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  • Eevika

    The Hag!

    By Eevika

    The Troggoth Hag is definitely a piece I believe every Troggoth army needs. It's amazing as a model and amazing on the table. I rarely do such detailed eyes and faces but when working on a model that is the centrepiece of your army you want to spend some extra time just to make it special. This is surely the best work I have ever done on a models face and I think there is just a lot of character and emotion on the model.  My smaller Troggoths are just green and blue but for this model I felt like it really needed another color to make it pop more so I asked some people what would be best and after many recommendations I decided to go for a nice bright orange and I think it really fits nicely. This picture also shows well the addition of mushrooms all over the model. Even though my Troggoth army is based on swamp themed bases with lots of water effects the mushrooms really tie it to my Grots and Squigs that are based on more rocky bases but with lots of mushrooms. The base on this model was definitely one of the most fun parts of the process of creating it. Here we see a detail shot of the base with the small Free Guild soldier hiding from the lumbering Hag. I love the base I did here. The water effects came out nicely and the base that comes with the Hag looks really nice after I added all kinds of fun stuff like mushrooms and skulls to it.  
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40x Ghoul Pauldrons

Here you can find the first version of the Ghoul Pauldrons. It's 40x (!!) Pauldrons. I didn't manage to keep the price at 10$ though I doubled the amount of Pauldrons without doubling the price. They‘re at about 15 $ now.   Beware: The size hasn't been tested (yet).

