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.
Today a friend and I headed off to warhammer world to test out my initial rules for the Ironweld Arsenal, it was my first proper chance to test the army outside of crude number crafting and math hammering in a vacuum to look at how it could perform in a realworld (fantasy world) scenario. With my opponent new to the freshly released Flesheater Courts it was the ideal opportunity to test the strength of the tome against a modern, competitive and decent build Battletome with each force deploying a variety of units without angling to tournament or overly competitive builds.
To begin with here is my army list, comprised of literally what I have assembled thus far:
My opponent ran a variety of lists throughout the day, mostly centred around 2 blocks of 20 man Ghouls, a pair of Ghoul Kings (terrorgeist and zombie dragon respectively) and an Arch Regent. In various builds there were either Horrors or Flayers in the list, and often it involved summoning in a Vargulf Courtier.
GAME 1 -
In the first game three objectives were deployed on the battlefield, one to the centre and one in each of the deployment zone. In fluff this was little more than a border skirmish as the Weld began to encroach onto the barren lands ravaged by the Courts and provided a good framework for us to test our initial forces out without heavy objectives weighig over us.
Having lost both the deployment roll and moved into taking the first turn I had little to do other than inch up the battlefield, utterly failing with the long rifles both on the Steam Tank and Master of Shot (A pattern throughout the day, neither did a thing across 18 turns in 4 games). With my turn over the flesh eaters tore across the battlefield, out of range to charge but able to deal a good number of mortal wounds from both the flayers and the terrorgeists to punish the low bravery of my Weld Guard and Labourers.
With the tides of Ghouls now supported by advancing horrors I commited far too much of my force to blocking down his larger units, committing firepower to levelling some horrors and ghouls but struggling with his multiple saves (Armour, Unnatural resilience (spell), bonus death save)), as I lacked mortal wound output it really began to show here, with the Rifles hitting and wounding on 4's a mere quarter actually delivered wounds with my opponent able to wittle down 200 points of shooting down to a mere one or two damage I began to feel that perhaps I had made mistakes in the unit design.
The Weld Phalanx ability to inflict defensive mortal wounds on an enemy proved effective not only in wounding those who approached but in deterring later charges. Only having 10 of them limited their ability to form a proper defensive line and I believe that in larger numbers they might prove an effective deterrent to oncoming enemies. When committed to melee however their low number of attacks were poorly placed against this particular foe but would have been better served against less resilient opponents.
Highlights of the game for me came by way of the Lancers and Ironsworn Templar delivering a fatal blow to his Zombie Dragon, combining the two on the charge allowed me to deal a high amount of quality damage that did something to mitigate my lack of mortal wound output.
At the end of the game i had a mere 3 models remaining and my foe was at 1400 points left.
- The Midnight Aspirant command ability became a crutch in a game it was poorly placed, there is no outlasting Flesheaters in combat, allowing myself extra saves cannot compete with summoning, revivival, and triple save units.
- I forgot to use the command ability from the Master of Shot to increase the to hit and wound for riflemen units, in later games I would come to appreciate the ability of it.
- In the entire game I forgot the plentiful cache rule on my Cogfort allowing me to attempt to shoot an embarked unit in the hero phase, whilst only a 5+ chance this combied with the above command ability would have dramatically increased damage output.
After the first game we broke for lunch allowing us a chance to chat over what had gone well and what needed to change, the concensus was largely that the Riflemen were a poor mans Handgunners, a 4+ 4+ is simply not in the same ballpark as the handgunners units, and at a cost of 100 points per 10 it is a poor points efficiency. Going forward we trialed them as a 4+ 3+ with the to wound stat matching other gunpowder units now to see if this brings their points costs back into effective levels.
Here in the second game we moved into a relic mission, it was a good way of drawing both armies into a bitter fight at the centre of the board and allowed a game the focused on my opponents desire to move his army forward rather than baby sitting a central objective. Again I lost pretty much every priority roll throughout the game, however this time he opted to take the first turn in order to summon in flayers and a vargulf in close proximity to my starting army followed by moving and advancing the rest of the force up the field. Doing so left his army strung out in three stages, with the flayers and vargulf far in advance, the two behemoths sat in the midfield and in the rears all of his ghouls and the archregent.
In my first turn this allowed me to approach his piecemeal army as a series of targets of opportunity, having split my riflemen down to two units of ten for the course of the game and managing a hero phase set of shots with one from the Cogfort I levelled the flayers to a single model. Combining fire from the riflemen, helblaster and the lancers into the zombie dragon I dropped it to half wounds before sending the Ironsworn templar in to valiantly impale the now wounded beast and end the combat in the turn it began
Losing yet another priority roll allowed his horrors and terrogeist to impale into the Phalanx, destroying the fragile ten man wall in a single combat phase whilst his ghouls encircled the Ironsworn Templar. On the far side my lancers could finish off the final member of the flayer unit and I directed the Ironduke, Aspirants and all of my handgunners into the Terrorgeist in an impressive hail of fire that made it fragile to the charge of the Ironduke.
