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Found 261 results

  1. As soon as I saw the KO teaser trailer I knew I'd be going in big and starting a force. To encourage myself to get on with them I've sold off my Khorne army and have a tournament in 5 weeks. And my wife has just had a baby. Wish me luck. So this is going to be a journey of speed but hopefully with a decent end result. Initial week 1 purchase was 12 boxes of arkanauts, book, cards. I've skipped week 2 as the Grundstock stuff seemed like it was going to be a pain in the bum to get right in game. Week 3 and I've ordered an Ironclad and Brokk. Next week should be the Aether Khemists, Endrinmaster and balloon boys. I knew from the start that I wanted to go orange/gold/cream on these guys. A scheme I'd tried previously on the "white dwarf in space suit" model many years ago, and that I tested out on some spare aelves I had lying around (see profile pic) with modern GW paints. Waiting for pre-orders I was able to pre-paint up a load of shattered dominion bases so at least they are all done (apart from ships bases, and Brokks annoyingly random 50mm). Pics attached are: Bases Bare plastic arkanauts with skyhooks Sprayed Arkanauts Test arkanaut Given the time frames involved I'm hoping for pretty frequent updates. Much more so than my old fyreslayer plog. Got a rough 2k idea in my head, but going to take a few weeks to get the code/sky port/items etc all worked out. Really don't want to end up with p6k mortars or the zilfin bomb, but will have to see what I end up with. My basis looks like Iron Sky Command so that I have a 1 drop.
  2. Background: Following the release of GHB2017, the Wanderers faction gained Allegiance Abilities that gave this legacy army a flavor and strategic capability that had previously been lacking. The Melt Away and Realm Wanderers Hidden Pathways abilities provide an opportunity to run the Wanderers as a hit-and-run skirmish army. Time will tell how effective this will be, but the general consensus among Wanderers players here on TGA seems to be that these are positive steps in the right direction, bringing the faction more in line with the way people want to play. At the same time, the removal of the Wanderers keyword from the Compendium wood elf units has left many Wanderers players feeling a little frustrated. Seemingly vital units have been removed from the faction, leaving Wanderers without the speed or strength they once enjoyed. The Wanderers seem to exist in a middle space: Not yet fully supported, but with enough units to field something approaching a full army list. Goal: After discussing the idea with several TGA Community Members on the Let's Chat Wanderers thread, I've decided to create a Wanderers Community Wishlist thread. The goal of this thread is to provide a single, one-stop location where we might make suggestions to Games Workshop about what we'd like to see in the faction going forward. It is my (perhaps vain) hope that, should the Wanderers ever receive a Battletome, new models, or even a rules update for existing units such as what occurred in GHB2017, that the TGA Community might inform at least some of the thinking that goes into such via this thread. How it will Work: In this first post I will gather ideas suggested in comments below into a single location, organizing them according to theme or idea, and cleaning them up so that any Games Workshop designer perusing the thread might find everything they need right away without the need to scan the entire thread. However, this will not be my list. I would like to invite all Wanderer players and interested parties to make suggestions and to discuss them below. Rather than post everything into a giant, chaotic list, I will only move the suggestion to this first post when the community finds a modicum of consensus. Voting via the reaction buttons or discussion that leads to an obvious conclusion and refinement of a concept will be moved. Future ideas that fit into something already posted will be added, where appropriate, to provide additional concepts or detail. I promise that so long as the TGA community continues to suggest ideas, I will continue to maintain and update the first post, putting new material in a bright color to identify it. I will also note when I do so by posting in the thread in order to bump it. Please note that this is not meant to be a general Wanderers discussion thread. We already have one of those: Let's Chat Wanderers Wanderers Community Living Wishlist: Ideas and Suggestions for Games Workshop (Updated Sept 21, 2017) Themes Ambushes/Hit-and-Run/Skirmishing. There is a general consensus that Wanderers should be a skirmishing army that employs ambushes and hit-and-run tactics with deadly archery. Both Realm Wanderers and Melt Away allegiance abilities support this, but we want it taken to another level. To support this, we suggest some of the following: De-emphasize the idea of standing still in order to earn buffs. Too many of our units (Eternal Guard, Sisters of the Watch, and Waywatcher Lord) benefit from not moving. This forces us to use a "gunline" strategy that seems more appropriate for dispossessed, free peoples, or high elf factions. For Wanderers, focus on the opposite. Encourage movement. Let us earn our buffs in other ways (see below for ideas). Provide abilities that play off the Realm Wanderers hidden pathway ability. Give us a bonus to hit in the turn in which we materialize or similar. Keep us squishy, but make us a little harder to engage. Maybe instead of more speed, enemies could have a -x to their charge rolls against us (could be d3" or something), representing Wanderers' rapid advances and retreats making charges difficult to time against them? Smaller Units, Focus on Survival. In keeping with the Hit-and-Run tactics we would like to employ, let us focus on small units that emphasize survival. We want a lower model count army that focuses on mobility, evading, and coordination/support between the units. We don't want to feel like I have lots of models that I can afford to lose. Guerrilla warfare is fought by forces that have less troops - they can't afford loss of life. As much as we could benefit from chaff units to slow down the enemy while we shoot at them, it doesn't fit the flavor of Wanderers. They are the nomadic remnants of an already small population, and their playstyle should represent that! Don't give us buffs for having large units. It's anti-thematic. Wanderers need to go in the opposite direction. Small units of archers are more resilient and much more in keeping with the wanderer theme. Having to buy 30 Glade Guard to get that vital 3 to hit is a big battalion foot print and ruins the theme of a wanderer list. Rather than give Glade guard massive regiments limit them to smaller forces, but give them synergies for being near to other Glade Guard units (see below). It will provide contrast to other armies and be a disadvantage when facing horde units claiming objectives etc which is fine. Promote in and out combat and focus on survival in that first combat round. The Melt Away ability is great, but we worry we'll never use it because our archers die so fast in combat. You can't retreat when you're dead. Help us survive that first round of combat with abilities like a -1 to hit against us during the first round of cc, representing our speed and agility, or play with some of the Wardancer rules. Also explore other abilities that allow hit-and-run tactics. Elite Archers. Man, we feel a little salty about how mediocre our archers are. Other armies do archery better than us. They shoot farther or hit harder or fire more volleys. It's a little sad when the vaunted Wanderer archers are outgunned in the range department. For Wanderers, we don't need to shoot the farthest or hardest, but make us the most accurate. Make armies fear our bows. We rely on archery to win, so play up how excellent our shooters are. A lot of armies get more bang for their points buck than we do. We need to feel we're pound for pound among the best archers in the game. Create some excellent sniper units. These could be heroes. But extend their range and give them access to mortal wounds. Make our heroes renowned for their bow skills. Consider upgrading our main archer units. Allow sisters of the watch to shoot twice even if they move. Give Glade Guard a 3+ to hit without buffing, or make the buff trigger in some relatively easy way. We're willing to pay the premium points that we have to pay for our 1 wound models if we could output more damage. This is also in keeping with smaller model counts. More speed or more range! There are so many ways to cross the entire table and charge in one turn, or teleport on top of us, that we are forced to make a gunline. By giving us more speed we could kite better (keeping enemies in our range but us out of theirs), or with more range we could play more like the skirmishing archers we are. Better Cavalry, in keeping with Skirmish Tactics. We're a light cavalry army. We get that. We don't need chaos knight type damage output. But if we're going to be a employing light cavalry force to supplement our skirmishing archers, make them excellent at what they do. Wild Riders are mostly fine as light, fast moving cavalry. But make them even better at being light, fast moving cavalry. Give them the ability to Melt Away and Charge and add a -1 rend when they charge (combining Wabbit's ideas). If they could strike fast by running and charging, then melt out of combat only to charge in again on another unit, they would be pretty effective. If Wild Riders can be fast moving cavalry that support our skirmishing archers by darting into combat to help them while they escape, then escape to fight on the next turn, they would be a very unique and effective unit...and probably worth the 140 points we pay for them. Give us some mounted archers that are effective at skirmishing and kiting. The running and shooting on Glade Riders was useless compared to the ability Reavers have. With a 20" bow, we don't not want to move much except to kite my enemy. Any movement we do is to keep the enemy away. Running doesn't help do that since we'll just move out of range. The Reavers' ability is just flat out better, since it can be done before or after shooting (to get in range or back off again) and this really fits the flavor of Wanderers as skirmishers. We need a mounted hero or hero options that buffs these other guys. Synergy with Scenery. The Wanderers are nomadic peoples who know their way along the hidden paths of the world. They are familiar with the magic places, the dangers, and the pitfalls, and they understand how to survive them. Furthermore, the Wanderers should be able to take advantage of this to support their skirmishing tactics. In a future rules update, promote this by promoting rules that allow our warriors to synergize with scenery. Consider giving all wanderers immunity from or a save against wyld wood roused to wrath attacks and dangerous terrain rules. Or at least give it to Wyld woodrangers!!!!! Let Wanderers use and manipulate scenery to their advantage. Perhaps wanderers could apply terrain effects to scenery via magic or other abilities. Or more interesting, let them alter enemy and friendly unit's movement. This is something that is exciting and different, and it really fits the theme of Wanderers and could support their skirmishing and hit and run tactics. Alternatively, perhaps they can lay traps in d3 terrain before a battle and choose secretly where they are. They can prevent movement for a turn or do mortal wounds or debuff to hit or remove cover bonus making it useless for a phase/turn. Scenery as buffer. If you are going to remove buffs from standing still as suggested above, one idea might be to give bonuses on to hit rolls when Wanderers are close to scenery, or subtract from the to hit rolls of opponents instead. Synergies/Traps/Supportive Attacks. Outside of the command abilities of our generals, we really don't have any units that synergize with or buff other units. But if coordinated hit and run tactics are the theme, then units supporting one another through synergies should be emphasized. Skirmishers should be about supporting and coordinating attacks and retreats. Instead of standing still and large unit buffs, consider some of the following: Coordinated fire! A bonus to hit or wound for every wanderer unit shooting at the same enemy unit would be pretty cool. We are all around you! Instead of the large unit buff, encourage us to spread those models out. Glade Guard get a +1 to hit so long as another Glade Guard unit is within 12 inches of it and within line of sight. Kill it (before it kills us)! Select an enemy unit in the combat phase. All wanderer units attacking it can attack before the enemy can pick a unit to attack. A bit like the forest dragon breath ability. Could be a battalion rule or a hero's ability. It would encourage MSU combats and a focus on setting up multiple charges or traps with eternal guard anvils. Maybe we can get stuff like a +1 to hit against targets engaged in cc against one of your units, or a double distance retreat when another of your units remains in cc with the enemy unit you're retreating from, etc. Use synergies to give us reasons to use heroes other than Waywatcher Lord and the Nomad Prince. Suggestions Concerning Existing, Non-Hero Units Archers Glade Guard. GG should be our baseline archers. Ideally these are small bands of mobile, low armor troops with decent range. Overall these guys are pretty decent as is. Suggestions for making them fit with the new allegiance abilities and the themes described above/in first post: Make the Wanderers an elite archer army by giving them a baseline 3+ to hit. Don't require us to have large units of these guys. Instead, encourage us to use larger numbers of GG units that synergize with other units of GG or heroes. For example, give them a buff when they target a unit that another Wanderer unit already targeted in a single shooting phase. Sisters of the Watch. Our elite archers do not unfortunately mesh with the new allegiance abilities as we rarely stand still if we can avoid it. As a result they are not a good choice when you can have 2x as many GG for about the same cost (a unit of 20 GG output approximately 7 wounds each time they fire before saves, whereas 10 SotW can only manage about 4...standing still SotW damage output goes to around 9, which is not enough of a difference to warrant taking them since it is unlikely we'll be standing still a lot. On top of that SotW have half as many wounds and do not have the -3 rend ability...it's almost impossible to justify taking them. Consider, also, that they are the same points as Kurnoth Hunters, who do more steady damage at greater range and with a lot more durability and the ability to do mortal wounds, and you can see SotW are simply inefficient). But these should be an obvious choice for a Wanderer army, representing the very best of Wanderer archery the way Brutes and Palladins represent the best of what Ironjawz and Stormcast do, respectively. To make them fill that role consider the following: Remove the requirement to stand still in order to get the second attack in the shooting phase. This buff does not work with the new allegiance abilities and people are dropping the unit from their Wanderer lists as a result. Instead, either give them a straight second shot or find another trigger. Examples could be giving them an extra attack if they used the Realm Wanderers teleport during the movement phase that turn, by being close to a waywatcher lord, when they are shooting at an enemy unit engaged in close combat with another Wanderer unit, or when they target an enemy unit that was already targeted by a Wanderer unit during the shooting phase. Another way to handle the above, consider giving SotW a choice between attacking twice or attacking once but with -1 rend/2 wounds. In fact, giving them something like the old Waywatcher ability to choose between fast shots and precise shots would be pretty great. Alternatively, SotW could fire twice or only once, but if they fire once they do MW on 6+. (Our army could really use a unit with the capability of doing mortal wounds). Or perhaps they do mortal wounds in the shooting phase after they've teleported using the Realm Wanderers allegiance ability. Why do the Sisters of the Watch wound better against chaos? That seems like a holdover from when they were Sisters of Avelorn. Consider making that more equal across the board in terms of hitting other armies. Perhaps one of the ideas listed above could trigger a +1 to wound. Close Combat Hitters Wyldwood Rangers. The WWR are really the only true hitty unit we have. They have a good stat-line with a killer buff against monsters. But muscle of our army doesn't stack up compared to other elite hitty units. Executioners, for example, are the same points but are