Working out a 1000 point list to test out the battletome when built, also looking for anyone willing to do games at Warhammer World to help test and shape the Battletome as it develops.
Stormtitan Venomtongue Shaman (Infamy: The Red Mist) - Stumpstave.
The Redmist infamy (-1 to hit in shooting phase) helps offset his origin flaw (enemies reroll 1's to hit when shooting him), this gives me the chance to make a more noble stormy looking Gargant and combine it with bits from the Archanok kit to make a spiderlike shaman to reflect the fact he is venomtongue. His ability allows friendly gargants to use their least wounded profile
Bogdrinker Battleborn (Infamy: Of Ghyran) - Drakecleaver and Gargant Buckler
By running Bogdrinkers as battleline the pair can cover a larger distance with their Bravery debuff, and with the Infamy of Ghyran this gargant will keep healing until he is put down fully. By using a Gargant buckler he is more resilient in close combat (able to save even the most rending of blows).
Bogdrinker Battleborn - Massive Club
Since friendly non-bogdrinker models suffer the bravery debuff from this marshladen Gargants it made sense for both battleborn to be Bogdrinkers, taking the massive club for this one means that when the Venomtongue casts his spell I have the highest chance of triggering those mortal wounds with 3D6 attacks from this model.!
Rockhewn Longarm - Gargant Bombard
Slow but resilient (Halving enemy damage characteristics) the Rockhewn made the most sense to become the Longarm of my host, the range of the cannon offsets his slow movement well and he can sit on an objective long enough to deter enemies.
Ikar Bezerker Longstrider - Gargant Impaler
Hitting like a steamtrain and outflanking this Gargant should harass the enemy Monsters, combining his native tusked Ikar origins every 6 to hit with the massive spear generates another attack offsetting is low attack numbers (4 damage a piece though!), and the ability to come on from any table edge means he has a degree of tactical flexibility
So as to the challenge, once the 5 Gargants in this list are built I'd appreciate anyone willing to bring a balanced 1k list to Warhammer world to help clash with the gargants and balance out the fledgling battle tome!
What good would an army of unique giants each carving out their own legend be if they had no personality, not unique tales to tell.
So when fielding an army of Titans using the battletome I felt it was important every unit be treated like a character, with a name befitting the legend they would be known for, as these are Giants however the names would be incomprehensible for mortal kind whose small ears could not hope to comprehend a Gargant name, and their tiny mouths incapable of producing the noises needed to prounounce it anyway,
So the Gargant name generator allows you to produce the names that mortal men know each Gargant by, defined by their Origins and Specialities to produce personalised names.
OK, with the three provisional scrolls done for the army what I am in desperate need of now is some players to go through the various combinations on the warscrolls to see if there is any broken, over or underpowered, obvious or useless choices i have included in order to be refined. There are a number of typos I have spotted which i can go through an edit but I tend to find players have the best insight into what might result in broken combinations.
So you might be thinking that with just 3 warscrolls the faction cannot have that many combinations to assess, but as I'm a weird one we now have 135 possible combinations of Warscroll, Origin, Speciality and Weapons. Now that is army variety
So if anyone has a chance to read my Gargant builder, build you ideal Gargant with what is on show and see if there is any broken combinations I would be immensely greatful. We have the Overlord (Hero), Shaman (Wizard), and Gargant (everything else) scrolls, along with clarification of what each Origin and Speciality means for the warscroll.
Thanks to anyone and everyone who reads this and moreso for those willing to give it a go!
As of late I have been working on a Gargant centric army list Battletome, something that brings not only a low model count to the table but the ability to convert unique characterful models for every entry in the list. To do this I have taken the unique approach of multi stage customisation on each warscroll however in order to make sure it is understandable I'd appreciate if people could read through a feedback on what I have so far (This is the basic Gargant scroll, there will be different ones for characters. I havent worked out the ranged weapon list yet)
Acolytes of the Withered Word
The Fecund Hordes of the Ashen Wastes
The Skaven Clans, and most particularly the teeming hordes of Clan Pestilens, are infamous for their Gnawholes, unstable tunnel-gates that run between the realms chiselled into being by the twisted claws and sorcery of the rat-men and guided by their insidious Verminlords. They can be seen dotting the realms, particularly great sites of battle during the Realmgate War, leaving warping and twisted effects upon the nearby landscape. However despite their repeated attempts to achieve such, the clans have yet to successfully penetrate the dark and mysterious realm of Ulgu, the infamous realm of shadow.
The Roiling Basin
Deep within the twisting ash-storms of Aspiria in the fiery realm of Aqshy lies the realmgate known as the Shadowhame. One of the few stable realmgates that runs to the realm of Ulgu, it sits deep in the centre of a shattered volcano in what appears to be ancient azyrite ruins. The crater, known as the Roiling Basin due to the ash storms that whip around it’s interior walls as they blow in from the eastern plains before churning out over the western seas, has been settled by an enormous contingent of Skaven Great Clans hailing directly from the Blight City itself. Towering and haphazard Skaven constructions are piled atop ancient Azyrite heritage sites as the industrious Skaven claw the skies with their fell machinery, their destructive and corrupting presence going so far as to warp the nearby landscape and even the weather. Wealthier members of the clans have their residences and bases of operations in the high towers, with Skryre and Pestilens holding dominion over their respective supporters from on high. Moulder Clan members prefer to practise their disgusting bio-science in the depths of the crater and Clan Eshin’s base naturally remains a mystery as to its location. The lowest members of the system such as Skavenslaves and lowly Clanrats eek out an existence in the Depths, killing one another for scraps that fall from above and mysteriously disappearing into the Moulder surgery-labs. The Shadowhame realmgate itself lies in the Pestilent Knave known as the Prior Vermalanx, deep in the structure and well-guarded by acolytes and the Plague Guard.