Ending my turn both behemoths were dead (or redead in the case of the zombie dragon, his knights all fallen and with just ghouls and an archregent in play he conceeded the game
The Ironweld are lacking the sheer speed of the courts, but their defensive mortal wound output and short range firepower are strong deterrents to oncoming forces. Poor dicerolls on my part made both the Ironduke and Master of Shot questionable in terms of damage output however the command ability on the Master of Shot was an invaluable asset.
The Ironsworn Templar command ability better suits a generic faction command ability, removing it from the warscroll and adjusting points accordingly may see him fall better in line with his potential.
The Midnight Aspirant is fun, but not game swinging, her command ability would be better served against foes that could be outlasted or with larger Weld Guard units to benefit, still she really added alot of personality to the game so I enjoyed her.
Labourers are made of tissue paper, suitable really but their handful of damage output was a nice boost to what essentially came as ablative wounds for the Volley gun.
NEVER FORGET TO REPAIR, with half the army Cogwork and between my Command Trait and the Aspirant I could of healed two units a turn but got over excited and often forgot, same with healing the Ironduke by a wound a turn.
So I know these aren't technically elves but the Wood Elves from the land that was hung around with walking trees so why should it be any different in the mortal realms! Sorry, what's that... wanderers betrayal in Ghyran?.... surely that's water under the bridge now!
Anywho, here's my 3 kurnoth hunters, minus one head. We'll just say he's the unit champion for now until I source a replacement. For those that are wandering where the head has gone I've used it for my Avatar of the Hunt conversion which is currently in progress.
For those that are interested I undercoated Abaddon black, basecoated the bark areas in Calthan Brown (old foundation paint) and the green "flesh" areas Orkhide shade (another old paint). Bark was then layered dessert yellow and finally ushabti bone before a wash of Aggrax Earthshade. Green areas were layered with Warpstone glow and moot green before a wash of Athonian camoshade.
So with the release of the gloomspite gitz battletome my beloved troggs got some loving. I managed to run a pure trogg list at a team tournament a few months back. Here are some snips of the action
My team mate was running a deathrattle list, in the picture above we came up against a fairly nasty nighthaunt legion of sacrement combo. Managed to win a minor on kill points. Trogg boss nearly died from 4 myremourn banshees, he got some revenge by strangling one them (didnt kill anything else before the game ended).
In the picture above I moved up aggresively with the trolls and ended up beating the snot out of the opposing spiderfang. Unfortunately we forgot to cap the objective on the far right (near the ruins and lost by 1 point!
My list was:
Troggboss - General, Loonskin - 300pts
Troggoth hag - Gryph feather charm - 380pts
2 X 3 fellwater troggoths - 320pts (battleline)
Total Points: 1000pts.
The next list I'm working on is
Scuttleboss - Blackfang, Monstrous mount, General
Madcap shaman - hand of gork spell
Webspinner shaman on Arachnarok - Scuttling terrors spell
Troggoth hag - Gryph feather charm - 380pts
Gitmob shaman - Allies
3 * 5 spider riders - Battleline
2 X 3 fellwater troggoths - 320pts (battleline)
60 gitmob archers - allies
Battalions - Spider rider skitterswarm
So far I've faced off against a wanderers list (using their battalion) with a dragon ally and managed to pull off a win in the better part of valor. Was mostly due to my friend rolling badly on his waywatchers in the first turn and not using his teleport shenanigans enough against me. Still a wins a win!
I'll post some updates as I go on the blog. Here are some pics of my scuttleboss and my trogg boss (both WIP)
Brothers in Exile:
Nori spat dust from his mouth, cursing his brother for choosing this inn as their night lodgings. “Nobbin ye right git! You ‘aven’t the coin for ale t’wash the taste a’bones from me mouth!” Sweating with exertion despite the midnight cold, Nobbin didn’t appear bothered with his twin’s complaining now, nor had he ever. The younger by nearly two whole candle-marks, Nori had known that any position Nobbin was entitled would not have been similarly awaiting him. From a young age he had hefted axe and mace, training from dawn til dusk to make his own place in the clan. It had never made much difference though, as Nori always seemed to find a way step on his own beard as they say. When their father’s exile was announced, Nobbin had solemnly knelt before the moonlit altar of the great Beast-Mother, opened his palm in silent blood oath, and strode down the winding ice steps into the depths of the Ursine Labrinthes.
...Nori had muttered sullenly the whole way. He chuckled to himself remembering his brother’s dismay at his defiant rant.
“Nobbin where’d th’beasts go?” he called in annoyance. “They best be back soon.”
“Mind yer tongue, brother,” reprimanded Nobbin. “Verminbane might not be bothered by your insolence, but Grizzlemaw will not suffer it lightly.” With her usual imprecise timing, his companion came crashing through the single-plank wall of the inn. She tossed undead swordsmen aside as though they were babes, their remnants clattering to the floor.
