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Found 278 results

  1. 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
  2. Order Army with Vanguard SC

    I have a problem, I love Stormcast, I like their lore, their aesthetics, their mounts and everything they have. However, when I finally decided to buy, mount and paint I found that it is hard for me to continue painting them. For example, except for small differences my archers have the same armor as my infantry and I get the feeling of having painted the same miniature for two weeks. I understand that it is something normal, almost all the armies share an aesthetic among their miniatures so instead of blaming the game I am thinking about changing a bit. Right now I have two Vanguard-Hunters squads and one Lord Aquilor. I am hesitating between buying some other army to vary a bit (Ironjawz, Khorne, or Slaves maybe, I like a lot of armies) or take advantage of my minis and play Order instead of Stormcast. I'm pretty bad at making lists and my group is not too competitive but do you have any advice or any idea what units could come with my Vanguard in an Order army? Thanks in advance.
  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. I just did a two-day tournament (the Quebec City Open) and did really well. I tied for Best General, but lost the tie-breaker to the other guy who killed a bit more points than me. I also tied for Best Overall, but also lost that tie-breaker. I DID win Best Diorama for painting though! That was my Hurricanum conversion, which is still a WIP actually lol. I've been a Wood Elf player for about 14 years, and for the past few months I've been preparing my Wanderer-themed Mixed Order list. Here's what I ran: Allegiance: OrerCelestial Battlemage on Celestial Hurricanum (380)- General- Trait: Tenacious Annoited on Frostheart Phoenix (260)- Artefact: Phoenix Stone (lol)Battlemage (100) - Jade WizardLoremaster (100)Waywatcher Lord (100)Waywatcher Lord (100) 20 x Glade Guard (240) 10 x Skinks (60) 10 x Skinks (60)5 x Waywatchers (80)5 x Waywatchers (80) 3x Kurnoth Hunters (220) - Great Bows10 x Eternal Guard (80) 3 x Tree Kin (100)2 x Hunting Hounds (40)Total: 2000/2000 Drops: 15 General thoughts about the list and why I took what I did - Glade Guard are a great ranged hammer unit. By this point, many people are familiar with and scared of them. They are a fantastic battleline in a list with a Hurricanum. The two units of Skinks were chosen because they are dirt cheap and they fill multiple roles very well. They can be used to deny space (from teleports, or just as speedbumps), they can bubblewrap to buy more valuable units a turn, OR they can be used to swarm objectives. Often they can be used for multiple roles in a single turn. I scored TWO major victories almost entirely because of them. The Loremaster transforms the Frostheart from a tanky nuisance to an absolute monster in combat. The Hurricanum was chosen for the +1 to hit mostly, but also as a good source of ranged Mortal Wounds, and to give the +1 to cast on the Jade Wizard. That made proccing the bonus armor easier for the Frostheart. Waywatchers were taken because they scale in value better with the +1 to hit than most units. Tons of extra attacks! Kurnoths weren't my first choice, but I had them painted and they are tanky as hell, so I used them. Having a 35" threat range is vital because at 15 drops, opponents will almost always give me the first turn. This let's me potentially snipe something. Many people are used to them missing a lot, but with the Hurricanum that happens less. I was able to use them as a frontline/objective holder, but in the future I will probably take a Repeater Bolt Thrower. It has more range, is a good secondary target for the Loremaster, and outputs more ranged damage for less points. The 10 Eternal Guard are a cheap but fairly reliable wall. A unit of 20x often has a hard time getting in cover on tourny tables, but 10x had no problem. Even unsupported, they require much more than 80 points of the enemy army to uproot if they stand still in cover. Treekin are fantastic value. I took them because there are always spots of the battlefield where there isn't cover, so having a 12 wound 4+ save unit that can reliably occupy that space is good. They also do well in combat. On the charge in range of the Hurricanum, they are doing 9 attacks, 2+/3+ at 2 damage each. That's amazing for 100 points. The two Hunting Hounds were leftover points and they are just large enough to plug gaps in the line, and fast enough to snatch open objectives. Not a threat, but a nice flexible tool to have. Overall, the general positioning was Hurricanum in the center of the army, almost everything in range, and I advanced steadily on objectives. Skinks played safe and used their numbers to cap objectives. In two games I won because I retreated them from combat when I activated them, getting out of range of the unit that charged them WHILE still staying in range of the objective and controlling it. Against certain enemies (like Stormcast and Sylvaneth) I positioned them in places to deny teleporting or summoning Wildwoods. Most of the time I targeted units that were capable of scoring objectives. For example, against Sylvaneth, my first target was the unit of 30x Dryads. Then I generally used my Frostheart and Treekin to tie as many units up in combat as possible, while using Skinks to score objectives since they had the numbers at that point. Overall, my list was pretty reliable about controlling the game. I was able to lock units down and ignore them while wiping out other units entirely, allowing me to play objectives and score major victories. The strong shooting helped take out key units from certain enemy armies, and the durable melee was good enough at holding the line in most cases. The Hurricanum did less mortal wounds than I wanted most games BUT the +1 to hit can not be overstated. I almost always had all my important units in range of it and scored many hits that would have otherwise been misses. Later when I have more time I'll do a brief writeup recapping each of my games, and I'll go through my pictures to see if there's some good ones worth sharing!