JackStreicher

JackStreicher

Saalacious Speculaation about a Slaanesh release

SLAANESHI SPECULATION: A Fan Unit & Lore Wishlist This is a slight remix of some other posts I've written about Slaanesh, compiled as my overall 'pitch' for the direction I want the faction to take. Slaanesh is overall my fave faction in Warhammer, as I find their philosophical and existential potential immediately fascinating, more so than the other chaos gods (though I like them too). The following post will aim to explore some of those facets and, hopefully, demonstrate how they can translate into fun mechanics and iconic new units.  My key proposals are a) separate the 'aspects of pleasure' into six distinct modes in conflicting pairs ( Indulgence/Neophilia, Vanity/Artistry, Dominion/Submission) and b) focus on Slaanesh's Ulgu/Hysh contradiction. Slaanesh is interesting in that, mirroring how the god itself is trapped between the realms of light and shadow, so are the god's themes (there's one rumour engine picture which appears to depict this light/dark duality on a yet-unreleased model).  It's not simply a realm of origin but the 'manifested sentiment' of worship, how the varying followers act. There are two major 'modalities' of the Slaanesh aesthetic which have been used throughout Warhammer: the perverse saaadism (I'll be adding etra As to academic words which trigger the swear filter) of the Dark Eldar-like body-horror, and the elegantly elaborate warriors bedazzled with glistening gems (which I prefer, but I get that some people prefer the Hellraiser angle). While of course the objective should be to synthesise the two (the Hellstrider kit, with its choice between mutilating mutations or intricate helms, accomplishes this), I think that leaning into the Hysh/Ulgu duality would open the design space for exploring the spectrum.    One more brief addendum: I have no preference on whether Slaanesh's grand return involves the god being broken out of captivity or not. I mean, sure it would be nice to see Slaanesh ascendant, but the current storyline involving mortals dealing with their absent god is compelling too. More important, to me, is to nail the ideology and proclivities of the worshippers. I guess this factor is relevant to the question of whether it is possible to become a Slaaneshi Daemon Prince while their liege is in captivity, but that's a lore post for another day.  6 Aspects of the Pleasure God The aspects are not rigid categories, and indeed a follower may embody many simultaneously to varying degrees. Each aspect describes a form of hunger for pleasure; the desire that serves as an avenue through which a person comes into the Slaaneshi fold. They're also arranged in three pairs, with each representing a contrasting duality of ways in which Slaanesh may be worshipped. Invariably, these splits exhibit similarity with the Ulgu/Hysh tension, and so the aspects will usually favour the sensibility of light or shadow.      1.    Indulgence 
The Glutton, The Hedonist, The Debauchee Indulgence is perhaps the most commonly manifested aspect of Slaanesh, yet still comes in a variety of forms. It may be expressed through gluttony of food, drink, carnal activities or other sense-pleasures. The commonality of all such pursuit is excess; overstimulation of corporeal pleasure. Within this aspect, there is a thin yet profoundly meaningful line. It is the difference between the proudly hedonistic bon vivants and the compulsively overstimulated; the slaves to their own addiction. It is usually only the former category which has a chance to rise to the status of champion. The latter group is likely doomed to an eternal, unrestrained sensory excess. The Prince of Pleasure is grateful for this self-sacrifice, and he looks upon his thralls of addicts with fondness.   Indulgence is the aspect of addiction and obsession; the kind of single-mindedness that thrives in the light of Hysh. The Indulgent Champion is rarely stated by 'enough' of something, and would likely have a mechanic for multiplying attacks over prolonged combat.  2.    Neophilia 
The Thrill-Seeker, The Adventurer, The Explorer     The neophile shares with the glutton a desire for overstimulation, but seeks it through the novel discovery of the-not-experienced. The insatiable thirst for newness means they rarely over-indulge in any one thing, but quickly tire of one activity and are thus spurred to seek another. Slaaneshi neophiles are perhaps the least reliable followers,  given their penchant to abandon their masters in order to seek new adventures. They tend to favour mounts, as a good steed will allow them to cover more ground and explore more lands. They tend not to get too attached to their mount, though: there's often some strange new creature to tame just past the next hill... Neophilia has its home in Ulgu, where sensation is fleeting and the purpose is to break through the shroud of 'numbness' to find new excitement. The longer a champion who embodies this aspect lives the fewer new sources of bliss they find, which tends to drive them to erratic bouts of manic sadism. On the table, the Neophile is desperate to get stuck in with their new foe, gaining run and charge. However, after a round of fighting, they may have already become bored of their combatants, and so gain retreat and charge in order to move onto their next quarry.  Aestreth the Magpie Lord, great plunderer of Ghur, was a notoriously fickle Slaaneshi champion. His military exploits earned him the favour of his patron in the form of a Demonic sword, said to have been forged from a shard of Slaanesh’s fingernail. This formidable blade earned him yet more victories… for a time. As the novelty of the weapon began to wane, so too did Aestreth’s enthusiasm. One day, he stumbled across a particularly fluorescent warpstone blade, which he pried from the dead claws of a Clan Skryre Emissary. Any Duardin could have told him that a Skaven blade isn’t worth a Grot’s pimple. However, mesmerised by its jade glow, Aestreth dropped The Prince’s Nail into his massive hoard of trinkets and decided to use this new blade instead.  Aestreth had the misfortune to christen this warp blade in a duel with an Orruk Megaboss. Aestreth's first sweep glanced off the brute’s iron pauldron and the second shattered the Skaven-forged blade to the hilt. Aesthreth soon found himself splattered into a cautionary tale about valuing one’s gifts. It is said that, following the Orruk massacre of Aesthreth’s Chaos horde, Aesthreth’s trove of exotic treasures languishes still somewhere in the Ghur. The Prince’s Nail waits impatiently for a new wielder.  -  Tale of Aestreth, a Slaaneshi legend 
3.    Vanity
The Handsome, The Aesthete, The Paragon     Slaanesh’s vain followers are numerous, and it is rare for any disciple of the Dark Prince to truly not care about their appearance. However, the true path of vanity is not simply a superficial one. It is those who strive toward self-centred perfection in intelligence, grace and a thousand different skills who truly embody the path of the vain. While those who embody the aspect of dominion strive toward leadership, those who embody Slaaneshi perfectionism often become leaders as a product of their quest for mastery. Thus, the selfish desire for perfection creates some of the most powerful and important leaders within the faction. This aspect's desire for power invites the lure of Tzeentch, but while the changer can only offer diverting boons and obstacles to their ambition, Slaanesh lavishes the fruits of their vain ambition with admiration which is, of course, the real prize. Yet the path of vanity is an unhappy one: as the acolyte reaches heights of greatness,  much-prized admiration can only come from those 'below' (thus unworthy of respect), and so the continuum of selfish ego and contempt for others means no amount of attention satisfies their need for approval. The aspect of Vanity is oft-embodied in Hyshian sentiment, where exhibitionist displays of knowledge, skill and power act as an insidious impetus for the worship of Slaanesh. Vain champions no doubt would gain additional traits or artefacts to demonstrate their accumulation of talents.  4.    Creativity
The Artist, The Poet, The Musician      Least likely to worship Slaanesh via the blade is the artist. Painters, musicians and poets pay homage to the dark prince with their craft tools instead. The creative aspect is similar to ‘vanity’ in a preoccupation with aestheticism. However, instead of focusing on themselves, the object of the creative follower’s aestheticism is transposed into the art. The creative aspect is perhaps most reverently respected among the Slaaneshi hosts, even if this doesn’t always extend to the creator himself. Every self-respecting Lord has a chronicler, chef and musical band: one of the perks of leadership. Most common are the various types of musicians who serve in the command of units, and these individuals invariably take more pride in their craft than the crude hornblowers and drummers of the other gods' armies. Slaanesh is the patron of all aestheticism. No piece is too explicit, too strange, or even too Heretical.  The aspect of creativity is perhaps closest to a balanced synthesis of Ulgu and Hysh, manifesting both the instinctive sensuality of the former and perfectionism of the latter. However, when understood as opposed to the narcissism of Hyshian vanity, creativity can be seen as curiously non-egoist, and this 'obscuring' of the self in favour of the created object embodies the temperament of Ulgu. Creative appreciators of art would likely fixate on particularly impressive specimens on the battlefield, so a Creative Champion could gain the power to 'mark' an enemy model for study, and receive bonuses against them.  Slaaneshi artisans revere the Slaaneshi Sorcerer Lord Sylch, who currently resides in the Realm of Hysh. She is rumoured to have gazed upon a vision of Sigmar and has since dedicated himself to painting the god king’s likeness in a portrait. Though perceived by the other chaos gods as heresy, Slaanesh has blessed Sylch for her work. The Dark Prince understands that examining and re-creating beauty is a worthy task, even if such a pursuit glorifies the great enemy. For, if Sigmar's glory can be painted on canvas, perhaps his power can be understood... - Excerpt from the Liber Epecuria
5.    Dominion 
The Tyrant, The Patriarch, The Mentor This aspect is embodied both by the sadistic tyrant and the benevolent protector of his people, for the aspect does not dictate HOW the dominion is exercise, only that an individual's power/influence exerted upon others.  Indeed, many a benevolent voivode who think they know best for their subjects falls into the worship of Slaanesh, who encourages them to take pleasure in their power and control. Yet this can also entail sadism and tyranny, for how the master plays with his pets is up to them. What matters is the impulse to assert one's will onto another. Mortals who embody this aspect feel the temptation of Khorne but it is only Slaanesh who allows them to savour the experience of control, while Khorne encourages domination for its own sake.   The aspect of Dominion is tied closely to Hysh. The scrutinizing light of rationality invites a desire for order and control.  In the heat of battle, a Domineering Slaaneshi champion would be able to throw command abilities around with near-impunity. 
6.    Submission
The Acolyte, The Servant, The Maasochist  Opposite the aspect of dominion is that of the submissive. These souls are often insecure or fearful, wishing to transcend their sad existence by dedicating themselves fully to a rapturous cause. Few who worship Slaanesh recognize their 'death drive' enough to articulate it, but the dark prince senses their existential terror and gives them what they truly want: a warm, accepting oblivion. Such despondent souls might also be tempted by the embrace of Nurgle, who will free them from their pain if they give into despair. However, Slaanesh offers them something more: if they relinquish not 'sensation' but their very 'self', they can experience the rapture of oblivion. These zealots form a foundation for any Slaaneshi revolt of civilization and they serve in the armies as loyal minions to the cause.  The aspect of Submission thrives in Uglu, where shadow magic instils a kinship with 'oblivion'. A Submissive servant of Slaanesh knows no fear but their god's disappointment, and so are untroubled by battleshock.  The Unhappy Prince - A Slaaneshi Poem In slumber did A Great Prince lie,
Fatigued from deeds, achievements high,
Yet dreamed uneasy, craving more
And drew the hungry gaze of four. The red one said: “I’ve seen you fight.
“Honour me and I’ll grant you might!”
But of his foes, The Great Prince said:
“I have no drive to see them dead”. The blue one spoke: “I offer skill.
“Being the best will joy instil!”
But The Prince knew well of the ennui 
That comes from insecurity. The green one said: “I grant relief.
“From pain or fear I’ll spare you grief.”
But no: "simply leaving pain behind,
“Will not help me escape my mind.” So The Great Prince, dissatisfied,
Heard the three and then denied.
The curse of ‘self’ was unaddressed,
Until the purple phantasm pressed: “I’ll give you more but make you less,
"Senses honed. Ego repress.
"From existence, you'll be free
"To experience, but not to ‘BE’.” And so The Prince bequeathed his soul,
Ceding mind to make him whole.
To only SENSE, forevermore,
Never again to dream of more. Azryte scholars have observed this poem recited by Slaaneshi Warriors honouring 'Oblivants', a sub-sect of Unsated Pleasurehosts who completely submit their minds to Slaanesh. In exchange for this oblivion, their senses are unimaginably intensified.     Slaaneshi Armies Okay, so having set the table in terms of faction theme, it's time for a good ol' new unit wishlist.  I think it’s realistic to go by recent factions (either brand-new or significant additions to a few older kits, NOT INCLUDING terrain or endless spells): Idoneth Deepkin (11 total: 5 unit kits, 6 hero kits), Kharadron Overlords (11 total: 6 Unit kits, 5 Hero kits), or the upcoming Gitz (10 total) set the precedent that we can expect at least 10 new boxes of stuff, not counting terrain and spells.  Okay, let’s work with 10. My assumption and hope is that, given that Slaaneshi Daemons currently have 10 units (5 units, 5 heroes), most of the new models will be Slaaneshi mortals. That said, I can see 2 ‘slots’ going to round out the Daemons. First is the inevitable centrepiece Keeper of Secrets, which will almost certainly be a dual kit for a special character. As for who the alternate build will be, well, they could very well be a Rotigus style new invention. But if they were to take someone more established (like Kairos) N’Kaari may be a perfect oldie to make a comeback, given his history with Tyrion and Teclis.    The only other addition that the Daemons need is one more generic hero. My idea would be a ‘Vice-Sribe', a Scriviner-style scribe Daemon whose responsibility is to be a database of mortal vices, which would translate to buffs for Daemonette units.  The Mortal Hosts One thing I want to get right up front. I really REALLY REALLY don’t want the army to focus on chaos-tainted Aelves. It seems like the lazy choice that doesn’t really make much sense (as Morathi demonstrated, even Aelves who work for Slaanesh just end up as food anyway, so there’s no incentive to give into the Dark Prince). And when you think about it, the reason many mortals would turn to Slaanesh is that they desire grace, perfection and beauty, all inherently Aelven traits. Wouldn’t it be more interesting and make more sense if Slaanesh’s followers were vain mortals who wished they could be LIKE Aelves? I don't mind chaos elves being a thing, but human Slaaneshi worshippers are the subject of this post.  