“Nori, retrieve your mount and clear a path to the road. We’ll be fast on your heels,” his brother bluntly ordered, oblivious that the younger had already set to the task.
Nori smirked and tried to swallow his sarcasm back down. “Finally your senses have emerged brother. Follow then!”
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Soft footpads pressed effortlessly from the powdered ground. Nori could feel thick bands of muscle undulating beneath him as his mount strove to keep pace. Up ahead, instead of surging muscle carving through snow, the bear carrying his twin seemed to lope weightlessly across clouds. Despite being half of her size, Verminbane was not blessed with Grizzlemaw’s speed. A toothy grin burst across his face, then split into a chuckle, before finally erupting in boisterous laughter. He could not contain his love for the undersized bear, poorly crafted and tempestuous tempered though she was. Snatching him from his amusement, the loping grizzle bear skidded to a halt in a flurry of glittering, white snowflakes. Nobbin nodded ahead of them towards a warm flickering amidst the tall, thin trees of the Omenwood.
“Friends?” asked the younger.
“Perhaps,” replied the older twin. “We should be closin’ in on th’meetin place, b’with all th’dead walkin around, we oughta still be cautious…” His voice trailed off as he felt Grizzlemaw’s haunches rise under him and her fur bristle in his grip. “Where girl?” he asked in a whisper. Without looking, Nobbin knew his twin had taken up a rear-facing position, staggered from his own, in order to spy any trailing threats.
“We aren’t hiding lads,” said the red-bearded rider as he and his beast strode out from the shadows directly in front of the young dwarves. “You jus’ di’n’t see us.” A second rider appeared to the left, staring without speaking. They were mounted on grizzle bears as well, though by the size of them, they were practically different creatures.
Much as their enormous mounts, the armor covering the two duardin was almost beyond description. Scaled cloaks, runes and live-metal all over - they must have been questing in the wild’s of the realm for an age.
Before either brother could formulate a question though, the red-beard beckoned them and wheeled his mount to walk towards the fire. “C’mon young riders. Best we get back t’the fires before the others leave us starvin’ away to bones.
Poorly-timed joke, thought Nori. But his objection never left his lips, because again the veteran rider spoke first.
“Besides, she arrives tonight.”
Follow the Leader:
Scale and tooth and claw of beast
Forged in underhill fire
Quenched in blood of legends deceased
To make the live-metal desired...
The shaman sung with the bouncy energy of a babe or aelf-maid. It unsettled Nobbin, but he hoped they wouldn't notice and so redoubled his focus on polishing the live-metal shield that had kept him alive through these last, harsh years. He stole a peek up from his work saw his twin sharing ale with the three other knights sitting round the fire. It felt awkward being here, in this band of exiles.
Norri savored the warm flush in his chest he got from every swig of the wilderness brew, it's unrefined harshness be damned. He relished the company almost as much… Nobbin had always been the wiser of the brothers, and Norri had kept his place, following orders and respecting their “duty.” But it was the choice to pledge themselves to an overgrown forest sprite that pulled at his mind when ice was whipped past his bare skin. Their father’s exile at the hands of the demigoddess was a mark on the family for sure, but had he not committed a crime? And now they were making some point by refusing to serve her?
Norri’s gripe was a familiar one, and so it hardly delayed his sleep. Nobbin smirked as his proud brother stumbled over to his mount and curled up against her dense hide. Now that the group had begun to settle themselves, Nobbin ventured over and joined them in their drink. They had hardly made a round of jests about his brother’s drunken boasts when the red beard looked past Nobbin, over his shoulder, and grew silent. From the treeline emerged a rinn the likes of which he’d never seen before. “She’s here,” he whispered, almost to himself, as he moved onto a single knee.
Gisselle Ghullazi, the Verdant Knight, exiled Knight Questor of the Undissons
She wore ornate metal plate over tunic and scale. Similar scales fell down her back from under shoulder guards of live-metal. The same invaluable material had been shaped into a helm, shield, and sword, but this rinn was not to be confused with some show-lordess. A dark patch covered one eye, unhidden by the way her travel-greased hair was sloppily braided behind her. A raised scar was visible down from her nose and cutting across her lips. This rider had seen many battles, and from the way her massive mount stared down at the now kneeling company, the legend was accurate.
“Good evening brothers,” she began, the bear below her sauntering forward until his snout was a mere hop from the fire. “We are all that is left.” Even the deferential duardin exchanged sideways glances to see if another might understand her words or find them more believable. “We are the last remaining questors of the Beast Mother,” she restated. “Long ago you took the same oath as I, rejecting those who would seek to own the mountains of this realm and vowing to return them instead to their natural state of wild harmony. I share with you now a message that perhaps only you will be prepared to hear…” her voice trailed off with a malicious smile. “The would-be prophetess asks for our help.”