  5. Hi all, As a break from a larger Dark Eldar collection (which is itself a break from a Blood Angels legionary army...) I've started a Vanguard chamber. The aim is a smaller force than my prior death log on here (the Ophidian empire) - looking at 1500 worth, along with the odd bit I fancy painting for fun (mistweaver?). Likely a unit of Palladors, a couple of units of hunters, some birds and shooty stuff and done. It's inspired by buying Neave Blacktalon separately, and having had so much fun painting it so far, I looked into the army book, made another purchase... and now that's it. Progress on Neave so far, and my second miniature/general (boxed). Aim is to buy/build a unit at a time - as a reward, to prevent 'half-finished' syndrome and to stop the volume from becoming overwhelming. This approach worked well in keeping disciplined during my undead project. On Neave - I'm trying a variant scheme based on a tip I had from Dan Latham a few years ago. Using reds and browns for shading. Started with chaos black, then a scorched brown layer, then 60/40 gold/brown, then gold, then 50/50 gold/steel for my layers Done a baal red shade, in recesses only but quite heavy, followed by agrax (lesser). Next up a dark black/brown before the higlights start to really get some depth. Probably will accidentally overdo this step and mess the miniature up somewhat! Will them move past the basic layers done on the other part and finish up, likely an hour or so a night til the end of the week. Think mixing 50/50 or so gold and steel really works as a layer. Leads to better coverage and a lighter gold that catches the light better than the 'official' Hammers of Sigmar scheme (as on the below box art). The red recess shades makes it warmer again without losing that brightness. You'd normally expect paler golds to have a greener tint, the red makes it more naturally unnatural in a way - perfect for sigmarite. For basic troops I may cave in and do the basic reikland flesh-shade wash to save time, unsure yet, this hasn't been the most time-consuming miniature to paint and I'm only look at about 40 miniatures in the army, max. .
  6. Stormcast Vanguard Chamber

    Let me start by saying I absolutely love all the Vanguard Chamber models. Hunters are badass axe wielding sharpshooters with fur cloaks, Palladors are some of the most beautiful models I've ever made, armored super warriors on the backs of crazy charging gryphon horses, with the most weird & wonderful being the Lord-Aquilor. Raptors are sweet snipers with giant crossbows guarded by a flock of angry birds. The Vanguard chamber brought an interesting variety to stormcast, and also started the maskless faces, bringing humanity to the models and making them feel more like heroes and less like statue automatons. That being said, I feel like the whole thing was kind of rushed. They came out with the new Battletome, which made all stormcast capable of teleporting anywhere on the battlefield. Meanwhile the entire Vanguard chamber is about teleporting across the battlefield. These two concepts mostly overlap and cancel each other out, leaving a lot of the Vanguards rather lackluster. Even though I bought them on release, my Aquilor, Palladors and Raptors remain unpainted. That is because every time I have used them, they have been the least useful models on the table. Its to the point where my opponents ask me if I'm just rolling really bad for them - no, they just never seem to do anything. I don't have hunters because every time an opponent has used them against me, they were a huge nothingburger. They shot and charged and caused like 3 wounds then I blew them out. Liberators don't do a ton but they can make important saves and sometimes - for example buffed by a Celestant+Lay low the tyrants are 2+/3+ and can do a lot of killing. Hunters in contrast cost 40% more points than Libs. I've tried teleporting into combat with the Aquilor and Paladors, only to have then cause a couple wounds then get bogged down in a bad combat for several turns. The Raptors are 180 points for 3 shots that honestly never seem to do more than a unit of 5 judicators which are 20pt cheaper, battleline & have 4 more wounds to get through. For the points I spend on these units, I always regret not using the points for another Relictor, a Celetstant on Dracoth or Dracoth cavalry, more libs, more Judicators, another unit of Retributors, another key char, etc. Maybe I'm just using them wrong but for me, on both ends of the table the entire Vanguard Chamber has been a complete disappointment and I can't bring myself to paint them up beautiful since I never enjoy them on the table.