The Church of Contagion
Skaven city-warrens are usually inhabited by clans belonging to a single Great Clan or an uneasy alliance of multiple clans present for their own interests. While the Roiling Basin is inhabited by representatives of all the Great Clans, Clan Pestilens is currently ascendant amongst the group due to the overwhelming ranks they currently count in their faithful throng. No mere no-name virulent procession, Clan Morbidus of the Pestilens are an ancient and wealthy clan that proudly boast of heritage that dates back to the World-That-Was. Faithful to their god and mindless in their devotion to his ascension, Morbidus offers it’s prayers up to the Verminlord known as Vermalanx, a legend among the pestilent clans who lead the Pestilens Clans during the Realmgate Wars and dared to scheme against the Glott Brothers and Nurgle himself, all while seeming to aid them in their goals. Allegedly defeated by the Stormcast Eternals at Rotwater Swill, Vermalanx has since arisen once more by the Corruptor’s claw to lead his most faithful of children. Bearing twin Plaguereapers forged from raw warpstone dipped in the filth of the Horned One itself, plague monks gladly throw themselves to a gory death at the orders of the dark servant of The Great Witherer itself. The dominance of Morbidus has forced the other Great Clans to toe the line against them feebly for now, with them offering up gifts of arcane ingenuity, shadow operatives and hordes of lowly rats to break against the ranks of the enemy before the Plague Monks destroy all opposition.
Ruler of the Rat-Race
Ruling over the Church of Contagion and by extension the Roiling Basin itself, Archdeacon Skirik Vileclaw presides over his “beloved” flock with sharp claws and a tendency to hurl those who oppose him from the high points down into the Depths. Quite unlike most rulers of his race, Skirik has little in the way of cunning or subtlety. Prone to fits of deranged madness due to the fever in his brain and the poison in his veins, Skirik’s temperament veers wildly between the faithful servant of the Great Corruptor and behaving like a rabid animal. Riding an enormous Plague Furnace into battle known as the Altar of the Redmaw, named for the Great Plague Skirik so famously brought back to the faithful long decades ago. His lifetime long enhanced by the righteous fury in his body and the ministrations of the absolute pinnacle of Skryre and Moulder sciences, Skirik has plagued Aqshy for as long as many in Aspiria can recall.
The Shadowhame Gate
The focal point of the entire settlement, deep within the Pestilent Knave lies the Shadowhame Gate. One of only a mere handful of stable gateways to Ulgu, and one of the scant few held by the forces of Chaos, this gateway represents an incredible potential advantage to the chaos forces as Malerion and Morathi’s machinations are kept secret beyond the twisting fold of the realm they rule over. Forces from the Roiling Basin have established a foothold on the other side of the gate, a continuous supply of troops marching through to man the defences and fortify the location further. Known as the Rotted Claw warren, Malerion has been forced to drop his façade of bored contempt for the Skaven to actively destroy the gateaway, knowing that while he faces Plague Monks and baying Clanrats today, tomorrow it could well be the Varangard riding through the mists.
Schemes Within Schemes
With Malerion and Morathi throwing their forces into the fortification of the Rotted Claw bastion and increasing aggression from the resurgent forces of Order in Aqshy, the Roiling Basin’s constant threat may yet be dealt with by the allied forces of Order. However, while the fighting forces of the rats hold back their aggressors Clan Skryre has begun a grand undertaking in the Warpstorm Tower, the only tower to rise higher than the Prior Vermalanx (a fact that Skirik has hurled many a warlock engineer to their doom over when reminded), with their research into the construction of a stable Gnawhole built using the arcane secrets gleaned from the Shadowhame Gate that will lead directly to the Blight City, enabling an enormous horde of Skaven without number to storm through. The completion of this gate will see all of Aspiria brought to it’s knees by the Skaven, and Ulgu flooded with resurgent forces to bring an end to the God of Shadow’s dominion.
I've quickly amassed a pile of miniatures for AOS so need a blog to motivate and showcase them all. I'm not a gamer but I've sculpted and painted for well over 20 years now.
This collection will be small warbands with a variety of allies tied together with certain themes and campaigns in mind. I have a collection of art books for magic the gathering which I'm using as inspiration for my colour schemes - no dark and dirty Blanchitsu stuff, this will be clean and colourful work... with the odd mud and blood splatter.
To show you what I mean, here's my first Stormcast miniatures. Bases need some autumn foliage but they are pretty much finished. Next up, some Wildwood ranger allies and Stormcasts with big two handed mauls.
These were quite labour intensive miniatures to paint but I'm happy with the end result. I did the base first so not to make a mess of the figures legs or robes. I like simple wet blending with bright colours which you can see with the blue and white here.
The base theme for this warband is something akin to the realm of death, haunted ruined look. With brown leaves and dead grass (still to be added). I sculpted a few additional leaves here and there.
So today I was dusting my shelves and I had to get these guys off there shelves, so I decided to take a group shot. I still have a lot of work to do get it all complete but I have pretty much everything I'd ever want / need for the army now.
Just got home from the Notorious Hammer event in Johnsonville, Wellington and I’m here to let everyone know how it went. The tournament went overall exceptionally well, big props to Shaun from Notorious AOS (https://notoriousaos.podbean.com/) for T.O’ing the event and running a tight ship. Once again, the New Zealand Warhammer scene is better for your efforts. Everyone had a great time and there was a great field present for 2 days of great games.
Game 1: Shaun T – Daughters of Khaine
Scenario: Focal Points
Outcome: Major Defeat 720 Kill Points
Wow. Set up my army with a Clanrat screen 40 long and 4 lines deep to brunt the massive Witch Aelf assault and Shaun just wasn’t having it. Smoothly punching through my lines and delivering a powerful follow up punch making use of the army’s ability to pile in effectively, and supporting his front line with the Cauldron of Blood and Morathi herself, Shaun schooled me hard on playing an all melee army. This tips the balance towards Shaun in our ongoing tug of war for supremacy, and I’ll absolutely be gunning for him next tournament.