Nobbin looked over at the red-beard, who appeared the most veteran of the bunch. He too smirked subtly at the humbling of the demi-goddess.
“It appears that storms can cloud even Skaddi’s vision, and she was caught unaware by the great necromancer. The ancestors are cut off from the mountain clans, just as the clans need their aid the most.”
“And what d’you propose we do?” asked a blonde-bearded warrior, his impetuous tone exposing both his arrogance and ignorance. “After all, we left Skaddi an’ her clans fer a reason.”
“An’ y’already said there ain’t many o’us left,” Norri chimed in rudely, rubbing his eyes as he stumbled back to the group. “Mayhaps we jus’ stay t’our own busin…”
His voice trailed off as her beast’s growl swept over their complaints. “Brothers, perhaps you misunderstand me. Hunting the petulant tree-goddess’ scaled pets is a matter of pride, preserving your clan’s burial sites and other places of importance is one of devotion, but this is a matter of duty. The mountains gave birth to our kind. They have swaddled us, fed us, and shielded us from the rain. And when our own kin allowed us to walk alone in the cold, the mountains always welcomed us home."
Even Norri had grown silent, alternating sheepish glances at his feet and awestruck stares at the rinn. “This is not a mere sorcerer seeking objects of power, nor corrupting demons looking to spread their dominion. This is no greedy neighbor, nor all-consuming herd. The unquiet dead threaten all living things. They have begun to harvest souls for their master’s unknown plots. These cruelest of captors now beat down our door to claim our kinfolk; aged and weathered, newborn and pure, it matters not… Either we release our kin from this hell, or we concede the end of our kind. It is as simple as that little brothers.”
Exiled Knight Questors of the Undissons
The fire hissed as ice and snow smothered it. The great grizzlebears snorted and snarled threats at the darkness as they were roused. But the duardin knights did not speak. Armor was strapped and tightened, worn leather packs latched and hoisted, but not a word was exchanged. They had days to ride before their death songs would be sung; they'd save their voices. Lives spent writing their own legends - what greater ending could be written than a heroic death, their service mending wounds with the clans with whom they had feuded and avenging those who still held them in their hearts.
Far off on the horizon a persistent glow illuminated the tree-tops that blanketed the rolling hills. That it could shine out above them spoke to the sheer size of the realmgate. As they closed the miles between it and themselves, the fluid movement within it became visible. This was no ancient relic or crumbling artifact. No, she had been awoken from her centuries of slumber to throw the doors to the underworlds wide open.
The duardin knights continued their silent ride through the night, savoring every sensation. Without having to acknowledge it, each was aware that the smell of the pines, the sting of the snow, the taste of a beast’s musk on the air, might very well be their final linkages to this land should they not find their way home. A particular sensation that perked the attention of each rider was the way in which the forests were racing alongside them. Tree-kin scrabbled and wound their way between trunk and limb, keeping ample pace with the duardins’ mounts. Further along, the bright heraldry that demarked the unified forces of the free cities highlighted their marches towards the same gates. Even high above them, the green-scaled drakes they had ritualistically hunted, swooped low above the thinnest branches and beat their powerful wings, carrying themselves and their Aelven riders towards the target.
None knew for sure what awaited them beyond the gates. None knew for certain what the great necromancer had planned for them. But across realm, race, and region the unquiet dead had threatened to enslave their people for time without end. This threat was greater than any dispute between nations, and the magnitude of this unified response spoke to that. Firm of jaw and clear of purpose, the stoic duardin knights undertook this one last quest, perhaps their last, not to find a new trophy, but instead to deliver a final message - The ancestors and their homelands would remain free.
The Verdant Knight leading knight questors
So... painting the three Queens let me finally nail down my colour scheme. It’s different from what I originally intended, but much better. It has good contrast, balances dark accessories reasonably well with all the pale skin, doesn’t seem too derivative of anyone else’s work (that I’m aware of) and let’s me enjoy paiting the armour (blue grey) lighting effects (pink) and some rare highlight items (gold). Even leather is fun (black, blue, white). If that sounds odd, painting is kind of a zen thing for me, very relaxing. Painting grey is boring. Sounds wierd to say that, but, neutral greys and browns are boring to paint. Brighter colours are fun.
Anyway... now I want to apply that to a unit of troops.
I have half-finished Doom Warlocks, an Altar and twenty Witch Elves, but want to apply the paint to clean minis. Painting my half-finished minis will get me distracted again (“hey, maybe I should keep that yellow after all!”) so I’ve packed everything away out of sight except for my Queens. Once I get the Sisters of Slaughter done, I’ll get back to the other half-finished units.
Hunh. Apparently, someone lost their head in my last game. Poop.
I magnetized all my models so they stay safe in my metal toolkit, but the biggest problem with Dark elf models is also their greatest appeal for me: lots of barbs and pointy bits to hook on each other.