Light and Darkness So, I wish to draw on the 6 aspects and Ulg-Hysh duality as explored by the previous lore section. I envision a Slaaneshi mortals roster being divided into three, subtly differentiated themes: Shroudrapt (Ulgu themed), Resplendants (Hysh themed) and Profligants (an unaligned synthesis of the Ulgu and Hysh). Hellstriders are the only currently available basic Slaaneshi troops, and I think their aesthetic would serve as a 'baseline' for the factions style as a whole: ornate soft-angled armour with a light Greek theme. The Hysh theme would run with the ornate, resplendent plate gilded with pristine cloaks and buckets of gemstones, to represent a vain perfectionism (the current Sigvald model would fit in this niche). In contrast, the Ulgu theme would take cues from some of the older Slaanesh champions models with a bit of Dark Eldar thrown in: pallid, sadomasochist mortals with claw-like mutations and armour painfully fused to their bodies. These two aspects represent the contrary desires within the faction, and we might consider those which manifest both in equal measure as ‘unaligned’. And it doesn’t even NEED to be codified to the extent of keywords, merely the lore enriching gameplay in an unobtrusive way. Oh, and two other prescriptions for overall aesthetic: unit musicians carry more elaborate, skill-based instruments than simply horns, and the entire army is mixed gender (which should be the case for the other three gods but applies here too).    Profligants - Ulg-Hysh Synthesis   Porfligants are the hedonistic cultists and determined seekers of Slaanesh. In their rapturous chaos, they freely embody both the light and dark aspects of their god.  Slaaneshi Lord on Daemonic mount - The proud, staple general of the faction. As the current Slaaneshi Lord on Daemonic mount is somewhat dated, I can see them releasing a multi-part kit with which you can build a mounted Slaaneshi Lord, Pleasuremage and named character on Daemonic Mount. Pleasuremage – As the faction lacks a mortal wizard, this would be the Slaaneshi sorcerer lord choice, with a potent augmenting spell capability. These mages deal most intimately with the Ulg-Hysh synthesis, and so I can imagine that their fine robes are emblazoned with icons of duality.  Hellstriders (Slaanesh Battleline) - we all know and love these chaps. Their current rules are strange but work, so changing the warscroll is unnecessary. However, if you were to lean into the Hysh/Ulgu divide, you could turn the box into a dual-kit: the crested helmet and whip assembly could be a Resplendant warscroll retaining the Soul-hunter rule while the mutated, bare head claw-spear version could be a Shroudrapt warscroll with different rules. Shroudrapt - Ulgu Themed Units   The Shroudrapt are morbidly perverse nihilists, flesh studded and pierced in displays of maasochistic devotion to the Dark Prince.  Blissflayer (Hero) - This would be a lightning fast assassin, a loner who takes enormous pleasure in the murder of great heroes (a Chaos inversion of the Tenebrael Shard). Both in the lore and on the table, this would be your depravity point engine, and would likely have some nifty deployment shenanigans that enable him to get to protected enemy heroes. Blissflayers are usually derived from the ranks of particularly ambitious and successful Unsated (see below).  Agonic Impressionist (Hero) – Where the Pleasuremage derives power from positive sensation, the Agonic Impressionist paints pure torment onto the world’s canvas. A jovial saadist clad in studs and blades, this character would come as part of the same behemoth kit as the foot Pleasuremage (as in unmounted, not a foot fetishist. Though maybe... Slaanesh cares not from whence the-- I'm not going to finish that sentence). Unsated (unit of 10, Battleline) - Though we already have one example of basic infantry in Daemonettes, it is absolutely essential for there to be a mortal ‘grunt’ unit. There needs to be a clear ‘entry level’ rung on the totem pole, a version of the everyday Slaaneshi acolyte (this is the most glaring absence in Maggotkin, detracting from the ‘papa Nurgle welcomes all’ lore). This marauder equivalent would be more *slightly* elite than your bloodreaver, with combat stats closer to Idoneth thralls or Witch Aelves. The Unsated are perennially unsatisfied hedonists, their search for extremes having left them numb and impatient for sensation. They also have a rather unique unit composition:  2 in every 10 are 'Oblivants'. Oblivants are those who have submitted their very BEING to Slaanesh. In return for obliterating their identity, Oblivants gain a state of blissful oblivion where there is only sensation, and rapturously intensified sensation at that. These beings of pure hedonism attract groups of Unsated, who follow them into battle. The Oblivants do not command them per se (indeed, they lack the very ability), but their instinct for excess garners trust: Oblivants can reliably find the most succulent tastes, caustic scents and sublime sights. However, should these 'mascots' die the Unsated devolve into erratic frenzies impatience, flitting from foe-to-foe and sometimes losing interest before they've even slain their enemy.  On the TT, the 2 Oblivants in every group of 10 are particularly strong unit champions. While they are alive, the Unsated have increased bravery. However, should both Oblivants die, the unit loses its bravery buff but also receives the retreat and charge ability, representing their desperation for combat and tendency to get bored of their current preoccupation (playing into the Neophilia aspect). I think this creates a fun mechanic, as while you generally want to keep your high damage unit champions alive, there may also be times where you choose to remove them as casualties in order to pull off some hit-and-run tactics (and, conversely, if the opponent has "pick a model" abilities they may want to reduce the unit's bravery).  Yaester's comrades tend to make fun of him for his "dress for the job you want, not the job you have" mantra Valourbane Brigands – This will be one half of an important dual kit for the army. It seems to me appropriate for Slaanesh to be a proud cavalry faction, and so the Valourbane are the Shroudrapt elite, riding redesigned versions of the classic 'booob-snake' mount for the Slaaneshi lord: tougher (4 wounds) and more fighty older siblings of the Slaaneshi steed. The first of these dual kits are Valourbane Brigands: Some mortal souls wish to dedicate themselves to the prince of pleasure but are hampered by one crippling obstacle: FEAR. These frightened acolytes, scorned as cowards by those around them, are put to work in a very particular way. Slaanesh augments the failings of these troubled souls and makes them Valourbane: a class of ranged cavalry armed with magical bows that feed on courage. The physical properties of the weapons shifts according to the strength of will of their target. The bolder the quarry the greater the spiritual reward reaped by both demonic bow and its wielder if they succeed in shooting them down, and so the Valourbane are spurred to seek out the most courageous foes and riddle them with daemon-blessed arrows.  I think that the premise of the Valourbane has the potential for fun stories but also interesting gameplay. They’d have a role similar to Skyfires (hyper-mobile ranged snipers with good CC attack from their mounts) but with some quirks. Their bows have an okay attack profile (perhaps 2 shots 3+/4+ R-1 D1), but its range is variable: the base is 6” plus the bravery characteristic of the target multiplied by two. This has the fun effect of having a 14” range targeting Grots but a 24” range against Scar-Veterans. Furthermore, the damage rises to 2 against models with a bravery of 7 or more. Essentially, these become ideally suited to sniping heroes or undead/daemon armies.  
  Resplendants - Hysh Themed Units Resplendant Slaaneshi champions are walking exhibitions of gems, gold and silk; vain effigies of elegance that stalk the battlefield with heads held high.  Lord Paragon (Hero) - the old Sigvald model still looks great and would represent a vain, elegant leader perfectly. He could do with a rules boost, though, to put him in line with the Mighty Lord of Khorne or a Lord Celestant. He is a resin model, true, but GW hasn't been too studious in avoiding the carrying over of outdated kits (cries in Eshin).  Sychala The Unquenched, Slaaneshi Lord on Daemonic Mount - This would be the alt-build for the lord on Daemonic mount.  Sychala was once just another Slaaneshi champion with a thirst for perfection. During the Realmgate wars, her retinue was part of a grand Everchosen army, and it was here that she first encountered the lure of Tzeentch. Sychala was unable to resist sneaking inside the Tzeentch legion’s Silver Tower in order to pilfer its arcane secrets. However, she would be unprepared for the interest that the Warspire’s captive Daemon prince Zaarich would take in her. Sychala slew the tower’s Curseling castellan and ransacked the library, but in so doing accidentally broke Zaaritch’s arcane bonds. Sychala eluded the claws of the Daemon Prince as she fled the tower. And yet, right on the threshold of the warpstone gate, Zaaritch’s talon grazed Sychala’s cheek. She may have escaped the tower, but the Daemon’s magic had forged an unbreakable bond. For the first time though certainly not the last, Sychala heard the whispers in her mind: offerings of power in exchange for fealty to Tzeentch. Thus had she become the unwilling host to a Daemon Prince.  Sychala’s power and reputation grew over the decades, but she would be forever changed after her encounter at the Silver Tower. Where once she exhibited a vain but pure desire for excellence, her ambition had been tainted. Once a hedonist, she now has difficulty re-capturing those pleasures. Sychala wishes, more than anything, to serve Slaanesh faithfully, and so her existence is a constant struggle. She must work harder than ever to find the ‘joy’ in perfection, for if she finds herself motivated by selfish ambition then Zaaritch grows in power and could perhaps take over…   Sychala would be a powerful mounted Slaaneshi lord as well as a wizard. She’d get access to a Slaanesh-themed spell but also a more powerful Tzeenthian spell, except the latter risks Zaaritch becoming dominant (perhaps a casting roll of a double means you lose command points).  Soulwring Sommelier (Hero) - a rotund lady clad in finery. She isn't quite a wizard per se, but has studied the arcane in order to master the ways of soul extraction and infuses fine wines with the captured souls of Aelves, Daemons and Mortals. These intrepid artisans are highly honoured in Slaaneshi retinues, with their infusions considered holy delicacies. This would be a versatile but short ranged support hero, with her various vintages functioning like prayers.  Slaaneshi Paragons (unit of 5, Resplendant General Battleline) - Clad in gleaming plate, these are the faction’s elite warriors. One or two in this unit are rotund gluttons, and not grotesque blightkings, rather Bon vivants who enjoy feasting almost as much as they enjoy fighting. Paragons are conceited and prideful, thus fight hardest against elite foes in order to prove their superiority. They would be the tabletop equivalent of high-tier elite infantry (such as Skullreapers or Paladins), though their superior attacks stats is tempered by having 2 wounds rather than 3. Perhaps the unit champion also has access to a limited choice of magic items, emphasizing their lofty status.  Quartzblind knights (unit of 3) - The other half of the Valourbane kit, these resemble the paragons riding Slaaneshi Daemonic mounts. They do, however, have a particular gimmick: In their arrogance, each knight has undertaken to the closest thing Slaanesh has to a vow of chastity: they don daemonic circlets which spread a layer of Slaaneshi crustal across their eyes, blinding them but for the vaguest shapes and lights. They do this for two reasons: to prove their superior fighting prowess by volunteering to a handicap, but also to force themselves constantly on the 'brink' of pleasure. The transparency of the crystal gradually clears with each foe they slay, and so they battle with a mad intensity to bear witness the glorious pay-off of their destruction. Quartz clarity does not last long, however, for Slaanesh soon withdraws the gift of vision to entice more fighting out of them.  These warriors are built for destroying hordes, with a multitude of attacks which, in the inverse of the Hellstriders, improve in QUALITY as slain enemies bestow clarity of sight. They'd probably have a similar power level and cost to the Idoneth eels.  The Behemoth Many recent armies have more than one centrepiece model, and the mortals deserve something distinct from the Keeper of Secrets. My concept rejects the obvious ‘big beastie’ in favour of a large, mobile shrine (similar in scope to the Cauldron of Blood or Arkanaut Ironclad) which manifests the Ulg-Hysh duality in two builds. Either version is a large, ornate mobile shrine. It would be cool if it was a wagon pulled by a crowd of Slaangor, so that even if they aren’t represented in the core army there would exist models to use for conversions. As for what is on top of the wagon, the platform would be modular enough to allow for the following variants: The War Banquet (Hysh) – This would be what it sounds like: a mobile feast of decadent food and drink. Honoured champions of the Slaaneshi army would be rewarded with this privilege, and the sight of them eating and drinking on the war banquet would fuel fellow warriors to the height of jealous zeal.   Agonist Orchestra (Ulgu) – Replacing the banquet table would be an orchestra platform. Taking cues from the Enrapturess, the band’s instruments would be gory perversions of the mortal form: a cacophony of painful music. This would be a damage dealer, rather than the Hyshian buff engine. The orchestra’s conductor is the Agonist Impressionist, and so her infantry model is a spare from this kit.  It’s also where we could get the infantry version of the Pleasuremage (considering that’s how the Cauldron of Blood and Magmadroth do it).   Other Terrain – Repository of Vice, an ornate structure of shelves filled with tomes and locked chests, each holding within them guilty secrets and hidden addictions. This could have some kind of fun temptation mechanic, wherein after the opponent sets up deployment their units have a chance to be drawn to this terrain piece rather than where the opponent wants them, and perhaps dazing nearby units. Or, alternatively, it could force the opponent to reveal secrets (e.g. hidden units or being forced to commit to a specific use of command abilities a turn early). Endless spells. For the predatory mortal wound machine, I'm thinking the Lash of Slaanesh, which would translate onto the table as a quicker version of the pendulum. Phantasmogoria could be a roving de-buff AoE, a host of demonic illusory temptations. For the last, I think some sort of Arcane Mirror would round things out, which inspires nearby Slaaneshi units to fight harder so they can admire themselves.  Faction Summary: Slaaneshi Mortals (7 New Kits) With matched play point ballpark approximations Heroes Slaaneshi Lord on Daemonic Mount (160pts, Unalinged) Pleasuremage on Daemonic Mount (180pts, Unaligned) Pleasuremage (120pts, Unaligned) Lord Paragon (100pts, Hysh)   Sychala, Lord on Mount (220pts, named character, Hysh)  Soulwring Sommelier (100pts, Hysh) Blissflayer (80pts, Ulgu)  Agonic Impressionist (100pts, Ulgu)  Pleasuremage on Agonist Orchestra (300pts, Behemoth, Ulgu) Units Unsated (120pts for 10, Ulgu) Valourbane Brigands (160pts for 3, Ulgu) Agonist Orchestra (200pts, Behemoth, Ulgu) Hellstriders (unaligned, though could divide into the Ulgu and Hysh Variant)  Slaaneshi Paragons (160pts for 5, Hysh) Quartzblind Knights (160pts for 3, Hysh)  War Banquet (260pts, Behemoth, Hysh) Other Endless spells: Lash of Slaanesh, Phantasmogoria, Arcane Mirror Terrain: Repository of Vice So, that’s 7 new mortal kits and 2 new Daemon kits (the Keeper of Secrets and the 'Vice Scribe' Daemonette) plus the obligatory spells/terrain. I think that’s a realistic quantity to hope for, and not impossible that the Ulg-Hysh angle is what GW will focus on. Well, those are my prediction/dream-picks. Anyone have anything they want to add/disagree with? This was a slightly rambly post, I apologize, I'm super excited about the army releases. I've also hit a wall with painting at the moment, so paradoxically hope the release comes later so I can finish some current projects. I'm a compulsive wishlister. Funnily enough, I made a private wishlist last year for Beast of Chaos and while none of the new models I hoped for came to pass, my idea for Dragon Ogors as exiles from Azyr did. I think that has instilled in me a strange belief that if you wishlist hard enough, some of it comes true (Christ, I sound like The Secret AKA the chaos god of the self-help industry ). Well, I hope some of the above shots in the dark land too! Well, those are my prediction/dream-picks. Anyone have anything they want to add/disagree with?  