Game 2: Shaun B – Stormcast Eternals
Scenario: Better Part of Valor
Outcome: Major Victory 2000 Kill Points
Shaun (Big Shaun for Notorious listeners) opened with the same strategy he used to wipe the floor with me at Call to Arms 2 months ago. Deploying his Sequitors and Evocators along the line ready to charge in after absolutely smacking the hell out of me with an Everblaze Comet, Shaun lined my head up on the block from the start of the game. Unfortunately, his comet failed to cast and his alpha-strike play was unable to clear me off the objectives due to burning a command point to pass battleshock (cheers battalion people said not to take). This prevent Shaun burning my objectives on turn 1, and I retaliated with a lethal counter-surge with Plague Monks that saw Shaun pushed backward and eventually cleared away.
Game 3: Regan – Stormcast Eternals
Scenario: Shifting Objectives
Outcome: Major Victory 2000 Kill Points
The Realmscape rules here saw units unable to fly banned from run moves, forcing myself and Regan to aggressively footslog towards the objectives shooting each other nasty glares. Regan arrived first, scoring an early lead and building a wall out of Anvils of the Heldenhammer, but my counter-offensive benefitted from some choice dice rolls and superior mobility with the Clanrats retreating and charging around their slower, more powerful opponents. With the points under lock, I turned my focus to exterminating the lethal Anvils before they could use their formidable command ability in conjunction with their Evocators to send me packing.
Game 4: Cameron – Seraphon
Outcome: Major Victory 2000 Kill Points
Cameron and his 3 Engines of the Gods opened the game by summoning 60 Skinks to the table to shore up his middle position while I spread my army out without committing to any one side. This proved to be a wise move, with the centre and enemy objectives being in the left board side and my own on the far right (appropriate). My Clanrats on the right retreated immediately to secure the home point while the rest of my army slammed into his endless ranks of Skinks and set about punching through them. With a gap formed, the Verminlord darted through and artfully brought the Astrolith Bearer and an Engine to the ground, while blocking the summoning range of the other engines and the Slann. With all objectives tightly in my grip and staring down the barrel of a slow and steady death at the hands of pestilence, my opponent conceded to save time.
Game 5: Lee – Sylvaneth
Scenario: Total Conquest
Outcome: Major Defeat 1450 Kill Points
Match of the century at the top table, with the winner set to win the whole tournament, nothing about this match was carefree. Me and Lee are actually neighbours and play each other more regularly than any other opponents, so this was set to be a great game. Lee artfully matched my playstyle of massive aggression followed by retreats and more aggression with his defensive, never committing to any one area till late-game style. The points were neck to neck with the leader changing each battle round, each of us making counter-moves we’ve practised against one another a dozen times to throw the other back and upset their plans. Highlights were Lee committing allied Idoneth eels on a suicide mission to kill a lone Plague Priest who was actually a core component of my left flank strategy (Lee never throws units away, so he knew he could set this up without me expecting it) and the would-be assassination of the outlaw Verminlord Corruptor by the Treelord Ancient into that scene from Avengers where Captain America tears a log in half. Lee won with a clever last-minute commitment to my crippled left flank and took the game, a well-earned victory.
1st Place: Lee W – Sylvaneth
2nd Place: Shaun T – Daughters of Khaine
3rd Place: Matt B – Legion of Blood
Best Sports – Regan
Best Painted – Sloane D
Everyone had a great time and there were no dramas or last-minute point corrections. I ended up 4th, almost clinching the title of first Pestilens player in the world to podium at a registered event, and learned a lot on how to improve my play. Looking forward to the next events of the year, and to the upcoming Notorious AOS GT coming next year. If it’s as good as this event, it’ll be one I can’t afford to miss.
Here is my Infernal Courtier, Lord Stephanus Grand Master of the Order Of The Broken Lance.
The Order Of The Broken Lance are the vanguard of the Penitent Crusade. Made up entirely of Infernal Courtiers and Crypt Flayers they rush forward to meet the foes of the Crusade with reckless abandon. The beginnings of the Order go back to the time of the Carrion King himself. In the early stages of The Atonement War the Carrion King lead an insane charge into the strength of the massive Khorne army occupying the country. The assault appeared so ill advised that even under the Carrion King’s delusional aura many of his followers ignored the order. Only a few select ‘knights’ followed him into the middle of the Khorne center. After a raging battle that culminated in the Carrion King breaking his bone lance in the chest of the fourth Bloodthirster Of Khorne he slew that day, the refugees of the Kingdom of Odentia emerged victorious. The few knights that joined the Carrion King were dubbed the Brothers Of The Broken Lance . From that day forward members of The Order Of The Broken Lance have served as the first line of the forces of Saint Simeon, always charging ahead with religious zeal to meet the enemies of the faith.
This is my newest project. The idea is an Ulgu based army with the Cauldron as centerpiece spilling out blood, that'll run through all the bases of the army. After assembling and painting the models I've realized I'll never get a witch elf based army finished, so the army will focus on hereos and snakes. Hopefully, I'll add my old childhood metal executioners to the army at some point! But I need to pin all their damn swords first.
The scheme is Drow inspired and I pretty much copied a guy named Luke Torr on Twitter. He paints way better than me, and shares his work and methods liberally, so you should definitely follow him if you like this.
So far, I've finished my first unit of witches and a hag. The Cauldron is coming along, hopefully soon!
I started collecting this army as I heard about the Armies on Parade. While keeping the scheme somewhat the same, the early liberators were painted with edge highlighting (not the best at that), while on the newer I tried going for a more battleworn look, trying out different weathering techniques. I can't really decide which I prefer, but the latter is the fastest, so I'll probably stick to that. My idea was to use the wings of the prosecutors and prime to create a background, and place them in a blue lake to contrast the red in their clothes. I've used bloodletters as enemies on some of the models to make them more dynamic, and the scene was supposed to be the stormcast protecting a free city located near to a lake from an oncoming Khorne invasion. I'm not sure I ever get to make the whole scene, as don't really have a spot to either make or store it in my apartment, but if I get more space a some point I might still go for it. Until then I might redo the blue water bases on the prosecutors, as I don't think they came out too great
This is the army I plan to take to tournaments and any feedback is appreciated!