My greenstuff work was pretty hasty, I wanted to start painting last night so I had to patch up a lot of shoulder gaps where I kitbashed Khinerai arms to SoS bodies. I still need to greenstuff eyes, but wasn’t up to that last night. Ugh. I can’t remember what tool I have that was fine enough to do the eyes for the Queens.
My custom Guardian of Souls finally has a complete model! (the paint job is by no means done)
I decided to go with a green color scheme (backstory reasons, and so he could stand out). it is most likely not noticeable, but his skull his etched with feint green runes.
for the color scheme, I really wanted a smoke/balefire look, so I went with a spray of chaos black, and on top of that, I painted some celesta grey where the ethereal meets the armor. the flames are highlighted with ogryn camo, and an all over wash of hexwraith flame gave the celestra grey the green hue.
As i wait to playtest the first iterations of the rules for my Ironweld Expansion I have been adding some borrowed Sigmar artwork to the cover and updating all warscrolls to version 2.0
Full version PDF (warning many blank pages as I fill out lore)
Cover and Warscrolls
This is where I'll post all my minor updates for The Silent Cliffs.
It has been a while since I last worked on The Silent Cliffs, but I haven't been completely idle, I've completed a skeleton champion, and made a simple insignia for the flag bearer.
The paint scheme for Lord of the Silent Cliffs was a interesting thing, his skin is a layer of agrax earthshadeover coral white, with a thick layer of Athenian camoshade on top of that. His skull is zandri dust, an all-over wash of agrax earthshade, and a very thin layer of typhus corrosion, to give the bones a look of decay.
Beginning with a base coat of Screaming Skull I worked up the grime with Nuln Oil, Agrax Earthshade, and Athonian Camoshade. The black leading to lighter colors is meant to convey an ethereal fog that drifts over the drowned cemeteries of the Weeping Hollows inhabiting the burial shrouds and remains of the tortured souls who dwell there.
The swampy bases were done using Stirland Mud texture, along with Vallejo Mud&Grass Effects. Base coat black, dry brush Rhinox Hide, dry brush Mournfang Brown. Heavy wash of Agrax. Dry brush Olive green followed by a light dry brush of screaming skull/olive green. The water was done with Vallejo Stillwater Effects but I am not very happy with it. A two part resin is a better way to go in the future.
I am currently doing minor conversions and prepping on the Nighthaunt half of Soul Wars and will be posting pics as they are completed.
Hey TGA, I am a long-time collector but seldom-player of Beastmen, now known as Beasts of Chaos. Back in the Old World I rarely played since the rules never lived up to the models for me, but now that AoS is ascendant I am having a blast with my Beastmen. I am writing this blog to chronicle the progress of my horde, the Twisted Drove, and to hopefully inspire myself to paint and play more with these little monsters. There are a couple 2000 point events coming up in May that I want to have 2000+ points painted for (the list plus any potential summoned units) so I'll be posting paint jobs, army lists, battle reports and anything else that might sound like fun. For starters, here's a few pics of my furred throng and a list totaling most everything I have. Like I said, I've been collecting these guys fro a long time, so they are in varying states of being painted/assembled. It's going to be a slog getting these guys ready for the spring but war is coming and the Twisted will be prepared!
I just finished assembling 3 Skyfires and 5 tuskgor chariots last night. The chariot on the left is an old orc chariot from the 6th ed itionstarter I've had since, well, 6 ed. The base is new tho. The next one is Gorthor the Beastlord's chariot, which sadly is now just another regular chariot. The center one is an old Warriors of Chaos chariot with Khornagors, and the last two are my newest additions, a pair of Rhinox-riding Bestigors. All but Gorthor's bases are new and I'm excited to try out this chariot spam the internet is crazy about.
This is most of my Beasts collection, save a score more Gors. I'm thinking a green and brown color scheme for most of them, very classic "woodsy" palette. I like the concept of the Gavespawn so I've added in some conversions as well as find some older, weirder models to throw in for variety.
A closer look at some of the leaders of the Drove.
That's all for now, but I'll try to post every week or so with progress pics, battle reports, or tactical musings. Thanks for reading and raise those herdstones high!
I played my second tournament at the beginning of march and commanded my Nordheimers to great success. Scored 3th place and won the overall rating including wins, painting, conversion and sportsmanship. They call it "Leonardo Award".
Here`s my tourney list:
We played 3 different scenarios with fixed realms, realmfeatures and realmspells. They were set by the TO`s and really well picked, in my opinion. We even used the hidden agendas from GW. 3 in each game and you were not allowed to use one twice. Overall it was a very good tournament experience for me.
Here`s the battle report of the first game. Scenario was "Places of arcane power" and the opponent was an Idoneth Deepkin army with lots of Eels.