much more devastating. And with a save of 5+, the Rangers tend to die before they can really do their thing. The D3 against monsters is meaningless if we can't get the WWR to the monsters in the first place. If they do manage to get to their target, they probably die anyway. Glass cannons with no range. To fix this: Make the WWR masters of moving about without being engagable. It would be kind of cool if they were really hard to pin down until they wanted to engage in combat. WWR's want to fight monsters and not get killed before they do. To represent their ability to move about unseen, perhaps they can declare they are moving unseen in the hero phase. If they do this, they are -1 to hit in the shooting phase, can't charge that turn, but the enemy can't charge them either. Alternatively, once you declare a charge against them you need to roll a 4 or higher (+1 if they are in a forest or some other type of cover to represent synergy with scenery). Otherwise they slip by you and you can't charge them that round. The D3 against monsters is nice, but it makes WWR a very specialized unit. Consider making them a bit more flexible. This is less important than the bullet above. Wild Riders. Fast light cavalry that can run and charge in the same turn. These guys have excellent range, but they lack punch. Next to Goregruntas, which cost the same points now, they are a bit underwhelming. Our suggestions are to keep the Wild Riders mostly the same in terms of their niche and abilities, but make them even better at lightning strike blitzes: Wild Riders should have -1 rend on the charge to go along with +1 to wound. Alternatively, you could give them the ability to do mortal wounds on the charge, though this would obviously make them more expensive and one of the better striking cavalry units. Keeping with the Melt Away allegiance ability and the skirmishing theme described above, let Wild Riders Melt Away out of combat and then charge again that same turn. That would make them very fast light cavalry capable of punching something in the face and then moving away before they get too decimated, or engage another foe that was moving too close to the archers. Wild Riders could move d6" (essentially run but not move) after using the Realm Wanderers allegiance ability, making them more likely to get into a charge position. This would enhance their fast strike cavalry role. Support Eternal Guard. Eternal Guard are our blockers, keeping the archers free of enemy units and probably the only non-hero Wanderer unit where the points seem like a really good value. Just "guys" when on the move, they turn into elite soldiers when they don't move for an entire turn. In the old gunline style of play these were a no brainer, and I find it hard to offer constructive criticism because they were such a good value. The problem is that, again, we don't want to stand still. So while the +1 to hit, +1 to wound, and +1 to save Fortress of Boughs is great, it's still encouraging a play style that seems pre-GH2017. The only suggestion here is to somehow come up with a different trigger for the buffing that doesn't involve standing still. As our blockers they need to come with the archers when we use the Realm Wanderer teleport, but when they do they die in droves. To encourage this role as protectors, perhaps we could trigger the buffs when Wanderer archer units are within a certain range of them. It could be quite close, like 3". Sisters of the Thorn. These very expensive wizard/cavalry are really only exceptional for their Shield of Thorns spell. It's especially devastating when stacked with cover, mystic shield, and/or the Eternal Guard Fortress of Boughs ability to buff up when standing still. Due to the new allegiance abilities, however, EG are standing still a lot less frequently than they once were. I've heard a couple Wanderer players suggest they don't want to bring these any more because they aren't used as much. Outside their spellcasting, they are are fairly mediocre unit that neither excels at combat or at range, and they are fairly frail. Essentially they are an overpriced spellcaster with speed and more wounds than usual. These guys can probably stay the same as they are a good unit. Consider lowering the points significantly since they aren't even close to Palladors for the same points, and the one thing they do really well (the Shield of Thorns) is a good but not great spell in our lists given the changes to play style brought by allegiance abilities. Alternatively, make these a truly elite unit. A unit that costs 220 points needs to do more than a spell that only works two to four times a game. Consider adding all of the following. Give them a 3+ to hit on their javelins. A unit that costs 220 pts should be at least 3/4/-/1. A 12" range on the SotT javelins would be quite nice as well - at least they'd be able to throw them after using the Realm Wanderers allegiance ability. Any time we can build on the excellent allegiance ability we should consider doing it. This plus the item above would add a cavalry archer role to SotT as well. Give them back their Ward Save ability: Any time the Sisters of the Thorn suffer a wound or MW, they ignore it on a 4+. This is probably the most important change you can make, as it makes the Sisters so much more usable in a variety of situations. It would instantly make this one of the best Wanderer units available. Another problem with SotT is that larger units are a complete waste. Wanderer players would never take these in unit sizes larger than the minimum. It just means we're paying premium for a mediocre unit and giving up more spells. 2 units of 5 is always better than 1 unit of 10. Fix this by: Allowing them to cast 2 spells at 10 models and 3 spells at 15 models. Alternatively, if they get their Ward Save back, allow them to pick another nearby unit to benefit from the Ward Save or extend it's range for every five surviving models in the unit. This second option would instantly make big units of SotT desirable. Suggestions Concerning Existing, Non-Hero Units Heroes are one area where the Wanderers are clearly deficient. This is not because the Heroes aren't good units (though we have nothing with more than five wounds and 6" move), but because outside of command abilities they have no way to synergize with other Wanderer units. The Waywatcher -> Wayfinder -> Waystrider -> Nomad Prince paradigm is one of gradual movement from elite archer to elite combat fighter with stages in between. As a result the two middle stages--Wayfinder and Waystrider--have no real role in the army. The Waywatcher and Nomad Prince are simply deemed superior at what they do. Additionally, because they do not buff our troops outside the command abilities and their command abilities are deemed inferior to those of the Waywatcher and Nomad Prince, the two middle heroes are seldom if ever employed in a Wanderer or Order army. Perhaps more importantly, this lack of buffing and synergy from our heroes leaves Wanderers at a decided disadvantage compared to many other factions and contributes to the choice of many Wanderer players to abandon the Wanderer allegiance in favor of mixed Order. A quick glance at the Let's Chat Wanderers thread will show numerous attempts to win pitched battle games with the Wanderer allegiance, with major losses occurring almost every time. The Wanderers lack the ability to take and hold objectives. Heroes are not the only reason for this, but their lack of buffing means that abandoning the allegiance and the Wanderer models in favor of units that do confer buffs has been a major strategy Wanderers players have had to employ in order to be competitive in matched play style of game. Because of all the above, the Wanderer players on the TGA Community recommend the following two base strategies concerning Heroes: Every Wanderer hero should have buffs or other unit synergies that are not tied to it's Command Ability to make them more useful even when they are not the general; Every Wanderer hero should have a clearly defined battlefield role based on its non-Command Ability abilities. We suggest that the existing paradigm of elite archer to elite fighter be enhanced with clear battlefield roles as follows: Heroes Waywatcher. The elite archer is probably the favored hero of the Wanderer faction and is a unit that makes it into most Wanderer and Wanderer-themed mixed-order games. There is not a lot to adjust here. This is simply a good unit. However, the Waywatcher should further solidify his sniper/elite archer role through the following: The Waywatcher could be the unit most employed to lead small bands of teleporting archers, and this should be encouraged via its abilities to buff archers and archer units. Many of the suggestions on archer units above have been about making them more elite. This could be accomplished via the Waywatcher through buffing during the shooting phase. One excellent suggestion made by the community is that the Waywatcher could act as a leader and coordinator of archer units as reflected through a Tracer Arrow concept. The rule could be something like: "If any Waywatcher wounds a target unit during the shooting phase, other Wanderer units get a +1 to hit that same target until the end of the shooting phase." Alternatively, the Waywatcher could confer some kind of MW or rend capability on nearby archers via the mechanic above or simply by being nearby. Please remove the not moving trigger that confers the +1 to hit in favor of another trigger. This is another example of the warscrolls not matching the new paradigm of teleporting troops and penalizing us when we use our new allegiance abilities. The +1 to hit could trigger in other ways such as in the shooting phase of the turn in which the waywatcher teleported, when the waywatcher is in cover, when the waywatcher is near a unit of Glade Guard and/or Sisters of the Watch, etc. Wayfinder. The 75% archer, 25% fighter as currently constituted has no real place on the battlefield. Yes, the Hail of Doom arrow is nice, but not enough to make up for his disadvantage compared to the Waywatcher. At the same time, the Wayfinder name practically screams Realm Wanderer teleport buffer. This unit could easily be turned into a movement buffer, capable of leading the teleporting Wanderers in ways they couldn't do without him. Make the Wayfinder a teleport buffer. Allow him to enhance that ability. The Wayfinder should be a beacon and guide on the hidden paths, with knowledge of quicker routes that open up in unexpected places. Some suggestions of how this might be implemented: When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him can leave the board and set up within 9" or 12" inches of the table edge, rather than the usual 6". When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him when he teleports from the table edge can set up wholly within 6" of a piece of scenery in addition to the edge of the table. When using the Realm Wanderers allegiance ability, the Wayfinder and one additional unit within 6" of him can leave the board and and return as normal. However, this does not count as either unit's move, and both units may either move as normal or use an ability that requires that the unit stand still. The command ability is too limited. Consider enhancing it. Perhaps it allows nearby Wanderers to use his Bravery and, should any archer unit be required to make a battleshock test that unit can immediately shoot as if were the shooting phase. The requirement that we roll a 1 is just too limited. Frankly even with this ability I'd never make him my general. Waystrider. The Waystrider is a combat fighter with some range. Make him the leader of our quick strike close combat units such as the Wyldwood Rangers, and give the Waystrider abilities that focus on using ambush tactics to get his troops in close. If our hard hitting troops are also vulnerable when out in the open, then a hero who leads bands of guerrilla fighters against our foes is an ideal mechanic that gives this guy a unique role on the battlefield. Some suggestions on who this could be accomplished: Give the Waystrider buffs that allow him and other units to ambush our enemies. This, combined with our allegiance abilities, would make for a totally guerrilla fighting style. For example: Charge from Hidden Position: At the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). During the charge phase of any of your turns the Waystrider and the reserve Wanderers units can make a charge attempt from any piece of scenery on the table (measuring from the edge of the scenery feature). If the charge fails, the Wanderers must be set up wholly within 3" of the scenery edge. No charge can be attempted if an enemy unit is within 3" of a piece of scenery. Alternatively, and to be even more disruptive, the above ability could occur in the enemy charge phase. The Trap is Sprung: As above, at the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). At the beginning of the shooting phase of either player's turn, the wanderer units in reserve can deploy wholly within a terrain feature and shoot at a nearby unit. They may not be deployed from any terrain feature that has an enemy unit within 3". Simply allow the Waystrider to allow a unit to move after teleporting. See the suggestion above for Wayfinder. Allow the Waystrider to make our close combat units more effective. Buff our combat abilities. Some suggestions: Pick a Wanderer unit within 12". That unit gets a +1 to hit in the Combat phase. The Draich's of Wyldwood Ranger units within 9" of the Waystrider do D3 damage regardless of whether the target is a monster. The Heartseeker Arrow is a useless ability. 33% of the time it does 1 MW, after which it never again takes affect. How about making it happen every turn but requiring a 6+, or dropping it altogether in favor of something else? Maybe the Waystrider could simply do MW's with its Longbow on rolls of 6+. As with the Wayfinder, the Waystrider command ability is useless. Please enhance to make it a viable choice in our army. Nomad Prince. The Nomad Prince is almost always our choice for our general due to it's ability to allow nearby units to reroll hit rolls of 1 regardless of combat phase. This, plus it's outstanding combat profile and 2" range makes this the superior unit to include in a gunline or group of teleporting troops. The Nomad Prince plays the role of strategic leader in our Wanderer armies. Not a lot has to change with this unit, but consider enhancing this key role as follows: Allow the Nomad Prince to buff the one defense we have against strong units hitting our units: Eternal Guard. If the EG are going to need to stand still to use Fortress of Boughs, allow the Nomad Prince to mitigate this limitation in some way. Justify it by staying that the Nomad Prince can better coordinate these key troops. Here are some ideas: EG within 6" of the Nomad Prince during the Combat phase may pile in even while maintaining their Fortress of Boughs ability. EG within 6" of the Nomad Prince may move (but not run) and still employ their Fortress of Boughs ability. Pick a unit of EG within 12" of the Nomad Prince. Enemy units cannot move within 6" of that unit of EG during their movement phase unless they charge. Wizards Spellweaver. Our Wizard is a fairly nice hero unit, and at 80 pts she's one of the few Wanderer troops that don't feel overpriced. She's nothing spectacular, but her ability to automatically unbind one spell a game is nice. Theoretically the best thing about the Spellweaver is the ability to cast a magic that revives Wanderers. Her spell is thematic and for the most part useful, though at times it feels a bit under-powered. The problem is that it hardly ever pays to use the ability on a non-cavalry unit, unless you're trying to bump Glade Guard above the 20 model 3+ to hit threshold. In a war of attrition reviving D3 1 wound models is never really as good as a simple mystic shield unless you're totally out of danger (which is almost never). So while the TGA Community feels the Spellweaver should mostly remain as is, we have two suggestions regarding her spell that would make her slightly more appealing and versatile in games (and maybe worth 100 pts instead of 80...we're willing to pay for good units): Consider allowing the Spellweaver's unique spell to revive D6 wounds of models, rounding up. This would mean that when the spell is cast on 1 wound models we would revive D6 models, whereas on 2 wound cavalry it would revive D3 models. Since we have no 3 wound models anything higher is a non-issue. Consider allowing the Spellweaver's unique spell to revive Aelves rather than only Wanderers. That simple change would make her an excellent ally in other Aelf armies or an integral part of a mixed order army. For Wanderer allegiance armies, it would mean we could have Aelven allies who could benefit from her magic, making our faction more flexible.
  3. Let's Chat Sylvaneth

