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.
About a year ago i bought a small job lot of Beastmen on eBay. Nothing major and nothing new, just some old models really. I specifically wanted it for the 8 metal PestiGor. These models are pretty old now but are from a time when Beastmen were originally given Marks of Chaos. The models are twisted by Nurgle and all pestilence, cloaked, hooded and wielding double handed axes.
I'm really excited to paint these though and doing these as a small warband, not even a full unit in AoS, means I can spend some time working with them and expand as I can find more on eBay.
The door was hung to day and the window frames assembled for the two windows which will open. The door is a nice old reclaimed one, which is about three times the weight it should be! T
That's all that'll probably happen this week unfortunately. There's going to be a delay now while we wait for the glass (double glazing!) to arrive. There might be some shots of the roof going on and more internal work though. I'll keep you posted!
This Sunday afternoon I played my friend Laurie at a couple games of Age of Sigmar. I've not quite got the hang of this game yet, there are so many synergies that I still struggle to remember. I need to spend some time reading the warscrolls.
The first game of the evening was The Shattering from the Godbeast book. I played the Breacher army, while Laurie played the Obstructor's. I took my Khorne Bloodbound as I'm a bit tired of playing Slaanesh.
Mighty Lord of Khorne
Khorne Lord on Juggernaut
Wrath of Khorne Bloodthirster
10 Blood Warriors
6 Mighty Skullcrushers
3 Bloodcrushers Of Khorne
1 Chaos Warshrine
Thanquol and Boneripper
5 Plague Censer Bearers
40 Plague Monks
1 Plagueclaw Catapult
1 Warp Lightning Cannon
The objective is for me to get 33% of my models across the board by turn 6. Laurie deployed all his units up to the half way point. I took first turn, and pushed everything forward seeing as I don't have much shooting trying to get in to combat as soon as possible. However, my Skullcrushers were stupefied, and 5 of the 6 units I charged failed 6"-8" range even with the Mighty Lord of Khorne's ability granting 3 dice and picking the highest 2.
Laurie then proceeded to mortal wound me off the table, starting with my Bloodcrushers, the Bloodsecrator and taking many wounds of the Bloodthirster. Luckily the Mighty Lord of Khorne only took 4 wounds and survived another round.
I won the roll for second turn, and finally managed to get my units into combat. Sadly things didn't go to well, my dice were terrible and I failed to kill of anything of worth.
End of Laurie's second turn, and all I had left were the Khorgorath, the Warshrine and 3 Skullcrushers. We called it game here as I didn't have enough units alive to complete the mission.
Laurie's army has many units that can deal Mortal wounds, the warshrine does give me the ability to save all wounds on a 6, but it doesn't amount to much when you can't roll 6's. I think my biggest problem is not being able to deal mortal wounds, or shoot from distance.
Skull cannons would help with range, but don't deal many mortal wounds. I would need some Wrathmongers to help deal more damage, and possible more Blood Warriors over Bloodreavers. But no purchases until I've painted what I have.
The second game I chose to use my Slaanesh Daemons, first time since I completed painting them all.
2 Keeper of Secrets
1 Daemon Prince of Slaanesh
2 Heralds of Slaanesh
1 Soul Grinder
20 Seekers of Slaanesh
Laurie took the same force.
This game we played On Thin Ice, from the Balance of Power book. The battlefield is split into six pieces, each has 12 wounds, and a random section takes 2D6 wounds and adjacent tiles take D3 wounds.
One of the middle tiles immediately took nine wounds, which made it precarious, Any models running or charging across it must immediately take a D6 check. On a 1, the model is removed from play. This made things very difficult for me to get across the table. With the Skaven shooting, and Skitterleap I had to get across the table quick, before the board disappeared.
I chose to move as much as possible to the right flank and run across there. 20 Daemonettes, a Herald, the Daemon Prince and 1 Keeper of Secrets moves across the precarious left flank. The Keeper casts Ice Bridge, which means she's immune to ice field failing. I can't do much more than move everything forward.
At this point, Laaurie points out that he has so many models that put out mortal wounds that he could collapse both sections with ease. And proves it with rolling the dice. We decide to remove this part of the Battleplan, and say that it can only be damage by the random roll at the beginning of each turn.
