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Showing content with the highest reputation since 07/03/2016 in all areas

  1. 174 points
    I LOVE WARHAMMER It might be an obvious thing to say. But it’s true. It’s why I do what I do. It why spend a massive percentage of my disposable income on my hobby. It’s why any free time I have (admittedly less over the last few years) is spent painting, playing, list building, reading and chatting Warhammer. The love of Warhammer is why I have podcasted about it for 10 years. Its why I go to events, and also run them. Blood and Glory, Alliance, Destruction Derby and lots more. Loving Warhammer is why I started the Masters, and the rankings. Its why I have spent countless hours of my life chatting with people online from all around the world about almost anything related to warhammer. (That 7th Harpy is the most important, (Those that know, know) More importantly, I LOVE THE WARHAMMER COMMUNITY That’s why when I hang out with my friends, they are Warhammer friends. I drive to all around the UK to visit new places and meet new people to play warhammer with. I choose events because my mates are going. I been away from home to play games on 2 days out of the 6 we are away. I have been to the Ferrari museum at Modena, Italy with my Warhammer mates. I have sat in beer garden, of a closed bar, in a none discript city in Germany, in the middle of the day, listening to a long and bad story, about a terrible tasting spirit with a bunch of guys I have never met before in my life, and it was one of the most fun times i've had. Because they were Warhammer people. I have traveled to Chicago and spent 4 days in a hotel not even caring that i've never been to America before and might miss the chance to go sight seeing. I've had to run across a city in Switzerland to catch the last train at 1am because I was too busy talking to a bunch of Swedes and didn't know I was close to sleeping on the street outside the venue! One of my oddest traditions is eating ice creams on snowy Saturday mornings while walking the streets of Darnel and reminiscing about DeeDaars. I've laughed and laughed so hard that i thought I would be sick, at the stupidest things said on an evening at a Warhammer event. Again and again and again. With lots of people in lots of places. I have a hundred and more stories like this. All about the people who play warhammer. This is one of my wedding photos. Filled with Warhammer people. So just to be clear... I LOVE WARHAMMER AND THE PEOPLE WHO PLAY IT. THEY ARE MY PEOPLE. So when I see complaining about the thing I love it really brings me down. And when it’s relentless complaining over and over it puts me off wanting to spend time interacting with those people. Sometimes this means stop going to events, other times that means stop chatting on forums and posting on social media. It stops being fun. It actually stops me wanting to play any warhammer at all. And that is really sad. It's not just me that feels like this. I know this because I talk to hundreds of people in the community. When I started TGA a few years ago it was to create a like minded community online. A safe haven in the sea of haters about the changes to Warhammer. (Sound familiar?) A place for ‘Only The Faithful’ as it later became known. Its seems that recently people are forgetting this. You might notice that this post says 'I' quite a bit, well TGA is my happy place. I built it to celebrate everything awesome about Warhammer. The game, the hobby, the people. I want to come here and chat about Warhammer, see awesome paint jobs and learn about people’s latest victory’s on the table (or crushing defeats!) I want to hear about how the New to the hobby Dad and his 12 year old son who got him into the hobby are loving playing the game and can't wait to lean how the Dads Flesh eater courts can beat his sons Stormcast (Actual email I received from this forum.) I want to see the hobby blog from the guy who is just learning painting, and the latest Golden Deamon run from a veteran painter. I want to read about Chris Tomlin losing his mind over how bad, then how good then how bad Ironjawz are. I want to be blown away by the tactic and list combos posted in the depth of a 82 page Daughters of Khaine Thread that has had over 100000 views. What I don’t want to do is log in on a sunny bank holiday weekend and see 20 reports about bad attitudes, name calling and abusive behaviour. I understand that my hobby is not everyones hobby. Some people genuinely enjoy arguing and moaning online and if that’s your thing I wouldn’t dream of asking you to stop. But I will ask you to stop doing it here. I’ve asked this a few times in the past and the response is usually the same. ‘Bad Dice are GW fan boys. TGA is all rainbows and unicorns’ My reply to that is wholeheartedly YES! I wear my fanboy badge with pride and I love the Rainbows and Unicorns that we have cultivated here. You don’t see them often. There is a theory that “You're The Average Of The Five People You Spend The Most Time With” now I can’t say if this is true or not, but I do know that if you spend a lot of time listening to negative views and speaking with negative people then you end up becoming just like that yourself. The opposite is also true. Spend your days talking to people who are motivated and excited about the hobby and it’s infectious. Amazingly so. Going forwards I don’t want to be seeing relentless negativity, arguing, name calling and I’ll the other nonsense that has been going on recently. If someone was like this in person I would just stop talking to them. When people are like this on Twitter I mute or block them. Seeing as TGA is my happy place, and I am the boss here, it will be moderated and the people posting it will be asked to find another community to enjoy. From what I understand there are a few places online that thrive on just this outlook on the game. You will be very, very welcome there. If this angers you, remember Wheatons Law. Then ask yourself i you are falling foul of it. Its a simple reality check that everyone should do. For those that want a place to talk Warhammer and celebrate everything awesome about this hobby you are welcome to join me in my happy place. Age of Sigmar 2 is coming ad emotions are running really high at the moment. I would urge people to remember that all of this has happened before and will happen again. When Warhammer Fantasy change to Age of Sigmar the community continued. We got on with it, played warhammer and made great things happen. Off the back of that I would say that we are in the best times ever for a Warhammer player. When AoS2 lands, no matter how good or bad that turns out to be the players will continue to play. I cant wait to move this fantastic community forward into AoS2!
  2. 120 points
    Hello everyone. I don't like to have to make posts like this and its been a while since the last one, but unfortunately I keep seeing the same sort of things posted over and over, usually by a small group of people. This forum (TGA) was set-up by myself nearly 18 months ago to be a fun place to hang out and chat about Age of Sigmar. It is a safe haven for like minded gamers from all around the world to avoid the hate and bile that was present on almost every other Warhammer forum/website/blog online. I wanted to find all the people who were enthusiastic about AoS and bring them to a single place to create a worldwide community that shared a love for all things related to the mortal realms. Unfortunately it seem that along with the success of a thriving and fun community comes people who just want to moan and complain about the very thing that they spend so much time involved with. Everyone is entitled to their opinions and I welcome and enjoy lively debate but flat out moaning and complaining will not be tolerated here any more. I invite anyone who feels the need to spend time complaining to head over to another forum to do so. I recommend 4Chan as the bets place as it seems built for it but there are many others. http://www.warseer.com/forums/ http://www.lounge.belloflostsouls.net/ https://www.dakkadakka.com/dakkaforum/forums/list.page;jsessionid=F75F6F37FA8705FD51B6E3965F4A96CA https://1d4chan.org/wiki/Warhammer_Fantasy_Battle i'm sure there are lots more too but it is no longer welcome on TGA. This forum has a pretty robust reporting and reputation system. If you see a post where some is just complaining for the sake of it them please report it. I want to make this a fun forum to be part of and the community helping with that will make it easier. Thanks, Ben.
  3. 68 points
    Hi everyone, Warscroll Builder has finally been updated with the new GH2017 points. As always, tell me what I missed or got wrong. It was a lot of data to input, so I'm sure I missed more than a few things! There are still some known issues for iOS users we are working on. Hope to have those resolved soon. Lastly, allies will be coming in the next few weeks. If there is anything else you would like, let me know and I'll try and make it happen. -Tony P
  4. 62 points
    Morning all, A very rare Saturday post from me (though I'm writing this in the week). This is because I have been waiting for the General's Handbook 2017 to go on preorder today before I can talk to you lovely people about it. Now I'm sure there will be plenty of leaks out by the time I release this as is always the way, but still I hope this will still be of interest. As some of you will know, I am in the privileged position to receive review copies of GW new releases to talk about on my podcasts (AoS - The Black Sun / 40K - The Triumvirate). So my usual approach for this kind of thing would be to record a solo show this weekend for release in my usual slot on Monday. This time round I've decided to do things a little differently as there will undoubtedly be a plethora of GH2017 reviews out for you over the next week; podcasts, blogs, YouTube, you name it. My plan here instead is to write this article for you, the people of the TGA Destruction sub forum. Whilst in places TGA gets a bit of bad press nowadays, I think we as a sub forum have kept an incredible level of positivity and created a fun, friendly place to post and discuss our love for AoS, which is great. It truly makes my weekdays more bearable and I get a lot of joy from posting, reading, replying and just generally interacting with all you guys. So this here is my initial overview of Ironjawz in the General's Handbook 2017! As for the podcast, obviously this new publication will remain the main focus for some time now and my intention is to do a series of Allegiance specific shows as opposed to trying to cover the book in full. Once @Sangfroid has had a chance to read the book I will be getting him on to discuss Ironjawz in more detail, by which time I'll have played some games and may have expanded upon or changed my opinions on the below. There will also be a Nighthaunt show with @Mengel Miniatures , a Slaanesh show with Bryan Carmichael etc etc. I'm not entirely sure this is the best way to go about it and perhaps doesn't make best use of the early access, but I wanted to try something different, so we'll see how it goes. I probably should've stuck this episode on my website to generate traffic or whatever, but yeh as I said, I thought it'd be cool to share this with you guys right here! I guess other than reading, replying, sharing etc the only other thing I'd ask in return is that you check out my sponsor, Element Games and click through this link to get your purchases (ie a GH2017 preorder!!) - http://elementgames.co.uk/warhammer?d=10210 Well I think that's enough preamble that no one cares about, right? You're just gonna scroll down and get to the goodies....tbh this is exactly what I did when I got my Handbook, flicked straight to the Ironjawz, so I can't blame you (though I urge you to stop on page 1 for just a moment when you have the book yourself! /vanity ~ love you GW!!). Soooo.... The goal here is pretty much to go over everything Ironjawz in this new book. In time I may open up discussion on the other Destruction elements, but I need to stick to my roots and talk about what I love for this post. Obviously I won't be quoting whole sections of the book, listing points values or anything like that. However this review should be able to give everyone a great idea of what we have to look forward to...and boy do we have a lot to look forward to. Ok let's dive in; Matched Played Rules Whilst there is some new stuff in here around The Rules of One etc, coming at this from an Ironjawz point of view I just wanted to touch on the fact that I can see nothing stopping non-Hero Generals or the stacking of effects. I've double checked this a couple of times as I had expected to see both included. I suspect these will still be popular Tournament house rules, but that aside you can still have a Brute Boss as your General and stack your Warchanter buffs. Now I'll say upfront, you may not need the Boss General anymore and we'll get onto why in a bit, but if you know my previous feelings on such things you'll understand there must be something good coming! Also like some of the more recent Battletomes, you can't take a Command Trait unless your General is a Hero, which I think is an elegant work around. Obviously this is just a first look and it's gonna be fun trying to new stuff, but it'll be interesting to see if we settle back into the Brute Boss General. Off the bat though it has to a thumbs up that it's still an option and better still that there's other stuff that may at least make you consider other things. Pitched Battle Profiles - Points So here's where it gets exciting, right? There have indeed been some reductions for a number of Ironjawz units you will be pleased to hear; * Both Gordrakk & the regular Megaboss on Maw-krusha have received substantial points drops roughly around what I expected and advised. I think the Maw-krusha would've needed to drop a little more for a Double Dragon list to become an archetype, however as it is it could certainly be a