Klamm

Klamm

Please GW, can I have some Maw? Ogor Wishlist

I'm on a real wishlisting kick at the moment (avoiding coursework, you know how it is). I put together a Duardin future release speculation thread, and it made me think of a faction with similar problems: Ogors. Ogres, with their hungry boi Sumo Mongol aesthetic, were my first army; my first love in WFB. On the current webstore, there are two substantive Ogor factions: Beastclaw Raiders (with a book that is universally considered to be weak) and Gutbuster (without any). Should they be combined in one Skaven/LoN style book? While I was initially saddened by Ogors splitting in two, I’d say no. The Beastclaw raider lore is quite interesting and benefits from having this unique mixed identity of reaving nomad and downtrodden refugee. BCR and GB are, like Fyreslayers and Kharadron Overlords or Bonesplitterz and Ironjawz, seemingly too culturally divergent to mesh (though, who knows, that might be overruled). So I'll outline my hopes for both factions, starting with BCR (I think Gutbusters will be updated FIRST, but let's start with the shorter one). As with the last post, I don't wish to get far into the weeds when it comes to specifics of army rules (I'm not a crunch expert), I more want to explore aesthetic design space of these factions, and how their lore gets translated to tabletop.   Beastclaw Raiders While BCR have a post-allegiance battletome, it’s problematic state does call for an update within the next few years (after a Gutbuster release). Anyway, aside from balancing certain warscrolls and improving allegiance/artefact utility, I want to speculate about new models. I feel like a little goes a long way here. Part of this, too, is adding a wrinkle in the already promising foundation of the BCR's Everwinter story. I want to add ambiguity and conflict to its nature, as well as introduce a belief sect dedicated to breaking the curse.  Frost Sabres. I love the idea of fantasy Sabrecats, but the current model is universally derided. I’d want resculpted kitties coming in a pack of 5 (Gryph-Hound style), and to make be viable as both chaff screen AND the BCR’s cheap source of bodies (3 wounds making up for their 6+ save). New Yhetees. Feral ice creatures, Yhetees are one of the coolest aspects of the army (visually and thematically) and would really benefit from a redesign. Following from that...   Yhetee Frostcaller. Yhetees are creatures with natural magic affinity to the Everwinter, so it makes sense that the occasional individual harnesses their innate power to cast spells. A -2 rend CC character and spell-caster, the Frostcaller would create the option to theme a BCR force around Yhetees. It would add an additional dimension to the mysterious, feral beasts which live symbiotically with the Ogors. Perhap, too, it could raise an ambiguous question: were the Ogors truly cursed by Gorkamorka, or is there something more insidious going on? Are these bestial being the Ogor's allies, or are they slyly shepherding them (and the realms) into icy extinction?  Icebrow Hunter on Bull Rhinox. As I’d imagine a Gutbuster release would be sooner than a Beastclaw release, we can assume this would have already been released as a multi-kit that builds either a mounted hunter or a tyrant. For the BCR this sprue should also grant them their first special character: Fjorg Spring-Seeker, Named Hunter on Rhinox. Having transcended the scorn associated with the status of 'Icebrow Hunter', this chap has attained fame from his quest for a way to lift the Everwinter curse (which probably doesn't make Yhetees like him very much). I think having someone with a proactive goal to 'save' the BCR from their plight would be an interesting addition to their background. One more unlikely addition: an upgrade sprue. It’s a slim chance, but it should be noted that the base Ogor body sprue is one of the best older kits on sale. It’s detailed, modular and, while not the most dynamic, does a good job at conveying a lumbering gait. GW *could* combine the base sprue with a BCR ‘upgrade’: heads and gutplates adorned with winter-themed furs and salvaged bones, and a javelin weapon option (giving the faction some extra shooting potential). The Everwinter is crucial to BCR lore and mechanics, so IMO the faction’s terrain needs to be a dynamic representation of the encroaching winter. I imagine the terrain to be large protrusions of ice and frozen ground, let's say call it 'everwinter's touch'. There could be similar summoning mechanics to Sylvaneth Wildwoods, where the boards gets slowly overwhelmed by them as the battlefield freezes. I know there are some people who find wildwoods irritating for counterplay, but I think that the BCR's interaction with it would be less frustrating. For one, the low model count means having access to impassable (except to Yhetees) blocking terrain helps them defend against more manoeuvrable armies. The ice blocks needn't have a direct mortal wound bubble either: a freezing debuff aura similar to a Thundertusk would be more thematic. The only downside to this would be the requirements to purchase more terrain than most factions (same problem as the Sylvaneth), but BCR are generally one of the cheaper armies so it probably works out. I'd say this representation of the Everwinter is more visual and tactically rewarding than the current allegiance ability. As for endless spells, giving the Frostcallers a toolbox of Ice spells would be rather simple. A blizzard predatory spell, a spear of ice and frozen wall… none of this is inspiring but it does write itself. Well, those are my condensed thoughts on BCR: an interesting army with lots of potential, and could benefit from a small release to flesh out the feral side of the faction. Release size: small Updated Battletome Icy Endless Spells Frozen Terrain 3 new model kits Possibly an upgrade sprue   Gutbusters Onto the OG beefy bois. Recently, Maneaters and Firebellies have been re-absorbed into Gutbusters on the webstore. It's not certain proof of reunification, and both Keywords represent a single unit with a strong theme that could serve as a basis for an entire subfaction. The Firebelly invites a more tribal, shamanic culture of fire-worshipping voodoo (the Bonesplitterz to the Gutbuster’s Ironjawz). And Maneaters as a concept (wandering bands of mercenaries and explorers) have endless potential, allowing for Ogors that reflect the cultures of various realms and factions. Either of these could end up becoming its own thing. Or both. Or neither. For the purposes of this wishlist, I’ll assume that Maneaters ARE reabsorbed (they're older models) while Firebellies eventually get the Ironjawz treatment (a faction built around one unit). This ends up being pleasingly symmetrical. Gutbusters are the 'modern' Ogors, worshipping the Maw and also dabbling in more trade than is customary for Destruction races. Then you have two ‘wilder’ off-shoots: ice-themed nomadic beast-tamers and primal fire-worshipper tribes. In separating the BCR and Firebelly elements, several unique aspects of the Gutbusters come into starker focus: Janky tech. Gutbusters are among the more technologically inclined factions in Destruction. They aren’t artisans like Duardin or mad scientists like the Skaven, but have a cavalier approach to salvaging other cultures’ tech and bashing it together to create something new. Friendly foodies. Going hand-in-hand with that, Gutbusters are the most diplomatic race in Destruction. Where Urruks have a constant urge to fight, Ogors have a wander-lust to go with an insatiable hunger, and so many happily work with whoever provides coin and food. The Maw! They remain the most directly tied to the ‘Great Maw’ (probably just a façade of Gorkamorka, like the Bad Moon) means that food should be an oft-repeated beat. Gnoblar, Gnibblar, Ogor, Spy. A species of Grotz even more pathetic than Moonclan cave dwellers, Gnoblars form the proletariat of Gutbuster society. This aspect was best captured in the 6th edition Ogre Kingdoms book, with the 8th Edition book and kits shifting the focus to the faction’s beasts, but I feel the Ogors’ fondness for their indentured servants is fertile ground for fun stories (especially since Urruks and Grotz no longer have the same interplay as they did pre-AoS). All that considered, I think there's potential for a strongly themed, medium-sized faction. Let's start with making a few changes to the existing kits. Appropriating existing kits: Bragg the Gutsman becomes a generic Gutsman hero type. Drawing from some of the old Bragg lore, these executioners are feared and shunned enforcers in Gutbuster society, usually hired temporarily by tribes to enforce certain justice before being cast out. Any Ogor who has perfected the art of disembowelling is, after all, not to be trusted. The change I’d make to this base is that Gutsmen are sadistic Great Maw zealots, acting as enforcers to Butchers. That way, between Butchers, Gutsmen and Larder-wagons, you've got a strong contingent of the 'religious class' represented in the army. Maneaters. Oh, Maneaters. My favourite unit from WFB, they’re a little out of place now (and pretty expensive, too). The name has to go for a start – Golgfag is dead, so we need an appropriately colourful name for this class of mercenary. I’ll get to the new kit which replaces the role of Maneaters in a sec, but for now, let’s call them Realmtrotter Mercenaries. The existing Maneater models have delightful character, so they could represent a hero-level Realmtrotter Veteran (with highly varied loadout options). Gnoblars are where they have an opportunity to pull a FEC and make new warscrolls from existing 'bits'. Supply Gnoblars, or Graft Gnobz. This is a five-model unit of Gnoblar aides, the miniatures coming from the Gnoblars included in the Ogor and Leadbelcher sprues. Similarly to the Moonclan’s Sneaky Snufflers, these would have buffing utility. Graft Gnobz could buff on a nearby unit: +1 attack for Ogors/Ironguts (weapon carriers), +1 to hit for Leadbelchers (torch lighters) or heal D3 wounds for any Ogor unit (food bearers). You already get 6 free with each box of 6 Ogors. Crotchbashers. These are bravest, hardest Gnoblars around (which isn’t saying much). They get their egos inflated from being favoured by an Irongut owner, so become the de facto Gnoblar bosses. In terms of rules, they’re the equivalent of a Grot Boss: super-cheap heroes with modest CC stats and a command ability. You get two of these for every box of four Ironguts. All that considered, I think we need to say goodbye to the humble Gorger. With Skrag’s character gone, these troglodytic outcasts are an aesthetic anomaly and an ugly one at that. What is the whole 'gut-less exile' angle providing, exactly? That's probably the only thing I'd 'squat'. New Kits Tyrant on Bull Rhinox. This is the kit shared across the BCR/Gutbuster factions, with the Tyrant option being an armoured 250pt combat monster. Since Gutbusters get updated first, let's count it as their release. Realmtrotters (unit of 3). This is the unit to replace the Maneaters, and is an opportunity for GW to really knock it out of the park when it comes to customization (think Rockguts but more, MOAR!). To have some visual cohesion, I’d want them to generally embody Order factions (Free Peoples, Fyreslayers, Kharadron Overlords, perhaps some Aelven regalia there too). After all, most of the resin Maneaters look like they've served in Free People cultures. They'll have customizable warscrolls and flashy rules, perhaps the unit champion can take an artefact, representing their exotic collections. Tinker-thugs (hero). The closest thing to a ‘master engineer’ an Ogor can get, these visionaries are responsible for building Gutbuster war machines along with their dextrous Gnoblar minions. Thugs are sometimes called ‘Ear-Nibblers’ by those suspicious of their Gnoblar affinity: Ogors mark Gnoblars as their own by biting their ears, so some suspect Tinker-Thugs give not a proper chomp but a dainty nibble. Tunker-thugs chaps are support pieces for the Leadbelchers, Maneaters and Artillery shooting. Bone-gruel Canteen (hero/Behemoth). Taking Scragg the Slaughterer’s concept and raising the volume, this is a Rhinox-pulled larder wagon dor a Butcher's cauldron. Think the DoK Cauldron of Blood, but with a hungry fat boi instead. This would obviously be a buff-wagon, possibly with a Black Coach style ramp-up of power (nearby models die, go into the cauldron and the buff aura intensifies). This unit would provide a chance for named Butcher character alternative build (the option to deploy the spare hero as infantry effectively updating the old resin Butcher). Lastly, we have the Terrain + Endless spell slots. The Maw offers more creative millage than the ice theme for spells. The Great Maw is the obligatory centrepiece and along with that, I envision a Belch-fume Smog (a pendulum style projectile) and perhaps an apparition of foooood as the 'buff-piece'. In terms of faction terrain, it's actually kind of hard to decide which thematic beats to hit. I could see a ramshackle larder, a holy icon of The Great Maw or a Gnoblar salvage scrapheap. There's a lot of ways to go with this one. None of them strike me as inextricably crucial to the faction identity as the BCR Everwinter stuff, perhaps you've got better ideas? Anyway, that's a summary of the new stuff I'd bring in. I think new Gutbuster models should reinforce an aesthetic of cobbled together exoticism along with their belief in the Great Maw. The army should have the 'look' of masses of monstrous infantry, accompanied by varieties of wagons and diminutive Gnoblar servants. That way, I think AoS could eventually support three very distinct identities of Ogors: tragically cursed nomads riding giants beasts; scrap-tech, Gnoblar-powered mercenary chiefdoms dedicated to The Great Maw, and primally tribal, bonkers volcano worshippers.   Here’s a TL;DR summary of the entire faction: Heroes (9) Named Butcher on Bone-gruel Canteen (new dual kit) Butcher on Bone-gruel Canteen " " Butcher Gutsman Tyrant (Old Golgfag model. That dude is just TOO cool) Tyrant on Bull Rhinox (new model) Wandergut Veterans (Old Maneater models become heroes) Tinker-thug (new model) Crotchbasher (from Irongut kit) Units (8/9) Ogors Ironguts Leadbelchers Realmtrotter Mercs (new Maneater-style models) Ironblaster Gnoblars Graft Gnobz (from Ogor kit) Scraplauncher Rhinox Riders (Forgeworld only) Release size: fair Updated Battletome Maw-themed Endless Spells Terrain 4 new model kits I do hope that they maintain the split between BCR and Gutbuster (and in the far future add a faction of Firebellies), but I guess if they do them in one, I'll only have to paint one army. Since they'll no doubt be allies to one another, I don't see anything lost by keeping the divide. Indeed, I'm excited about the prospect of several distinct 'flavours' of Ogor, like we have with the Aelves or Duardin. 7 new kits between two factions (not counting the terrain/spell stuff): that's a conservative take, IMO. I hope that I've grossly underestimated it For you Ogor fans out there: do you agree, disagree? Heard any rumours of your own (I know there was a discredited one, but a GB release this year would make perfect sense: it's destruction's turn to shine, and both Grotz and Urruks have gotten brand-new models)? It'll be pretty funny if they do none of this and announce Battletome: Gorgers.