He Skitterleaps the Deceiver across the board behind the Keeper of Secrets on my left flank, and puts several wounds in to him. His warmachines add some wounds to various other units. and the Plague Monks on his right flank moves up to engage and hold up my units on the table that looked like it will fall in to the sea at any moment. Nothing else happens with most my units out of range.
This roll sees the table section I deployed on the left collapse in to the sea, I've been rolling 1's and 2's all day but someone managed to roll an 11, with the wounds it took the previous turn meant it disappeared. The crucial roll came when rolling the adjacent damage to the section on the left with My Keeper, a Herald, 20 Daemonettes, 1 Deceiver, 20 Plague Monks and 5 Plague Censors. I rolled a 4 on the D3 and it was reduced to 1 wound!
Laurie won the roll of, and started to dish out some damage to my left flank. He decided to leave the Deceiver where it was and took the Keeper of Secrets to 1 wound with it's shooting and magic. His warmachines took some more wounds of the Daemonettes and a wound of the Daemon Prince. The Plague Monks made it into combat with the Daemonettes. He chose to go first with the Plague Monks, and they killed many Daemonettes, this meant I could at least get one attack with the Keeper of Secrets.... Who whiffed, and did just 1 wound to the Deceiver. Keeper inevitably dies to the Deceiver.
My roll on the Time of War chart see me roll Jotunberg Mists. I use this to remove his Storm Fiends from the table, in all the games we've played they've always done the most damage. I expect the left flank to fall away, so leave it be, I fly the Daemon Prince forward to deal with his Warmachines, and move my right flank forward to engage. The Daemonettes on the right flank fail their long charges, but the Seekers rush into combat, the other unit of seekers hold back as reserve. Daemonettes on the left flank hold their own against the Deceiver, Plague Monks and Plague Censors, the Seekers start reducing the Plague Monks in the centre, and the Daemon Prince destroys the Plague Catapult.
Turn 4, my other section of deployment fell in to the Sea, we are now playing on a 4'x4' table. Laurie wins the roll off, and is unable to bring back the Storm Vermin. again he leaves the Deceiver attacking the Daemonettes. Thanqual moves around the forest and takes the Daemon Prince of the table. The Screaming Bell takes a few Daemonette models of the board. Daemonettes on the left flank take out a few more Plague Monks but finally succumb to the Deceiver, Monks and Censor bearers. Seekers and Plague Monks in the centre continue to fight each other to a stand still.
My turn 4, and I manage to finally get everything else in to combat on the right flank. Daemonettes and Soul Grinder attack the Screaming Bell taking it down to a few wounds. The Stormvermin and Daemonettes trade blows and the Plague Monks are taken out by the remaining Seekers.
Turn 5, another section of the battlefield falls in to the sea, taking with it, a squad of Seekers, several Daemonettes and the Soul Grinder. It also takes the adjacent board section with the Deceiver, PLague Monks and Censors. We've been rolling super high on the damage to the battle field all game, I'm sure they are not supposed to all fall in to the sea. At any rate, we're left with 2'x2' section of the board. It was looking good until that happened.
I won the roll off, and removed the Screaming Bell, and reduced the Stormvermin to 2 models, the Plague Priest was left with 1 wound and the Monks were all killed.
Laurie's next turn see's the Storm Fiends remain off the board and Thanquol move up and kill all but 1 Seeker, The Plague Priest is killed as are the rest of the Stormvermin by the Daemonettes. Thanqoul charges in a removes the rest of the Slaanesh army.
A really fun game, that swung back and forth I had better luck with the Slaanesh than with the Khorne but still lack any mortal wound dealing units. The Keeper of Secrets looks much scarier than the rules are. I hope when the redo Slaanesh with the Aelves that they get a new model like the Bloodthirster with updated rules. The army could do with some Chariots, but they are a pain to transport, and I'd like to keep the Slaanesh Army to 2 carry cases.
Forgot to take photos again during the game, so apologies for the wall of text.
I figure maybe a blog might help me to focus on projects ahead and complete them. Also logging plays.