Places of Arcane Power (page 60 Generals Handbook 2018)
Realmfeature: Aethernachbeben (Add one to casts)
1) Command-Ability: Soul-Force Sacrifice (Core Book)
2) Spell: Word of Ending (Spell 1 Malign Sorcery)
3) Spell: Souldshroud (Spell 3 Malign Sorcery)
4) Spell: Ethereal Guide (Spell 6 Malign Sorcery)
Here the list of the Idoneth player:
The game was real fun. Tthe left and right opjectives were hidden behind big towers which could block a whole griffon. This was bad for me. My initial game plan on this scenario was to set up my crossbows in the middle and kill everthing in the corners.
So I picked the side which was more "open" to be able to get to the center easily. Unfortunatly he put his one shipwreck right before me to block my path to the center.
After setup I gave him the first turn. He turned the tides with his Tidecaster. So in the second round all his units will be attacking first. Unexpectitly he refused to charge right into me. Instead he moved his units onto each objective and made no charges.
On my first turn I nearly killed his 9 eels in the center with my crossbows. I also killed his 5 Khinerai at the lower left objective with a good roll of my archers.
Luckily I got the double afterwards. In this turn I managed to kill his character holding the lower left objective with a hit of the Luminark, good boy🤩. The first 30 crossbows killed 10 Thralls near the center objective. The other 30 crossbows wanted to kill his Akhelian King on the second Objective. But he just used his artefact and I wasn`t allowed to attack him in this phase. Luckily I already moved my General on Griffon towards him and charged him directly. It was the second round, so he attacked first making 4 wounds on my griffon. Afterwards I just killed him. Rolling 2 6s on the hit the Sword of Judgement mad all the wounds needed for a dead Akhelian King
Unfortunately I wasn`t able to get my Luminark onto the lower left objective. He was blocked by my own guards
On his second turn he charged his othe runit of 9 eels into my general on the center objective and he died really quickly. There was absolutely no chance for him.
Afterwards the game was done. I wasn`t able to score enough points with only my luminark being able to take objective. And his remaing character on the upper right objectives was out of my reach hidden behind this big tower.
But I managed to score 2 hidden agendas in this game, which will be very important in the end.
It was a fun game and I now know that it is possble to beat this dreaded Idoneth eels.
Second game battle report on "Better Part of Valor". The opponent was a Beastclaw Raiders army with "Braggoth`s Beast Hammer" Battalion.
The Better Part of Valor (page 58 Generals Handbook 2018)
Realmfeature: Flaming Missles (+1 rend for missle weapons if target unit is at least 12" away)
1) Spell: Fireball (Core Book)
2) Spell: Stock Rage (Spell 1 Malign Sorcery)
3) Spell: Parch (Spell 5 Malign Sorcery)
4) Spell: Incandescent Form (Spell 6 Malign Sorcery)
Here the Beastclaw list:
This game was really tense and in the end depended on a single dice roll.
I build my castle on the center and right objectives. Guards in front, a second ring of archers and handgunners 3" behind the guards and finally the crossbows 3" behind the second ring. So I was able to withstand his double pile-in from his battalion. On the left objective I placed my second griffon to force him to spread his units.
He took first turn and charged right into me. Fortunatly he desided to move 4 Mournfangs towards the left to kill the lonely griffon. But there he missed the charge.
In the center he managed to get all his units into me. 2 Goregrunta units and the Frostlord on the left of my castle. The 4 Mournfangs on the right. The Thundertusk moves really short and could only shoot is 6 mortal wound stuff at my guards. My shooting due to the great companies doesn`t went well. I had some bad roles and managed to kill only two Goregruntas and one Mournfang. In the combat phase his units hit really hard. He managed to kill the left Guards and nearly killed the right ones too. But 3+ save rerolling ones holds well nethertheless. After the first combatphase he decided to take the second pile-in from his battalion. Fortunatly my crossbows were still safe, far enough away from his units. But he killed all my handgunners and the rest of the guard in this turn. He even gained hold of the my center objective and burned it right away. On the right he could only kill the guards and my remaining archers safed me the objective. This was round one with many many casulaties on my side. The next roll for initiative was the game decider. Luckily I won the roll off and started the second round. In this turn I used Hold the Line on the Crossbows givung the +1 to wound and hit. Additionally I used the realmspell "Stock Rage" on one crossbow unit, giving them another +1 to wound rolls. So they were rending on 4+. I also managed to shot with the right crossbows to the left and vice versa. So the distance to the enemy was more than 12" and all attacks were with another -1 rend due to the realmfeature. This was bloody and I just killed all of his units. It`s insane what 60 can do when half of the hits are with rend -2
This was the game for me, afterwards I killed his remaining 4 Mournfangs with my griffons and took his objectives. His Thundertusk Beastrider were killed by my Luminark in round 2. The good boy hit 2 times with 6 damage. I really, really like my Lumi. Pew, Pew Lasergunz!
I even scored my 3 hidden agendas in this game.