Back in 2017, as many others, I quickly discovered that Vanguard Wing was absolutely broken. I didn't want to go for a 30 lib unit, but in the old battletome, the Stormhosts each had mega battalions, and the one related to vanguard wing wasabsolutley bonkers. It gave you the option to make a charge move without having to finish within 1/2 " of an enemy model. The more you think about that, the more you realize how good it is.
So I started the army almost 2 years ago, with that in mind, but had to change as the rules changed. Though the new Sacrosanct units are great, I've decided to stick with the basic idea, changing the tactics a little.
The core of the army is still the Vanguard Wing, however it'll now focus on the dmg bonus on 6's on the judicators, with a 10 man unit, firing twice thanks to the Anvils' command ability. Any 6's add + 1 to dmg, which again synergizes with the shockbolt bows d6 hits.
I don't think prosecutors are particularly good as chaff, but they do have some merits, and is one the only choiced not looking at allies. Their javelins are actually decent for hero sniping, and the 3d6 charge provides better reliability when they drop from the sky. I'll probably use them to tack big units on two sides, as that is something my list struggles to kill. So far I have the first 1300 pts locked in:
2x 5 libs 200
1x 10 Judi 320
3x prosecutors 300
1x Vanguard Wing battalion 140
1x Celestant Prime 340
That amounts to 1300 pts. The last 700 are up for grabs. So what do you think I need? Personally, I think I want to use a power unit and a wizard. I've been through different possibilities and might go with Stardrake + incantor+comet. Stardrake is great with the command ability, and debuffs enemy wizards + with ethereal amulet is pretty tanky. But this makes the army reaaaally elite, and probably lack some bodies.
Another option is 10 evocators, as the'll blend anything if they get to double pile in with their mortal wounds. In that case I would probably add a heraldor and relictor to help with movement. I could see higher movement being more important, but I think 4 dracoths are too expensive, and 2 a little too soft. Dracolines or palladors might also be an option. Anyway, what do you think? Skink and Morsarr guard for Cheese? I think something that synergizes with the command ability is preferable.
With the release of AoS 2.0 I wanted to get with the hype and buy some new models. As I didn't want to start my SCE army all over with the new Sacrosanct units, I decided the Malign Sorcery models were too much fun to miss out on. Got a few of them done in my summer vacation, not putting too much time into them, but enjoying painting them immensely. The scythe is probably my favorite (go check out WHTV Dan's twitter for ideas on how to use the model properly).
So, I started making a wanderer army when you could still play War Dancers and eagles as allies. I really don't like painting the same model too many times, but I also wanted to get 30 glade guards done. Because of that I settled on a grey and purple scheme using almost only shades, and I think it came out ok. I managed to get down to 5 hours in total pr 10 models. It's definitely the fastest I've painted so far, but I'm also not 100% hooked on the scheme. The army is in a strange spot for me, as I like to challenge myself and try new things with painting, but don't want to take the time it takes to make the masses of infantry which Wanderers currently consist of.
I still adore all the Wanderer models, and would love to paint Sisters of the Watch and Wild Riders, along with some Slyvaneth allies. But as for the army playwise, I really don't like the current rules, especially for those two particular units. I even don't think point decreases would do it for me in regards to the Wanderers. I don't want a mass infantery army of 4+ to hit elves with no rend, or pillow wielding Wild riders for 100 pts. I hope they get revamped at some point as I still believe deer cavalry is my favorite type in the game so far.
Ps- the tiny spirit dragon, is a an old toy model i tried putting some paint on, and adding an old metal Wood Elf Lord. It was just a "for fun" project and has yet to see any play.
Inspired by my yellow Stormcast hero from Silver Tower I started collecting a mixed order army, as I couldn't settle on a single army, but was attracted to a range of the different order units. Coming from MTG, I like synergies, comboes and list building a lot. Aesthetically I really like the Sisters of the Thorn, and playwise I thought their spell worked great with a phoenix. And so that became the start of the army. I prefer the fire phoenix aesthetically to the frost, but with the new points in GHB2018 I don't think it'll see much play in my armies for the time being.
I really enjoy converting from time to time. The forest paladins came out great, but while I still like how I painted the flame phoenix (those feathers took forever), and the glaive is my first attempt at nmm effects, the cloak on the rider looks awkward when looking at it from the side.
The banner on the Sisters is my first real dabble with free hand, and I think it came out ok. It's something I hope to try again, as I have a better idea of how to approach it now.
The army isn't finished, but I have moved on to other projects. After looking at the models again, I've realised I still like the idea of the army and might return to the scheme eventually!
(Sorry for the poor pics, I'll get a better setting eventually)
These were not painted chronically, but are miniatures i keep returning to for practice or whenever I feel like it.
The stormcast model is the very first model I painted, and the reason I started my autumn themed mixed order army. The two Skaven hereos were attempts to follow a guide made by Tyler Mengel on his website using a lot of shade paints. I came to like that style a lot, priming white, and then shading over. I later used it to quickly get through my Wanderers.
The Ogroid Thaumaturge is one of the models I'm most proud of. It's one of my first attempts at blending colours, and I think it came out pretty well. I also like the tabbard and the small freehand Tzeentch logo.
On the two Pink Horrors, I started dabbling into base making and tried pigments for the first time. I also used a bit of gloss paint, glue for saliva, and pushing contrasts more. All in all really fun experimental models
The lesser horrors and grots are painted very quickly so I was able to use them in a narrative game to show the hobby to a couple of friends.