Klamm

Klamm

Wazzock Wishlist: A Future Duardin Release

Hey all. In my first blog post, I want to concentrate on 'faction release' ideas, so I'll be talking about lore as it pertains to new models and story direction for the faction. Ruminating on how to fix the mess that is the state of the Duardin disunion, I came up with an idea for two releases to bring them into line. Based on Skaven and FEC, it seems future AoS releases will comprise of at least a book, terrain and endless spells. Below are my ideas for revitalizing the factions with as little new things as possible (trying to keep my hopes grounded). It’s primarily a lore-focused post though coming up with new models means discussing mechanics too, but I won’t get into the nitty-gritty of allegiance abilities. I'll be discussing two separate releases: KO and a combined Dispossessed/Fyreslayers one. I'll start with KO, not because I think it'll happen sooner (Fyreslaters/Dispossessed are more due), but because it's the shorter pitch.  Kharadron Overlords Of the three Duardin subfactions, the Kharadron seem to be the most popular and are also the most aesthetically distinct and most separated from the others in the lore (literally ascending the holds and no longer venerating the ancestor gods). An updated Kharadron Battletome should keep them separate; fix the imbalances of the skyports and their underpowered Thunderers and Gunhaulers. To go along with this release, it would be great to see more aerial vehicles (perhaps a specialized mining tugboat?), but they don’t necessarily NEED new units. Then there’s the fact of Endless Spells and Terrain, which is usually a slam dunk but in the case of KO we have a problem: they live in the sky and they don’t cast magic. However, I do think they could utilize the cheaper resources of the terrain/spell development team… First, there’s the obvious ‘floating vein of ethergold’ terrain piece, which would obviously function as a buff piece, perhaps also as cover for nearby skyships and one other function that we’ll get to shortly. The only issue is that, if I remember correctly, ethergold is often invisible and hidden in the clouds, so a bit of creative license is in order. The other less likely but (IMO) more exciting option is to use the slot normally reserved for endless spells as a ‘sky bestiary’. There are many evocative passages describing beasts that are drawn toward ethergold, so the presence of an ethergold terrain piece could presumably lure them to the battlefield. The fact that they’re feral beasts from the open sky means they could have similar mechanics to endless spells. They’d be point-costed units (though not counting to your behemoth limit) which ‘descend’ (similar to Stormcast 'zapping' down) within range of the ethergold terrain. The controlling player then gets to move them, and from that moment their movement follows the rules of predatory endless spells. They have a normal 'wounds and attack profile' (they have to killed, not unbound). They only move normally and can’t charge, but if they’re within 3 inches of a unit in the combat phase the players roll off and the winner must pile in with the beast and attack a unit of their choice (they can’t choose not to attack, so if the only thing in range is theirs, tough). I think all of that would make for a fun variation on the risky predatory spells mechanic, and with clever positioning by the KO player it could really pay off. In terms of WHAT the beasties could be, I defer to the format of an endless spells box (let’s say 1 centrepiece, 1 medium sized model and unit of 3 small things): A baby Megalofin. Much smaller than an adult leviathan, this shark-whale would still be on a 120mm oval and is of comparable bulk to a Frigate. This would be your 100pt monster. A Sky Serpent, as depicted in the above picture. On a 90mm oval, this is a fast, brittle, budget alternative to the Megalofin. The cheapest beastie. Three Lovecraftian jellyfish (inspired by the look of the Harkraken). They float together on 32mm rounds, and, while lacking raw CC power, could spew poisonous debuffs which paralyse their victims. The fact that all of these creatures lack riders or intricate adornment means that the lower quality plastic of endless spells could nonetheless do the model justice. The mass of these creatures means it would probably £5 – 10 more expensive than a normal Endless Spell box, but that’s a small sacrifice to get some truly impressive creatures (which I’m sure would be popular with non-Kharadon hobbyists too). TL;DR Release Size: Minimal New Battletome (with improved rules, better tacticians than me have suggested stuff) Ethergold Stratus (cloud terrain piece) Sky Bestiary (instead of the endless spells) Now, onto the rest of the Duardin… Battletome: Ancestral Holds I think there’s a case to be made for combining Fyreslayers and the Dispossessed as, unlike the KO, they share an allegiance to the ancestor gods. Please don’t put me in *the book* for this comparison, but I see parallels with how the Gloomspite Gitz tied in three distinct factions (Moonclan, Spiderfang and Troggoths) under the Bad Moon, but worship it in distinct permutations. Likewise, a proper Duardin release could incorporate the three ancestor gods: the Fyreslayers follow their shattered god Grimnir, the Dispossessed could be tied into Grungi’s domain by consolidating their Ironweld Arsenal contraptions and, to round it out, I advocate the return of presumed dead goddess Valaya as a third mini-faction. Let’s start with Fyreslayers. On their own, they lack a little in terms of unit diversity, but there’s plenty enough to them as the ‘Grimnir third’ of a mega-faction. Their current lore is interesting, and can only get more so if their independence is encroached upon by Grungni’s offer of alliance. Duardin pride and devotion to see the return of Grimnir would have them accept, but it invites an interesting angle of resentment between the followers of the two brothers, each more readily accepting the return of Valaya (once their wife, but in rebirth she becomes a more sovereign figure). So, anyway, Fyreslayers don’t need extra models, just rerelease the hero from Silver Tower and you’re golden. But if you were to release one new model, I hear that Ol' Gotrek is snocking around the lodge these days... Next up are the Dispossessed or, as I think they should be reimagined, Grungni's Folk. These traditionalist Duardin who have been driven from their ancestral lands embrace the grand return of their smith god, and venerate his old customs. their pre-AoS models are some of the best out around. To complement the regiments of heavily armoured Duardin warriors and war machines, I would suggest two additions: Grungi, The Smith (as seen on this novel cover). This is the flagship model, a literal god of craft. He’s made frequent appearances in the fiction, and he clearly feels conflicted about retreating from Duardin life to work with Sigmar so his return creates an interesting ‘redemption’ dyamic. Perhaps the sons of Grimnir are less forgiving of his absence. He has established size-changing powers, and so he could be a troll-sized figure atop a mobile foundry throwing mystical augmentations to his allies like it ain’t no thang. Runic Golems. The long-rumoured mechanical automatons would certainly fit with Grungi’s return. I’m thinking hard-as-nails machines the size of Kurnoth Hunters, fulfilling an elite bruiser role which the otherwise Duardin lack. This could very easily fit with the steam-punkaestheticc of the Gyrocopters or the Cogsmith.  Finally, we have The Cult of Valaya. Valaya was implied to have been devoured by Nagash during the End Times, but if you can’t think of a story excuse for her essence to escape Shyish and return to her people then you aren’t trying :P. Valaya is the god of healing and home, and she would be embraced by despondent Duardin searching to reclaim their ancestral sense of home and safety. Valaya’s devotees would wear religious garments instead of the Gromril of Grungni’s folk or the, erm, loincloths of Fyreslayers. Also, it’s an underrated fact that she was the god of alcohol, a rare angle for a female-coded god and something worth exploring. The slightest of the three factions, these are your ‘gap-fillers’: focused on buffs, healing abilities and providing attacks with rend. Oh, and we finally get female Duardin (not exclusively, but we follow the trend of mixed-gender units set by Deepkin or new Stormcast). Priestess of Valaya. She’s a powerful practitioner of Valaya’s prayers, the closest thing to magic Duardin get alongside Fyreslayer runes. Battle Surgeon. A more hands-on healer, this model is close-combat/support hybrid. Shrine of Valaya. This mobile platform pulls double duty: part holy clinic, part repository for fine alcohol. This could be a Magmadroth-like kit, where you get options for heroes that you can also assemble as infantry. Otherwise, you could make it a Cauldron of Blood style multi-kit, providing Grungni/Grimnir themed builds. Hearth Pilgrims. A mixed gender unit of pious monks, these are your alternative battleline slot. Faster than Grungni’s armoured folk, they provide valuable rend in their blessed maces, as well as the obligatory healing abilities. Though we don’t need ANOTHER infantry unit, there’s the option to have the pilgrims a dual kit for Ancestral Masons. These function in society as construction workers, but on the battlefield have a more direct combat role and perhaps the situational utility of being able to ‘demolish’ board terrain. Like the Gitz, I think the key is to imbue the three subfactions with a distinct identity (in aesthetics, theme and playstyle) while giving them a reason to be fielded together. Currently, the Fyreslayers excel at CC punch, and a new book would do well to give them movement abilities so that they are the 'fastest' of the Duardin armies. Grungni's Folk (the Dispossessed) should be the shooting mainstays, with high armour values to go along with it. The Cult of Shallaya, meanwhile, should dominate the field in terms of buffing auras and healing, exhibiting an 'anti-death army' playstyle which befits a god who has spent millennia enslaved by Nagash.  Lastly, you have the same problem as the KO: they don’t mess with magic. Perhaps, then, the best way of making use of that development team is by releasing not one but three terrain pieces, thus reinforcing the tripartite theming of the factions: a ruined cache of Ur-Gold for Fyreslayers, an ancient forge for Grungi’s Folk and a Duardin tomb for the Cult of Valaya (each bestowing their faction with particular buffs). It’s also an opportunity to emphasise slight tension between the Grimnir and Grungni: perhaps you cannot give Fyreslayer characters artefacts if you’ve deployed an Ancestral Forge. TL;DR Release size: Medium Battletome Ancestral Holds (combining Fyreslayers, Dispossessed/Grungi’s Folk and adding The Cult of Valaya) 2 new kits for Grungi’s Folk (Grungni, Golems) 4 kits for the new faction The Cult of Valaya ( Priestess, Surgeon, Shrine and Pilgrims) 3 bits of Terrain themed around the factions, possibly in one pack If you’ve read all that I’m flattered. Anyway, that’s how I’d approach ‘fixing’ the Duardin in AoS. I believe that, providing the quality of the release is good, Duardin fans would generally prefer a fix sooner than later and I think this wishlist/prediction is realistic in terms of scope and not an unreasonable direction for GW to take in terms of lore. Agree? Disagree?