Last night I finished assembling the maw crusher and primed the wings. I started painting the wings black and red. I had been really trying to figure out what color to paint and decided to stay with the red base body. Going to be a busy week/weekend but I'm going to try to see how fast I can get my Orruks that I bought painted. I got megaboss, mawcrusher, two boxes of brutes, warchanter and weirdnob.
Over the weekend I had the privilege of playing in one of the best games of Warhammer this side of Morrsend.
We played using no points (the brief was to literally bring what we liked), and no extra rules restrictions or modifications other than what was clarified in the recent FAQs.
The scenario was of course Convergence of Fate, which we only adjusted to make better deployment zones, and removed the extra re-rolls for Vow of Enmity.
The battle took place in one of the Underworlds within the Realm of Death, where the memories of the souls who linger there have formed facsimile landscapes of the World-That-Was. This is why you will notice some familiar names.
The Forces consisted of:
The Host of Light
Eltharion the Grim (General)
Tyrion - Avatar of Light (thank you @Mengel Miniatures for the Warscroll!)
2 x High Aelf Mages
1 x High Aelf Prince
25 x Swordmasters
15 x Lion Rangers
2 x Chariots
5 x Dragon Knights
3 x Bolt Throwers
20 x Archers
1 x Great Eagle
The Tomb Legions of Settra the Imperishable
Settra the Imperishable (General)
2 x Tomb Kings
4 x Liche Priests
1 x Casket of Souls
6 x Necropolis Knights
20 x Tomb Guard
40 x Skeleton Archers
1 x Necrosphinx
The Deathlords of Shyish
Arkhan the Black (General)
Wight King with Black Axe
Wight King with Infernal Banner
2 x Morghast Archai
3 x Spirit Hosts
40 x Skeleton Warriors
10 x Grave Guard
5 x Black Knights
Nagash allies with the Host of Light against the more threatening Tomb Legions, who need no ally.
The mystical forest near the aelf deployment befuddles the eagle and the archers.
The Swordmasters gain potent magical protection from the Eldritch council - 3 Mystic Shields and the Shield of Saphery.
The Host of Light advances, laying claim to the Dais early.
The buffs start spreading in a lengthy first Magic phase by the Tomb Kings. The alliance is troubled by the power developing down this end of the board.
The Necrosphinx, with 2 Mystic Shields roars across the battlefield to engage Eltharion, and preventing the archers from releasing their mighty volley (whenever they awaken from their stupor).
Eltharion takes heavy damage.
Nagash unleashes his magic. Able to borrow the Liche Priest's spells, he imbues the Grave Guard with potent ability. The spirit hosts is destroyed by a round of shooting from the archers, and Nagash takes four wounds from the same unit.
The Undead armies advance. Nagash summons another Spirit Host and moves to lend support to his Aelf ally.
The Grave Guard make a huge charge into the Tomb Guard, though the skeletons fail, and so they are left without support. The combat is swift but brutal. They kill many, but are completely destroyed in return, despite their buffed ability.
Alliances stay in place. The Tomb Legion clearly need to be stopped.
Eltharion is slaughtered by the Necrosphinx, and Tyrion wheels round to attack. The Dragon Knights move in to support.
The Tomb Legion releases its second wave - the Necropolis Knights, while his super-buffed archers move to take out Nagash. Over 150 shots later, the Lord of the Undead is taken down.
With the help of the Necropolis Knights, Tyrion is slain. The Heart of Avelorn shatters and he is brought back, but only briefly. The reanimants are too strong.
The archers charge the skeleton warriors, braving the wrath of the Wight Kings.
The Swordmasters pile in to the Necropolis Knights, but this foe is too strong even for them, with mystic shields in play and too many wounds.
Teclis's Tempest blows the Necrosphinx off the battlefield, but still little headways on the Necro Knights.
The Brave Aelven Prince seeks vengeance for the death of the High Lords, and charges Settra - wounding him twice. He somehow survives with 1 wound left. He is killed the following turn.
The Dragon Knights charge into the battle, but are wiped out completely before they can attack. Yep, that's 3 Mystic Shields on the Necro Knights.
The skeleton warriors ably cut down the archers, as Arkhan observes how his ally fares. The Necropolis Knights threaten to carve through the entire Aelf force.