Today… battle was joined in the realm of Aqshy. In the Kindlerock Badlands where the scorching air is so hot it threatens to extinguish the life of those who breathe too deeply of that arcane atmosphere, two unlikely foes found themselves drawn into tragic conflict. The dutiful Slann of the Seraphon foresaw calamity in the stars when they looked into the future and witnessed Chaos worshiping cultists hidden among a caravan that would one day bring ruination to the bastions of the Heavens. The caravan was on it’s way back from trading with the Floating City of Bataar to its home city in the realm of shadow. Scheming as ever Tzeentch hid from the Slann’s sight that the caravan was not lightly guarded by fickle mercenaries but accompanied by a contingent of The Darkstars, a confederation of Celestial Vindicators Stormcast chambers who helped found the city in Ulgu.
The Slann summoned a vanguard to intercept the caravan in Red Bone Pass. Sensing corruption a Stegadon carrying an Engine of the Gods on it’s howdah unleashed a torrent of celestial energy into a passenger wagon with cultists hidden among its occupants while a Bastiladon Solar Engine decimated a treasure transport which contained tainted artifacts. The Vindicators ,commanded by the trade expedition’s captain, Lord Castellant Kurnath Grimhelm quickly formed a rearguard action to shield the rest of the caravans escape. Though confused at the adversaries before him Grimhelm was aware the Seraphon were not renowned for their communication skills. Questions would have to wait for another day, Grimhelm formed the line of battle as the Darkstars recited their war hymns.
The Skink Priest tending the Engine of the Gods, though disturbed at the grim array of Stormcast before him could not afford to retreat from battle; his mission was not yet complete and vital work lay ahead. He ordered his Saurus Guard forward under cover from Solar Engine fire and celestial magic. Stormcast warriors fall to arcane energies but are quickly reinforced via celestial lightening by ranged contingents under the command of Lord Arcanum Talia Stormcrown. Saurus fall to withering fire from Judicators and Celestar Ballista leaving the Bastiladon alone and exposed on the right flank.
Meanwhile on the Stormcast left flank, a large cohort of Evocators advance under the beneficent light of Grimhelm’s Warding Lantern on the Seraphon’s last position of strength, the Engine of the Gods screened by Saurus Guard. The Evocators pace themselves in the sweltering heat making an orderly charge and engage the Saurus wiping them out with devastating blows from their grandstaves and blasting their earthly forms to ruin with celestial lightning. The Skink priest, incensed at the brutality with which the Vindicators fought fellow ‘scions of the heavens,’ charged his Stegadon at the offending Evocators unleashing a burst of celestial energy from the Engine blasting apart an Evocator. The stegadon lowered its head to gore the warrior mages, impaling two upon it’s crown of horns and trampling more underfoot. Simultaneously Lord Castellant Grimhelm was caught in the open, unable to keep pace with the swift Evocators by shrewd Ripperdactyle Riders. However the Riders weapons could find no purchase as befitting of his rank, Grimhelm defly defended himself from his attackers to a standstill.
The Evocators regained their composure after the Engines charged and counter-attacked their rampaging enemy. The battle mages struck punishing blows with their grandstaves breaking bones and sundering flesh with barely contained celestial lightning… The Engine and it’s priest succumbed to their wounds, dissipating into the ether with a pale blue light. The Evocators rallied to Grimhelm’s side banishing the Riders to the heavens while the Bastiladon tragically reared on its hind legs and then onto it’s back letting out a pitiful cry as it was laid low by arrow and bolt. Grimhelm consulted with Talia after the battle and the Lord Arcanum’s shrewd calculating mind guessed at the Seraphon’s true intentions. Though she was more deliberate in her application of violence than the scions of the Slann had been Talia’s justice was just as merciless if not more so after catching up with the caravan down the pass…
The schemes of Tzeentch had seemingly unraveled at the intervention of the Slann and the wisdom of a Lord Arcanum this time… or had they?
Halflings are back after another three-month hiatus! It seems to be the trend for this blog.
Anyway, a few days ago I was lucky to play my good friend Chuck Moore at local FLGS. He brought his Daughters of Khaine that he is taking to a Narrative Realms at War (RAW) event in England!
Here's a link to his blog! (In case you guys didn't know Chuck has a blog).
We played Blood and Glory scenario, which worked to my benefit since I could bunch up a lot of my key units in one corner, with them benefiting from one another.
Long story short, I was able to outshoot his army and my Griffon was a total meatgrinder on his one charge, so by turn four there was not much left of the poor ladies.
I will say that I'm definitely more of a competitive rather than a narrative player, so I had a tough time getting into a narrative playstyle. However, Chuck managed to keep the game very lighthearted and made it fun, letting me know when I was taking the game a bit too seriously.
In the end, while neither army won major, Halfling snatched a minor victory! Another win for the small guys!
Currently, I'm working on a unit of Halfling crossbowmen so expect some progress shots of those in the future.
That's it for today!
Hope you like what I've got,
Until next time!
Hey guys, Aiden here again after my long hiatus learning how Microsoft Excel works and when it is or is not appropriate to assault office workers with a list write-up. Next weekend myself and the majority of Wellington’s die hard AOS scene will be competing in Notorious Hammer, a tournament set up by the members of the widely popular Notorious AOS Podcast (https://notoriousaos.podbean.com/). It’s also one of the last tournaments of the year that offer points contributing towards the 2018 National Rankings, which in turn decide who gets invited to the Masters Tournament in December. And let’s just say this Plague Priest right here needs a good result if he wants to be slinging filth with the big boys in a few months.
After having poor results with the Mixed Chaos Skaven list I threw together for Call to Arms, I’ve decided to stick with what I already know and am confident with in my standard Clan Pestilens list. It’ll also be the first tournament in a while where I won’t spend the week beforehand aggressively painting Clanrats, so win-win.