Klamm

Klamm

Up through the clouds the ironclad soars!

And whilst my madness is still in full bloom the labour of love that gave it it's method is nearing completion. And it's really coming together!   My only issue is it's had to be more angled than I'd like to fit within the height bounds of the 'realmgate' but with the clouds it looks like it's rising up magnificently out of them! And I'm quite proud I'm pretty proud I've managed to achieve this just gotta trim the clouds for the base and then finally add on my energy arcs from the gate itself to give it the proper appearance of having just materialised into the realm, bursting forth from the massive gateway to soar through the clouds before dropping down onto the foe to rain aether death upon them!!   Ahem... Anyway here's a WIP of the energy Using the creeping vines kit with the leaves cut off for them. Will possibly need to cut them down a bit further but should look good

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Reinforcements

The Dragon Ogors need some help.  We've recruited a local Breyherd.  This months figures: a unit of Beastigors, a unit of Ungor Raiders and a Beastlord to lead them. Only need 250 points this month and after the last set of games, I figured I needed some bodies. Assembled and started to paint.  If I finish these early, I'll probably paint a Sorcerer Lord on Manticore that I've been meaning to finish.

Kevin K

Kevin K

The Ironclad Nears Completion!

So good news today. Even more work has been done on the ironclad! And once I get it finished and my special base done it will be ready to set sail at the head of my fleet! Look forward to seeing this beauty rising up through the clouds soon!

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Kharadron Ironclad

Slowly but surely my work on my shadow pirate kharadrons continues currently with my ironclad. Unfortunately my ironclad and frigates were bought fully assembled so are proving a bit of a pain to paint. But we're getting there at least.   Almost done on this one, need to drybrush golden griffon to dull down the gold a little as golden griffon is paler and less bright. Then just crew and little details.

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Nighthaunt ahoy!

I think these grim ghost reapers have to be the fastest from sprue to paint that I have ever done.  We got them last Thursday and now they are perhaps 3 more steps to completion.  I threw in the Banshees in with them for the sake of it.  I love the way the dry brushing looks on Nighthaunt models and makes it so much easier than picking out the lines with a small brush.  I have so many large brushes that I can sacrifice as many as needed unto the alter of progress.  I order Soul Wars and it should get here at the end of the week.  I’m really stoked to see this Nighthaunt project come to fruition so quickly.  After the finishing touches and spending time on some stormcasts I think I’m going to work on finishing up my Tzeentch army.  That lord of change is far overdue.

Gorthor21

Gorthor21

ALL SKAVEN WARSCROLL CHANGES BREAKDOWN

Skaventide Warscroll Changes All Clans Covered   Ladies and Gentlemen, boys and girls. Presented here for you, by popular demand, is a total recap of the changed to all the Skaven scrolls laid out by Games Workshop. To the regular readers you will notice the Pestilens scrolls are in here despite already having been covered in a separate article. This is so anyone seeking a total guide doesn’t have to jump between the two. If you’re Pestilens supremacist or an enterprising Nurgle Maggotkin player perusing new options, go check out the separate article if you like. Now on to the meat of things.   Masterclan Seeing a few significant changes to the head honchos, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race. Grey Seer – increased to 120pts from 100 ·       Unique spell replaced with Wither, a powerful short range debuff. ·       Warpstone mechanic reworked to be more risk/reward. ·       Can cast 2 spells now. ·       Command ability has been removed. Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. 2 spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic. Screaming Bell – Remained at 200pts ·       Confers battleshock immunity to nearby units. ·       Can’t move without being pushed now. ·       Same 2 spell buff as the Grey Seer on foot. ·       Peal of Doom reworked slightly. ·       Cracks Call range shortened. ·       Now has a 5+ ward save  I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful. Verminlord Warpseer – Remained at 260pts ·       Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4. ·       Now has a 5+ ward save. ·       Has the ability to accrue extra Command Points. ·       Command Ability now confers Battleshock Immunity. ·       Unique spell does d6 damage to target, rather than d3 or 3 to a flyer. ·       Received the new Verminlord bravery debuff effect. Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally. Lord Skreech Vermining – Remained at 300pts ·       Same Doom Glaive change as Warpseer. ·       Thirteen Headed One mechanic reworked so all options are viable. ·       Now can cast 2 spells instead of one. ·       Verminlord bravery debuff effect added. ·       Thirteenth Dreaded Spell unchanged. My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential. Thanquol and Boneripper – Remained at 400pts ·       Warpflame mechanic changed to anti-horde focus. ·       Can mix and match whichever weapon options he wants per arm. ·       Command ability changed. ·       Received the Monster keyword. ·       Unique spell changed to anti-hero spell. ·       Arkhan the Black level casting buff from Staff of the Horned Rat. The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One. Masterclan Verdict The Masterclan are looking fantastic after their changes. Im definitely convinced these guys are the undisputed masters of Blight City. There are two big Skaven players in NZ, myself and Mr Mitch Harty (twitter handle is bitch_party), and he’s always been a Thanquol man while I’ve been an adherent of Skreech Verminking. We both came out well from this but Mitch is definitely laughing his way to the bank.   The Clans Verminus The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in. Verminlord Warbringer – Decreased from 280pts to 260pts ·       Standard Doom Glaive change. ·       Verminlord bravery debuff added. ·       5+ ward save added. ·       Punch Dagger has the chance to massively increase damage on a 6 to wound. ·       Receives combat bonuses for nearby rats rather than for charging. ·       Command ability is now wholly within. ·       Can now cast 2 spells. ·       Death Frenzy spell upgraded to target d3 units instead of just one. This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer. Clawlord – Remains at 100pts (Renamed from Skaven Warlord) ·       Scurry Away mechanic replaces original retreat after fighting ability. ·       May only take the Warpforged weapon option now. ·       Command ability unchanged. Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting. Clanrats – Remains at 120/200pts ·       No longer receives combat buffs for being a large unit. ·       Shields now work against any damage rather than turning off against damage higher than 1. Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy. Stormvermin – Remains at 140/500pts ·       Exact same shield change as Clanrats. ·       No longer get buffs for outnumbering their opponents. The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast. Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do. Clan Verminus Verdict A solid, well rounded series of warscrolls that are now believable as their own real, tactical force rather than just that time I took 1600pts of Clanrats and Warlords with 2 Screaming Bells allied to cheese a local store event. I look forward to seeing people crying on twitter as they realize how much detail their 89th Stormvermin actually has on the model.   The Clans Pestilens My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans. Verminlord Corruptor – Increased to 260pts from 220pts ·       Unique Spell changed so that it does more damage, but no longer spreads. ·       Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. ·       Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. ·       Received a 5+ ward save. ·       Received a passive bravery debuff to nearby enemies. ·       Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace – Remained at 180pts ·       Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. ·       The wrecking ball does far more damage but is a single target instead of AoE now. ·       The Plague Monk crew actually have attacks now. ·       It has the same ward save as the Verminlord Corruptor. ·       It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) – Remained at 80pts ·       Tumbled into one warscroll. ·       Gained the attack profiles of both original priests. ·       The Plague Tome once per game activation is gone. ·       Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks – Remained at 70/240pts ·       All once per game effects removed from command options. ·       Improved Rend on 6s and rats doing damage when they die left untouched. ·       Banner now causes 6s to wound to do double damage. ·       Doom Gong now boosts running and charge rolls. ·       Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers – Remained at 60pts ·       Aura of damage effect is slightly better. ·       They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult – Remains at 160pts ·       Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. ·       Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. ·       Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. ·       Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. ·       Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. ·       Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. Clan Pestilens Verdict With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium.   The Clans Skryre Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got nerfed and no, nobody has any sympathy. Arch Warlock – Increased to 160pts from 140pts ·       Warpflame Gauntlet hits on a 2+ rather than being auto hit. ·       Can increase the damage of his melee weapon and spell at a risk. This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that. Warlock Engineer – Remained at 100pts ·       Slight rework to risk/reward spell mechanic. Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability. Stormfiends – Decreased from 290pts to 260pts ·       Can now only take squads of mixed weapons, what the box provides. ·       Warpflame reworked, see Thanquol and Boneripper. ·       6+ triggers are now Unmodified 6 triggers. Damn Games Workshop, I’m not even sure if this was necessary. You could have just changed how warpflame works so a unit of only warpflame wouldn’t be hilariously devastating but sadly, new warpflame on a whole unit of these would be blatantly unfair. I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options. Skryre Acolytes ·       Can run and shoot now. ·       Can’t shoot things they can’t see anymore. You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes. The Weapon Teams (Doomflayer 60pts, Warpgrinder 80pts, Warpflame 70pts, Ratling Gun 80pts) ·       All overload mechanics guarantee the death of the unit after its attacks are resolved now. ·       The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up. ·       Warpflamer changed to be in line with other warpflame weapons. The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore. Warp Lightning Cannon – Remains at 180pts ·       Can double the dice for shooting at the risk of blowing the weapon up. ·       Now has 8 wounds instead of 6. Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6. Doomwheel – Increased from 120pts to 160pts ·       Can double it’s shooting attack at a risk. ·       Hurts every unit it roams over rather than just one. ·       Still a chance the enemy can move it instead of you. Look GW you made it better but you didn’t make it 40pts better. I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass. Warplock Jezzails – Remained at 140pts ·       6+ is now Unmodified 6 to hit. No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use. Clans Skryre Verdict Wow Skryre, you are tonight’s biggest loser. All I see here is a faction better suited to being allied than ran by itself. Acolytes are trash, Stormfiends require (shudder) actual skill now rather than just a silly battalion and some dice rolls and the weapon teams will just straight up disappear with one turn of bad luck. The only thing that can salvage this is a solid Allegiance ability and their spell lore to be really good. It’s thematic, but don’t expect pure Skryre on the top tables anymore.   The Clans Moulder Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And wit an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare. Master Moulder – 100pts (New Warscroll) ·       Whole new unit. ·       Has the Packmaster whip ability. ·       Has a command ability that summons destroyed Moulder units to the table. ·       Powerful range of attacks. Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work. Packmasters – Remained at 60pts, now per Packmaster due to being a unit. ·       Can now be taken in groups of up to 3. ·       Same whip effect as the Master Moulder. ·       Lost a few weapon options. Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things. Rat Ogors – Remained at 100pts ·       6+ changed to unmodified 6 to hit. ·       Attacks generate additional hits rather than additional attacks. Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw. Giant Rats – Remained at 60/200pts ·       Horde bonus now increases weapon range rather than attack bonus. This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper. Rat Swarms – Decreased to 60pts from 110pts ·       Rules updated to be similar to restoring dead models to a unit. Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so. Hell-Pit Abomination – Remained at 220pts ·       Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1” ·       Warpstone Spikes enable the model to have a chance to straight up ignore magic. Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come. Clans Moudler Verdict Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players.   The Clans Eshin The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes. Verminlord Deceiver – Remained at 300pts ·       5+ ward save added. ·       Verminlord bravery debuff added. ·       Can cast 2 spells instead of 1. ·       Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds. Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate. Deathmaster – Remained at 100pts (Renamed from Skaven Assassin) ·       Throwing stars pop into multiple hits on 6s. ·       Has a LOT more attacks with Fighting Claws. Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu… Gutter Runners – Remained at 60/200pts ·       Throwing stars pop into multiple hits on 6s. They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome. Night Runners – Decreased from 100pts to 80/280pts ·       Throwing stars pop into multiple hits on 6s. ·       They make a 2d6 move now after deployment rather than just a free move. Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one. Clans Eshin Verdict Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown.   Jesus that was a lot of typing. Tell me your thoughts, yell at me, whine that Acolytes aren’t that bad (they are that bad, shut up). All feedback is welcome as always.