    Hi all, Hoping to start a conversation here looking at the Sylvaneth in theory and in practice using Matched Play, especially for tournies and Pitched Battles. Would love to hear about your own views and experiences. After a first-look through the battletome, here's initial impressions: Overall: The Sylvaneth are a landmark for AoS. Arguably for the first time, GW has hit for the cycle: the lore, characters, models, and rules are all strong. I hope this release reflects a new level of integrated (and growing) quality for AoS across those four components. Gnarlroot Wargrove Battalion stands out. With 2,000pts, it could be common to see 7-9 unique spells casted per round from a pool of 9-11 choices. This battalion also allows you to take an Order Wizard. A Loremaster is a good buy at 100pts to cast Hand of Glory on, e.g., Alarielle, Drycha, or a Spirit of Durthu. I love the Tree-Revenant models. If you're trying to optimize, though, Dryads seem distinctly better. Two factors stand out: Large model counts are important for Pitched Battle scenarios, given the role of model count for controlling objectives/winning. Sylvaneth Battleline units are both fragile and susceptible to battleshock (although buffs exist to improve bravery). In light of those factors and others, 10 Dryads for 120pts seems a better buy than 5 Tree-Revenants for 100pts. With the help of Wyldwoods scenery, Sylvaneth have multiple ways to "teleport." The effectiveness, though, will be affected by having to "teleport" 9" away from enemy models. At 9"+ away, charges will fail ~75% of the time, or ~66% with a +1 buff. Another value of large model counts: To better protect your "teleporting" heroes from charges and enable them to counter charge. At the same time, after scenery has been setup at the start of the game, Wyldwood Groves (a Sylvaneth Battle Trait) allows you to place 1 Wyldwoods warscroll anywhere on the table more than 1" from any other scenery. Specifically, a Wyldwoods warscroll lets you place up to 3 citadel woods up to 1" from each other. (Each citadel wood is 11" x 8".) I suspect this means that it'll be difficult for your opponent to stop you from "teleporting" within 3" of a citadel wood and within the general vicinity of where you want to go. This is especially important for Dryads. Hit rolls against them are at -1 if they are within 3" of a Wyldwood. Sylvaneth have 5 ways to generate Wyldwoods. Tournies may want to limit 1 Wyldwood warscroll to 1 or 2 citadel woods, and set a maximum overall cap. My initial, untested sense: Limit 1 Wyldwood warscroll to up to 2 citadel woods, and set the citadel wood overall cap at 6. Allowing only 1 citadel wood per Wyldwood warscroll could make it very difficult for Sylvaneth to "teleport." 9/4/16 Update: Playtesting so far has shown how important Wyldwoods usually are re: competing w/ Sylvaneth. At the moment, I probably wouldn't set a Wyldwood limit in Matched Play, but would play on a 4x6 with 10+ terrain pieces (ideally 12) to create a more inherent limit (when combined with the restrictions from enemy movement). GW has done an outstanding job designing distinct sub-armies within the Sylvaneth, even with a relatively small model range. Drycha and the Spite-Revenants especially reflect a distinct army within an army. Dreadwood Grove Battalion is a strong alphastrike for Sylvaneth. Check it out. In particular, it's Ambush ability: At the start of your first round, one of your units can be redeployed anywhere 6" or more from enemy units. This battalion also allows Spite-Revenants to re-roll wound rolls of 1. A Gnarlroot-Wargrove build that seems intriguing (2,000pts): Treelord Ancient (300) Spirit of Durthu (400) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 5 Tree-Revenants (100) 5 Tree-Revenants (100) 3 Kurnoth Hunters with scythes (180) 3 Kurnoth Hunters with greatswords (180) 3 Kurnoth Hunters with greatbows (180) Gnarlroot Wargrove Battalion (80) Household Battalion (20) A walk-and-chew-gum list: shooting, magic, Wyldwoods, combat, and objective capturing. A Dreadwood-Wargrove build (1,960pts): Treelord Ancient (300) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 10 Dryads (120) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 9 Kurnoth Hunters with scythes (540) Dreadwood Wargrove Battalion (100) Outcasts Battalion (40) This list is especially built around alphastriking 9 Kurnoth Hunters with scythes (or greatswords) on your first turn, and controlling/contesting objectives with your other units. The list would probably struggle in Three Places of Power since it only has two heroes; but otherwise, 71 models is a good # for model-count-oriented Pitched Battles. Thanks for reading. Would love to hear your thoughts on the Sylvaneth!
  4. Let's Chat: Free Guild