With a dismissive gesture, Arkhan casts Curse of years on the Necropolis Knights. The Aelves look on, astonished, as the seemingly invulnerable unit crumbles into corpse dust before their eyes. Such power!
The Morghast and Black Knights turn to deal with the emerging Tomb Scorpions. This doesn't go as well as hoped, as the scorpions take down one of the Morghasts with ease.
The first and second waves of the Tomb King assault have been vanquished, at great cost. However, having witnessed Arkhan's potent magical ability, Teclis begins to rethink the alliance...
Betrayed! The Aelf and Tomb Legion forces ally, and both armies take the initiative.
The Liche Priests summon more Tomb Guard, and imbue them with Righteous power.
The Spirit Hosts are charged by Settra. Miraculously they get past his defences with their ghostly attacks, and Settra is vanquished! Another turning point in the battle.
The undead forces had been moving to position around the Dais. They had been hoping for the alliance to last another turn to better establish themselves. But now, caught on the back foot, they are surrounded by Lion Rangers and Swordmasters.
Arkhan the Black is cut down by the Tomb Guard. Luckily, the Black Knights and Morghast begin to demolish the scorpions. The necromancer summons a few Grave Guard, but will it be enough?
The Lion Rangers, led by Korhil, surround and butcher the necromancer. With his passing also goes the ability to summon more troops.
Chariots and Bolt Throwers cut down the summoned Grave Guard. Suddenly the Aelves are in the ascendancy, very well positioned to hold the Dais.
The Wight Kings attempt to consolidate by finishing off the Tomb Guard.
The alliance shifts against the Aelves, as the two Undead forces join.
The Tomb Kings unleash a ferocious third wave. The Royal Warsphinx and Bone Giant are imbued with multiple Mystic Shields and Righteous Smiting.
The elite Aelven forces are cut down in the face of such an assault. With numbers thinning, the result of the battle is in the balance. In return their magic and shooting drastically reduces the last of Nagash's forces.
The Black Knights retreat from the chariot and great eagle. What's left of the skeleton warriors take advantage of the alliance pact (with no generals left to break the pact), and surround the Liche Priests.
The Wight King allies with the Aelves once again. Unable to take victory for himself, he chooses to fight against their shared hated foe, from battles long ago.
Frantically hacking at the War Sphinx, the Dark Lord of Despair is unable to finish it off with his Black Axe. But he does prevent it from moving on to smash the Aelven allies. He even survives an extra round thanks to the Infernal Banner.
More frantic positioning around the Dais. The Aelves are low on models remaining, but currently have the advantage.
The final model in Nagash's army, refusing to let the banner fall.
Going into the final turn. There are no alliances. The Aelves refuse all help.
The Tomb Guard retreat from the Wight King, and take the objective. Liche priests summon more archers, and the Bone Giant wrecks what is left of the Aelven forces.
The Wight King is finally cut down in his attempt to kill off a few more Tomb Guard in order to give the Aelves a chance at victory. The Aelves need to kill two more Tomb Guard in order to claim the objective.
Teclis and his Eldritch council line up their Arcane Bolts. They miss with the first two...
But the last one kills two Tomb Guard on the Dais... and as the final turn ends, the Aelves have the victory!
And so concluded an absolutely epic battle. It took about eight hours to play, but we figure about three of those hours were taken up by the casting buffing spells, and another 4 hours on re-roll archer's shots. So it wasn't THAT long really...
Well It looks the same so far....
Over the past year and a half our game has gone through big changes. We had our End Times both in game and within the community. As of now the Faithful (#OnlyTheFaithful!) feel pretty happy with ol' GW and for good reasons. Let's go back a bit and see just how it all has changed (from my part of the world anyway).
Who can forget this guy?
There he is, the Silent Guardian. What seemed like a permanent fixture at Warhammer World was always there to greet those lucky Tabletop Generals who could travel and play at Games Workshop Main. However, the times would change....
An audible gasp was heard across the globe as the statues and wings were replaced as Games Workshop began to push their new baby. Age of Sigmar had arrived and all bets were off. Sadly the initial launch was mismanaged and the community suffered for it. Some held true while others went looking for greener pastures. Thankfully this error would be recognized by Games Workshop and the upswing would begin!