fun consideration. * Ardboys have remained the same whilst in a unit of 10, but they do now have an option to be fielded at a discounted rate as a Massive Regiment. The discount here is actually pretty sizeable so is good value, the flip side being it'll cost you not far shy of a quarter of your army! Definitely a nice option that I want to see on the table. I'll be thoroughly disappointed if @Sangfroid isn't rocking one at BLACKOUT! No 5 man unit option and these remain Ironjawz Battleline only. * Gore-gruntas got the reduction everyone was expecting. You can extrapolate this cost from the Skirmish book. Whilst I've long said this unit is a Warscroll issue, not a points issue, this reduction is a nice fix. I can see myself continuing to field these regularly and will now fancy them both as quick, cheap objective grabbers in 3's as well as big pork tarpits in 6's. And that's it for the units. Absolutely nothing to complain about there. Completely happy with these as sensible reductions. If you run a list now with a Maw-krusha and 2 units of Gore-gruntas (like I did at EGGS), with these reductions you could pick up a 3rd unit of piggies gratis!! #cashback Now that's not entirely true unfortunately, as the eagle eyed reader will notice I haven't covered Battalions yet. There is seemingly a trend throughout this edition of the General's Handbook to increase the cost of Battalions, though I'll admit I haven't spent too much time comparing others (it's all about the Ironjawz man!!) the Ironjawz ones are no different; they have all been increased by the same amount. This figure is almost surprisingly large, however as mentioned it does appear to be a game wide trend, presumably with overall internal balance in mind. So what does this mean? Well, the Ironfist is now more of a must than ever (we'll get onto this - a couple of reasons why!) so I think we'll just take the hit and suck it up as its that good. Unfortunately this increase does eat up most of the free points we've gained back above. This would mean my EGGS army would remain exactly the same, although in tomorrow's money I could upgrade the 2nd unit of pigs to Brutes/Ardboys. Obviously this is using just one list as an example...if you previously ran a Godrakk Gorefist list, even with the Gorefist rise you'd still have plenty of spare change. I guess I would've like to have seen some of the other Battalions go cheaper than the Ironfist (even with them all going up) as it means we'd see them more. It's hard to talk too much about how my old lists translate as I actually think it'll be a case of building from the group up now. We have the fantastic Allies rules (more in a min) and also the two super cool mega Battalions that I haven't mentioned yet. I'll talk about what these include later, but yes, we get a one drop army!!! How exciting is this? All in, it's gonna cost us 280-300 in tax to gain this ability (so potentially smaller armies) but the benefits are huge. We'll get onto that. I'll also give some example army lists I've been considering in a second post. Allies Well surely this is one of the most exciting things in the book for us?! I'm sure many of you are like me in that you have countless projects laying around, previously hampered by Battleline restrictions, so this is a fantastic move by GW - from a hobby point of view as well as gaming. So as Ironjawz, we can ally with; Aleguzzler Gargants, Bonesplitterz, Gitmob Grots, Greenskinz, Moonclan Grots, Troggoths How cool is that? So I won't go into all the options, but I thought it might be fun to pick a few; Aleguzzler Gargants; enough said surely! We all talked about armoured Gargants when the Thunderfist box came out at Christmas last year. Now we can field two in a 2,000pt army. It's gotta be done! Bonesplitterz; well I always wanted to finish my Ardboy Yoofs (Savage Orruks) to use as generic Battleline. Whilst I'd love to do so as it was a cool concept, I'm so pleased I don't have to now in order to unlock some of this other cool stuff. Note the Savage Orruk units are now capped at 30. Big Stabbas are 100% on my list though. I converted one and was really happy with it, definitely more to come. You can ally a Teef Rukk which is pretty cool! Gitmob Grots; Spear Chukkas! What more to say. Great addition to an Ironjawz army for sure. Obviously you could pick up some cheaper bodies here as well as the Battleplans are still mostly model number focussed. Massive Regiment of Grots clocking in under 300 has potential. Greenskinz; well there are some juicy options here! The newly rereleased Rogue Idol clocks in at 400 points with the Greenskinz keyword. That, is exciting. It has a buff that boosts Ironjawz bravery, their Achilles heel (until it dies!), and would be a fantastic centrepiece. Can see this being popular. The Wyvern and Warboss with Banner are also strong choices (though less so if not your General) Moonclan Grots; Doesn't necessarily appeal to me in an Ironjawz army, but the power of Grots & their Fanatics is undeniable. Note that Fanatics now come in a minimum unit size of 3! Troggoths; always wanted to paint the Fellwater Troggoth models! Could squeeze 6 into your ally allowance with a bit of change. Note that no Beastclaw monsters will be seen in Ironjawz armies. For me, the ally rules are one of the biggest hits of this book. They've done a fantastic job with them I think. It's a great idea and opens so many doors in terms of modelling and gaming. Can't wait to see what combos people come up with! Allegiance Abilities: Destruction Now before we get on to the really juicy party that is the Ironjawz abilities, I would be remiss to ignore the generic Destruction stuff and talk about where that is in GH2017. This will be a very quick rundown, just to tell you why (at an initial glance) we, as Ironjawz players, do not need to concern ourselves with pages 156-157 of this book...we're onto bigger and better things! Battle Trait - Rampaging Destroyers; I think will all saw a change coming here and I have to say that what GW have done is a pretty sleek simplification of what was a heavy dice rolling exercise. That's all well and good, but unfortunately the new rule is much less reliable as you only roll for Heroes and need to get a 6 (+2 for the General) to trigger an effect. If you do happen to roll that hallowed 6 (TBS dice are recommended) the abilities are nice for a selected unit; a 6" move, a pile in or a charge depending on the units proximity to the enemy. I always said that how good the Ironjawz abilities would be would also depend on the Destruction ones in turn; so with this change I think it's fair to say we'd be open to checking out something new. Next let's check out the Command Traits. Remember your General has to be a Hero to access one of these; Nothing Left Standing; same as before, however it now doesn't remove special scenery rules. Might is Right; same as before, doesn't apply to mounts now. Wild Fury; this has been simplified. It's now a flat +1 to hit if you've suffered any wounds. Again this would not apply to mounts. Bellowing Tyrant; total change up here, this now grants +1 to run and charge rolls and you can use the General's Bravery for the selected unit. 6" range. Big and Brutish; unchanged. Ravager; now adds +1 to the Rampaging Destroyers roll. This means your General triggers it on a unit on a 4+. Funnily enough, even though there are lots of changes there I still think the two most used now (Bellowing Tyrant & Ravager) will remain top of the pile. I think Ravager would be my pick. Ok one last thing before we hit the Ironjawz abilities - the Artefacts of Destruction; Hammerblade; same as Meteoric Hammerblade Battered Talisman; the flavour text here seems to denote that this was once the Talisman of Protection, however it's now a dirt-encrusted remnant of its former glory. As such, it's now a 5+. Rockeye; a renamed Gem of Seeing. WFB Ogre Kingdoms players will enjoy the reference. Bellowing Blade; a renamed Blade of Vituperation. Call it what you want, you won't see it! Collar of Domination; unchanged. Battle Brew; ahhh the big one! Remember when this artefact was fine...like before Frostlords were a thing. They ruined the bro juice for everyone. As suspected, this took a hit. One use only and inflicts D6 mortal wounds at the end of the turn. So like the Command Traits, the same two artefacts are likely to be the ones you see, even with a slight hit. Talisman and Battle Brew in this case. Rockeye now has a place though to be honest and could well overtake Battle Brew. Has a nice inbuilt anti-Frostlord effect with the range as well. There we have it, the state of Destruction...kinda the same, but reigned in a little and fairly so I think. Whilst nothing there previously was a problem with Ironjawz, there was so much out there that made it an issue. So with that in mind I think these are pretty much necessary changes. It will also make any Ironjawz player reading this entirely ready to embrace what's next I suspect. Had we still had everything as good as before we might be slightly less willing....but yeh, let's do this!!! Allegiance Abilities: Ironjawz Here we are, the business end of this ramble! Let's not delay any longer and kick off with the Battle Traits; Mighty Destroyers; this is the new Rampaging Destroyers, for free! So we just get the generic Destruction ability (with more to come!). Whilst this ability is by no means reliable it's a very tasty freebie. The +2 for the General here only triggers if your General is a Megaboss. Smashing and Bashing; you've seen this on the Community page. A very nice ability that can create some fantastic chain reactions. Note that it just says the combat phase so this also works in your opponents turn; wow!! Ordering combats will be more important than ever. I love a bit of finesse with my Ironjawz and which this seems so brutal, it will require planning to execute to its greatest potential. Eager for Battle; +1 to charge!! No stipulation other than being an Ironjawz unit. What more do I need to say here?! Brilliant. So there we are, three innate abilities that all work really well together. I think we can be pretty happy with that. You see why I believe the Ironfist to still be ultra important even given its price hike. Great stuff here though. Let's move on to the Command Traits; Hulking Muscle-Bound Brute; re-roll 1's to wound for your General. Meh, not bad, but keep reading. Live to Fight; General can re-roll hits if he charged. Probably better than above, but we haven't hit 11 just yet! Brutish Cunning; this is utterly gaming winning. On a 5+ you can have one Ironjawz unit close to your General charge at the start of your enemies charge phase before they do any. Fantastic. Just a shame it's always a fixed dice roll with no manipulation. Still, we'll get some stories here. Imaging triggering a Maw-krusha Destructive Bulk chain in your enemies charge phase!! Stories inbound! Bestial Charisma; other than being a phrase often used to describe me, I think this is my fav Command Trait. D3 Inspiring Presences. Yes please. Prophet of the Waaagh!; you can reroll Waaagh! or Mighty Waaagh! dice, or gain the Command Ability if you don't have it. Some people may enjoy this, does nothing for me though considering I don't use those command abilities anyway. Ironclad; Rend -1 when attaching the General. Not bad at all on a Maw-krusha IMO. Wish it was an artefact. Some brilliant stuff there. Brutish Cunning and Bestial Charisma being absolute stand outs for me. Let's see if the Artefacts off anything of interest.... Armour of Gork; bounces a mortal wound to the opponent in combat on a save of 6+. Destroyer; increases the damage of one weapon by 1. Doesn't work on mounts. Really nice on a Megaboss' choppa. Daubing of Mork; ignores wounds and mortal wounds on a 6+. Probably nicer on a Maw-krusha as with more wounds there's more chance of hitting this a couple of times. The Golden Toof; Ironjawz units close by can auto pass battleshock of the bearer killed a model in the last combat phase. Situationally brilliant. As someone terrified of battleshock this has appeal, but spoiler, read on! Metalrippa's Klaw; +1 Rend on one weapon. Doesn't work on mounts remember. The Boss Skewer; very much a case of saving he best for last here IMO. This adds +1 to your bravery in the battleshock phase and -1 to the opponent. Reasonable range on this one. 100% the first thing I'd be taking from this list. One thing I don't think I mentioned is that you can only take each Artefact once. So there we are, some very exciting stuff in here I think you'll agree. I'm worry I've gone on a bit long here so think I'll call it there. There's plenty for you all to get your Teef into. I'll come back with a second post on Sunday or Monday and cover off the two new battalions (which are both brilliant btw!!) and show some of my first army lists. Sorry I haven't been able to cover it all off in one go, this was pretty time intensive haha!! Phew, there we go. Hope that reads ok and is of interest to you guys. I appreciate I've not given too many of my own opinions on things so far, but it's early days and super exciting times!! Plenty of conversation to be had. Let's call it there. Let me know what you think, is this a good format for review as a supplement to the podcast? Interested in all kinds of feedback. First time I've done this and worried it's a bit vague. Anyway, thanks for reading, Chris x
  5. 52 points
  6. 50 points
    Sup! I've decided to go with fancy AoS Skirmish points pages for all of you who want to play Skirmish using additional Warhammer AoS and Fantasy models. Hope this not breaks any rules. But if you don't like this content please let me know. THE PDF IS READY FIRST POST WILL ALWAYS CONTAIN THE NEWEST VERSION. Unofficial Points.pdf (3.50 MB) now with FW stuff THIS IS NOT OVER There is still some work to be done. 1. I need your help with first page, disclaimer, info on how to use it etc. (The one right now is kinda sketchy) 2. Report on bugs and mistakes, missed models etc. Suggest ideas. Please make this post Sticky.