  7. 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?
  8. The second part of our AoS narrative campaign is now up! In this entry, we outline how our armies have begun, and begin with our first battle reports https://medium.com/@growthdecay/the-stakes-are-high-battle-is-imminent-month-1-part-2-433f2db7a4f5
  9. Hey there! The first part of our AoS narrative campaign is now up, and can be found at https://medium.com/@growthdecay/treeumph-treechery-month-1-part-1-a9aa9fe672a7 We hope you enjoy our battle reports, fluff and discussion on the game as we go through a Path to Glory campaign as new Sylvaneth and Nurgle players!
  10. Let's Chat: Mixed Order?

    I got two SoD boxes two start AoS because a friend really wanted to make an army of communist Skaven, and it seemed like a good way to test the waters of AoS. Now I'm hooked, and I'm looking to get to 2k. My initial idea for the next step was to grab a Fyreslayers SC and a box of Vulkites to make a sweet Aelf/Duardin mercenary force, but the more AoS media I watch the more I worry that "20 Vulkites and a Runesmiter is the New Black". So I'm back to the drawing board (I'm famous for this, ask my RPG group). The following is what I have models-wise (technically I also have 10 Spireguard put together but I have an irrational hatred for them I can't explain, and I cut the other 10 up to convert an Archmage to a Tenebrael Shard). High Warden (Technically 2 but I wouldn't want to run two and one is missing a claw because I made a really cool standard for my Swordmasters). 2 Tenebrael Shards Archmage Mistweaver Saih 2x5 Reavers 20 Swordmasters If I used all of it (not including the Spireguys or the One-Taloned Warden) it'd come out to 1340. That leaves me with a lot of wiggle room and I was curious what other folk running mixed order are going with, if Smiter/Vulkites is hacky or I'm being crazy, etc.
  11. 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.
  12. AoS Skirmish Warband

    Here's my AoS Skirmish warband that will be appearing on Warhammer Live this Wednesday (the 17th of May)! One of dozens of warbands I have planned... AoS Skirmish is gonna be a blast! - painted by bottle
  13. Let's Chat: Order Serpentis

    Ahoy friends and neighbours of order, my Black Dragon and Hydra have been giving me the look from my desk so its time for some discussion. Have people played our not-so gallant knightly aelven brethren on the table? What are your thoughts? I've just done a big aelven audit and I have a lot of options one way or another for any Aelven force (still debating the stupid huge cavalry list lol) I've pulled this idea together for now which only requires a few purchases and is not at all influenced by me having been playing Druchii in Total War: Warhammer 2: Allegiance: Order Leaders Dreadlord On Black Dragon (320) - Exile Blade & Tyrant Shield Battleline 3 x Drakespawn Chariots (300) - Order Serpentis Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline 5 x Dark Riders (120) - Shadowblades Battleline 5 x Dark Riders (120) - Shadowblades Battleline 5 x Dark Riders (120) - Shadowblades Battleline Behemoths War Hydra (200) Battalions Ebondrake Warhost (160) Reinforcement Points (0) Total: 1980 / 2000 Allies: 0 / 400 I'm very conscious that while the list is fast and has a bit of shooting its lacking in the hero department without chucking in some allied heroes, which eats up the rest of my budget (sorceress on black dragon) or are not really mobile enough to keep up/doesn't synergise/doesn't fit the theme (most everything else). What are peoples thoughts here?