    There doesn't seem to be enough love here for the former Empire. Is anybody playing with their Empire army under the Freeguild / Devotee of Sigmar / Ironweld / Collegiate Arcane? To start the ball rolling here is a 2,500pt list I recently used. The list is a traditional Empire list with the addition of a Celestant Prime (acting as Sigmar, using a Voltan model) and Gryph-hound (because I had a spare 40 pts). I've learnt a lot with this list and will be looking to make slight amendments for the next match... Free Guild of the Empire 2500 Leader Type Points Models 1 Celestant Prime (acting as Sigmar) 360 1 2 Battlemage 100 1 3 Freeguild General 100 1 4 5 6 7 8 Battleline 1 Freeguild Guard (swords) 240 30 2 Freeguild Guard (swords) 80 10 3 Freeguild Crossbowmen 200 20 4 Freeguild Archers 100 10 Freeguild Greatswords 480 30 Gryph-hound 40 1 Artillery 1 Cannon 180 1 2 3 4 5 Behemoths 1 Steam Tank 300 1 2 Celestial Hurricanum 320 1 3 4 5
  5. Considering selling my wanderers army. It's fully painted and all on round bases. Would cost about £260-270 to buy from gw (just for the models, not including bases etc). Open to sensible offers and UK based. Would prefer to sell UK and could deliver if in Yorkshire area or even to Warhammer world, otherwise buyer pays p+p. I've put below what's included and some pics. Let me know if you're interested, thanks guys.
  6. There is a part of me that kinda hates the Order Grand Alliance. I know, I know...I'm probably a couple years late on this discussion. And I get the set up: Since Chaos dominated everything the remnants of civilization needed to band together in order to survive. But no matter how many times I try to like Order as a group I can't help but feel it's just kind of a hodgepodge of everything sort of good thrown together. There's a part of me that would like to see Order broken up into two or even three groups: True Order Alliance - Azyr Stormcast and the daemons of Order, the Seraphon Pure, Strong, Oppressive; dwelling in Azyr and following the will of their God, Sigmar, they are dogmatic but come to the aid of the other two alliances. Freedom Alliance - All human factions, all the Duarden, and a couple fallen Stormcast chapters Scattered in and about the Mortal Realms, they are focused on survival and freedom from slavery and Chaos but also from the oppression of the Stormcast, who seek to stamp out Chaos even at the expense of freedom. This group includes Devoted of Sigmar who have a different view of Sigmar than do the Azyr Stormcast, as well as a fallen group of (lessor) Stormcast who have broken away from Azyr (and therefore no longer resurrect or have their divinely inspired powers) and see the oppressiveness of their former brothers. Fae Alliance - All Aelves, Sylvaneth Mystical, alien, fae, they dwell in the magic places in the spaces between the worlds, a force of nature rebelling against chaos. I know it will never happen, and I'm not expecting to really change anything. I feel like getting it off my chest in a public forum. I would like this organization above so much better than the way it is set up now. I hope they move the story in that direction.
  7. Nomad Prince