  7. 49 points
    Morning all! Finally back from a weekend of Warhammer Fest (wish I'd booked the day off now!). The first Games Day (as was) I attended was back in 2000, I've only missed going to two Games Day/Fest events and without question this has to have been the best yet, there was so much going on and nothing stayed static during the two days. Regardless of what system you play, there was something on offer for you. Now most of the "reveals" have been put up on the Warhammer Community site, however I'm going to go through what I found out/concluded based on talking to people and overhearing, using the first seminar to give it a bit of structure and focusing on the Age of Sigmar parts. I've also not read the forums over the weekend so apologies if you know this information. A huge disclaimer and statement before I start - GW staff are very good at keeping secrets and short of applying thumbscrews and pulling finger nails we only get snippets of what they want us to know. Occasionally something might slip, but this is rare. There is also much obfuscation! As such please don't take anything as gospel! The first seminar I attended was the New Releases Seminar. Now I'm going to be honest and say that there were only a couple of complaints I had from the whole weekend and both stem from this seminar. Firstly, we were told no photos because they'd be appearing on the Warhammer Community (WHC) site later (can't see what's wrong with a few grainy photos personally), secondly the Community article actually contained more information than we were told in the seminar? I know I wasn't on my own at feeling a bit cheated that despite investing time and money in supporting the event, people sat at home found out more information more quickly that those at the Ricoh. However (and seriously that's the only negative over the whole weekend), the biggest reveal for our comminuty was Age of Sigmar 2 - the Soul Wars. The rumour mill proved right and we are indeed receiving a new version of the core rules with a huge push on expanding the narrative and getting under the skin of living in the mortal realms. It would appear that we're getting a new book (similar to the 40k rule book is my guess) which contains more narrative and an abundance of maps and similar background - the stuff a lot of people have been crying out for. Amongst the revealed changes there is going to be an expanded Hero phase including all heroes being able to use their command abilities and a command points system. I wasn't able to glean any information beyond that. Magic is being given an overhaul (more on that shortly). There have been changes made to units in combat shooting because of the sheer number of comments about people not liking it. The core rules will be more than 4 pages long too but (along with warscrolls) will remain free to download. The new rules are going to drop in June and although not confirmed in so many words will have a new starter set - "why would we change the format" was the answer given to that question. Equally although not confirmed we're likely to see this appear at the Age of Sigmar Open Day (another reason to go - if you've not got your ticket yet, why not!) The new rules set has been underdevelopment for the past year, however work actually started on it shortly after the original rules were released. This explains why the new rulebook will contain maps and they've changed the shooting from combat rules - two items that were really hotly debated when the original rules were released. One piece of information that came from a different seminar was that for the past four Battletomes (starting Maggotkin), that the rules writers have now written a set of guidelines so that we should continue to see battletomes being more consistent. We're going to continue to see more wholly within in order to prevent conga lines as an example. Now one confusing piece of information was that in the first seminar it was confirmed/implied we'd be receiving a new Generals Handbook at the same time as the new rules, however at a different seminar it was said that the new handbook is some while away. Very much a case of "watch this space". The "strategic double turn" wasn't spoken about at all in the seminar but was mentioned on the WHC article. WHC are planning on doing reveals on the changes on the build up to the new rules, I'm guessing in the same style as we've seen for new battletomes. Magic is being a bit of a shake up and one guess I'm making is that we're going to get a list of generic spells to pick from in the core rules - I can see Arcane Bolt and Mystic Shield being wrapped up in this list. Signature spells aren't going and there's no intention to change the 2D6 cast method. In addition, you have the Malign Sorcery expansion which is an expansion to the core rules and contains a mixture of faction wide and faction specific spells. This include spells with persistent abilities (and models on the table). One thing this expansion is designed to do is to complement weak points in some factions. It is also worth noting that some factions (e.g. Khorne) will initially get the rough end of the stick - however the rules team are very aware of this and have plans to balance this out, but don't expect something in the immediate future. The rumour mill has once again proven accurate and we've both Nighthaunt and the Stormcast Sacrosanct Chamber coming along as new armies. They both have a release month of June which adds more weight to the thought they may be part of a new starter set. There is a fantastic tongue-in-cheek video where they poke fun at the fact that Sigmar's answer to everything is to open a new chamber and the Sacrosanct Chamber is what's appeared. This features Stormcast Wizards, Celestial Beasts and Lightning Artillery. A push has been made to make the model range represent the background a bit more accurately when it comes to gender, so we're going to see a higher number of female models in this new release than in past ones. The artwork for this is beautiful and the idea of more tribal Stormcast is a really interesting one - and one that I can see as a great inspiration for painting. Nighthaunt, we found out a bit less information but the model range is just as beautiful (in it's own ghostly way) including a Night of Shrouds on steed, what we think are Skaven Ghast and the Black Coach which is amazing (amongst others). There is rumour of a forth Mortarch with this release (which would make sense). There are also two new paints that work in a similar style to Nihilakh Oxide - and are in the bigger sized pots. It's worth noting that these were developed after the models were painted based on the colours the Army Painters and 'Eavy Metal painters used. We're finally getting an Age of Sigmar website! Although a bit overdue, the new site will contain lots of information and include quite a few how to play videos. This should make it a lot easier to get into the game for new players. Not wanting to be outdone, Black Library are bringing back Gotrek in an Audio Drama and he's being voiced by Brian Blessed because who else could voice such an epic character! Really looking forward to this as I've personally enjoyed David Guymer's Gotrek and Felix books. Warhammer Community is going to be receiving a lot more Age of Sigmar content too. We were told that we could look for 4 things a day for 8 weeks - so we're talking beyond the release of the next rule set. We're also getting the "STORMCAST" - a 3 weekly podcast. No idea what the content or length will be but quite looking forward to this. The Hammerhal Herald is going to mirror the Regimental Standard with a wry and humorous look at the Mortal Realms. Finally, on that front, we're getting Games Workshop's first ever webcomic. This is very much in the style of Ctrl-Alt-Delete and Looking For Group. I had a really good talk with the new Forge World Age of Sigmar team. Now the impression I've got is that they've spent quite a bit of time getting to grips with what they've got to work with, which reading between the lines is a mess. The massive Khorne Dragon is finally finished (and looks amazing) and from the sound of it should be out in the next month or so. Every single warscroll is going to be reviewed and tweaked and they're looking into some things such as making some monsters able to be used across different armies. For example, the Merwyrm (currently Destruction only) would really suit being run in a Idoneth Deepkin army - but be pretty ridiculous in a Stormcast army. They were really open to suggestions on what people want to see too and they envisage producing a massive range of things from decal sheets, upgrades, units, monsters right they way up to titanous creatures. I got the impression that they're struggling to work out where to start, I did however get the impression that their initial goal isn't going to be self contained armies. There's another scenery set to come out alongside the ruins that contains walls that aren't as ruined. You also have a set of objective markers for Age of Sigmar that look amazing! The chests were based on the ones that came with Heroquest The new rules will see a number of dice being released, including scenery dice, command dice and new wound dice. I would imagine that these are completely optional and I've yet to see somebody playing with 40k command dice if I'm honest. As far as I can remember that's pretty much it when it comes to AoS. We've more big releases to come following the new rules, but those are the big focus currently. Oh and I won a Golden Demon for my 40k vehicle. Feel free to ask questions, but please let's keep this on track
  8. 43 points
    that's very cool stuff. I will start something with my necromancer's blood magic coven. I hope you will like it
  9. 41 points
    Hey everyone, on the 17th of May you've got to scrap all your plans and make sure you tune into Warhammer Live! Why? Not only will you get the first peak at the incredibly exciting new game that is AoS SKIRMISH, you'll also get to see bottle live on air playing the first games of it! It's going to be my Freeguild no-for-goods (and perhaps some other Order mixed in) up against Ben Johnson's Flesh Eater Courts, so it should be a thrilling game as well as a chance to see the new Skirmish rules in action. If you're a TGA member and a subscriber to Warhammer Live, make sure you shout out in the chat box too. Hope to see you all there! twitch.tv/warhammer
  10. 40 points