With the lists out for the tournament it also gives me a chance to compare and contrast what I’ve put forward and see which of my list building tactics paid off and where I should have spent more focus. There are a grand total of 7 Stormcast armies, which I’m sure (Evocators) isn’t related to the release (Evocators) of some crazy new undercosted (Evocators) unit that is absolutely broken and unfair (EVOCATORRRRS). On top of that there’s a good friend of mine and his iconic 4 Zombie Dragon list and an absolute Mad-lad running a magic themed Bonesplitterz army. Also a boatload of Ironjawz players and a solitary Skaven player besides myself running the Skryre Clan, which is a shame because he seemed nice.
But with the exposition complete, here’s a peek at what I’ll be running.
Allegiance: Pestilens Mortal Realm: Ulgu
Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Sword of Judgement Plague Furnace (180) - Artefact: Liber Bubonicus Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80)
Battleline 5 x Plague Censer Bearers (60) 5 x Plague Censer Bearers (60) 30 x Plague Monks (210) - Foetid Blades 30 x Plague Monks (210) - Foetid Blades 30 x Plague Monks (210) - Foetid Blades 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear
With the Stormcast Meta in full swing, I no longer need to run minimum sized Plague Monk units to dodge getting immolated by the lethal spell of a roaming Gaunt Summoner. Great Plague spam is once again the name of my game, because Wither is potentially my favourite ability in the whole game I’ve made sure every single character in my army can use it, and with a grand total of 6 prayers per turn it’s incredibly likely I’ll be getting the Neverplague on turn 1.
As the Clanrats don’t benefit from the Strength in Numbers buff they’ll either be forming a highly disposable screen against Ironjawz and Sacrosanct or sitting behind the army holding objectives and refusing to leave them while the Plague Monks do all the actual work.
Sword of Judgement Corruptor can more or less do whatever he wants. If the enemy knows anything about what he does to any hero or behemoth he encounters they’ll build a wall smack between him and their Lord Arcanum / Alarielle / Glottkin to prevent him from running in and basically tearing it in half. Those that don’t know what he does will lose said characters by the end of turn 2 after they try to “smash the rat” with their big guy.
The Plague Priests and the Furnace will roll around slapping anything within eyeshot of a Plague Monk to make sure they rip and tear them to pieces. When this isn’t the case, the enemy is going to have a LOT of Pestilential Breath raining down on their clustered units as they try to form a shield wall against the swarm.
The Censer Bearers will shunt the Furnace up, the battalion providing their survivability against shooting, so they can advance in the centre. The Furnace can more or less serve as the ideal hammer and threat magnet while shooting Rabid Fever and Wither down on the soon-to-be victims of the monks accompanying it.
Here’s hoping all goes according to plan and I can secure myself an invite to the Masters Tournament, or I won’t be able to do another write-up.
"Commander, we found a dead body on the docks during our patrol. A duardin miner. He had a slit throat."
Isilde Brumehaut looked up with weariness at the subordinate who came to deliver his morning report in her office. Another concern that added to the pile of problems she had to solve. If the victim has been murdered at the docks, the territory of the aelf privateers, one could easily imagine a settling of scores...
"I can already hear the countless recriminations of the miners' syndicate," said the commander with a sigh. Do you have any leads on who did this?
- I don't think the duardins will make any noise this time, ma'am. The murder was signed. With a card marked with the symbol of a dagger.
- A card? The same as the others?
- Yes, ma'am. It was Nocturne. Again.
- What about the corpse?
- We have checked. Like the other stiffs, he had a black mark on his chest. The eight-pointed star."
Isilde fell back into her chair with a slight relief. Not only had a chaos cultist been killed, but representatives of the miners' syndicate would keep a low profile at the next Conclave meeting, embarrassed by the fact that a member of their race could have given in to the promises of the dark gods.
All in all, this day was off to a pretty good start.
Between the strange climate of the realm of Ulgu and the bay with its sea air, the free city of Port Stellis is regularly wrapped by fog. A blurry shadow creeps through the misty streets, invisible to everyone. And when the mists recede, revealing the starry sky, a camouflaged silhouette walks on the rooftops of the city, furtive and intangible, before passing through a wall and disappearing like a ghost...
This shadow, which all the inhabitants know from stories and legends, is known as Nocturne. No one knows who this character is or what his or her real name is. Nocturne has been roaming the alleys of Port Stellis for years and no one has ever been able to see it. Even its existence is questionable. But one thing is certain: people die, murdered by Nocturne, who always leaves a card marked with the symbol of the Shadowblades beside each body. And each of the victims, from the first to the last, regardless of gender, age or race, had a dark secret: they worshipped the chaos gods. An unholy tattoo or a strange mutation was always hidden under the clothes.
It did not take long for the authorities in Port Stellis to understand that the city was blessed with a kind of guardian angel who was protecting it from chaotic corruption with remarkable efficiency. The rumour spread quickly and soon everyone knew that the Shadowblades of Azyrheim (or at least one of them) were watching the citizens of Port Stellis. Any chaotic deviance would be punishable by death. And no secret can resist a ghost killer who is able to blend into Ulgu's mists, change appearances as if they were only illusory masks and penetrate walls as if they didn't exist....
So today, here is another personality from Port Stellis: an Aelf assassin from the Shadowblades faction.
In order to convert a tad the assassin's mini, I replaced his hooded head with a warhammer 40K eldar harlequin head (didn't need to buy an eldar kit, I just bought the head from a bits seller on the internet). I think the mask is more fitting for an Order assassin. And while I was at it, I slightly repositioned his left arm so it wouldn't hide his mask.
Now that I finished painting this masked killer, he will join his comrades in future battles. Because Nocturne doesn't just wander around the city in batman mode, looking for chaos worshippers. Sometimes, the soldiers of Port Stellis who fight to defend their city against monsters think they see an elusive shadow sneaking from one enemy to another, as if it were dancing, leaving dead bodies in its trail, all stabbed with surgical precision...
In order to really get going with AOS 2.0 I have startet a Nighthaunt army. My approach has been very different from what I did with my Sylvaneth, they took me 2 years to paint.