Back in the game.
Games Workshop is back on social media and interacting with all of us and simply ignoring the hate that may come there way. The have released the First Draft of the FAQ to ask our input. They invited some of our favorite pod-casters (Listen to them here!) to come play test and offer input to give us what we needed and have been asking for from the start. A points system that is official and allows anyone to play someone else easily. They are running a painting competition on their page. Recently I was even given direct Games Workshop prize support for my local club to increase of scenery foot print and prizes (as well as a campaign pack to use for the event).
They are finally listening and those Faithful can be happy as we enter this exciting new time in Age of Sigmar. More and more new players are getting in and hopefully some of those that left long ago will return. So lets be ready to put some toy soldier son the boards and throw some dice as our community grows again!
Since the release of the Stormcast Eternal back in July last year I have been painting away a few models a week (you will have seen most of them I'm sure) and it's amazing how quickly the Army has grown.
Lord-Celastant Matthias Hammerstrike leads his Warrior Chamber into the Mortal Realms, his loyal Comand Chamber following with him.
Hope you like them.
Orruks (previously Orcs) have always had a special place in my heart. It was an army I almost began my hobby with due to their comical and bestial nature. Look at the jolly guy above. He screams Warhammer to me in all the right ways.
Look how happy he is for a fight
Now we finally see Greenskins return in force to the Mortal Realms and I cannot be more pleased. They look great and still held onto the Warhammer Orc Charm that I thought would be lost or adjusted with the new setting. The fluff bits that are out pretty much cement the fact that Orruks are still the lovable Orcs we knew from The World that was. They are still scrapin' for a fight and carry the same accent as always, just a bit more armored.
My Orc from WAR
Even with my love and preference for Aelfs (Elves) above all else these Greenskins always found a way to capture my attention and with the new relase I find it harder and harder to resist jumping in for a scrap with da boys. I happen to have the perfect general(s) as well...
A repaint and rebase would be in order
Now to continue my futile attempt at not joining the WAAAGH.
Age of Sigmar is considered a living game, but what does that mean? For decades we have had a "stagnant" game with Warhammer Fantasy. While the rules did update and units/characters came in and out of the game the overall setting and story remained the same and if any advancement was made it was pulled back to a prior time to keep the Fantasy Setting intact.
With Age of Sigmar we have a continuously evolving story where each new book can potentially move the story forward, kill off characters, or possibly add new characters. This can be very exciting, exhausting, and even frightening. Look back at The End Times to see an (Extreme) example of a living game.
While it can be a roller coaster ride as far as the fluff is concerned the benefit to rules can be great. My favorite example of this would be X-wing. The game releases Waves with new ships and cards and even new factions in the case of Scum. While there is no official story for X-wing they do utilize the fluff from the Star Wars Universe to create their pilots, ships, and upgrade cards.
As I have stated in a previous post I enjoyed The End Times and so far I am enjoying the fast pace of Age of Sigmar. While my Wallet is still hoping they step off the gas a bit I do hope the living system continues at a consistent pace regarding fluff and rules. I want the story to move, but not at a snails pace or leaps and bounds and as new Warscrolls are introduced I would prefer they mix up the "Meta" for gaming without turning into needing to buy the newest toy in order to compete.
While I would enjoy having a Grand Alliance Book not be outdated weeks after its release I am not opposed to buying yearly updated copies (at the nicely costed price) as new scrolls are added. I can not complain to much considering the Warscrolls are being printed in White Dwarf and updated in the App, but seeing books being incomplete very quickly is not a trend I would like to see continue.
Gamesworkshop is getting more involved in our community once more and as these issues arise I hope our voice will be heard (above and hate or mocking that may be present) so our living game can continue and evolve better as the Ages roll on. View the full article
Things seemed to really leap forwards today. After two 'maybe I'll be along' and then no-shows, the electrician finally appeared. Even though we knew he'd have to take some of the panels back off to hide all of the wiring, we'd decided to press on a ****** everything in place for easy removal. We've already lost a few days thanks to injury, breakdown (vehicular) and delayed deliveries, so time is of the essence. I also want it all finished by Saturday 7th May as we're scheduled to play some AoS.