    Evening all, I hope everyone had a nice Christmas and New Years? I have spent the last week or so mostly laid up in bed following my operation. Fortunately I received a copy of the newest Chaos Battletome: Maggotkin of Nurgle, which has provided some great reading and made the week more bearable! As I am currently not podcasting and am unable to do any voice based stuff at present, I thought it might be fun to just put up some of my initial thoughts on here. I appreciate this may be a duplication of information for some people, but hopefully it'll be of interest to some of you. It's worth noting that @Mengel Miniatures will have a review up tomorrow/next week, @Russ Veal & the Facehammer crew also have a podcast ready to go. Finally you can check out some great videos @Terry Pike has done on magnetising the Great Unclean One on Twitter (@TerryPike84). So I'm not going to go into too much detail or anything and won't cover the lore side of things (I'm sure @Spirit of Grungni will have us covered there in due course!). Part I - Allegiance Abilities Battle Traits Cycle of Corruption - We have already seen this from the Blight War book, so no need to go into any further detail at this stage. However, it is worth noting that there are ways within the book to adjust the Cycle mid-game, which is pretty powerful if you find yourself needing the extra move or wanting to pick of a final few wounds from a support character etc. It will be interesting to see two Nurgle armies face off against each other as they use the same cycle, which is pretty cool. The Garden of Nurgle - Similar to Sylvaneth, after terrain is set up but before you choose territory, you can set up a Feculent Gnarlmaw. As we go through this I will talk more about the Gnarlmaws and their interaction with the army overall. I have to say it is cool seeing GW bring more things like this into the game. Summon Daemons of Nurgle - This is one of the most interesting parts of the book IMO. All the Daemon scrolls in the book have lost their ability to be summoned as a spell (which has farther reaction implications to Chaos as a Grand Alliance, that's another subject for another time though) and instead you now build up Contagion Points as the game progresses. These are gained for controlling certain areas of the board and having Feculent Gnarlmaws in place, which is really thematic. At the start of your Hero phase you can expend these Contagion Points to summon furth a variety of Nurgle Daemon units (or more Feculent Gnarlmaws). They are placed within 12" of a Hero or Feculent Gnarlmaw and 9" away from enemy units. I suspect you may see players using the initial points to get an extra Gnarlmaw or two on the table. From my initial (and indeed subsequent) reading of this, I see no reason why you would not have to pay reinforcement points to summon Daemons in this fashion. However, with the removal of the summoning spells I do wondering if this is something factored into the army cost and perhaps we will see this ruled as "free" summoning. Seeing which way this falls will really effect the overall power of the army. I do really like this mechanic, seems much more refined than spells. Command Traits These are split down into three categories; Rotbringer, Nurgle Daemon and Nurgle Mortal and all have some interesting options. It's worth noting at this stage that there are a lot of named characters in this book, way more than any others so far. This means that there will likely be plenty of times that you don't have a command trait. Very quickly; Rotbringer 1. Grandfather's Blessing - Once per battle move the Cycle of Contagion. 2. Living Plague - Units within 1" can suffer a mortal wound in your hero phase, and you gain a Contagion point. 3. Hulking Physique - Bonus to wound. 4. Bloated with Corruption - Splash damage back in the combat phase. 5. Avalanche of Rotten Flesh - Boost to run and charge rolls for your general. 6. Resilient - Bonus save vs wounds or mortal wounds. Some nice choices there and I do think there may be times you will see pure Rotbringer armies with a generic hero as the General. With this being the case you could tailor your selection here around that. I do think being about to move the Cycle onto the extra move for another turn just seems solid though. Nurgle Daemons 1. As above. 2. As above. 3. As above. 4. Tainted Corruptor - In your hero phase you can taint terrain near your general to have some of the features of a Feculent Gnarlmaw (not the best ones haha!) 5. Nurgling Infestation - Once per game can inflict D3 mortal wounds in the combat phase. 6. Pestilent Breath - 6" ranged weapon that is good vs hordes. Inflicts mortal wounds. Again, I think I like the ability to move the Cycle. It actually offers quite a lot of utility/versatility against some of the other options here, but as we'll get on to there are other ways to achieve this. Nurgling Infestation is good if you can get your General within 3" of a wounded key piece and finish it off automatically, much like the Kharadron Overlords "no trading with some people" (I think it's called). Pestilent Breath has the potential to do a lot of damage, but is probably too situational. I think there is every chance you'll have a Great Unclean One as your General, so this is a list of options you'll probably be looking at a lot. Nurgle Mortal 1. As above. 2. As above 3. As above. 4. Hideous Visage - Bravery debuff for enemy. 5. Overpowering Stench - Opponent has to reroll hits of 6 vs your General. 6. Virulent Contagion - Improve Rend by one. Off the top of my head, I cannot see many lists appearing with a Mortal General. Perhaps a Chaos Lord on Daemonic Mount and that being the case, maybe you'd try to build some sort of bravery bomb. But yeh, this is the least exciting for me...though perhaps I'm just being short sighted as the Mortal scrolls aren't in the book!! Artefacts of Power As above, these are split down into the same 3 categories. You'll need to take consideration here, as obviously even if you named character as your General you'll still get to pick one of these for one of your other characters. Rotbringer - Artefacts of Contagion 1. The Splithorn Helm - Bonus save vs wounds or mortal wounds. 2. Muttergrub - Wizards can attempt to case an extra spell. Non-wizards get a spell. 3. Rustfang - In combat phase pick an enemy unit within 3", reduce their armour save by one for rest of the game. 4. Flesh Pealer - Can cause mortal wounds within 6". 5. The Bileheart - Splash damage back in the combat phase. 6. The Fecund Flask - Once per game 2+ heal all wounds, 1 you die! A couple of these seem to duplicate up one the command traits. Bloated with Corruption and The Bileheart could be entertaining, though it's kind of a shame you can't do it with a Great Unclean One. Rustfang has the potential to be absolutely massive I reckon. Muttergrub is less glamorous, but just solid. Nurgle Daemons - Daemonic Boons 1. Noxious Nexus - Cause mortal wounds based on the turn number. 2. Nurgle's Nail - If you cause wounds with this weapon, you can roll 2D6 and on a 7 auto kill the model. 3. The Bountiful Swarm - In hero phase can essentially do a Stardrake Cavernous Maw attack. If the model had 4+ wounds you can add a Beast of Nurgle to your army. 4. The Witherstave - Enemies within 12" have to re-roll sixes to hit. 5. Tome of a Thousand Poxes - +1 to cast for a wizard, non wizards get a spell. 6. The Endless Gift - In the battleshock phase the model can heal wounds taken that turn. Whilst there are some good options here, if you're taking anything other than the Nail you're doing it wrong!! Autokilling models with a splinter of one of Nurgle's toenails, need I say anymore?! Nurgle Mortals - Plagueridden Gifts 1. The Virulent Blade - +1 damage if you roll 5+ to wound. 2. The Foetid Shroud - Opponents re-roll hits of 6+ in the combat phase. 3. Sublucus' Stenchplate - Enemy units within 3" at the end of their movement phase suffer D3 mortal wounds. 4. The Eye of Nurgle - Once per battle, the nearest model to the bearer dies on a 2D6 roll of 7! 5. The Carrion Dirge - Good bravery debuff to enemies with 12". 6. The Shield of Growths - Reroll saves if the roll is equal to or less than the number of wounds suffered. Much like the Nail, the Eye is super fun. I do think the Dirge has the option to be really strong though. Part II - The Lores of Nurgle As to be expected with any new Battletome, we have some cool new spells here. Firstly, all wizards know the Foul Regenesis spell, which allows you to move the Cycle of Contagion. This is the spell granted by the Muttergrub, so there is plenty of opportunity for this. I feel that this ability is really strong within the army and the easy access to it here is what makes Grandfather's Blessing not an auto pick imo. There is a separate lore for the 3 branches of Nurgle, which are as follows; Rotbringer - Lore of Malignance 1. Blades of Putrefaction - Buff. Rolls to hit of 6+ inflict a mortal wound as well as other damage. 2. Rancid Visitations - Unit takes a mortal wound for each model within 3" of the caster. 3. Gift of Contagion - D3 debuff. -1 to hit in combat / -1 to wound in combat / -1 to save Some great stuff there. Visitations is situational but potentially huge. Gift is great, albeit random. the top option is great if cast against a unit Blightkings are fighting. Blades is an awesome spell for the army, again working well with Blightkings (this won't be the last you hear about that unit!!). Nurgle Daemons - Lore of Virulence 1. Favoured Poxes - Debuff. -1 to hit, wound and save until caster moves, attempts a spell or dies. 2. Glorious Afflictions - Debuff. 1/2 move, run, charge. Also cannot fly. Good range. 3. Sumptuous Pestilence - Bubble damage. Short range. Favoured Poxes definitely will have some solid applications, though the downside is potentially an issue. Glorious Afflictions is the pick here. There are so many ways to push your own movement options, so if you can do that whilst holding your opponent back I think you can create some really dominance. Nurgle Mortals - Lore of Foulness 1. Magnificent Buboes - Arcane Bolt with a slightly better range, also debuffs target until your next hero phase. 2. Plague Squall - Mini Rain of Stars. 3. Cloying Quagmire - If you can roll over the enemies save they take D6 mortal wounds. All of these are really good just for adding additional ranged mortal wounds. Great reason to include the already powerful Chaos Sorcerer Lord in your lists IMO. Part III - Warscroll Battalions Just a quick run down of what they are and what you need for them, with some additional comments; The Munificent Wanderers - This is one of those bigger Battalions which includes multiple smaller ones. In this case, you'll need two Tallybands and a Great Unclean One and can also add additional units. The benefit is a boost to the Rampant Disease stage of the Cycle of Corruption. Due to cost and requirements, unlikely to see play. Tallyband of Nurgle - Standard Daemon Battalion, can be made up of a variety of units. Minimum would be 1 Herald and 4 units of Plaguebearers/Drones. Each unit heals a wound in your hero phase, Plaguebearers grow D3 models. Also if you have 7 Plaguebearer/Drone units in the Battalion you gain a contagion point. Definitely possible to make a one drop army from this Battalion, which means it likely to get used. Thricefold Befoulment - 3 Great Unclean Ones baby!! Who needs to know any more! @The Lost Lighthouse (Gary) has already called shotgun on this though, sorry! . The big boys gain various buffs when they are close to one another, boosting hit & wound rolls, as well as improving the Plague Wind spell. Very cool/fun, will see play for these reasons alone. If I don't see @Ben Johnson running this at some point as well I'll be disappointed. Nurgle's Menagerie - This is Horticulous' Battalion. He's joined by 3 units of Beasts (could be individuals) and up to 3 other units (Drones, Beasts, Nurglings). So this can be a cheap enough Battalion to field and the benefits are pretty good as you can use Horticulous' Cultivating ability in every hero phase, not just once a game. Can also place the Gnarlmaws within 3" of any unit from the Battalion. There's also a secondary benefit which has a bravery debuff, however the condition for that is hard to meet. People like Horticulous and the benefit here is reasonable, so I think this will see some experimentation, but ultimately will not see much play. The Blessed Sons - This another of those Battalions that includes other ones. You need a Plague Cyst with maxed out characters and at least 4 units of Blightkings. You can add other units to it to keep it one drop, which is nice. You are immune to battleshock whilst your units are over 7 models, however due to the costs I would expect smaller units of Blightkings. You also get to reroll saves of 1. I'm not sure the cost outweighs the benefits here. Obviously if you're playing a 4,000 point game or something, this is bangin'. Plague Cyst - This is the Lord of Plague & Friends Battalion. You get to reroll all hits and also can put out extra mortal wounds on a 6+. Rerolls on Blightkings is super juicy, any chance for another crack at those exploding sixes has to be worth consideration. Ultimately though, I think there are better options. This leads me on nicely to... Blight Cyst - This is the Lord of Blights & Friends Battalion and this is my favourite Battalion! Very cool as you get to hand out the Lord of Blights shooting attack to all Blightking