  14. How can i start with sylvaneth?

    Well, choosing an army is REALLY hard. I liked Seraphon at first, but the normal warrior model is just awful to me. Fyreslayers are great but i don't like their size and they are a bit hard to paint. Now i am into sylvaneth.They get a pretty nice centerpiece in the SC box and i love the models I am wondering if any of you have any tips on how to expand the SC box or painting i would be really greatfull for your help. Also how many citadel woods do I need for a sylvaneth wyldwood?
  15. How should I start my Stormcast Eternals Army?

    I'm thinking of starting a Stormcast army with the starter set "Thunder and Blood", but I'm not sure if it's the best way to start my Stormcast army. (Note that I'm also new to the game, so nothing too expensive.) What box/boxes should I buy to start my army?
  16. How should I start my Stormcast Eternals Army?

    I'm thinking of starting a Stormcast army with the starter set "Thunder and Blood", but I'm not sure if it's the best way to start my Stormcast army. (Note that I'm also new to the game, so nothing too expensive.) What box/boxes should I buy to start my army?
  17. Hi everyone! It's been a while. I hope your all feeling good! I've recently jumped back on the AoS train, after taking a fairly long hobby break and I've decided to start that Sylvaneth army I've been promising myself since release! Heres what I've been working on so far (pic overload!): My plan is to have at least one of everything in the battletome, before moving onto battalions. So I should be painting trees for a while! Thanks for looking!
  18. So they just released a free city generator on the community page. I always love tools like this to drive inspiration and its always fun to see what people can come up with from a few randomized tables so come post what you've generated. I'll start with my first, the town of Mistforge Mystforge, The Leviathan's Rest The town of Mystforge is built in the bones of a massive leviathan that was brought down by the combined efforts of twelve companies of scourge corsairs. They maintain the seaport and live in an uneasy alliance the town's human residents and the detachment of Stormcast Eternals who control the arcane forge for which the town was named, an ancient relic found within the leviathan's gut that crystalises the mists of ulgu allowing them to be forged into blades of pure shadow. City generator is found here: https://www.warhammer-community.com/2017/09/26/make-your-own-free-city-the-easy-way-sep26gw-homepage-post-4/
  19. If any1 can give me next steps to building a 1k list from their box that would be great. I am completely new to wargaming so any painting tips would be more then welcome (but please do not list like a thousand not necessary paints like warhammertv, whos only use is to highlight one little part of the model) Thanks!
  20. Hi guys! With all the stuff lately about the Free Cities, such as those from the Firestorm campaign box, or about making our own cities, I started to think about a setting for my Order armies. I must say that I really love the idea of several races (humans, aelf, duardins, etc.) coexisting in a same army under the banner of their Free City. So I cooked my own Free City: Port Stellis. What is Port Stellis? It is a harbour city located on the Coast of Fleeting Hopes, in one of the thirteen domains of Ulgu. The Coast of Fleeting Hopes is a very dark region: the night lasts half of the year while the day is bleak and gray during the other half. Port Stellis was originally an aelf corsair campment but it developped fast to become a fully fortified city thanks to human, duardin and aelf settlers. To this day, Port Stellis has become the home of nearly 100.000 people (humans, aelves, duardins and stormcast eternals) and the number is growing. The city and the surrounding region possess many special and uniques features which make it a strategic place for the Order alliance. What factions are there in Port Stellis? Here is a list of some of the main Order factions in Port Stellis at the present time (more may come when the city gets bigger): Collegiate Arcane Dispossessed Free Peoples Order Serpentis Scourge Privateers Stormcast Eternals The others Order Factions are not necessarily absent from Port Stellis, but they don't have enough people present in the city to be considered as "real factions". Now, let's see the special features of Port Stellis! The Star Ocean Gate and the Scourge Privateers The primary feature of Port Stellis is that there is a huge Realmgate situated in the middle of the city bay. Its leads indirectly to the realm of Azyr. Since this gate is on the very surface of the water, a ship or a boat is required to pass through it. However crossing it is particularly dangerous because before you can arrive in Azyr, you need to sail through a mysterious interspace which separates the realms of shadows and heavens: the Star Ocean. The Star Ocean is a magnificent and breathtaking vision: a starry night sky, without any cloud or any light pollution, and a perfectly still