    After my Wanderer's soundly defeated a Flesh Eater army last week I felt the urge to make a follow-up to the Orruk vs. Stormcast illustration I did a while back.
  8. Abilities Affecting the Order Keyword

    As requested, here's a pinned list of all of all abilities which effect the keyword Order. In other words, the abilities which aren't faction dependant but can be used across all of Grand Alliance Order. Alarielle Boon of Life Archmage Shield of Saphery Archmage on Dragon Drain Magic Battlemage Light of Battle : Immune To Battleshock within 18”; +1 Bravery to units within 6” of target unit. Cast on a 4 so easy to get off. Wyldform: Unit within 18” +1 to Wound. Obvious usage though I’ve never had cause to choose this lore with SE mostly wounding on 3’s. Cast on a 6+. Lifebloom: Unit within 18” heals D3 wounds and gains +6 ward. Never used it, obvious usage. Cast on a 5+. Beastmaster on Manticore Spiteful dominance (keyword- MONSTER) Celestial Hurricanum Portents of Battle: +1 to hit bubble Excelsior Warpriest Light of Sigmar Gryph Hound Warning Cry: Friendly Units with D6 can make a shooting attack against teleporting/tunnelling/parachuting enemies arriving with 10” of said hound. Useful deterrent against other SE and tunnelling Warlocks, though unlikely to need applying to other Order forces due to Judicator spam. Knight Azyros Illuminator of the lost: Rerolls 1 to Hit for shooting against enemies within 10” of him. Always handy with Judicators around though would be useful as a laser guide for gunlines. Move 12” means he’s likely getting there… hopefully long enough to open his little lattern. More fun against Chaos where he can be teleported for D3+D6 MW against units 6/8” away. Loremaster of Hoeth Hand of Glory Lord Kroak Impeccable Foresight Luminark of Hysh Aura of Protection Protectors Storm shield Sisters of the Thorn Shield of Thorns: Unit within 18”reroll failed saves. Cast on 6+. In addition successful close combat save rolls of 6+ dish out 1 MW each. Obviously useful for teleporting Retributors or Dracothians either with natural or buffed saves. Low rend opponents are not going to want anything to do with this, and will likely resist piling in for fear of damage. Pretty nasty when combo-ed with a Castellants Bathing Light. Skink Starseer Curse of Fates: Alter a single dice by +/- 1 in each phase. Sounds pretty crappy on first read but I’ve cast it on teleporting Retributors with good effect. Never get stuck on Mystic Terrain. Never fail the 3” charge, 5 to 6 to hit? 2MW. Bounce off that 1 enemy hit, save that one 3W dude from hightailing it.. It’s actually rather good and at its maximum it’s effecting 18 dice rolls. Cosmic Herald: Start of turn put a dice under a cup and unless your opponent guesses the number you get that many rerolls before your next Hero Phase. If they guess – they get the rerolls. This is simply amazing – especially in early game when you have a rigid mechanic that HAS to work (like summoning a Bastiladon). Always choose a 6 because opponents never think you’re ballsy enough (first turn they always say 4 or 5). They always never say 3 either, so if you don’t need to be greedy on turn 1 this is a good option. This has so many fantastic uses you don’t need me to spell it out to you. Not bad for a 2/8 pool choice Wizard. Stardrakes Arcane Lineage (keyword- WIZARD) Volkmar the Grim Battle Prayers Formations Fyreslayers Forge Brethren: +1 to save rolls on any unit within 15'' of Auric Hearthguard
  9. Project introduction

    To start with this project seems like a totally crazy goal well above my current hobby skill levels, but I have wanted to do it since I first heard that the Kharadron overlords were coming out so I figure give it a go and worst case outcome will be some fairly pricey AoS scatter terrain. Related to this I always welcome any comments, suggestions and criticism (constructive is good, but I accept it in all forms). Currently my narrative is in its early stages but I will try to outline its concepts and expand in later posts, Faction is based out of a single port city currently named Lucegate. The city is costal and ran by a council made up from two members of each race (or subfaction, yet to decide) who is an accepted formal group in the city plus each fleet Admiral. The Freeport population is made up of break away groups who left their starting faction for various reasons such as disagreeing beliefs, dreams of wealth and prosperity or exile. Many will be next generation rather than initial joiners. All now live or fight for interests of the port rather than base faction interests, though rivalries still exist. Two main characters are two Stormcast characters "The Guide"(Veritant) and "The Light"(castelant). Their story is based on them being twin brothers in the old world. The veritant by chance finds his and recalls his brother on the battlefield but the castellant no longer recognises him, due to the effects of reforging. The veritant takes his brother and flees with him to try to not lose him for ever. Now long standing members of the Freeport "The Guide" is a strong spiritual leader for the members of the port, while "The Light" stands at the bow of a vessel and illuminating the way forward and warding away the darkest dreads of the sea. Plan for the hobby side of the project. Overall theme is a Freeport sea/water based faction where the port will be Order based but be built from all 4 Grand Alliance races, general idea being runaways and deserters from their original factions. Currently planning to have each vessel based mainly around a single faction from within the game (grots and goblins will be part of all crews as ship hands, mostly for ease as they are about the correct scale for the models) Scourge Privateers, Fyreslayers etc. Plan to then have each unit to be tied to a single race, so like may have witch, corsair and wyldwood ranger based models making up one "Arkanaut Company" and Fyreslayers and Dispossessed making up another. This is partly to make it easier to keep track i.e. If I make 40 Aelf based Company models with 10 of each from 4 base kits then is easier to break down into small units or run as a blob without having confusion, it is also as I want the faction to feel a bit more like disordered raiders than a martial military faction. To start with I am planning to be doing Order based starting units then spreading out into other factions. I currently have a lot of ideas in the air for repressing the other units/characters.
  10. Dread saurian yay or nay?