units within 3". Also, in the combat phase, enemies don't get any benefits for cover, which is potentially huge and is the equivalent of rend for the Blightkings, something they would hugely benefit from. Oh, btw, Blightkings also get Rend -1 in this Battalion!!! Fantastic Battalion and a great excuse to add that amazing new Lord of Blights to your army. Affliction Cyst - This is the Lord of Afflictions & Friends Battalion! So rather than Blightkings, you're packing your army full of their mounted counterparts, the Pusgoyle Blightlords. Note these can also be Batteline if the Lord of Afflictions is your general. The Battalion allows your units to deploy hovering in the sky and drop down with 9" of enemies. Also makes the Lord's command ability affect all Blightlord units instead of one. This is probably one of the coolest Battalions and whilst not the strongest will 100% see play on this factor alone, and rightly so. Some nice options there. The Tallyband and Blight Cyst are the ones you're probably going to have to look out for. Kind of a shame to not see any including Mortal Nurgle units and also that they ones present are strictly limited to Nurgle Daemons or Rotbringer units (even the two bigger ones) and there is no intermixing of the subfactions. Anyway, I'm going to leave it there for now. Hopefully that will be interesting to some of you guys, please feel free to ask me any questions, though I will not be giving out points or anything like that. Screenshots and such are not allowed on these forums and will be removed. I will return with Part IV tomorrow, which will be a brief overview of the warscrolls within the book. You can get a jump here by checking them out on the GW website if you haven't already. I'll also share some of the army lists that I have been writing. Thanks for anyone reading and to GW for providing the book, Chris *Edit 09/01 - Part IV - Nurgle Daemon Warscrolls, can be found at the top of page 3* *Edit 10/01 - Part V - Rotbringers Warscrolls, can be found in the middle of page 3. Direct link below*
  11. 38 points
    Who are you @Rogue Sun and were you actually at my event? You say "not to create controversy", but you know that is exactly what you are doing and you need to stop it. There is absolutely zero controversy here and these type of posts really wind me up. I'm not sure whether I'd be more or less annoyed to learn you were at the event or not. If you were at the event, then you will have been part of the fantastic atmosphere with 94 players enjoying some fun games of Warhammer. It was one of the most relaxed events I've ever been at (TOing or playing) with zero issues whatsoever. So this being the case, I'm not sure why you'd feel the need to raise this after the fact rather than just coming up and talking to me during the event. On the flipside, you weren't at the event and you just want to stir the pot whilst sitting being some internet pseudonym. If this is the case, then I really don't understand your agenda here and your posts have zero value in my opinion. As others have mentioned Ben always likes to create fantastic custom terrain for his armies and brings this along to events with a gaming mat. Whilst he has shown this weekend that he is a top player, he is also a great hobbyist and clearly gets a buzz out of great looking games of Warhammer. BLACKOUT was held at Firestorm Games, who provided terrain for all tables, so attendants were not required to do so. However, Ben asked his opponents if they minded him using his mat and terrain before each game. As per @Carrion King's response (and thank you James for that response - well done again for your performance on the weekend), most of Ben's opponents were more than happy with this arrangement as it made for the best looking table each round (a lot of the Firestorm terrain is still very much WFB over AoS). ...however, one of Ben's opponents stated he would rather use the terrain on the table they were drawn on, which was of course completely within his right to do. So that game was played on the provided terrain and Ben still tabled his opponent whilst giving away 0 kill points (we are talking about a very good player as his opponent here as well!). During this particular round, Aaron Bailey (@Forestreveries), who swept up painting awards with a pirate themed Legion of Night, was able to play on a table with all Ben's terrain and it looked fantastic. There is absolutely zero negative in any of this and I really don't understand the mentality of trying to find one. Ben won 5 major victories, tabled all his opponents with 10k+ kill points, gave away 0 kill points vs two very good players, got a Best Army nomination and 2/5 Best Opponent votes. He was an all rounder and the clear Champion. End of. I will collate a PDF of all 94 lists either tonight or tomorrow. I'll share the link in this thread when it's up. Chris
  12. 38 points
    Hi Boyz! After some months passed twitsing my mind about what kind of greenskinz will fight for me in the new fantasy made in GW my choice is done! I've decided to mix together the "old-dark-middle-age-style" with the new "high-fantasy-ultracolored-age". I've chosen to follow the guideline of yellow armour, but with my personal interpretation: some little spots of yellow in a dark iron armor! (not rusty or dirty... just dark) My goal is to paint a list of 1000pt of ironjawz, and these are the first 5 brutes! hope you like them!
  13. 36 points
    Howdy folks, Thanks for the invite. I believe someone mentioned this in the Rumour Thread but I'll repost for visibility. My name is Emmet Bryne, I'm a producer with Cubicle 7 Entertainment. Some of you might know us already as last year we released Warhammer Fantasy 4th Edition. We also make the The One Ring and Adventures in Middle-earth RPGs for the Lord of the Rings, as well as the Doctor Who RPG. More importantly, we are currently in development on the Age of Sigmar Roleplaying Game. In the coming weeks we'll have some big news to share about the Age of Sigmar RPG, so if you'd like to keep up to date you can head over to our Facebook page at the link below. I'm also on twitter where you'll find some of my wandering thoughts as I help write and develop the game. And lastly, there is Warhammer Fantasy RPG Discord, and they have been kind enough to create the "aosrpg" room for us in there. Thanks folks. Any questions, pop them below, but just be warned that there's only so much I can answer right now. All the best - Emmet C7 Facebook C7 Twitter My Twitter Ratcatchers Discord PS: I realise this is sort of a "news about upcoming news" post, but I wanted to start engaging with all of you fine folk sooner rather than later. We're starting to build the community around the Age of Sigmar RPG and I'm keen to get everyone's thoughts while we're still deep in development. Thanks all
  14. 36 points
    Hi, with some friends we are starting a sort of Path to Glory for AoS but lighter with one Hero and two units. We will make them elvolve during the game. I choose to play Death with only Nighthaunt minis for the moment because i wanted something fast to paint and i also like them a lot. My Hero Harry Spectter is a Necromancer. All the miniatures i have ever painted, but for the moment i will only play with two Spirit Hosts units and Harry. The Mournghul will come later because i know that he is strong. And because many people ask me each time here is a Step by Step for painting the ghost. The miniature was first basecoat with white spray. Step 1 : I do two wash of Fluo Yellow on the miniature simply adding water. Step 2 : I do the same than step 1 with the Fluo Green. Step 3 : Then i put some Nihilakh Oxyde on the lower parts and the hair. Step 4 : Same than step 3 with Seraphim Sepia. Step 5 : Again same than step 4 and 3 with Agrax Earthshade. Step 6 : With this step i use an airbrush to paint the white over the other colors. I mix White with Lahmian Medium and water and add very thin coat to put the highlight. Step 7 : At the final step i used the previous colors to do some glaze and to erase the blury beurk effect you have with the airbrush because the less you see it the best it is. Finally i repaint with the white too on the highlight parts. I also paint the base with brown and grey and add dry pigment on it and grass. I used a brown red on the base to react with the green of the miniature. Hope you enjoy it and that could help ! Sorry for the long post. Cheers.
  15. 35 points
    Hello! Im italian fan (sorry for bad english) of all gw universe and miniatures game in general... but mostly gw . Greenskin since the start of this passion more than ten years ago, with the release of orruks in aos my happines raises a lot and i felt like glorious old time, i were literally impatient for that release! So now here we are; im always been very slow to paint a personal army but little by little i hope to raise a modest orruks force to smash some heads in mortal realms! May i present you my orruks tribe: the Ice Klaw Klan. For now i painted 4 gruntas, one missing because i try to heavily convert it and now i need some bits to fix it, but we dont care. The next in processing are 3 gore gruntas and the megaboss that ill show you in next days, im converting it at the moment. WAAAAAAAAAAAAAAAAAAAAAAGH! EDIT: due to link error must repost all pics argh A little intruder:
  16. 35 points
    EDIT: This post has been revised to include other builds posted by community members(thanks for the input!), and has had formatting fixed for readability) With the Las Vegas Open being just under two weeks ago, I thought I'd start a little thread for people going to help them prepare. Sometimes a player loses a game simply because they were not fully aware of what an opponents army does. So, with that in mind, here a few that I can think of, and what you can do help your games against them! Please feel free to reply to this thread with things of your own, as I think it would be cool to build a list of both popular and less popular powerful builds succinctly. Changehost: Murderhost: Vanguard Wing: Kharadron Overlords Dropship: Fyreslayers:(courtesy of @Andreas) Thunderquake Starhost(courtesy of @PJetski and @Space Lizard) Kunnin' Rukk Sylvaneth(courtesy of @Rimio) Aetherstrike Force(courtesy of @PJetski) Lord Ordinator-buffed Artillery Plaguetouched Warband Plague Drones:
  17. 35 points
  18. 35 points
    Biggest winners: people who keep playing and enjoying the game Biggest losers: anyone not in the above group
  19. 35 points
    I'm going to apologize in advance if any of this sounds antagonistic or disrespectful, as neither is my intent, but I am just flabbergasted by some of these comments and I don't know how else to express it, but I'm trying to do so as politely as I can. I don't understand the turtle hatin' here, nor any of the comments about some perceived lack of creativity. I think these minis are extraordinarily creative and unique. Saying the eel and shark riders are just copies of dark eldar and harlequin jetbikes is such an outrageously reductivist comparison that it boggles my mind. Their similarities end at "spikey elf riding on flying thing". Their armor is all elven-esque, but it is in no way a copy, and I fail to see how you can overlook the unprecedented fact that they are riding magically flying SHARKS and GIANT EELS, something that has never been done anywhere before and which no one predicted, and dismiss that as "lazy" and "uncreative". I don't understand how you can judge something's details while simultaneously glossing over all of the biggest ones. Say you think they're lame, say you don't like them, but to accuse them of being lazy and lacking creativity is soooo unfair to those incredibly talented artists. What do you think would have been "more" creative? You think they're lazy? What have you designed and created? I'm not trying to attack anyone here, so please forgive my passion, I just feel the need to defend the very talented people at GW on this one.