ocean which reflects the sky just like a mirror. When a boat passes through the gate and enters the Star Ocean, it is exactly as if it were floating through the cosmos. It is all quiet and silent with scintillating stars everywhere and beautiful clouds of interstellar dust. However the Star Ocean is seemingly infinite and thus dangerous: if a captain goes astray or simply doesn't know how to follow the secret path hidden in the stars, then there is no way back home. The ship will get lost and wander forever... To this day, only the aelfs corsairs of the Coast of Fleeting Hopes know the path through the Star Ocean and to the realmgate at the other side. And even if they know the way, they still need the blessing of Sigmar to open the gate to Azyr. Note that those aelves worship Sigmar under the aspect of Silmaris, God of Cosmos, Lord of storms and Guardian of the Star Ocean. Since the corsairs are the only sailors who can travel from Port Stellis to Azyr and thus transport passengers and/or merchandises, they have a huge importance in the city and they are one of the most influential factions. Among them, Captain Naritha Blackbird is the most powerful of all: she commands nearly all the aelf corsairs of the Coast of Fleeting Hopes. The Scintillating Mines and the duardins miners Half a day's walk from Port Stellis are the Scintillating Mines. They are a network of underground galleries in which duardin miners extract precious gems called clariæ . It is an iridescent gemstone that emit a scintillating light, like a little star. Clariæ gems are Port Stellis's first export merchandise but there are also a lot of jewelers in the city who specialize themselves in carving those gems and craft beautiful jewels out of them. The wizards of the Astromancer Guild are also very interested by those gemstones and they are actively studying them since they believe they may have magical properties. The duardins of the Miners' Syndicate pride themselves on providing the city's primary source of wealth (the gemstones) and thus they have a lot of influence in Port Stellis. Although they wish they could do business without the aelf corsairs, they need them to export their gems in Azyr. The Miners' Syndicate is led by Barik De Bier, the richest duardin in town, who wears clariæ rings on each of his nine fingers. Rumors say that he became incredibly rich during his youth when he found a melon-sized gemstone while digging in the mine's deepest tunnels. The Stormkeep of the Stellar Champions A garrison of Stormcast Eternals is present in Port Stellis. They are the Stellar Champions, one of Sigmar's stormhosts. Their most striking feature is their dark armors adorned with stars. Their leader is the noble Lord Aquilor Andras Silverblade. The Stellar Champions' mission is not only to protect Port Stellis and keept it clean from chaos corruption, but also to chart the region of the Coast of Fleeting Hopes and hunt the strange wild monsters who may become a threat should they get close to the city. Sometimes they are accompanied by the aelf corsairs who are always interested in hunting and capturing monsters. The Order Serpentis A detachment of the Order Serpentis is posted in Port Stellis. The knights are led by Sicath Somberheart, an old white haired dreadlord who aspires to take back his lost fiefdom from the hands of Chaos barbarians. When the Age of Chaos came, he had no choice but to flee with his soldiers in Azyrheim because the enemies were too numerous. But after several centuries he will finally have his revenge... In fact his lands are only a week's walk from the Port Stellis. So far his soldiers have been training and defending the city along with the regular army, waiting for the day they will be fully ready. New drakespawn riders regularly come through the Star Ocean Gate to join Sicath's cause and pledge fealty to him. Sicath has the secret support of a few sorceresses of the Darkling Covens who are also waiting to take back their own lands in Ulgu. If Sicath is succeessful in his quest then they too will move in Ulgu and go to war with their chaotic enemies. The Astromancer Guild Port Stellis is the home of the renowned Astromancer Guild. It is a college of wizards who seek to master the magic of heavens (although a minority of them choose to learn the magic of shadows instead). The Guild is led by the grand master Caius Lorentius, a very stern scholar who possesses his own Celestial Hurricanum. That's it for now. I will write more about the Coast of Fleeting Hopes and its strange inhabitants later. Here is a stormcast on which I tested a color scheme for my Stellar Champions Stormhost. When the real army will come, I will probably do a few minor tweaks in the color scheme (like painting the halo around the helm in a different color, perhaps silver) but the idea is there. The vanguard stormcast from the blightwar set will be painted like that. Meanwhile I ordered a gaming mat which will represent the typical terrain around Port Stellis and in the Coast of Fleeting Hopes: I can't wait for it to be delivered at my home!