AIdenNicol444

AIdenNicol444

Nervous Speculation: Part 3

Won't lie to you fellow ratkin I actually forgot that the warscrolls get revealed a week before the book itself due to how the retail website works so waking up here in NZ to all these changes was like Christmas. But the kind of Christmas where you're not sure if the gifts are cool or terrible. Without further ado, let us get stuck into the warscrolls and talk about what’s different, what’s better, and what’s worse. As ever, we still don’t have points so a lot of this is potentially subjective.   Verminlord Corruptor ·        Unique Spell changed so that it does more damage, but no longer spreads. ·        Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. ·        Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. ·        Received a 5+ ward save. ·        Received a passive bravery debuff to nearby enemies. ·        Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good.   Plague Furnace ·        Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. ·        The wrecking ball does far more damage but is a single target instead of AoE now. ·        The Plague Monk crew actually have attacks now. ·        It has the same ward save as the Verminlord Corruptor. ·        It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4.   Plague Priest (Both Variants) ·        Tumbled into one warscroll. ·        Gained the attack profiles of both original priests. ·        The Plague Tome once per game activation is gone. ·        Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver.   Plague Monks ·        All once per game effects removed from command options. ·        Improved Rend on 6s and rats doing damage when they die left untouched. ·        Banner now causes 6s to wound to do double damage. ·        Doom Gong now boosts running and charge rolls. ·        Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally).   Plague Censer Bearers ·        Aura of damage effect is slightly better. ·        They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW.   Plagueclaw Catapult ·        Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. ·        Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better.   Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad.   The Battalions Well, the book isn’t out yet so we can’t really say. I can however say that I know all the Pestilens battalions made it through in some form or another, so all I need to see now is what they actually do. Worry not, I will make another one of these posts as leaks emerge.   Well, a lot to take in. Most of it really good news too. Let me know your thoughts and let’s talk pestilence in the Mortal Realms.

AIdenNicol444

AIdenNicol444

Bouncy Bois

Squig hoppers are done.  180 points assembled and painted for the month.  More to come, I have Skragrott, loonboss on mangler, and a dankhold before the big push.  100 grots in a single batch.

PartyBear

PartyBear

Nervous Speculation: Part 2

Didn't expect to be back so soon, but GW is throwing spoilers at us hard and fast and you know i'll be there to catch them. Today's article centred on Skaventide Endless Spells, as well as the Gnawhole terrain feature. As always, I preface this saying we don't have the full picture, any of my predictions could be wrong here based entirely on what we get caster wise and what's big in your local meta. We also don't know the point costs of these (Gnawhole is terrain and therefore free) so that can be a factor. Lets get stuck in with Vermintide. More than just a fantastic video game series, "Vermintide" makes a triumphant return to form from it's glory days in Fantasy Battle and Total War Warhammer, and it's somewhat less glorious days as the Grey Seer unique spell. This thing got an upgrade to say the least, it's a predatory endless spell that can't harm it's own army or even body-block them. The thing is on an enormous base too, so everything about this thing screams choke point blocker. Also it will squeeze out maybe 3 or so mortal wounds on anything that dares to bump and grind against it, nice. At first this was my least favorite, due to it's high casting roll and pseudo Geminids-but-not-as-good deployment. Then after seeing the casting buffs we will have access to in addition to the ones we already have, I changed my mind. The damage on this thing isn't it's draw, though it definitely has potential. The real devil is in the details however. Notice how this doesn't actually fly. Now notice it strips the ability to fly off enemy units. But Aiden, Pestilent Lord of all that Rots, how could that be a good thing when it's immobile? THIS THING IS SOULSNARE SHACKLES BUT IT CAN STOP FLYING MODELS. Cya Bloodthirster. Stop right there Ironclad. Morathi? I hardly knew ye (she will probably just unbind it but still). Worth it. Oh hey you. Now a good parent doesn't play favorites, but I never claimed to be the best. This thing, this prodigal son, this apple of the eye of Skreech Verminking himself. It's crown of conquest at 13 inch range and it flies around the table and ONLY BENEFITS US. Oh but the enemy can take it and move it you say. Well yes they can, but good luck getting it away from everything in our army when it doesn't specify wholly within. Not much more to say, love it. Tunnel Through Reality is fine. It's more going to be useful for moving heroes than units due to the wholly within caveat but that's fine, it does what it needs to do. Aura of the Horned Rat however is quite toasty, free arcane terrain is amazing in an army that (historically) has few actual buffs to cast. It will pair well with Grey Seers and their ability to reroll failed casts to say the least. Also while Deadly isn't the slaughterhouse it used to be, it will be worth keeping note of as a fun extra way of chipping out extra damage. See you all in the next episode, it will probably be next week knowing GW. Then again we also have LVO reveals in less than 24 hours, not that I think anything is coming that will affect us too much. As always, let me know your thoughts and let's get a discussion going.

AIdenNicol444

AIdenNicol444

 

Ironweld Arsenal - Version 1.0 Battletome Mechanics (Narrative pending)

For anyone whose been keeping an eye on the Ironweld Arsenal fantome project, or avid fans of big guns in the Age of Sigmar we've put together the version one allegiance abilities, warscrolls, batallion and playtesting points lists for the Ironweld Arsenal. Below are our initial outlays and abilities for the faction that we'd love feedback and critique on aswell as any ideas that fresh eyes can bring to the concepts. These are the gameplay mechanics of the Ironweld, though feel free to check out thread in the main forum for the Narrative elements or my twitter feed @rlrsmith88  If anyone has the models to playtest/proxy out games I've love to see photos and know the results, what needs tweaking or refining aswell as what works particularly well on the field of battle. Collated PDF: IronweldmechanicsV1.0.pdf So here we have Allegiance Abilities: Warscrolls -  HEROES BATTLELINE OTHER BEHEMOTH ARTILLERY BATTALIONS POINTS COSTS

Melcavuk

Melcavuk

Nervous Speculation: Part 1

Hey there fellow Acolytes, figured I might as well do some posts relating to the rules spoilers we will be getting leading up to the battletome. To preface this, it's important to acknowledge all rules we are shown are in a vacuum, we have no idea what other changes may be coming that supplement or affect these rules. But that being said, let's dive straight into it.  Kicking off strong. Now "Overwhelming Mass" is exactly the sort of thing I expected with a new Skaven book, it both rewards and strongly pushes taking large unit sizes, which often with Pestilens I wasn't wont to do due to it potentially setting up a bad battleshock. THAT BEING SAID, I think it is extremely, EXTREMELY unlikely the Plague Monk warscroll hasn't had more than a few changed to accommodate this rule. "Strength in Numbers" is also here making a return. I've sung this one's praises in previous blog posts before, it's neat it's clean and it does exactly what you need it to do. Glad you're still here with us buddy. Well well well. "Lead From the Back" is one hell of a rule. Sylvaneth Superstar Lee who I play regularly has started making a habit of shooting his allied Deepkin eels across the table at me and assassinating Priests / heavily damaging Furnaces, and this will provide some insurance against that. It also helps to negate the drawback of the Priests needing to be right in the thick of it with their 13" range prayers. "Scurry Away" is neat as hell. If the enemy doesn't activate into it in time, the Plague Priests and Plague Furnaces can just LEAVE the combat instead of fighting. If the Verminlords get this I'll be shocked, but if they do I'll be a very happy man. This one is a spell for Grey Seers specifically, but it's not far fetched to imagine we will be making a greater use of those under the new ruleset. "Splinter" is funny as hell, you can either use it to casually remove that Daemon Icon Bearer and prevent them from cheesing their way through the battleshock phase, or you can shoot for the moon and try get that cheeky 3+ and knock off a Blood Knight. It's neat and has decent enough utility. On top of all this there were a few little hints scattered throughout the article. "Pestilens players will find their allegiance abilities familiar" implies the return of Echoes of the Great Plagues, but given they gave us 4 other allegiance rules I wouldn't be surprised for it to be a little diminished. The confirmation that every clan has Command Traits and Artefacts means there's a good chance our existing ones have been reworked somewhat to accommodate the new rules.  I imagine we'll have a few days of Flesh Eater Courts spoilers (boo, hiss, who cares) interspersed between glorious Skaven rule releases, so i'll check back in a few days when we have more info. As always, leave your thoughts below.

AIdenNicol444

AIdenNicol444

The Penitent Crusade: Patriarch Ignatius And His Devoted Procession

Patriarch Ignatius, supreme head of the religious arm of the Church Of Saint Simeon leads a grand procession of the faithful zealots against the enemies of the Crusade.  Bearing relics of the Saint himself into battle the Patriarch whips the faithful into a reckless frenzy before unleashing their righteous fury on the heretical foes before them.    Here are my converted Abhorant Ghoul King on Terrorgheist  along with his converted Flagellant Ghoul followers.  