  20. 35 points
    I have been lucky enough to get my hands on the next expansion set for AoS which will be called Boxhammer!! A spokesman told me it was specifically designed for players who come home after a few beers with their mates and go online to stock up their paints or treat themselves to a new character model. He said "we realise these players often forget what paints they needed and end up blowing a couple of hundred pounds on starting a new army instead. Then they get disheartened when they realise it will be months before they finish their current project and get round to painting them. We really wanted to give something back to those people." "We also hope this new ruleset will appeal to all those people who left the hobby because they insist its better to move your models around in big rectangular blocks."
  21. 35 points
    I've decided that my skirmish games are set somewhere else entirely, the abandoned city of Minnowbrooke somewhere in the realm of beasts. Nobody knows quite why it was abandoned, or why, if you press your ears against the walls and listen carefully, the buildings seem to be making sounds quite like a gurgling stomach.
  22. 34 points
    I’m John Roy, I’m a standup comic (Conan, Tonight Show, @midnight, Harmontown) and me and comedian Andrew Dewitt (Kimmel, Showtime, TV Land) have a new podcast where we talk about our favorite hobby, Warhammer: Age of Sigmar. Check out Legends of The Painty Men here: https://itunes.apple.com/us/podcast/legends-of-the-painty-men/id1401094339
  23. 34 points
    I think you're addressing this from the wrong angle; the individual units that were "top tier", while strong and occasionally gamebreaking (Skyfires) are not what will shake up and change the meta with this release. It's the subtle design changes to how we will be playing the game, and how it will affect armybuilding - which it will, on the top tables. - Battalion points hike. This is honestly genius. It adds a tax on one-drops, it makes taking the strong battalions comparable to giving up a unit, and it severely limits the alpha strike potential of certain lists. Making it gamewide puts a precedent upon it where they are flat out telling us that if you want this and that special rule, you build around it, not throw it in as a bonus because it's "mandatory". - Battleplan changes. These are going to affect us so much. I think super-killy elite armies with few models are soon going to be a thing of the past, and that mobility and survivability are going to be key factors in this edition of the game. - Added rules of one and nerfed allegiances. Long story short, we're getting less stuff for free, and we're being forced to think twice about what we choose and how we use it. - Alliances. Just the existence of these will change how we approach army-building. Literally everyone can fill the gaps in their army now (Ironjawz with Spear Chukkas), which means having a balanced approach to what you will expect to face at top tables is more important than ever. One-tricks will get punished more. I think these changes will make the game more turtly and defensive at first, with a gradual shift to mobility happening when people figure out their new armies and allegiances. I also think it will make far more armies capable of reaching top tables, and that player skill will be more important than ever. Subtle nuances and ability to dominate games tactically will take precedent over deathstars and alpha strikes, and it will be a healthier metagame for it. It'll be awesome.
  24. 34 points
    Hi all, I'm new around here but am a relatively long time Warhammer player (since the mid to late 90's) and very long time competitive gamer. While I have not participated extensively in the Warhammer tournament scene, I have played quite a few other competitive games at a high level, both online and tabletop. Since getting into Age of Sigmar I've been reading quite a lot of talk about the current state of game balance. With the results of the UK Masters just coming out and the controversy over the use of compendium warscrolls at SCGT, there has been a lot of talk about whether certain warscrolls or even whole factions are "broken" and should be banned. This discussion extends to talk about what should be changed in the next edition of the GHB. As a person who has been following and participating in tournament gaming for a very long time, I find a lot of this talk to be troubling for a number of reasons. Specifically, I find the underlying logic of the arguments to be flawed and I am concerned that the logical conclusion of these arguments will be highly detrimental to the community over the long run. In order to make my point, I'm going to be making a number of analogies to Magic: The Gathering. While Warhammer and Magic are very different in many respects, I think it's extremely useful to look at Magic as a model for a number of reasons: it's arguably the most successful game in history, it's very challenging to balance, it has a similar design philosophy of releasing new content for the game on a regular basis and thus needs ongoing balancing, and it has a very long-standing and extremely successful tournament scene that has conclusively demonstrated crossover success with other games (IE: many of the top Magic players have proven to be able to also compete at the top level of other highly competitive games). I've also played Magic at a high level for a very long time, so my familiarity there is helpful. Anyway, back to AOS. One of the themes that I see coming up frequently is the idea that List X is broken, and the fact that it won Tournament Y proves it. I've heard this before about a number of different armies, and most recently I've been hearing it about Tomb Kings with respect to the UK Masters. All I can say is that the results of a single tournament are extremely insufficient to prove a point like this. Games with high levels of variance require large amounts of data in order to draw solid conclusions. Wizards of the Coast rarely if ever makes conclusions about balance based on the results of a single tournament, and even if it were to the tournaments in question would involve hundreds or thousands of participants and over a dozen rounds of play. I don't know that any AoS tournaments even come close to this scale. Even then, the strategy that wins the tournament is rarely what Wizards is looking at. There have been many instances of major tournaments in which the winning strategy ended up not doing much after that tournament while another strategy that performed well but didn't win went on to dominate the tournament scene in the following months, resulting in a banning. For example, Wizards of the Coast just recently announced the banning of three cards in the standard format. Standard bannings are very rare -- the last time one happened was in 2011, and before that was 2005. If you look back to the results of Pro Tour: Kaladesh (the most recent super-high level magic tournament), neither of the two finalists' decks contained any of the recently banned cards. It takes a LOT of data to really demonstrate that a strategy needs to be reigned in. We need to be very careful about jumping to conclusions based on a small sample of data. Perhaps more importantly, the philosophy of "Strategy X is winning, therefore it is broken and needs balancing oversight" is potentially very problematic for the long term health of the game. Most competitive games have a number of strategies that shake out into tiers of competitiveness. There are usually a couple of Tier 1 Strategies that are extremely competitive, some Tier 2 Strategies that are either broadly effective but not as effective at the Tier 1 Strategies or narrowly effective against a specific popular strategy, and then Tier 3 Strategies that are kinda strange and competitive enough to win sometimes but not with any consistency at the high level. Most tournaments will be won by a Tier 1 or Tier 2 strategy, and occasionally a Tier 3 strategy will sneak by and grab a trophy. Most casual strategies will be hopelessly outclassed by Tier 1 and Tier 2 strategies and may have some game against Tier 3 but will still be pretty dominated. Age of Sigmar is no different from this. I'm not deep enough into AoS tournaments to really talk about what strategy belongs in what tier, but I think we've all heard some things come up frequently. Clan Skryre, Kunnin Rukk, Warrior Brotherhood/Skybourne Slayers, certain Sylvaneth Lists, Settra lists, Beastclaw Behemoth Spam, Mourngul/Neferata, Ironfist, Letterbomb etc. all probably fit somewhere in AoS's tier system. I'm sure I'm missing some, so please don't consider this an exhaustive list. If your approach to balance is to identify what the Tier 1 Strategies are and then nerf them, all you succeed in doing is turning the Tier 2 Strategies into Tier 1. Then you nerf those and after enough nerfs eventually you get a really flat balance plane where nothing really stands out. Now, that may sound awesome to some people and honestly I think it would be if the game were static. The problem is that new stuff gets released over time. Wizards of the Coast puts FAR more resources into ongoing playtesting that GW ever has and likely ever will, and they still make mistakes on a fairly routine basis. GW has an absolutely terrible track record of balancing new releases, and they have an active financial incentive in making sure every new release is powerful. So in practice, a flat balance system very rapidly becomes a system in which whatever was released most recently is absolutely dominant. New release happens, it wins a bunch of tournaments easily, gets nerfed, then the next new thing comes along and the cycle repeats. A pattern like this is incredibly toxic for the game. Players love getting new toys to play with, but they hate feeling compelled to buy the newest thing in order to be competitive. So when is it justified to heavily nerf or ban a strategy? I'd argue that the most healthy long term method is to reserve this for strategies that emerge and are effectively "Tier 0". A Tier 0 Strategy is plainly dominant against most other strategies to the point where it's oppressive and the metagame devolves into Strategy X and Anti-Strategy X. In that case, Strategy X has to go for the health of the game. That's generally the approach that has been used with a good amount of success in Magic, and I think it would work well for Warhammer as well. Magic has a high level of investment. Cards are expensive, and it really sucks to spend a couple hundred dollars/pounds/euro on a deck only to have it banhammered into oblivion. The level of financial investment in Warhammer is fairly similar -- a competitive tournament army is going to run you a couple hundred at least. Then you have the time investment of painting it, which is substantially greater than anything you see in Magic. If anything, I'd expect Warhammer players to be more attached to their armies than Magic players are to their decks, so banning or nerfing an army into a non-competitive state carries a very high cost to the community. If bans and nerfs are a regular thing a lot of players will be lost and many prospective players will be turned off (why should I spend a bunch of time and money on this when they are just going to take it away?) Given the high cost of bannings and the unhealthy nature of a heavily policed metagame, I think we need to accept that there are going to be tiered strategies and some are just going to be better than others at a given point in time. Ideally, every major faction should have the ability to field a list that is at least Tier 2. In such a system, the Tier 1 and 2 Strategies are going to feel broken compared to kitchen table strategies, but the tournament metagame itself is actually quite healthy. When new stuff gets released it's less likely to dominate if there are existing powerful strategies that can compete with it. The key is to know the context you are playing in and negotiate with your opponent when possible. If you are playing casual games, don't bring a high-tier tournament list unless you talk it over with your opponent first. If you are entering a tournament, expect to see tier-level strategies and don't show up with a kitchen table build if you aren't OK with losing. So given that I'm arguing against an aggressive approach to nerfing/banning, what do I propose instead? Again, I think we can learn a lot from Wizards of the Coast. If you've followed Magic for a long time, you will inevitably notice that there are certain types of strategies that have all but disappeared from top level play. Broadly speaking, the strategies that have waned over time all fit into the general category of "strategies that are intended to prevent your opponent from participating in the game in a meaningful way". Two great examples are Combo strategies and Draw-Go Control strategies. Combo strategies essentially ignore the opponent and focus entirely on assembling a combination that ends the game in one turn. Needless to say, playing against Combo gets boring for most people real fast. Draw-Go Control focuses on countering or otherwise stopping every play your opponent makes. While playing against this kind of Control strategy isn't necessarily boring, it's often extremely frustrating. What Wizards realized is that while some people enjoy playing these strategies, very few people enjoy playing against them. And thus, through a series of design decisions they were basically phased out. You do occasionally see Combo and Control decks but they aren't nearly as extreme as they used to be, and they tend not to be Tier 1. Since making this shift, Magic has grown massively. Essentially, Wizards asked the question "what is unfun?" rather than "what is too powerful?" when determining the direction of the game. I think a similar approach could work really well for Warhammer. Over the long run, I think we need to identify the kinds of strategies that lead to bad games and eventually weed them out. Again, I'm not well versed enough in the tournament scene to really say with any confidence what these strategies might be, but I suspect that two culprits are leading contenders: Alpha Strike and Debuff Stacking. Alpha Strike lists are essentially trying to remove the opponent from the table before they can react either by shooting or deploying directly into melee. Debuff stacking prevents the opponent from playing the game by completely crippling their ability to use their units even if those units are still on the table. Both strategies have the same fundamental goal: stop the opponent from doing anything. I could very well be off on this though, so take that with a boulder of salt. When GW does identify strategies that are unfun, they should clearly articulate what it is that is unfun and make sure to check new designs against this blacklist of unfun things. For example, GW could decide that it will avoid introducing any new warscrolls that allow large numbers of units to deploy within close range of the opponent. Single units deepstriking might be fine, but whole battalions might not be. Occasionally, there will be game mechanics that are fundamentally too powerful and need to be adjusted. The need for this should lessen over time, and we can already see evidence of GW doing this. A great example is abilities that allow you to use multiple command abilities in a single turn. There used to be quite a few ways of doing this, and most of them have been removed through updated warscrolls. Unlimited summoning is another example, and we all know that one was demolished through the matched play rules (perhaps in too heavy handed a fashion, depending on who you ask). You can see this strategy used successfully by Wizards of the Coast as well. Over time, Wizards learned that things like fast mana were very frequently found at the heart of degenerate strategies, and so they stopped printing cards like that. The result has been much improved balance. The only thing stopping GW from doing this very easily is their potential unwillingness to alter legacy warscrolls that they don't intend to replace. Personally, I don't think that point adjustments will work well for this kind of balancing. I know that was an extremely long post, but I'm hoping that it will at least get us thinking about what kind of competitive balance would be healthy for the game over the long run, and I hope that we can look to other successful competitive gaming systems and learn from their successes and failures. TL;DR: One can't accurately assess balance based on the results of a single tournament An ongoing heavy handed approach to banning/nerfing will very likely be extremely unhealthy for the game over the long run A better approach to balance over the long run will involve accepting that there will be different tiers of competitiveness and that top tiers will always seem broken compared to kitchen table strategies as well as identifying strategies that are fundamentally unfun and abilities that are fundamentally too likely to be overpowered Aim to ensure that all factions have at least one strategy that is Tier 1 or Tier 2 Discontinue publishing warscrolls with mechanics that are identified as unfun or too likely to be oppressively overpowered Be willing to update all specific warscrolls that involve unfun or oppressive mechanics OR introduce rules that nullify these mechanics (possible examples include: you can never use more than one command ability in a turn, you must start the game with at least half of your points on the table, no unit can move more than X" in a single turn etc. -- note that this is just spitballing, I don't intend to advocate for any of these changes in particular).