Just a few snaps then to show the changing interior. Panels were off and back on easily enough. The wiring has been done for 5 double sockets, two strip lights and a fuse box. You can see one of my kids there, taking an interesting in proceedings.
Tomorrow that doorway is getting filled. Hopefully time will also allow the window frames will be made. 6 days to game day! Much to do!
My first post in here isn't what most would expect from me it's a old fashioned bit of fluff!
It's something I have been adding to a bit at a time after events and games to give them a bit of a place in the Mortal Realms. Also the campaign we are playing at work gives you points every month for a piece of background ?
The Knights of Azy got their first taste of the Mortal Realms alongside the Hammers of Sigmar and Vandus Hammerhand during the first of Sigmar's tempest's, to regain the Realmgate on the Brimstone Peninsular located in the far off lands of Aqshy, the Realm of Fire. They helped to stem the flow of the Bloodbound reinforcements by holding the Obsidian bridge that crosses the river Magnus.
After weeks of hard campaigning and after scores of the Stormhost being returned to Azyr the fight was won. Vanus Hammerhand stood victorious with Matthias Hammerstrike as the remaining Khorne force were scattered into the wind.
Sigmar looked on, he was pleased with Matthias and his Knights of Azyr, after the reforging was complete they would be tasked with a matter of great importance. The time is right and the the constellations have aligned….
There first real war of the Knights of Azyr began in Gyran, the Realm of Life. What the Stormcast remembered of the heat and fire of the Igneous Delta had been lost to the Six Smiths and the sound of the Reforging.
Lord-Celastant Matthias Hammerstrike lead his Thunderstrike Brotherhood deep into Gyran, in his way where the chittering Masterclan and Skryre hordes lead by the vicious Arch-warlock Quikk-Arkks arkks and the Gray Seer Snichh-Fanng.
Hard the Stormcast Eternals fought, each yard harder to claim than the last. But the tide of battle was quickly turned with the losing of a single Star Fated arrow and the Beaks and Claws of two loyal Gryph-Hound. These attacks killed Gray Seer Snichh-Fanng and Quikk-Arkks arkks in quick succession. After the loss of their leaders the fighting spirit of the Skaven was quickly lost, leaving a faint smell of fear in the air.
The Knights of Azyr fortified their position and waited for their next mission.
Back to Gyran they were sent reforged and a new, more of Sigmar's finest were added to their ranks in the form of The Knight-Venator Dragnnar Vestied, his soul was taken from the depths of despair after the extermination of his people at the hands of the great sorcerer Tzeentch.
A strange figure had appeared at the edge of their village for days at a time unmoving, his face shielded from the light. Then one day he was gone. That night he returned a blur of limbs and blades killing all those that stood in his way, seemingly unstoppable matching then besting the skill of each warrior in turn. He grew a shrank as he fought until finally Dranar was alone his body going cold, the last thing he remembered was a faint song as the figure disappeared into the shadows.
“Shifting flesh and solid thought, words can harm but weapons naught”
He joined the Celestine Brethren, Prosecutors of the Angelus Conclave. Swearing to have vengeance in the name of his lost people and to try to ensure the same fate won't happen to others. But Tzeentch is a master of fate and who knows what strings in the great game he has pulled to see to it that Dragnnar Vestied has been forged…
In the Realm of Death the Knights of Azyr were asked to remove some of their of their own kind, after one of Sigmar's first forged Stormhosts was turned by dark powers, we know not where they came from or to who the are aligned too, we may never now know how or why they were turned.
It was with a heavy heart that Lord-Celastant Matthias Hammerstrike called on his brother Lord-Celastant Trembrar to form a host of Skyborne Slayers from the ranks of the Knights of Azyr. Lord-Celastant Trembrar took no joy in the victory but he made sure that the only Stormcast to leave the field this day where one of his brothers, pure and faithful.
At the same moment as Traylorn was battling the Changeling for control of the the Celestial Compass Dracothions rore could be heard all over the Celestial Realm of Azyr. The great Drakes rore was followed by the sound of a thousand chambers coming to life.