    So I'm looking at building seraphon as my next army however been looking at the dread saurian model mainly cause it looks cool and huge but unsure how it will play in game
  11. Hey all, Long-time gamer, but recent convert to Age of Sigmar. I played in a 8th ed tournament just before AoS was released, and had such a bad time that I wasn't terribly upset with the demise of the Warhammer world. I had been planning to build a Dark Elf army up until this point, and had collected a bunch of models with the intention of putting it together for 8th ed. But when AoS dropped, I decided to bide my time and to see what happened once the dust settled. And sure enough, the General's Handbook came out and some of my friends convinced me to give it a go, and I loved it at once. I still have my Dark Elfs, but I decided to buy some Sylvaneth first, knowing that I can paint and use my elves with the Sylvaneth as well as wait for whatever they decide to do with Aelfs. I've actually got a lot of Order-flavoured models hanging around, so it's going to be good to have a reason to paint them and use them together, even if that's not always the most optimal way to play. I'm a pretty casual gamer, but I like the points system as I usually play at a club and it's a much easier way to arrange games with that system. And I'm much more a painter than gamer, so I tend to buy and paint things I like the look of, rather than just its tabletop performance. Over the years I've become a strict adherent to the "Play It Painted" mantra, as I discovered it both motivates me to paint it so I can use it, and makes me enjoy the game that much more when everything looks good. My local gaming club (Outpost 6030 in Perth, Western Australia) is running an AoS slow grow league to get people playing the game, and I'm going to be doing my Sylvaneth first up. I've got my first unit of Dryads painted below, and my Branchwych and Kurnous Hunters are almost done. Some of you might recognise that I've followed the Winterleaf colour scheme somewhat. I'd always planned a winter colour scheme, but after reading their background it was an easy decision to go with them, as the fact they like to ally with anyone to fight chaos fits into the idea of my army quite nicely! So thanks for having me, comments and criticism welcome.
  12. Balloon Boy Skyhooks Movement

    The Kharadron balloon unit skyhook says as follows: 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. If I have a unit with 4 skyhooks, and I shoot them all at one unit, and each skyhook causes a wound, do I get 4 d6 movement or 1? If I have a unit with 4 skyhooks, and I shoot them at 4 different units, and each skyhook causes a wound, do I get 4 d6 movement or 1? If my skyhook gets buffed by a kemist for additional shots, does anything here change?
  13. The Defenders of Colarcanium

    So I thought I’d dabble in doing an army diary in the same vein as the fantastic threads ran by @Chris Tomlin @HobbyHammer and @Paul Buckler with a new project I’m looking forward to doing. The plan is to have a full blown Devoted of Sigmar army but then using the new allies or generic Order Allegiance to add in extra units to represent certain elements of the City of Colarcanium such as the Collegiate Arcane and Stormcast factions. I’ll be honest I don’t see this army being competitive at all (despite a few at the club saying it has potential). This army is mainly a lead up to the Rise of Empires: Border Wars narrative event in February but I’m looking at taking it to a few Matched Play Tournaments in the upcoming months just to have a laugh and try something different on the table. At the moment the army is solely focusing on the Devoted of Sigmar and is going to be looking like this; At the moment I’m putting together the first 70 Flagellants which I'll hopefully have the majority done by the end of this weekend. Thankfully, despite their age, the flagellant models are really nice sculpts and they’re a dream to put together. I’ve already got one War Altar built after purchasing it from @Jimbo and I’ve just picked up another one this week after it finally came back into stock at Games Workshop! I’ve salvaged two unpainted Warrior Priests from my 8th Edition Empire days that I’ll be using and need to pick up a Witch Hunter at some point. Looking forward to running something different, and hopefully something fun. Fingers crossed they don’t get changed too much in General’s Handbook 2017.
  14. Help a brother out?

    Hello everyone! So i bought all this stuff on a plastic purchase spree. Problem is.... I have nooooo idea what any of it is. SoI was wondering if you all might help me identify what on earth it is that I bought. I think its all empire? But I could be wrong... any help would be greatly appreciated as, right this moment, its useless to me lol. Also thankyou in advance for your help and for not giving me stick for not knowing!
  15. Know if any Wanderer info, Please post it hear, along with any sources, I'm looking to read up on em, even if its just a mention. With them getting allegiance abilities I might want to dive into them, any info/points of discussion is highly appreciated. I'm also curious very curious about their lore, If you know any books that mention them, or any random tibits please post =D, are waystones still a thing? and if so what do they do and what was their purpose in the old world as well?
  16. The Runefather

    Folkvar looked down at the realmgate he had stepped through with the Black Wardens when he had first come to Aqshy. He watched as the fyreslayers changed guard with their brethren, allowing those that had stood sentinel over the portal to Shyish to take their respite for the night. The recently dismissed Auric Hearthguard eyed the foreign duardin suspiciously as the passed by with their magmapikes slung over their shoulders. 'They will never truly accept you.' Folkvar turned to see the Runemaster trudging down the stairs towards him. Ruadhar slung his staff over his shoulder in much the same way as his Aurics did. To him, it was a symbol of office and a weapon - he still carried himself with the vigour of a much younger duardin. 'Come to proselytise to me again, gnollengrom?' replied Folkvar with a weary grin. 'You are a warrior,' said Ruadhar as he sat himself down next to the young duardin. 'You have also led before. I see much of Grimnir within you, but I am zharrgrim. I see Grimnir where others do not.' 'You sound like you have the gold fever.' 'I'm being serious, flameling.' Folkvar bowed his head, embarrassed at his glib and disrespectful response to his elder. 'Forgive me.' Ruadhar waved his hand dismissively. 'They' - he said as he jabbed his staff at the fyreslayers guarding the realmgate - 'need a leader. You already have the undying loyalty of your Stormcast companions - who see you as some bloody prophet for all the sense they have. 'Our Runefather is dead. His sons - all two of them - are dead. Before long, the rest of us will scatter. Or that lunatic the Zangorm will harvest us all for ur-gold.' Folkvar snorted at the mention of the avaricious grimwrath of Ashenhold. 'Your coming here was foretold. I saw it in the flames, and I believe it. That same bitter refusal to die - to give up - brought you to this world. That same fury and stubbornness of Grimnir. So, if you really think about it, it is Grimnir that sent you here after all. 'Besides, what else are you going to do?' * Folkvar stood before the altar deep within the forge temple; Vulcatrix and Grimnir loomed above him, locked in an eternal struggle. Two Runesmiters stood at either side of him. He held up his arms and they stripped him of his armour and his garments, until he stood before the altar in naught but his loincloth, his bedraggled brown beard virtually all that was left to cover him. 'Who seeks the gift of Grimnir?' boomed the voice of Ruadhar. 'I do,' said Folkvar, his voice sounding weak and hoarse to himself. 'What is your name, lad?' 'I am Folkvar, son of Hroki of the Hrukvorn clan, called the Daemonbane and the Lord of Ashes.' 'Approach the anvil, Folkvar Hrokisson.' Folkvar slowly appraoched the anvil that Ruadhar was stood beside. To the Runemaster's left was an ancient stone table upon which lay various smithing tools. Behind him - directly below the likenesses of Grimnir and Vulcatrix - roared a great furnace. 'Kneel.' Folkvar knelt before the anvil. As he did so, the two Runesmiters approached and pressed his chest into the warm steel. Ruadhar drew a white-hot rune of ur-gold from the furnace with a pair of tongs, and took up a hammer from the stone table as he slowly made his way around until he stood behind Folkvar. 'Grimnir tests us with pain, and rewards us with fire,' boomed Ruadhar as he pressed the rune into Folkvar's back. Folkvar hissed and gritted his teeth, clutching at the anvil. 'Try to relax,' whispered one of the masked Runesmiters gripping his shoulders. 'Resisting makes the pain worse.' Folkvar's world span as Ruadhar's hammer struck, the pain intensifying ten times over. He gripped the anvil tighter, suddenly becoming aware of an agonising roar. The hammer struck again and again, heat surging through his entire body with every strike until he felt the heat and the pain suffuse with his very being. 'You will be reforged in the likeness of Grimnir,' intoned Ruadhar as he strode back over to the furnace, reaching in once more to pluck out another ur-gold rune. 'You will never be the same.'
  17. I've been working on my Stormcast host on and off now for nearly a year, with the majority of what I'd call "bulk" units completed or in the final stages of painting (5 more vanguard hunters are finished but not pictured, I have 15 protectors and 5 decimators along with two Concussor conversions to paint) which frees me up to do the most enjoyable part of the army. Characterful Conversions! I've just about finished the modelling on my Lord Commander for the host (Unique model, first of the host, general) who is in dire need of a name so suggestions are more than welcome. But most of all I'd love suggestions of characters, artillery pieces or monsters that people would like to see converted up that fit the theme of stormcast so that I can add them to the host! C&C Welcome as always!
  18. Darkling Covens - 2000pt (Thrall Warhost)