Third game battle report on "Knife to the Heart" with a Seraphon army on the other side of the table.
Knife to the Heart (page 50 Generals Handbook 2018)
Realmfeature: Darkly shaded (The maximum range of attacks or spells is 18")
1) Command-Ability: Lord of the Shadow Realm (Core Book)
3) Spell: The Enfeebling (Spell 3 Malign Sorcery)
2) Spell: Bridge of Shadows (Spell 5 Malign Sorcery)
4) Spell: Aetheric Tendrils (Spell 6 Malign Sorcery)
Here the List of teh Seraphon army:
This game was not as interesting as the other ones for me. I splitted my companies and put one on my objective and the other one I wanted to use to get hold of his objective. In the end he send single units into my crossbows until round 3. I killed his Saurus Knights, Ripperdactyls, Saurus Guards and the Sunblood with only loosing my archers and getting 4 wounds on my griffon. But unfortunately I couldn`t really move forward due to him attacking all the time. The winning move was using the realm command ability and one realm spell to teleport a unit of 20 guards and a unit of 30 crossbows right in front of his objective. Luckily I got the double turn afterwards. With my Crossbows I swarmed his objective and was able to gain control of it, winning the game with a major victory. I even gambled really hard in this game and was able to score 3 hidden agendas. Including holding more objectives than the enemy
In the end I went third place in this tournamend being tie with the second. But he had a better Strength of schedule. Meaning his opponenets scored better than mine so his wins were weighted higher. As mentioned before I really enjoyed this tournament. All players were nice and friendly and the organisation was very good. If you`re interrested in some stats you can look them up on this german tournament page: T³ - TableTop Tournaments
I will remind myself to make more pictures in future games.
Thanks for reading and commenting
lots of spikes, and lots of horns. His ornate armor shows the contrast of the sun and the moon, light and dark.
imbued with an intelligence surpassing all saurus, even comparing with the inscrutable Starseers, the the Scion of the Sun is a powerful sorcerer (lore wise, not rule wise, as I cannot change the stats) specializing in the lore of fire and water, another of his contrasts.
I'm planning on making a better base for him, so expect that in the future.
Further updates will be posted in the comment section
Not a lot of painting has been happening recently but I managed to finish off my 1000 points of NIghthaunt. I used this army to try out a few new techniques, different coloured undercoats and washes. Got to say it hasn't been my favourite painting experience. I like the finished result but I wouldn't do it again. Pretty happy with all the metal though.
The only other Nighthaunt model I would still like to paint would be The Craven King.
With the new Gloomspite book out I thought it was time to rebase my old goblin army. First up is the Scuttle Boss and Spider Riders. Then I'm trying to finally finish the howdah and goblins on top of the Araknarok. I'm quite liking making each grand alliance have matching basing schemes.
Then there is this giant slab of gobbos.
I've always like the Flesh Eater background story and had wanted to make a force around Arthurian legends- initially it was going to be an Imperial Knights force for 40k. But with the new battletome (and Carrion Empire!) I realised Flesh Eaters were the perfect army!
The Story King Arthur, the Once and Future King of Albion, was betrayed by she who was dearest to him. His betrothal to the daughter of a powerful baronial family was meant to usher in a time of peace and prosperity but he was betrayed. The father of the bride, a Vampire Count, cursed Arthur with delusion of the Carrion King. In the primal rage that overtook him, he killed his wife-to-be, thinking her to be an agent in disguise from her father's court. Believing his beloved to be imprisoned by her Vampire father, Arthur and his court of noble knights seek to free her and destroy the Vampiric Barony once and for all.
The bases will be ruins of the capital of Albion. Chivalric banners and penants will hang from collapsed columns and lie torn on the floors.
King Arthur, The Once and Future King, Arch Regent
The Knights of the Court
This first base is for a Terrorgheist. As it landed on the ruins, it split the floor below, revealing masses of skeletons and bodies underneath.
Stormcast Eternals and the Nietzschean 'Ubermensch'
This is a piece about Warhammer and Nietzsche, pertaining particularly to his concept of the Ubermensch. I quite enjoy Nietzsche (not the same as always agreeing with him). And while I actually do think there is a case for quite a few of his takes (Genealogy of Morals and Anti-Education are important works with a lot of merit as anti-establishment dissent), I'm uncertain about his concept of the "ubermensch", the Nietzschean superman. But it's the latter that is the topic of this post, and I think it does have some interesting relevance to Warhammer lore.
Obviously, the first thing to come up when broaching this topic are Space Marines. But I would say that the SM are in fact a poor example of the ubermensch. Similarly to how Nietzsche's concept was appropriated by the most horrifying regime of the 20th century (Aryan supermen), the similarities are predominantly superficial (and, truly, it is unfortunate for such an interesting if prickly thinker like FN to be tarnished by such association). Nietzsche was not concerned foremost with brawn or aestheticism but with a stubborn will toward self-actualising. To borrow an over-used term, it's a mindset, not genetic inheritance. So, while marines literally are literal 'super-men', the eugenics and lack of self-determination do not fit with the ubermensch ideal.