First forged for the Knights of Azyr was Lord-Celastant Branatar Drakerider of the Extremis Chamber, once a Wild man in the Realm of Ghur, Sigmar himself heard his plea for vengeance against the Chaos Gods.
Branatar himself never speaks of what lead to his hatred of Chaos other than to say he won't rest till all traces of them have been banished from the realms forever. Just as Archaon was instructing his Varanguard, so was Sigmar instructing the Knights of Azyr Extremis Chamber.
“Drakesworn!... The compass could be our undoing, in Archaons hand it could cement his victory at the Aightpoints. Find it or destroy it”
Many battles they fought, over six Realms they campaigned, the Drakesworn Temple Annihulus, many stood in their way friend and foe alike. Nothing could stand in there way not Realmgates, Stormfronts or even Fire and Brimstone. Even in the battles they didn't win they ensured that the enemy were whipped from the field.
In the end the Celestial Compass was in the hands of the Spiderfang Big Boss Chitinous Scuttlefang, who tore it from under the nose of Kairos Fateweaver and the Gautfyre Skorch Enginecovens of Clan Skryre before they even knew they were a threat.
Chitinous Scuttlefang new not the power or worth of the Celestial Compass, he cared not for the lives that were lost fighting over its control so tossed it into the Arachnarok nests hidden in the Underway. It lays there now hidden from the gaze of Archaon, whose wrath could be heard all around the Varanspire.
To be continued...
Today was all about the roof of the shed. Finally, we had a morning without ice! That meant the felt could go down. This stuff seems thin and flimsy, but apparently it's now watertight. The wood is just to hold the stuff in place until the roofer (father-in-law) returns at some point next week to do the tiles. I cannot wait to see it all tiled!
And on the inside, the insulation has gone in, and one or two of the boards. Despite the fact that there's no windows or door on yet, sticking all of this in has already made a noticeable difference to the temperature in the shed. Promising signs! The last Blood Shed was freezing nearly all year round. Tomorrow the electrician is coming!
Not the most exciting day but some good work done. The insulation and boarding of the walls is nearly complete, giving a good sense of what the completed room will feel like.
The trench is also now dug for the electrics to go in. Frustratingly, the electrician couldn't make it last night, so some of the panels will have to be taken back down to hide all the wires away. This shouldn't be too bad as they've all been screwed up, rather than nailed.
As I said, not the most exciting day, but there should be big changes over the weekend. Work on the outside of the roof starts tomorrow and the inside of the roof is getting insulated. Then it's on to the windows and door. Following that, there's only really the floor left. Aiming for a first AoS session on the 7th May!
The walls are now complete and the roof boards are fully on. I realised I forgot to say, for those interested, the pitch of the roof was dictated purely by where the 8x4' boards met. Nothing more scientific than than. I did have to shop around a bit for a piece of timber long enough to stretch along the apex (5.4 meters, and, yes, I'm working in both metric and imperial at the same time).
I've cut the hedge down, despite the shed being far from ready, just to enjoy the view from the windows. I'm debating getting double glazing in, but I don't think I have the budget.
This will be the view from my painting bench.
While this will be the view from my building and basing bench. Ten points if you can spot the sniper! I'm told he was just hunting 'wabbits'.
Perhaps most excitingly, the polystyrene insulation has begun to go in! I've got high hopes that it won't be freezing in the new place. I've attached a couple of photos here showing it cut to shape and the first of the boards going on. Exciting times!
The new Blood Shed is rapidly rising from the earth! Most of the walls are almost complete and the first sections of roof have gone on. You can just about see the corner of the old Blood Shed on the right hand side of the first photo. Sorry, not the best photo of the external progress (I was looking after the kids so trapped in the house).
The new building will be used exclusively for geekery: AoS, hobbytime, D&D etc. etc. The floor is 13x18' and the plan is to have two 6x4' gaming tables in there. I'm going to lay the room out in such a way that the gaming boards can be slid over to rest on the hobby benches, to allow four 6x4's when needed. Difficult to explain but all shall be revealed. Hopefully, we'll have an eight may AoS tournament at some point over the summer - maybe with even more players, if the weather sorts itself out and we can have some tables outside.