  21. Free People

  22. The Huntress and Her Hounds:

    The Huntress and Her Hounds: She always had an oddness to her, or at least that’s what the old maids said. Svala “Haresbreath” Snorrisdottir couldn't care less. Small in girth for a warrior-rin, the battle-axe and stiff plate of her father’s charges never felt natural. But Snorri Saggasson was not the type to have an untrained daughter. Instead, he taught her to hunt with a crossbow, hatchet, and other woodland tools. What she lacked in heft, Svala made up for in fluid precision and calculating accuracy. The daughter of Snorri, granddaughter of Saggaas might never join her father’s famed shieldwall, but she did her clan proud nonetheless, besting countless would-be challengers in the sparring ring. Even old grim face, Norgrim Proudsong, had rested his hand on her shoulder once while praising her father for his prodigious talents as a trainer of Karakigrom warriors. Svala "Haresbreath" Snorrisdottir, Veteran Ranger and Champion of the Karakigrom ...Not that any of that mattered much to the Haresbreath. In the tradition of her clan, Svala had taken to ranging and exploring the wilds of Azyr. Her successes in tracking beasts and capturing them alive for sale in the markets lead Svala to be entrusted with the young king’s own missions. She scouted mountain passes, deep canyon trails, and even underground roads that few knew existed. Whereas most rangers lived on the fringe of society, the young rin was granted her own patrol of quarrelers just in time to join the vanguard on Rungi’s march from the Celestial Realms. Two-weeks ago today King Rungi had entrusted her yet again, his orders simple and to the point - “Clear the path, young sister,” directed the king. “Find a route into the mountains, leave markers for the throng to follow, and if you can do so safely, establish a valley camp from which we can evaluate the surrounding peaks.” Sounded so simple. How wrong she was. Wolf howls had been heard, and the potential for a greenskin raiding party to be nearby was very real, though if they were they’d remained out of sight since their first attempt at the gate. Disciplined as they were, her rangers could not survive long if a greenskin force of any real size found them. But tonight, with the sun setting on the 14th day of marching and now solidly in the upper foothills, only a lone, aged wolf had been found. About to roll over and catch some rare sleep by the fire before her watch began, a glint from the sun’s last rays rebounding off a sharp metal edge caught her eye. It was a fleeting image, but one she had trained herself to recognize. Half of the troop fanned out and settled into paired teams, back-to-back to prevent an ambush. The Haresbreath was bracketed by her remaining team as she stood still as stone, ears searching for signs of movement. A twig snapped. Further ahead, a misstep followed by the whooshing of a sinking leg through snow. Whoever had been watching was now fleeing. With a raised point they were aimed. A brisk chop of her hand signaled to the first wave of bolts into the brush. Red feathered bolts sped between trees at knee level. The howl of pain told Svala that at least one had reached their target. As they closed on the location of the noise, the rangers were disappointed to see that in place of a body was a trail of footprints and blood. More shocking still was the bolt. It's tip, though expectedly bloody from having punctured it's target, was bent and missing a sizable chip as though it had struck armor rather than flesh. Odd for a scout. They followed the trail, always in formation as Svala insisted. Whereas other ranger patrols operated as loose collections of hunters, or even independent warbands alongside the force, Svala had trained those in her charge to operate in tight formations. This concentrated their shots and made them harder to isolate and pick off. The Haresbreath’s “Hounds,” as they’d become known, were the king’s favored unit to hunt down key targets within a threatening force. And hunt they did in the first days since emerging into Chamon. This evening’s prey was becoming even more curious… The Hounds found that they’d reached the edge of the treeline, and though the brittle pines with their sharp, greyish needles only provided mediocre cover, it was much appreciated as they trail-blazed through this unknown land. The veteran ranger looked out at patchy grass and rocky outcroppings that gave way sharply to narrow ravines. These channels expanded outwards like a maze between the foothills, and from what she could see, they extended right up to the now clearly visible base of the mountain range she had been searching for. The whole scene reeked of grot ambushes and trickery. Living up to her title, the Haresbreath alone crept down the rocky face into the ravine, silent and virtually undetectable. Following the bloody drippings, she noticed signs that the rock faces had been disturbed. Though there were no open passages or tunnels, she suspected that this network of outcroppings and gulleys was quite intentional. Sure enough, the bloody trail ended suddenly with a right