    Hello all, I was contemplating the viability of this list: Allegiance: Order Heroes Sorceress On Black Dragon (340) - Darkling Sword - Command Trait : Reckless - Artefact : Quicksilver Potion Dreadlord On Black Dragon (340) - Lance of Spite & Tyrant Shield - Artefact : Quicksilver Potion Units 10 x Dreadspears (80) 10 x Dreadspears (80) 10 x Dreadspears (80) 40 x Darkshards (400) 10 x Black Guard (180) 20 x Executioners (400) Battalions Thrall Warhost (80) This list would deploy in 2 drops (1 if you subbed in another sorceress on dragon, rather than the dreadlord, but no need), letting you go first, or allowing the enemy to. Luckily, your shields on the battleline, allow rerolls of 1s and 2s in combat (1s in shooting) which can be somewhat useful, but the power is from the battalion and quicksilver potion use. In the hero phase, you can charge and/or pile-in and attack with a chosen unit within the battalion that is within 12" of an enemy unit and 18" of your sorceress. Because of the musician ability for charges for Darkling Covens, you can choose to reroll 1 dice from the charge roll, or the entire roll if both are rubbish, from the commander's trait, Reckless. If facing long shooters, you can move up (just keep your executioners or blackguards mystic shielded, whichever you choose to be 10 or 20), or allow them to go first and get in range. Move up your line, hopefully hitting with the 40 darkshards, and letting the dreadspears die/get hit in combat. Remove models to allow a > 1" gap between your dreadspear coherency to allow a hero-phase charge from your executioners/blackguards. With 14" fly and 14 wounds, it's not uncommon in your hero phase to - 1. Thrall Warhost charge-to-attack with Black Dragon/executioners/blackguards 2. Move/Shooting/Charge Phase to get the second Black Dragon and executioners/blackguards engaged 3. Activate quicksilver potions on the Black Dragons for two quick pile-ins 4. Regular combat phase with executioners/blackguards The above allows for DEVASTATING priority attacks, as not much can stand up to mortal wounds from the executioners and possible 9 dragon maw attacks at -2 rend, D6 damage each, BEFORE the enemy can even counter. This is useful when facing Khorne, since the enemy can die in hero phase (and shooting with 80 darkshard 4+/4+ shots), as well as bypassing grot fanatics, since the charge and attack are performed in the HERO phase, NOT the CHARGE phase. The rerollable charges can reliably fly your dragon over the frontline to flank and hit the backline, or the rear of the front. Noxious breath can get a few mortal wounds off against hordes of units, and the bladewind spell is mostly meant for killing ranged units/wizards with crappy melee profiles. Let me know what you think
  19. kharadron Thunderers and you

    So I'm making this thread to have a talk about thunderer weapons and which ones would be better in which situations i used the aethercannokn this weekend and was impresses with damage, however even at 4+/2+ not many shots got though, fulminator seems good but I haven't tried it onthe table, as do the mortors, thoughts?
  20. WTB: Empire

    Looking to buy Empire units. Currently looking at all and anything. Most notably, artillery, crossbowmen, cool stuff lol. I don't mind paying shipping to Australia so long as it's fair and well packed really. Show me what ya got! Cheers everyone
  21. Of all the mortal realms, perhaps the least traveled among them is the place named Ulgu. Shadow magic personified, it is a plane of shifting continents, ominous skies, endless grey crags, and home to demonic fogs. In ancient times, before Chaos ruled over all but Sigmar’s throne, explorers would not deign to venture there. They feared the realm of dread illusion would swallow them whole, or worse face the wrath of a baleful king left over from another world, like the patron god of men. Through winding valleys and hidden pathways stands a solitary fortress, larger than any like it across the mortal realms. The earth around it is serene and unchanging, but by no means beautiful. The castle stands as an anchor of logic, holding its surroundings in place while violent change and constant misdirection leave the rest of Ulgu an unknowable terror. It is here that a mysterious benefactor took the castle as their own, and sought to fill it with stewards to keep it, and proud knights to defend it. The master of the castle knew well this King of Shadow, once named Malekith. Long ago, Malekith was a distant blood relative, and also a most hated foe. The benefactor saw the city of stone as an opportunity, a way to garrison many souls in everlasting watch over an old enemy. Any shelter it may provide, any community it may create, any new ideas fostered under its roof, all were secondary to this singular purpose. Not that the benefactor would elucidate this to anyone. Years after the first settlers were led to its bronze gates, the castle-city is home to outcasts, vagabonds, and wanderers who seek a new order of things away an undesired establishment. This is no collection of pirates and thieves, but rather a flourishing city state governed by those deemed unfit to live amongst other mortals, no matter how noble the intentions in their hearts. From this cradle of sanctuary, the denizens of Castle Siebenbur strike from their home into other realms. Far from heavenly Azyr, the fortress in Ulgu stands as a bastion of Order where no other life would dare to defy the might of Chaos. -- This is one of my finished armies that has seen action at the Las Vegas Open, Adepticon, and now an event with the Adepticon crew at Midwest Meltdown. I took roughly a year to plan this army through writing fluff, conversion planning, and color scheme studies. I based this army on an examination of the many aspects I enjoy about fantasy in popular culture, particularly Japanese fantasy video games and their color palettes. Not the anime or cel-shaded games, but more visceral titles such as The Last Remnant, Dragon's Dogma, and Dark Souls to name a few. I have been particularly fascinated for a long time with the muted, organic palettes and the focus on nondenominational ornamentation... I could go on and on about why certain aspects of the army look as they do, but putting that all into a single post would take longer than I have in one sitting. So here's some minis to start with, I'll add more with bits of fluff as I go. No critique necessary. I know what looks bad and why. I have learned from what I rushed in this army and improved greatly in my upcoming Celestial Vindicators force. This army was rushed to completion, and nothing will change that, but it is certainly my most narrative driven army and that is what makes it beyond impressive and special in my opinion. It's not bad on the table either, I came in the top third of players at Adepticon 2017 with this lot.
  22. Dwarf/Disppossed 2k Army help

    Hey everyone wondering if I could get a little help with my dispossesd shooting army Here's the list Dwarf engineer (80) Runelord general (80) Runelord (80) Runelord (80) 30x thunderers (360) 30x quarrellers (360) 10xlongbeards (140) 10xlongbeards (140) 10xlongbeards (140) Cannon (180) Cannon (180) Cannon (180) 2000/2000 Or Engineer (80) 2xRunelord (1 of them is general) (160) 30xthunderers (360) 30xquarrellers (360) 10xlongbeards (140) 20xSaurus (200) 20xskinks (160) 3xCannon (540) 2000/2000 All Battline is there for bubble wrapping the shooting and because I need it but I don't know if I should use Seraphon because Suarus ignore rend and skinks are more shooting. But I don't know if I should just go with the three units of longbeards. Any suggestions for Battline or anything else you think the lists need
  23. A Strange, New Land