The interior! I can almost see the ghostly outlines of the friends who'll play and be merry in here for years to come.
I've included two of the interior of the old shed for comparison.
I've been gathering my army of Death since before the End Times.
Out of context, reading that sentence back makes me sound quite epic. But within the hobby, I am sure I'm not the only one.
For me it started with Nagash, my all time favourite special character, and has now grown to encompass the Dark Lord of Despair and his Deathrattle Horde - the Doomed Legion.
It has been an absolute pleasure getting back to the nitty-gritty (mostly gritty) of an Undead army. I enjoyed my army from 4th edition, but the new models are just spectacular.
My hope is to get 110 SCGT points done in time for NICON in June, and I am well on track.
Even more exciting is this weekend, where my old-school Warhammer buddies and I are getting back to what we did best in the old days - MULTIPLAYER BATTLES. We are going to try out the Convergence of Fate Battlescroll, no holds barred. And it will be the first time I will field the Supreme Lord of the Undead, and his top Lieutenant.
There will be an entire contingent of scribes present for the battle, so there should be plenty to report, once the Deathlords have had the chance to survey their work. My opponents include the hated Settra and his legion of statue-fetishists from the Endless Desert, and Tyrion, Lord of Light, along with his brother and an army of foppish sycophants. I anticipate being on the receiving end of their alliance, at least to start with. Even now my spies are at work, spreading lies, and creating division.
In future posts I will regale you with tales from the battlefield, progress of The Great Summoning, and propaganda true histories of the background of the mighty villains heroes of my corner of the Realm of Shyish.
Until next time, mortal servants.
By popular demand, a project blog of the building of my new man shed.
Somehow (I'm already confused as exactly how, though I'm not questioning) in the recent past, I persuaded my wife to agree, as part of a whole garden rejig, to allow me to rebuild my man shed. We moved house a couple of years back and I was lucky enough to find myself the proud owner of a 30ft shed/garage. Apparently, the previous owner had built it specially to house his boat. Fun nerdy times were had, but it quickly became clear that the roof leaked and, before long, the whole place would collapse in on us if we rolled too many dice at once.
Fast forward two years, the wife wants the garden done, so it's time to clear out the old, and start anew. @Ben suggested I blog the build as it appears, so here's the initial photos after two or three days.
So far, it's just a concrete base, with the six supporting posts set in the concrete,(complete with obligatory handprints) and the beginnings of walls. I opted to use floorboards to construct the walls, rather than shiplap, as it was considerably cheaper.
I'll probably post everyday with progress reports. Hopefully the whole thing shouldn't take long.
Ok so many moons ago, there were some awesome dwarf models called doomseekers. Longbeards will remember them fondly I am sure. Well they had been sat gathering dust on my shelf for far too long, and when I saw the Hearthguard bezerkers, I thought maybe I had found a use for them. So my project began.
I kit bashed some Vulkite Bezerkers along with the spares from my Auric Hearthguard to fill out the unit into 10 models. They actually fitted in pretty well, no noticeable scale issues.
I wanted a leader for my army and the Magmadroth is such a nice model I couldn't help myself, so a Runefather joined their ranks. The kit is really good as I was also able to make a Rinesmiter and Runeson as well.
Slowly I built up a reasonable force adding 2 units of Vulkite Bezerkers, and 1 of each of the remaining characters, Grimwrath Bezerker, Runemaster and Battlesmith. The quality and detail in these kits is amazing and i would recommend them to anyone. Finally I wanted some variety so I added some converted prosecutors. Simple head and weapon swaps made them easy to blend in, plus I had loads from various starter set swaps I had done when AOS was released.
My army was really taking shape now, I just needed soem bases, and as you can see from the pictures, I chose an ice theme to contrast the orange slayers. I got these from darkarts, they are actually lava bases, but painted with an ice effect they work pretty well I think
So thats my Fyreslayers, they kept me busy for 3 months, around 100 SCGT pool choices. How have they done on the battlefield? Well in true slayer fashion they have died with honour! Sometimes in victory, sometimes in defeat, I will pop back and write a batrep for a game soon so you can see them in action