TheWilddog

TheWilddog

Map of Gathilee

Made a map using an awesome tool. Now first is to put the realms in general into context, this is a realm sphere of ashqy and the little circle is the map GW gave us for part of the realm.  Now here is the great parch. So now we have context here is the map of Gathilee. (Which is in Chamon to clarify)  
   

shinros

shinros

 

Aimless

Act 1 
His eyes were drawn into the flames, the purple fires danced in the brazier and all he saw was better times. A time where he could feel the presence of his lost deity, it was so grand knowing that your god was there. The age of myth to him was a distant memory, one he kept revisiting. He stood on this very altar, his guards hefting him up high as he shouted praise to his glorious lost god. He became lost in that vision, his dulling mind burn alight with pleasure and sensation as he basked in the ancient adulation of the warriors who followed him to new heights of ecstasy. That grand time was slowly torn asunder as the hated god king brought order and stability to the realms. Yet in a sense that wasn’t so bad, they had new enemies to face, to fight.  The only true horror came upon the cusp of the age of chaos, where the followers of the other gods rejoiced there was only confusion for him and the warriors that fought at his side. All they had was emptiness, the love of their god vanished from their minds and hearts. To him it was a fell blow, one that made him fall into a stupor. The warband he fought with and lived with came apart. They floated away hoping to find something to fill the void left behind their missing god.  He sighed and withdrew himself from the vision. He turned and walked to the front of the altar, he looked down to his mutated guards. “Pain, Spite up you get.” Pain who stood at the front nodded. “Yes Master Amare…” Spite said nothing he merely grunted.  The two mutated giants stood up right hefting up the altar with ease, they began walking through the forest he calls home. The Gilded Thicket was west of Balehold, in the past it was a place where people would gather gildweed in the lands of Gathilee. But Amare took this place for himself, he needed a home that could make his mind burn, a place that could fill the void in his heart. He transmuted the grass and flowers with his rites to make them bellow with great fragrances, the gildweed in the forest enhanced this effect.  The very forest also keeps intruders away, those who wander in never leave. The fragrances have clawed into their souls turning them into gibbering fools. Normally if he comes across such people he would either multiate them and feed their carcesses to his braizer so he could relive his dreams or feed them to Pain and Spite. Amare sighed “maybe he will give me a sign one day?” He looked down to his pale body, it was replete with muscle. His very body looked to be wrought by a master craftsman, he knew someone must be sustaining him. To most mortals he would be ancient, he could not even remember how old he as.  He grimaced, if the dark prince was still sustaining him why hasn’t he spoken? Why do his minions not heed his call for answers? Pain and Spite stopped, Pain released a low whine. “Master are you okay?” Amare chuckled Pain was always worried about him, so was Spite but he never voiced such a thing out loud. He assumes that Pain speaks for the both of them. Amare found the both of them so long ago, being beaten and ridiculed by monks who prophesied the coming of the hated god king. He thought such people were fools back then, but now? He could not help but laugh in irony. “I am fine Pain.” he answered. “Both of you take me to the glade.” Both mutants said nothing they trudged onwards. He hoped visiting his favourite spot within the forest will free him from his melancholy, but it never did.    Act 2 
Arriving at the glade Amare was about to smile until he saw a group of horsemen standing in the middle of it. Their golden armour replete with runes of the lost god marked them as fellow followers, but this was his forest and it belonged to him alone. “Pain, Spite….Approach them but do nothing.” Both mutants could easily dispatch them but he could see the knights desired something.  When he was before them the leader came forward, he removed his plumed helm revealing an androgynous visage along with long flowing blonde hair. “Greetings. I am lord Cardoc of the Golden host. I herby of-” “Stow your offer.” Amare interrupted. “This is my forest, get out.” Cardoc didn’t seem offended by his words, but those who followed him where moving hands to blades. Going by his face Amare could tell he must of been nobility before falling to the delights of the lost god. Cardoc gestured to calm his brethren. “Now let’s not be hasty, my king heard of a powerful priest who dwells in this forest. He requires one for his crusade.” “Flattery won’t get you anywhere boy. So tell me...Which are you? Seeker or Invader?” Amare waited for Cardoc’s answer. The golden knight smiled at him “Seeker, but we are not searching for the tangible form of our god like the others.” Amare leaned on the front of his altar, he gave a long sigh. “Alright hurry up, sell me your Golden Host.” “Very well, King Zakai blessed be his name wishes to launch a crusade against these lands. He received a glorious vision of our lord returning once everyone in the realms bow to will of Slaanesh alone. We search for Slaanesh by bringing his word and deeds to the fools that deny him.”  He digested his reasoning it was different compared to most but in the end he assumed Zakai was another upstart lord who was using visions to build an army. He doubted that he was a Seeker as well, he was most likely an Invader using prophecy to build a host. Amare stood up right “tell me Cardoc, do you feel an emptiness in your heart?” The question surprised the knight “I know of what you speak. That awful sensation has evaporated in the face of serving the Golden Lord.” “Liar.” Amare hissed.  He watched the knight frown, his facade of politeness vanished. “I wish to tell you if you refuse King Zakai he has ordered that I should kill you.” The knight’s words caused a great laugh to erupt from Amare’s throat. “So tell me how am I a threat to you the one you serve?” “You aren’t a threat, if you refuse me you are a heretic. It’s that simple.” answered Cardoc.  Being called a heretic was amusing he was about to say something but the brazier behind him began to roar. He turned to see the flames were enlarging, he could hear Cardoc shouting something but he didn’t care. He approached the brazier and stared into the flames.  Instead of old visions of the past he saw the back of a warrior who radiated the majesty of his missing prince, he could feel the hole in his heart being filled. The light of hysh blocked his face, it obscured his form leaving his vision a blur. Amare wanted to reach out he staggered towards the warrior. As he touched the shoulder of the warrior he turned his head slightly to him, he saw only a hint of his face. But the blue eyes captured him completely, the vision then crumbled. He screamed in fury “No! Come back!” he found himself looking down to his hands. The fury gave way to sadness the emptiness came rushing back.  He wondered if this was a message from his lost god? Perhaps it was a sign? He turned and returned to the front of his altar. He looked down upon the knight who was oddly staring at him concern. Amare sighed “maybe you are involved?” “What do you mean?” The knight answered his questions with another question. He creased his brow, the vision only happened soon as this one came to disturb him. He grumbled while lowering his hand from his face. “Very well lord Cardoc, lead me to your king.” The knight seemed jubilant with his answer, but he wasn’t joining his host to serve but to look for someone. The mysterious warrior might be the one who will purge the void that has claimed his heart. 

shinros

shinros

First Blood

Kronak takes a small vanguard of thunderscorn through the realm gate.  Their first step towards finding a way home.  They arrive in the realm of Ghyran and quickly discover five other forces to contend with.  "To arms brothers and sisters."   We had a small tournament with 500 pt armies we built for the campaign.  We played 4x4 tables with a bit of narrative.  Realm was Ghyran and each game gave benefits to winners. It was a bit rough for Kronak and his Thunderscorn.  With only three units there weren't a whole lot of clever tactics.  It didn't help that I don't think I got a spell off the whole time (at least when it matters) First game was against Beastclaw Raiders.  He had even less models than I did.  I think he had a Huskard on Stonehorn and a unit of two Mournfang.  He basically ran across the table with both, destroyed one unit of Dragon Ogors.  By the next turn I was wiped out.  I think I killed one Mournfang. Game two was against Kharadeon Overlords playing Places of Arcane Power.  I went second.  My Shaggoth took a side objective out of LoS and the Dragon Ogors ran across the field and fought the dwarves.  In the end I had a ton of points and won but all but one Dragon Ogor and all dwarves except the general were dead. Game three was against Moonclan.  It started good.  I got the double turn and charged his bounders on one side and his spear grots on the other.  Unfortunately I out ran my Shaggoth and didn't get rerolls.  Eventually the bounders slaughtered the Dragon Ogors charged and killed the Shaggoth (their charge is rough).  Dragon Ogors on the other side did well but I lost on points. This was my first time playing DO.  They are very medium.  Kinda fast, kinda tough, kinda killy.  I definitely need to figure out how to play them.

Kevin K

Kevin K

The Odyssee begins

Marl Xarks carreer as an Arch-Warlock and Leader of the Great Revoluthing Army nearly ended during his first battle on Hysh. As a young warlock engineer the skyre army of his clan was beaten at the first contact with the Stormcast Eternals. Marl was captured and taken to Azyrheim, from which he managed to escape with the help of a team of eshin skavens. But he didn't leave unchanged. Seeing Azyrheim was an enlightenthing form him and from those days on, he wanted a better future for all skaven. During his Odyssee – that in the end lead him back to Hysh – he managed to gather a collection of rather exoctic "partners" for his cause, and his extrodinary skills as an inventor secured a steady income as well as an arsenal of deadly weapons and servants and something in between. These are the stories of his adventures … or rather of his defeats, the victories of his enemies, disasters and quite a few explosions … The whole Warband The young Marl Xark himself The first Stormrats of the Revoluthing Army The first Clanrats of the Revoluthing Army The whole Warband again I built those over the last months in order to start playing Age of Sigmar via the Skirmish Rules (knowing that it would take me like forever to build a whole Skaven army). The colourscheme is based on my Blood Bowl Team "The Undercity Philosophers" and shall carry the topic of "we are the new generation of Skaven". It is inspired by ancient roman senators: A lot of white and quite a bit of red. I especially enjoyed giving them a trollslayerish fur colour.

I use a lot of Blades from the Sicarian Ruststalker / Infiltrators Set, which I initially bought to convert the Bodies into Skyre Acolytes. I also used quite a few Stormcast Eternals Shields and two Space Wolves Braids, hehe.

And as it turns out: Today is just the perfect day to start a skaven revoluthing army!

Filius

Filius

January Totals

January is finished, and it's time to audit my numbers. In December, I painted the following: 60 Stabbad: 360 points Fungoid Cave Shaman: 90 points Madcap Shaman: 80 points Total: 530 points   In January, I painted the following: Zarbag's Gitz: 160 points 20 Shootas: 130 points Endless Spells: 210 Points 10 Boingrot Bounders: 200 points Loonboss with Great Cave Squig: 100 points 20 Squigs and 4 Herders: 240 points Loonshrine: 0 points Total: 1040 points plus loonshrine.   Now for February goals. Loonboss on Mangler Squigs: 300 points 60 Stabbas: 360 points 40 Shootas: 260 points Skragrott: 220 points 10 Squig Hoppers: 180 points Total: 1100 points   Wish me luck!

PartyBear

PartyBear

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