    The First of Many Steps: Never before had the confident king breathed the cold, sharp air in Chamon, and it’s harsh nature tore at his lungs. Somewhere deep in his heart it tasted familiar, and yet the contrast was uncomfortable nonetheless. It unsettled Rungi, the way his senses could not simply appreciate the fresh air, but instead were perplexed by its ambiguous and jarring nature. Karugromthi lumbered forward, glittering puffs of steaming breath rising from his nostrils, his rider rocking ever so slightly from side to side as the bear strode across the rubble-strewn landscape they had emerged onto. Rungi scanned out ahead of him, noting that the rangers had successfully created a perimeter and two large blocks of hammerers had positioned themselves as ordered, stoicly serving as guards ready to collide with any foe that attempted to rush the throng as it filed through the Realmgate. Ahead of the ranger’s firing-line, the battle-hardened longbeard units were positioned. They had been given the honor of crossing through the gate first, and were tasked with making the furthest extension forward in order to determine the best course of travel while the rest of the assembled clans gathered themselves. Large as the gate was, this was still an unfortunate bottleneck, and he couldn't help but notice the way helmed duardin heads swiveled atop armored shoulders as they scanned for threats. Rungi spurned the spirit bear forward, down the stone steps that arced out before them in great semi-circles. Dark grey dust covered everything. At first it appeared to be soot or ash, but as the warp-light emanating from the massive portal behind them played across the various surfaces, metallic glints and sparkles were visible. In the footprints left by the march, detailing in the stonework was uncovered. Even dulled by uncounted ages, the precision of the work was beyond the ability of any umgi he had seen, and not embellished enough for elgi. This was the sign he had hoped for, a sign that they were home. Letting his gaze drift upwards from the stonework to the assembling forces, and then further upwards to the landscape around them, Rungi took in the magnitude of the mountains framing the valley, as well as of their quest. The Vengeful Throng, as the warriors had come to call themselves after a keg or so of hearty dawi ale, had emerged into what Rungi surmised to be a wide grassland surrounded by lone or clustered peaks. In the bright moonlight he could tell that most did not have the elevation to maintain snow-cover, although all around them the stuff fluttered down in abundance. In the distance though, the peaks appeared closer together, and were clearly higher. He could make out foothills that presumably grew into these monumental mountains. That is where they would go. That is where Rungi’s Vengeful Throng would begin to carve out their new home in this eery, but somehow comforting world. ………………………………………… Snorri Saggasson took a swig from his tankard, it's once ornately engraved sides worn nearly smooth with age. The young king had given him a practically impossible task - Raise a hundred new warriors from amongst the tattered remains of the Karakigrom clan. It was an absurd demand, given that a few hours ago they’d been living (if you consider living selling their prodigious metalworking skills for hardened bread and overcooked, nearly rotten meat) in underground slums, most with perpetually dark ceilings from the soot of novice forge fires. A week ago, there was not even a throng for the warriors to swear oaths to. Snorri had been honored time and again with opportunities to join the longbeard units, whose sworn members had maintained their monastic training regimens in secret. He had even been offered to join his uncle’s Chosen, the secretive brotherhood of storied duardin warriors who were said to ever be at the ready, awaiting the moment when they would once again take up their ancestral white plated armor and hefty warhammers at the command of a great king. He took another sip through cracked, smiling lips as he remembered the sour look on the lord’s face when he had declined. A large, meaty hand clapped the veteran on the back, making him cough up his last swig. “Ye oaf!” Sputtered Snorri angrily. “Ya made me spill me ale!” “Yer grips getting weak with age,” retorted the unruly champion. In the next moment though, his cheeks began to grow more ruddy. “Apologies uncle, I meant no harm,” the heavily muscled warrior offered to his still scowling senior. Snorri looked at massive dwarf they called Firebrow. He was pleased with the way the young’n had moved through training and not surprised the lad had battled his way to champion of the unit. Still, he was more tavern brawler than disciplined commander at this point. The old instructor would need to see to it that his charge’s careless antics didn’t spread to those they were responsible for. He turned away without acknowledging the foolish young thane further and nodded to a redbearded hornblower as the last warriors filled in the rear. There were still ranks to fill, Snorri grumbled to himself as he turned forward towards the lone duardin mounted on the snow white bear. Though he wouldn't dare show it, there was a spark of pride inside at the sight of his trainees. They were a determined bunch, leading a grudge-pony with relics and tomes of wrongs they had pledged to right. Snorri had also helped them bond by selling a light-as-breeze dagger to a clumsy manling for the funds to commission a tap pony. Now his regiment could remain "well-lubricated" with liquid courage as they steeled themselves for the days ahead. He locked eyes with the young king, and saw acknowledgement of his efforts returned. ………………………………………… Rungi nodded to the greybeard at the sound of the first horn, and surveyed the troops gathering themselves. More of the brass and copper horns bellowed throughout the ranks. As the various blasts rumbled out their signals of each unit’s presence, Rungi swelled with pride. He had worried that the ambitious order given to Snorri, to raise a grand block of warriors like those spoken of in myth, would prompt his captains, whose beards piled on the floor when they sat around his council chamber, to mutter about how he is too naive to lead. And yet, even this challenge was nearly accomplished. The preposterous dream that started as two beardlings sitting around a red-bricked hearth while their elders read from the clan’s tome of grudges continued to take shape. Looking down to his right, Rungi signaled for the hornblower of the Grundal-Thrynaz to order a march. Shields were hefted and tankards stopped. Almost instantaneously, a freezing wind picked up. As the drumbeats joined in beating out a methodical march, the icy sting turned to a sharper, almost bladed bite that tore at the noses and other bits of skin not safeguarded by thick beard or polished plate. Nevertheless, they advanced. As quickly as it had arrived, so too did the wind depart, a glimmering, silver tail trailing off into the darkness as though it had been a creature testing their commitment. “Forward into the mountains,” boomed the Revenger, prompting answering roars from throughout the single-minded throng. Warriors of the Ice, sworn clansmen of Karakigrom. Command for the 86-dwarf Strong Unit. Snorri Saggasson is the greybeard on the right. Upstart Thane, Brom "Firebrow" Proudsong Duty Before Reward: The shaking of his hands had made it difficult to take up the floorboards quietly. Repairing and polishing the nine blue-stone shields was another labor, this one more of recalling old skills. As a child, he used to hurry from cart to stall all over the mines, smoothing, buffing and polishing stones in order to maximize the profits they’d bring in market. His father had a knack for bringing out the best in a stone and while he broke his back pulling them from the depths, his young son contributed what he could. Two generations later, Dared Sootbeard moved much slower as he wrestled stones loose while his grandchildren scampered about with rag and oil. Though it had never brought back the wealth they had lost, the Sootbeards had carved out a reasonable existence in Azyr. Curses and insults had flown hurriedly across many tables between patriarchs trying to decide if they should heed the call of this Rungi, who would call himself king. Dared understood their fear. None sought to see their line ended by following along with another’s prideful folly. But the Sootbeards had been raised to uphold their duties. When Dared had heard others talk of the business ventures left behind his stomach had churned violent as the sea. Before the realization hit him, the thickly muscled legs that had marched under enormous weights day after day were now marching determinedly through the whispering streets under a different weight, that of honor. As dawn’s rays finally crept down into the slums to illuminate his quarters a heavy knock on the door jolted Dared from his daze. At his door stood his three sons, two brothers, and five nephews, all steady of jaw and wild of eye. Now these nine warriors joined seventy-six others and watched as their elder firmly grasped the muscled forearm of the famed warrior-trainer Snorri Saggasson in a comrade’s embrace. The massive unit halted as the greybeards turned to face the ranks behind them, the throng around them slowing to look on as well. Dared uttered a verse in a voice so deep only he could hear the words, then slammed the iconic staff he carried into the ground. In an electric flash, the Rune of Millenia bazed across the shield mounted under the figurehead with the now-glowing eyes. Throughout the ranks the Sootbeards roared and raised similarly illuminated shields. “You honor us master Sootbeard,” came a voice that rumbled like the storm. “King Rungi, these shields have been in our family since long before your or my time,” replied Dared. “It is said that they rally the brave to arms, and steel the heart of the throng in the face of shamans' guiles.” “May they serve us well, and hopefully illuminate the path in the darkness to come,” said the king as his massive armored mount wheeled back towards the front. “For those days will certainly come.” Tap Pony & Grudge Pony amidst the throng. Runic Icon visible above the crowd.
  24. Skink

    Test Skink
  25. I originally posted this in the Chaos sub forum, but this should really be posted for everyone who may want it. I created a template that I've used for making Disciples of Tzeentch stat cards. Though you can make slight modifications and make these for any faction in AoS. I plan on getting my set printed up on large form playing cards through a company. If you have any questions please let me know. And if you make anything for an army, please share it and help the community out. Here is an example from my completed set. https://drive.google.com/open?id=0B0ehT5GfQE28d0VoNF9oZTMzOUU
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