ironjawz warband led by Trapjaw but the take is good and the Orruks (or at least their lust for gold) is trustworthy enough. Recently, Thrundrik has caught wind of large remaining deposits of Wyrdquartz nearby and has sent a joint force led by his brother-in-arms Varag and Trapjaw to investigate. It was Tzeentch’s desire for Wyrdquartz that led to the loss of the Hold the last time around and Thrundrik refuses to let it happen again. He hopes that Varag and Trapjaw can get in front of this situation and maybe even make some profit while doing so. Final Descent With everything else in place and putting the final touches on my last couple units, I needed to finally bring the legendary Barak-Zharr to life. I spent most of the month of October hobbying away on my board for Holy Havok. Ultimately, I think things came together fairly well, but I'll let you judge. And the rest of the finished units in the first round of models: I hope you enjoyed this introduction to my current passion project. In future posts, I'll provide some behind the scenes glimpses while various stuff was WIP, as well as detailing Vince and I's Holy Havok 2017 experience, and I, of course, have new additions to this force I've completed in the meantime. I mean, Holy Wars 2018 is indeed coming next month! 1: In no way do I actually think that GW designed the KO for me or at my suggestion. The timing is simply humorous.
  3. Corkinimus

    Ironjawz vs Ko 1k list feedback

    Dear community, I’m Corkinimus and new to this community seeking for help, I’ve been looking at everything on this page for a long time now and decided to join in so Hello! I would like to ask for feedback. Soon I will play a rematch for a local tournament with my Destruction/Ironjawz army vs Kharadron overlords, the tournament is basicly deathmatch... wish it was objectives but it isn’t. from memory he plays, chemist, admiral, 6 edrinngers with drillguns, gun hauler and two squads of argonauts, And perhaps something more I can’t remember, in my last game I got shot of the table easily, playing mawcrusha, 5 brutes, megaboss on foot, moonclan grot shaman, no wounds I know. I was planning on this fun list tell me what you think! 1, General, troggoth hag 2, moonclan grot shaman 3 moonclan grot shaman 4 gore gruntas 5 gore gruntas 6 Rock lobber. 7 rock lobber Tactic. Stay behind, shoot his edringgers with rock lobers, when he gets closer move everything up, charge with the boars, vomit with the hag and cast arcane bolt and curse of the bad moon with he shamans while shooting with my rock lobbers, what do you guys think? Mans if you got any suggestions let me know I got lots of ironjawz models and moonclan alike. Thanks already. Corkinimus.
  4. Ered

    KO Grapnel Launcher

    Hi mates, I want to clarify rules about using grapnel luncher. Assume I have a unit of endrinriggers when 3 models are equipped with grapnel luncher. Can I target two different terrain feature one by one for instance: first shot - dice roll result 4+ so I immediately move up to 24 inches and them use remaining two to shot another one and move again in case of success. In my opinion as it is ability I do not have to choose targets at once and it is a single model ability so it should be used one by one. I find the wording different to skyhook where I can see that GW intention was for unit to move only once. Rules: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/endrinriggers_ENG.pdf Grapnel Launcher: An Endrinrigger with a Grapnel Launcher can fire it at the end of their shooting phase, after all other shooting has been resolved. Choose a terrain feature or a unit – friend or foe – with a Wounds characteristic of 10 or more within 24" and roll a dice. On a roll of 4 or more the grapnel has snagged on the target; immediately move this unit of Endrinriggers any distance directly towards the target. They must finish their move more than 3" from enemy models. Skyhook: If any enemy units suffer an unsaved wound from a Skyhook, those units are harpooned. The Endrinriggers can immediately move D6", as long as this move takes them closer to a harpooned unit.
  5. I'm hoping to gather some initial data that I want to pass on to GW to get an idea of how the forthcoming changes to Thunderers are both felt and perceived by the community. If you are not a KO player but want to participate in the poll, please select the appropriate options in the poll that indicate as much. If you are unaware of these changes, please see the attached Warscroll. The primary change I am focusing on is the alteration for the weapon load outs allowed (previously any mix of weapons; now a max of 1 of each weapon per 5 models), although the range of the Mortar changed pretty dramatically as well. Nothing else about the matched play profile for this unit has changed: points are still 100 for 5, same max size, still not a conditional battleline unit. +++ Mod Edit +++ I've removed the picture of the updated Warscroll due to it being leaked from the Generals Handbook. I know this will probably make this discussion a lot more difficult now, but we are having a bit of a clamp down on the leaks. This can be updated as soon as the updates become official on the GW site. Cheers
  6. Baardah

    How to equip skyriggers

    I have two boxes of skyriggers and I'll build one as skywardens and one as endrinriggers. So the question is how to equip them when I only have three of each. I might buy more later but for now I just want one of each unit
  7. Hi everyone, I've been playing and painting Khorne units for over a month now that I feel the need of painting something a bit more colourful than red/black/brass/silver - I love red but I think I got too much of it. So when Kharadron Overlords came out I was excited to paint it, and so I started assembling the Arkanaut Company on the 16th of May, at the time I wasn't really sure which Sky Port I wanted so that took me a while to think about - I'm really glad that the Battletome comes with a painting guide to help identifying with colours to use where - I'm not sure, but I believe this is the first time it happens, if it is, I hope to see more of this in future battletomes (not referring to colour rules or such - just purely a colour scheme guide). Unfortunately it doesn't go into such detail on the flying boats, but that's a good start for me. From the 16th of May it took me until Sunday the 21st to actually decide to go for Barak Urbaz and so that's when I've first painted their clothes in screamer pink - I must say I felt quite a joy for not being painting Khorne Red once again. At this time I realised that I've made yet another mistake, I shouldn't have assembled the weapons that are in front of the model - but now there's no going back because I also glued it with plastic glue and I'm afraid my hobby skills are not anywhere close to cut an assembled model. Also the models are so tiny that I feel that using a magnifier glass helps me a lot to paint it as close of perfection as I can. So far I have painted 3 colours (screamer pink, leadbelcher and mournfang brown last night - 23rd may) I feel like I'm going slow, I'm not sure if that's because they are tiny or because I'm trying to make them look perfect - or maybe is both things. I'll leave you a few photos of the progress so far. By the end, I expect to have painted: 30 Arkanaut Company 1 Aether-Khemist 1 Aetheric Navigator 1 Endrinmaster 1 Brokk Grungsson, Lord Magnate of Barak Nar (I know, Barak Nar, but he's funding my Barak Urbaz army) 12 Endrinriggers 1 Ironclad Thanks for reading, I'll be updating this topic as I progress on the unit.
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