My Nighthaunt army is a speed paint projekt, Its all about getting the job done an hitting the gaming table as fast as possible. I have startet out with the Soulwars set, and have only added some more Grimghast Reapers, for now. The aim is to make a well rounded 1000 point army, play a few games and see how it goes.
Well...a mate of said if I want to enjoy newer armies I have to upgrade my hobby and invest in hobby materials, like storage etc. Which I did so...I decided to do kharadron. Always said I wanted to do an army of em, which I am now doing. So...yeah hope people like this.
The air was murky as always, it was slightly dense and thick in the sense that it causes you to breath more harshly. Even if you are wearing a helm, the eternal dusk and night of the twilight plains makes journeys difficult as well. But such challenges are meant to be taken head on, defeating challenges while making money is the only way to earn mehret. Ulfar turned the wheel of the ironclad, he looked up to the look out he shouted at the old Aethric-Navigator and his friend Thungi Khazadson. His silver armour glinted despite the darkness, wind currents swept around his form as he clutched his Zephyrscope. “Thungi! How close are we to Daleshire!?” The Aethric-Navigator looked down to him, he removed his helm displaying his aged countenance, his brown beard also holds grey hairs. “No need to shout. I am just several metres above you.” Ulfar shrugged, normally he has to shout because he has no idea whether he is praying or not, his form of praying is listening to the currents seeking out the voice of Grungni.
Such a practice has been long forgotten by the Kharadron save those of Barak-Thryng, they venerate the ancestor gods to this day. It’s partly why Thungi is serving on his ship, no one wants him due to him being so old fashioned. But he liked that, he prefers to work with those who will honour their word and seek profit without tarnishing their duardin spirit.
Their skyport Barak-Dum are far more pragmatic compared to others, some call them cutthroats and even Barak-Mhornar turn their noses up at them. He personally hated it but it had to be this way since they live in Ulgu. A land of shadows, half truths and unknown horrors. It does not help either that they have a trade deal with Morathi the Shadow Queen. He had to admit it’s a lucrative deal, but there are costs to shaking hands with an aelf, an aelf that worships a god of war and blood.
He frowned “Well at least you are not praying, we have to be focused.” Thungi placed his helm back on, he left the look out and walked down the steps. Now that he was with him at the helm the old duardin shook his head. “We are only doing this because Barangor desires to seek out more lucrative tasks. This is a distraction.” “Aye, but what we are doing is important. Daleshire harvests gloomsweed, the medicinal properties of the root works wonders on injuries and having a great amount of it is useful for long voyages. They stopped trading with us recently and Barangor wants to know why.” Ulfar then heard the clanging of magnetised boots, the ironclad’s Aether-Khemit Mordin Logansson strode up to him, he shook his head. “We could seek some aether-gold on the side. I can smell a stream a few miles away.” Ulfar sighed “No Mordin.” he said firmly.
Mordin cocked his head slightly, the gesture looked strange with his helm. The long tubes used to aid in sniffing out aether-gold always caused him to shiver slightly. He stared the Aether-Khemist in the eye “Honour is everything.” he lived by that tenet, breathed it. “The task comes first, we won’t wander off the beaten road. The Admiral placed his trust in us.” Thungi nodded in agreement “despite my issues with the Admiral, Ulfar is correct. Honour the work before us, honour the agreement. If Daleshire stopped trading with us due to outside sources then there will be grudges to settle.” Ulfar grinned, that was another thing he liked about Thungi. He also enjoyed settling grievances, Ulfar even has his own personal grudge log strapped to his belt.
Then came another voice “I just want this to be done so we can return to the fleet.” A endrinrigger floated towards them. His aether-endrin strapped to his back gave off a soft hum. Ulfar grimaced, he was lucky that he was wearing his helmet so the Mizzenmaster could not see what expression he was making. As captain his rule is absolute, but Durak Hergarsson questions him all the time even when a course of action is agreed to. The troublesome endrinrigger is only on his ship for one reason alone. He is a black sheep among other captains of Barak-Dum, Durak’s endrinriggers were the only ones of the Endrineers Guild who had the desire to join his crew. But it was clearly obvious to him that Durak is Barangor’s eyes, for he had to admit he has not bought in much profit since becoming captain.
That was one fact he wanted to change quickly. “We should not do anything hasty when we arrive. I say we get a gauge of the situation and report back to the admiral.” Ulfar snorted “It seems you would like to lead Durak.” The Mizzenmaster’s red eye lenses fell upon him. “It’s just a suggestion captain.” “I heard your suggestion, now get back to what you were doing before.” Durak shook his head “fine, I will go back to doing check ups.” He flew back over the edge, Ulfar could hear his rivet gun firing, he nodded in satisfaction.
Thugni sighed “he is the problem with our sky-port.” “Nothing will change Thungi.” Ulfar said in slight annoyance. They had this discussion several times, he personally did not place much stock in gods they were never there when they are needed. He always believed at the end of the day you had to rely on oneself over other people fixing things for you. The old Aetheric-Navigator clutched his staff. “I know, but don’t you think Grungni is sad looking at us? What have we thrown away for the sake of shares? Barak-Dum doesn’t even follow the code properly either.” Ulfar narrowed his eyes, he had to agree with him there. The Admiral council use the code only when it suits them, but all know they are focused on lining their pockets.
Saying such a thing out loud would ensure you would never walk on another air-ship again. You would be reduced to a dock worker which is more or a less a death sentence for any of the Kharadron within Barak-Dum. The life of the dock worker is hard, you struggle to get by. He knows this, he had to watch his father waste away because he failed the musterpress three times.
His sky-port worked his father to death. Which is an an eternal Dammaz for him. It’s why he could never respect the admirals, the councils or the guilds. It’s clear also he gets stuck with all the poor jobs since he has a feeling that his Admiral desires wans him to fail. Modrin shook his head “stop thinking about it.” “I know Mordin.” Ulfar said dryly. Thugni chuckled “Calm your nerves captain, Grungni will give us a chance one day, I know it.” Ulfar wished he could believe, but a mix of pragmatism and being realistic he knew that his prospects would not change while being a part of Barak-Dum.