  25. 33 points
    Looks like Sylvaneth will be getting some new minis. I am pretty sure this solves two rumour engine pictures. Here are the rumour engine pics for comparison. It makes you wonder what other new kits might be in the box.
  26. 33 points
    No one is getting perverse joy over WHFB content being eradicated because WHFB content hasn't been eradicated since 2015. WHFB, the tabletop miniatures game, ended in 2015. It is neither updated nor revised and never will be. The lore still exists in many forms and is frequently licensed for video games and RPG's. This would never be remarked upon if it weren't dredged back up every time GW spells "Aelves" without an "A". Warhammer: Legends exists to pay homage to 30 years of world building and many people's love of the Warhammer world. It gives players the means to play narrative and open AoS in the Warhammer world with official rules. Nothing more, nothing less. At this point, WHFB players have had 3 years to find some part of AoS that speaks to them. They have had 3 years to find an army that they enjoy playing with, enjoy the lore behind, enjoy the look of, or enjoy painting. If they haven't found anything about AoS to enjoy then maybe its not the game for them and that's ok! That's fine! I don't like playing Dungeons & Dragons (or Pathfinder) after having played both for over a year. But if the only thing someone loves about AoS is that they can find someone to play with, then they should be honest about that. But if that's the case then perhaps its time to find a game they actually enjoy instead of wishing that this game would be something it isn't. Let's be clear. GW have provided updates to rules and/or points for models they do not sell and make no money from, 3 times now. The only benefit they receive from doing this is community goodwill and the chance to keep fans who may make future purchases. They are not spitting in anyone's face. They may have made decisions that you disagree with but nothing they have ever done (including ending WHFB) is a personal insult aimed at any player or group. They are a business. They don't care if you disagree with their business decisions but that disregard is not a personal insult. Please understand that notions of persecution directed at this community are misguided and bitterness over the end of WHFB achieves nothing at this point. Claiming that anyone on TGA is taking joy in the suffering of WHFB fans does nothing but make this community seem hostile and unpleasant. These are exactly kind of accusations that drove AoS players out of forums in 2015 and onto Facebook and that eventually led to the creation of this forum. For a while TGA was the only place to publicly discuss AoS without fear of being attacked and blamed for the end of WHFB. Please remember that before making these kind of claims. If you feel you are being verbally attacked for enjoying WHFB, report it to the mods immediately. But if you are only making hyperbolic claims for the effect of it, that is just harmful to this community.
  27. 33 points
    First warrior of the Alluminarchate finished! Only white and gold on this model... Wanted to try a very limited palette as I envisioned them as pure warriors of light. I had fun with the subtle references on these warriors: there is a bit of crusader knights, Ottoman Dervishes, beduin nomads and a slightly unsettling hint to the KKK... These are after all fanatics of purity and I wanted to make clear that the fact that they fight for the Law does not mean that they are the good guys... The chequered motif is a reference to early warhammer iconography and a good metaphor of the eternal struggle between Law and Chaos. The other warrior and the Alluminarch to follow up soon hopefully! Hagen
  28. 32 points
    Hello everybody, Big day for me today because I have decided to post my starting army on this forum after looking all of yours for long time. I hope you will like my work, I saw fantastic miniatures on this forum and I hope mine will be at the level. Please forgive my english, it's not my native language My army took place in the city of Azhya, Realm of Ghyran, the idea was to make some stormcasts mutated by the magic winds of the realm of life after their numerous resurrections, I'm still WIP on some miniatures and this is just the start. Here they are : And a group picture with bases remaded for my branchwych and my champion : Hope you will like them !! Bye for now ! I will be bacq
  29. 32 points
    Hi to everyone! I joined this forum like 2 years ago and never post anything(), so i'd say it's finally time now lol! I always been a big elves fan, specifically wood elf, and they were my first warhammer fantasy army/love, so the sylvaneth were the obvious and right choice for my first aos models. Here are the photos of the tree-revenants i made one year ago, hope you like them(of course any tips/comment is very welcome!). Now i'm working on some dryads, in the next few day i'll post it (still wip); in this topic i will post any progress i'll make! ps: sorry for any error in my english, i'm italian and not so used to it, 🤐
  30. 31 points
    So last saturday about 5 in the afternoon I did it I finally reached a fully painted 2000pt army. I gotta say this was a personal goal I have been wanting to do ever since I was a teenager and now 15-20 years later I finally did it. Specially during my teen years but also as an adult have I started painting at least 10 different armies, but until now I have never completed one not even close. So to be honest I kinda expected a crowd giving me a standing ovation, maybe a small brassband playing: ‘we are the champions’ while someone important held a speach for me but non of that happend. Though my wife to be gave me a: “oh thats nice”, when I ran screaming with my t-shirt over my head and victory signs in the air in circles in our livingroom celebrating like some famous athtlete who just won the superbowlchampionsleaguesomethingsomething. Anyway so while I wait for Nike to contact me on some sponsor deals I thought it would be fun to hear from those of you who like me are grown ups with kids/jobs/lives that allows for very little time to paint, how long does it take you to paint an army, how do you fight the evergrowing feeling of hopelessness when batchpainting large units? Whats the fastest you have painting for a descent result? and serioulsly Nike Ive already got the slogan for you. ’You can paint it’ TM. 😉
  31. 31 points
    Holographic map I guess. In fact, isn't that Warhammer World?? Edit: Yes it is haha
  32. 31 points
    Hi All, I've been asked to post my army list taken in the GWGT heat this weekend. I wanted to take the Grots out to play and fully expected to struggle to 1 win, but managed to get 2 majors, 2 minors and one defeat (last game table 3). Finished in 22nd place and qualified for Final so incredibly happy with the weekend (and amazed) Gitmob Grot Shaman (General) - Ravager Gitmob Grot Shaman Grot on Gigantic Spider Grot on Gigantic Spider 60 Moonclan Grots, Spears, 9 Nets, Command 60 Gitmob Grots, Short Bows 20 Gitmob Grots, Spears Aleguzzler Gargant Aleguzzler Gargant Spear Chukka Spear Chukka Rock Lobber Rock Lobber 3 Fanatics (always in the unit of 60 Moonclan Grots) 1,970 points (Special thanks to my opponent who voted the army as 'favourite army'. I haven't had a nod on the army/painting front in a very long time.) -Skeekrit
  33. 30 points
    Hello Everyone, This post will be a mini-blog on the new band of Duardin that I am starting. I started collecting warhammer when I was 8 and then gave up when I was 13, with a small bin bag full of grey plastic that was subsequently thrown out by my mother. I decided to get back into things at the start of last year (aged 28). The first thing I bought was a box of dwarf warriors, which I painted up and fell back in love with the hobby. Since then I have been collecting 40k (more popular with my friends) but have been dying to expand my dwarf army and get into AoS. This community seems really friendly so I thought I would share my progress here. This is the first creative blog thingy that I have done. Since last year I had been writing bits of back story about a far flung continent in the realm of Chamon. It included ideas for several armies that I may eventually want to build. One such army is the Gharuki Duardin, who live deep inside a gargantuan forest. Their civilization is formed from many clans who fled their more traditional mountain dwellings as the forces of chaos swept through in the last age, forcing them to seek refuge in new and alien places. The forest they inhabit is comprised of copperheart oaks, thousands of feet tall and hundreds of feet wide. The canopy of the forest is thick, providing a comforting cavern-like habitat for the duardin. As well as carving extensive tunnel networks around the roots of these trees they have also built elaborate wooden towns and villages that climb the giant trunks. As well as providing a home these trees also have rich mineral veins that run through their hearts, a peculiarity owing to the realm of metal in which they grow. (NOTE: After coming up with this I then read the brilliant Spear of Shadows book by Josh Reynolds which contains a very similar forest once inhabited by dwarfs! Oh well, at the time I thought I was being clever ?) The forest has provided such a good home to these Duardin that they view the trees themselves as sacred and have an entire school of runesmiths who dedicate their life to tend to them. Each tree usually has one or two rootsmiths who carve protective and sustaining runes into their bark, make sure that that they are getting all the nutrients that they need and guard them against any overambitious kin who would build their homes in them without the proper care. About half way through the timeline of these particular dwarfs, an early Kharadron fleet crashed into the forest canopy with few survivors. Those that remained found help and sanctuary and decided to stay with the Gharuki and leave a life of profit that had brought them so much ruin. One particularly skilled endinmaster became very fond of his forest kin and did all that he could to share his technological knowledge with them. The Gharuki today have a vast and sophisticated force of gyrocopters and and other flying machines that they dock in the upper levels of the forest. They are no comparison for a kharadron force, but the canopy squadrons are impressive despite the lack of aether endrins. As well as the canopy squadrons, the Gharuki maintain a more conventional dispossessed force called the root guard. These more conventional grumblers tend to dwell in the lower parts of the forests and the root networks themselves. They tend to be older and a bit more cynical, often complaining of the ambition of duardin who are too eager to climb trees and fly about in silly mechanical contraptions. So what will these mean on the board? My plan is a mixed dispossessed / ironweld / kharadon army. I aim to make the dispossessed a little more tech-based than normal, and the kharadon a bit more traditional than normal. All while trying to keep a "forest" theme. Completed so far I have: 16 warriors, the first models I painted, back when I had no idea what direction I wanted to go in. They are green though, which is a start! A cogmsith and warden king that I have painted recently after much more practice. I have used these to experiment with a strong green colour scheme, and the warden king includes a small lantern conversion that I feel fits in with the deep dark forest idea. I hope to get more ambitious as I go along. The bases need improving, but I haven't quite settled on how they will look yet. They will almost certainly contain some sort of fallen leaves. I am now beginning on 2 units of 10 longbeards. The will have a similar green armour to my warden king. They will not have any elaborate conversions but I have designed a new shield for them all to bear. I've always wanted to do a custom dwarf shield that represented a particular clan. This shield is a 13mm across and will be printed using shapeways finest detail acrylic. I printed a test piece (slightly different design) and the detail is almost as good as GW plastic. Once my next test has arrived (design above) I will post pictures. I might have to spray it first, because the printed part is translucent and difficult to see. If all goes to plan I will the print something similar to the sprue below: Thanks for reading if you have made it this far. Hopefully this blog will keep me going and I hope I can be more active in this community ?.