turn seemingly into the hillside. Running her hands over several of the great boulders she settled on a crack. Ever so gently Svala rolled the cover-stone from in front of the humid burrow. Svala crept slowly into the crack in the mountain. Every so often she would halt, slide forward, and slit the throat or snap the neck of a snotling lookout. After killing 5 of the wretches, the passage had widened. There were steps leading more sharply downward than before and an orange glow faintly rising up from the depths. The ranger continued on, the sound of ritualistic drumming growing, until the drums were drowned out by a snarling, snapping, gnashing frenzy. Svala knew this was as far as she could descend and still hope to see the sun’s rays again. The smell of blood was insulting their nostrils and she had begun to sweat from the oppressive, stagnant air in the tunnel. “Something was building, probably alerted by the scout they had failed to capture,” thought the ranger. She only had a limited force, and based on the ruckus below they were greatly outnumbered... Perhaps she could capitalize on the overzealous nature of greenskins and their reckless love of the chase. Chuckling at the blasphemy of her own plan, Svala poured her personal tankard of especially potent ale all over the cave walls as she backed out of passageway. This was not the sort of ale swigged at by freeguild knights, corsair sailors, or other of the softer folk who might develop a taste for dwarfish refreshment, but instead a homebrew used by generations of her ranging kin to burn away the freeze of particularly harsh mountain storms. Svala hacked free brush from outside the entrance and toss it on top off the piled snotling bodies for kindling, using a small tinder and flint to spark a fire on some strips of bark. Finally she wrapped the burning material around a specially prepared bolt. Svala noticed that the drumming had stopped. She lowered into a squat facing back into the deep, rotated and aimed down towards the rising glow. She had been raised on stories of Saggaas and his older brother Norgrim facing down beasts of myth. Snorri had taught her to slow her heartbeat, center her weight, and think about her form as she squeezed the trigger by tightening her grip rather than clumsily pulling on it. Just as the first grot paused on the stairs, pointed, and turned backwards to scream in excitement, the bolt hit him center chest, bottle of musky oil shattering from the impact and rags lighting the entire creature in flames. Svala could hear his death screams but did not see them as she had already begun resealing entrance and hastily bracing it shut. From the pounding and screaming echoing behind her as she scampered back up to the stone ledge where her rangers awaited, she knew her trap had held. The greenskins were roasting in their den, their panic thwarting eachothers’ attempts to escape the fire. The Hounds aimed downward at the door as smoke poured from otherwise invisible seams. Eventually the screams were less man and more beast, but even these died down. Replacing them was a deep, rumbling growl so powerful it could be heard over the crackling flames. An enormous thud sharpened the senses of the rangers. A second thud was paired with a roar and the sound of splintering. Instead of a third thud there was an explosion of embers and burning wreckage as the giant cave squig burst from the tunnel, charred skin having scraped off over much of its body. Bolts sunk into the raw, exposed flesh. But Svala also noted how these same thick bolts clanged off the shining protrusions scattered over the beast’s back. This unnatural armor wouldn’t be enough to save it though. Her Hounds were taking their toll. The squig closed on their cliffside rampart but fell just at it managed to scrabble up the side and over the edge. The young veteran gave the creature a shove with her boot, crossbow aimed in case the monster rose again, but it did not. She had heard rumors of squigs growing to this size but had never seen one herself. It was a fascinating, if unsettling prey. The skin around these scales, if that was what they were, was freshly grown and in some places had yet to heal from where the metalic growths had pushed up through it’s back. The Haresbreath cut a large tusk from the lower jaw of the great squig and tore loose one of the large scales. As she secured them in her pack as evidence of their findings, she noted a ring of crooked moons carved into it but said nothing. She rarely did after all. The huntress silently took to the trail again, and her Hounds followed, this time covering their tracks as they retreated back into the tree-cover. The Huntress' Hounds, Ranger Unit of the Karakigrom
  23. 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 the 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. In practice Executioners are far more effective and survive better. 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 to the roll 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.
  24. 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.
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