To move this onto the Stormcast, who I believe are more fitting embodiments of the idea, I want to touch on the idea of 'slave morality'. Cribbing from Nietzsche here: for the Greeks, the duality was was between good and bad i.e. good was synonymous with nobility and strength, while bad was the plebeian, weak and the low. This was what Christianity successfully reacted against, based on the revolutionary idea that the formerly "bad" values of passivity, weakness and "turning the other cheek" should be re-categorised as 'good', while many of the ways that 'good' nobility expressed its strength upon the low was not only not "good" but a new moral category: evil. Both 40K and AoS exist in a context different from 'modern' morality (i.e. the idea of peaceful, passive good vs invasive, malicious evil found in the Abrahamic religions). In the world of warhammer, deities are literally real, active (and not simply to be interpreted by the priestly class), and essentially deny the creation of any such morality based on the veneration of passive resistance.
AoS's Stormcast eternals may at first seem to be a simplistic version of the traditional "golden goodies", but there's actually some interesting stuff to dissect there. N's concept is essentially an idea of a, a subject who rises above modern "slave" morality to forge their own, self-affirming lifestyle. Of course, the SCE serve their god Sigmar, but the military hierarchy is one which allows for the questioning and debating of individuals. It's not a collective which suppresses dissenting assertions of will, and ironically (though obviously, this is GW's authorial choice), such freedom to 'be' has meant zero defections to chaos among their ranks. Sure, they operate as part of a uniformed collective, but the point of the ubermensch is not necessarily isolated individualism but how the personal glory and strength of an individual elevates all. After all, Sigmar plucks only the greatest warriors from their moment of death and invites them into his service. More than just the "Blonde Beasts" conquering and asserting their power across the realms, SCE protect the vulnerable from Chaos, which you could interpret as a version of what N describes as a healthy creditor-debtor relationship: the stormcast gain satisfaction from saving the powerless through the expression of their own superior power (a more effective form of strength assertion than Khornate slaughter), while cultivating the safety of a mutually beneficial civilisation. Basically, their mission of humanitarian liberation is intertwined with an individualist mission for existential 'meaning'.
On that subject, Nietzsche's rejection of morality initially sounds like it would apply to Chaos best of all. To a certain extent, this is true, as all of the Chaos gods but Nurgle embody a different facet of Nietzschian ideals, whether it be the physical assertion of power, the pursuit of Dionysian desire and pleasure or the cultivation of one's own skill and power. Yet part of what makes chaos is how these positive ideas are warped to the point of self-destruction, this dogmatism becoming its own form of bad consciousness.
Archaon (and Abbadon in 40k) stands as the only true chaos Ubermensch, while Stormcast society finds a way for a multitude dedicated to the ideal to flourish. Despite their creepily expressionless facemasks, the Stormcast seem to be represented in the stories as partaking in drink, telling jokes and generally keeping a semblance of Dionysian virtue alive. They fight for a cause which they choose to follow, and are unimpeded in the ability to desire. And, of course, there's the fact that they come from all walks of life, classes and genders. The ranks of the SCE are a true meritocracy, allowing individuals to flourish within the context of the collective.
HOWEVER, there is one massive caveat to the idea of the SE as Ubermensch: the 'eternal' aspect. This, ironically, is reminiscent of Nietzsche's 'eternal recurrence' thought experiment: the idea that, if one was to live out one's life infinitely, repetitiously, the subject would ave to struggle to overcome a 'ressentiment' about their existence. And this is LITERALLY WHAT HAPPENS to a Stormcast: with each death and rebirth, an increasing 'copy of a copy of a...' chain, they lose a portion of 'humanity'. This loss is represented the lack of emotion and mindless heed of orders; essentially the loss of personal desire and the internalisation of ressentiment. They express strength no longer as individuals but as passive conduits of Sigmar's will, and so fail to retain their ubermensch status. One could say that their eventual fate is to become... Slaves to the Sigmar's command; slaves to Sigmar's morality?
So yeah, my thesis is that the Stormcast eternal is the ubermensch but with a shelf-life. They are initially a shining exemplar of the ideal but degrade into its parody.
All of this is also a charitable reading of Nietzsche's ideas, but I'm inclined to say that's usually the best way to approach him. Nietzsche is often placed in the same category are Freud in terms of massively influential intellectuals whose ideas don't stand up to scrutiny, but I'll go to bat for Nietzsche. A bit. Not Freud, though, especially for influencing his nephew Edward Bernays .
Finally time to build a real monster. The Ghorgon will bring the army to 950 points so far fun to build. Painting will commence soon. I decided to leave some of the detailed hanging parts off for now. I will definitely add the bell around his neck. I may not add the other pieces. Sometimes I think GW models get a little to busy.