  34. 30 points
    Reinforcements have arrived for the Kharadrong Raiders! Previously, the younger element of the remnants of the Grimharaz lodge were represented in the predominately Kharadron core of the army. With this new flight, more of the whole spectrum of the lodge is represented. Let's take a look! The traditionalists of the lodge, still adamantly aligned with Runefather Zharrik, are represented in the Fyreslayer Vulkite Berzerker and Auric Runesmiter units. Take note of the protective ur-gold runes flaring up and covering their upper torso in a magma-like crust to protect them from the blows of their enemies! This patterning is all freehand work. The Auric Runesmiter can be seen holding his Forge Key aloft as the molten crust parts before him and he emerges from the magma tunnels. This Runesmiter is converted from from WHQ Doomseeker and is appropriately equipped with both his Forge Key as well as his smoldering Latch-Axe. The younger generation, those aligned with Runeson Thrundrik and who more fully adopted the way of the sky fleets, are reinforced with the arrival of Thrundrik's very own Flagship, the Gorog Varrbarag ("Party Boat!"). You can see one of the crew as imbibed a tad too much and lays flaked out on the deck. And still, there are still other remnants of the broken lodge that have returned after their long exile. Some, like the Runelord Agrhun, have continued to practice a variant forms of rune magic although it has been decades since many shaped Ur-gold as the lodge's Runemasters once did. Others, jaded by age and broken dreams, have forsaken the traditions of runic empowerment and taken up the finest arms and armor in all the Mortal Realms. These grumbling Longbeards take every opportunity to remind the Shattered Lodge of what was lost. While still others, particularly the youngest and progressive of Thrundrik's followers who have spent a significant amount of time amongst the cities of the Firestorm Plateau, have worked to bridge the gap between technology and the magic of the Mortal Realms. The young upstart Hazgal, foremost student of this emerging discipline, has learned to harness the very energies of Hysh through rune craft. The culmination of his experimentation is found in an endrin-powered Luminark, a prototype war machine that Hazgal has managed to build and hopes to reproduce to reinforce Barak-Zharr and the remnants of the Grimharaz lodge. Such experimentation is looked askance by the traditionalists and only heightens the tensions present amongst the reunited lodge. Only time will tell if the remnant will survive.
  35. 30 points
    Hi all, I just finished up making a Warscyer Citadel out of recycled junk and bitz because my toddler insists she can't eat large plastic terrain kits! Here is a before and after, any questions please ask away. I have also written a blog post detailing the project if you are interested :-) Mark https://ghyran.blogspot.co.uk/2018/03/building-wylderlands-2-scratch-built.html
  36. 29 points
    Morning everyone. Ive spoken with NDABreaker and unfortunately it’s someone having his own little fun and wishlisting. I’m going to clear this up into its own thread. EDIT: I posted this before reading the thread. So let me be clear. I meassaged the poster and before he got back to me he came here to say he was being silenced. I then explained that the site software can track the devices used to make posts, showing 2 accounts posting from the same phone and his tune changed I know who the poster is but I’m not going to share his name so let’s leave it as that for the record, I love rumours, I also love wishlists but let’s not confuse the two
  37. 29 points
    !!!! . . . Wait a minute.... Uh oh
  38. 29 points
    My gaming room is done. All miniatures moved in there. There is even a little space left for more...
  39. 29 points
    Hi All, as my first full army Beastmen will always be a main focus for me and the army i always go back to, though i have just finished my Bloodbound army and have been playing with that. As part of my bloodbound project I made my own battletome to accompany it (my theme was far from the normal Khorne scheme). That got my thinking how much I would like a Beastmen battletome, so I pulled my finger out and made one! and i thought i'd share it for any other Beastmen players that would like a shiny book to accompany their hordes. This isn't a rewrite, as in i have not changed or added to the existing warscrolls at all (although i have included some of the warscrolls i often use in my Beastmen force i.e. Monsters of Chaos). The fluff is my own, adapted from some I had written years ago and some adapted from old GW stuff (i'll admit that its a bit rushed in places). The art is not my own, rather I have used various pieces from old GW Beastmen publications and the Cover art and concept art for inidivudal units are from TOTAL WAR: Warhammer. Anyway, i hope this is of some use to people. Below is a link to the PDF and photo version on dropbox and attached are some sample pictures. With my Wolves of Ghur (Blades of Khorne) battletome i used Photobox to have it printed in hard back and the same can be done with these pics. https://www.dropbox.com/sh/f5cn2871gl3nk1q/AAD-yLvNcJKgrYxSbrICRL9Ea?dl=0
  40. 29 points
    Hi everyone, I am retiring Hinterlands for the time being now that we have not only the fantastic AoS Skirmish but also lots of exciting fan made content being made for it too. I would like to thank everyone who supported this project, helped it grow and gave feedback along the way. The AoS community is really one of the best things about this game and why I love this hobby so much . Who knows if Hinterlands will ever come back, but for the moment I am going to keep it on the down-low. Doesn't mean you won't still be seeing me around here though . Cheers, bottle.
  41. 29 points
    A few shots of my Aelves now the warband is finished. The Black Sloth Hell: a drowned, rotting forest in Ghyran. The forest is poisoned from within by a mad god of death and the Aelves that live there are trapped in its recurring nightmare. There are some more photos and some thoughts about putting together an AoS28 warband here: http://www.exprofundis.com/aelves-black-sloth-hell/
  42. 28 points
    Lol Gamers : we want stuff! Gw: here's stuff! Gamers : we hate it! GW: YOU HAVEN'T EVEN SEEN IT YET Gamers: ... Gamers : we want stuff!
  43. 28 points
    And finally here are some pics on the day! Don't have a proper set up yet for taking nice photos of something so big. Really pleased with this as my first piece of terrain.
  44. 28 points
    I have some thoughts I'll post later, since some things are clearly busted. However, conclusions should not be drawn too quickly. Our team didn't stack command abilities, we didn't have Kroak, Dreadwood, Engine, Portal nor the lens. I'm the captain of team Sweden, we came in second place without all of these "broken" things. So they couldn't be all that busted, really ?
  45. 28 points
    Morning all. I’ve removed a few posts and also issued a ban this morning. We are here to chat about Warhammer and have fun. There are plenty of places on 4Chan and Reddit to argue and complain if that’s what you are looking for.
  46. 28 points
    Hi all! Recently started playing and painting a stormcast vanguard chamber force. I really enjoy the look and feel of the newer models! So far I have the following1k force built: Lord-Aquilor Knight-Venator 2x5 Hunters 3x Palladors 3x Lonstrike Raptors In terms of painting, I'm currently working on gryph chargers and absolutely loving them - making it up a bit as I go along but they are really stretching me and making me try new things. Here's how the one with the most work done to it looks: Looking forward to getting this one finished - the other 2 and Aquilor shouldn't be too far behind ?
  47. 28 points
    After a year in a hobby wasteland (where work has eaten all my time) I'm trying to break back into AOS. I still can't face the thought of rebasing 10k of old money chaos onto rounds so have turned my attention to a small sylvaneth army instead. I really wanted to push the new tree-Revevant aesthetic in the army and have converted most of my models to this end. So far I've only managed to paint a unit of tree revenants and my first unit of 'revevenant-hunters' conversions, but there's some dryads and tree lords on my painting desk ATM. The army is based on the floating isle of Talbion and will use the Gnarlroot rules to include a truth sayer (beasts wizard) and a unit of fenbeasts (tree kin) eventually!
  48. 27 points
    Gencon Force done! Armylist for Gencon: Heroes: Celestant Prime Lord Relictor Knight Incantor Vandus Hammerhand Gavriella Sureheart Battleline: 5 Liberators 5 Liberators 5 Judicators Other Units: 5 Decimators 5 Protectors Endless Spells: Prismatic Palisade Everblaze Comet Thanks again for all your support. Super stoked to put this army on the board and lose with pride.
  49. 27 points
    The Alluminarch is complete! I finally finished the base, painting this model was great fun! So refreshing to paint something different from what I am used to (generally darker tones and less vibrant palettes) and quite happy with the result. I will try to see if I can take better pictures of him tomorrow with the favour of some daylight, but for now here you have him, resplendent in ikea table lamp light! The base was heavily influenced by this early john blanche cover art for Steve Jackson's Sorcery book. Deliciously old school high fantasy! Hagen
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