An Arkanaut at the aftcastle shouted and pointed to the distance “Captain we are here!” Thungi rushed up to the look out. With the aid of his Zephyrscope and spy-glass he nodded. “Aye! We are are few miles from Daleshire!” Ulfar clutched the wheel of the ironclad.
“Now let us see what the problem is…”
Ulfar stood before the town Mayor, the houses were damaged like they have been under attack and all the people were hiding away in their homes. Only the Mayor has decided to meet them in the plaza, Mordin sniffed around. “Magic is in the air captain.” Thungni nodded in agreement “Aye, I can feel the currents have been pulled and bended.” Ulfar shook his head, “So tell me Mayor Balvor, what has exactly happened to your town?” Durak flew down, to him. “I think we should get to the point captain…” “Be quiet. I am talking to the Mayor.” The mixenmasster looked away slightly “very well.”
Balvor looked frail, his fair skin was ashen. “It was….shadows. Shadows came and took our people away.” “Shadows?” Ulfar was confused. He knew of the shadow-daemons that lurk in the dark places of Ulgu, but they never attack towns unless someone directs them. “We have no one to farm the gloomsweed. The shadows keep coming and snatching our people away. M-Maybe...we angered Malerion somehow?” He snorted as he said that. “Doubt it, gods tend to move when it only interests them. This smells like someone interfering with our trade deal. Know this Balvor, I will get your people back.” The Mayor looked at him in surprise. “W-Why?” “Honour is everything that’s why. The one is attacking you is harming both of us, we need the gloomsweed and you need your people. Your livelihood is being attacked, our livelihood is being attacked.” The manling started to cry, he wiped his face. “I never expected you to help us...I thought…” “That we would abandon you?” Ulfar spat on the ground. “Others would, but not me. I protect our trade partners.” Ulfar removed his grudge log from his belt, he opened the small cylinder container holding his quill. He flicked through to a fresh page, he then wrote.
Let it be known that I Ulfar Grumsson will hereby avenge the attack upon Daleshire, these “shadows” attacked the Kharadron, attacked Barak-Dum. Punishment shall be meted out.
Mordin gave a small chuckle “you are taking this seriously if you are writing a dammaz.” “I am. Our fellow duardin underestimate the need for gloomsweed but I am damn sure they will remember it when their crew is bleeding out after an attack.” Ulfar closed his personal log, he returned the quill to the cylinder and attached the log to his belt. “I swear to you Balvor, I will end the people attacking you, if I can we will rescue those still alive. ” The mayor nodded slowly.
Ulfar accepted that, he placed his helmet back on. “Let’s go, we will follow their magic. The attack looks recent.” Durak looked like he wanted to say something, but one look the endrinrigger held back his complaint. The parameters of this job has changed, they will end the shadows for trade can’t be restored otherwise.
At the moment they are sailing to the south, Thungi can sense a great amount of shadow magic sweeping through the currents. They sailed under fields of gloomsweed and according to arkanuats looking down from the rails the roots were covered in blood. Thungi then called out “camp in the distance!” Ulfar removed his spy-glass from his pocket, while keeping a grip on the wheel. He would have a first mate to take over so he could use the spy-glass properly but considering his position he does not even have that.
But he could see the camp, it was full of female aleves wearing gold and red gear, their hair was white while also baring red streaks. But what shocked him even more is that he spotted mutants among them. Aelves who slithered around like a snake, they did not have normal legs. If he was not wearing his helmet he would spit on the ground with disgust. He removed the spy-glass from his eye. “So these are the shadows….” Durak came flying down. “We should report to Admiral Barangor, those are aelves of Hagg Nar.” “No we are pressing on. I am taking us to firing range.” “Do you know what it means to attack them!?” “Of course I damn well know what it means! Our sky-port is trading with an aelf who allies herself with mutants!” The mixenmaster removed his helm “in times of war, allies must be aided unless to so would prove pointless. Waste no duardin blood on unguz throlt.” Ulfar fumed with rage, he shouted at the endrinrigger. “Artycle 4, point 5 of the code! You think I am wasting our blood!?” The mixenmasster, looked young. His blonde beard was not all that long either, he flinched at his outburst. “Be silent child! Our sky-port wastes our blood allying with a back-stabbing aelf that works with mutants!” Ulfar brought up spy-glass again, they should be approaching firing range. The humans they were coming to save are dead, their hearts torn out, their bodies hanging hooks from macabre statues belonging to their pitiful god. “Honour is everything…” he hissed. “It seems you have forgotten that Durak. They attacked our trade partners, they are our enemy. My rule is absolute on this ship...unless...” he removed the spy-glass from his eye he swept his gaze over the rest of the arkanauts. “All of you feel otherwise?” They said nothing, those not wearing their helmets looked grim. He could tell they agreed with him.
Thungi then shouted “we are in firing range!” Durak shook his head “there will be consequences!” “Then let them come, I will take the fall. Open fire!” The the aether weapons sounded, the rattling of carbines the whoosh of torpedoes. Durak did not stop looking at him even as the sounds of shrill aelf screams greeted both their ears. Ulfar looked Durak in the eyes.
“The Dammaz has been settled.”
Dammaz - Means Grudge.
Mehret - a combination of success, profit and experience.
Unguz throlt - a lost cause; lit “undrinkable batch.” When a error occurs brewing of alcohol and good ingredients are lost, it is regarded as a tragedy among duardin.
Musterpress - Captains arrive to observe the drills, and they may choose to recruit new crew members by purchasing contracts, often to fill the places that have become available through death or injury. Those selected join the Arkanaut companies will endure any number of rites and rituals sacred to their new fleet, ship or both. Those passed over after three musterpresses must instead settle for lesser positions, often on mining or fishing vessels, or as dockworkers.