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Showing content with the highest reputation on 06/03/2020 in all areas

  1. 6 points
    The point I was making which I didn't actually put in my post is that to a new player, like me, all of the armies are new. It doesn't matter who it is, whether it's new to Aos 2.0 or an army from WFB ported over in dribs and drabs. The new players reference point is zero so its all new. In terms of attracting new players, I don't think new armies or new units is the draw. Maybe the advertising of a new army makes you aware of the world but if GW had advertised a new boxset with BoC against DoK with all the old models and with all the old Battletomes and lore I still would have bought it because it was new to me and the army attracted me. Despite the outcry there would be from existing players. I think that the new armies, units and Battletomes are more for the existing player base to try and tempt you into starting a whole new army and forking out a few hundred quid.
  2. 6 points
    Not all new players are drawn to new armies though. I am new and after being given the Nighthaunt half of SoulWars and building that up, I have now gone the other way and have started a Beasts of Chaos one. I'm mindful that they need an update, I'm aware that this may mean that some units may be lost and I knew that that they don't seem to be particularly popular, or meta, but none of these things stopped me. I wanted Beasts and so I bought them. So in my case, their old army has been financially better for them than the Nighthaunt one was.
  3. 6 points
    Here is my Ironskull's Boyz!!! This is not so new and it's been a while since I painted them but I wanted to add it to my Warbands topic! let me know guys!!
  4. 5 points
    Time for another update, these are my Freeguild Guard with sword and shield, first 5 done!
  5. 4 points
    Just realized this post probably belongs here instead of in Cities of sigmar subforum Either way, here is my High Elves, quite a bit of Island of Blood (one of the best kits ever if you ask me!) but there are some other stuff as well. Some units such as the archers are kitbased to look more in line with the rest. They are built and modelled to work as an Cities of Sigmar army, with primarily Freeguild units, but there will probably be other stuff as well. Heroes (Battlemage, General on foot, Annointed, Battlemage) Griffon: Phoenix: Lion riders (Demigryphs with Halberds): Swordmasters (Greatswords): Seaguard (Freeguild Guard / Eternal Guard?) Archers (Crossbowmen): Elyrian Reavers (Outriders): Currently working on more of these Dragon Prince ( Demigryph Knight with lance) Kitbashed Freeguidl Guard with sword and shield
  6. 4 points
    Change is never good when it goes against what you wanted or expected but it's always a good thing when it benefits. My decision to go head first into this hobby, especially into an older army and the added risk that entails, is that pound for pound there isn't a hobby out there gives you as much bang for your buck. I get to read a huge and evolving lore and watch countless videos. I get to choose from hundreds of options and then build the models I want to. I get to paint them how I want. I get to play with them in a multitude of ways, in a game that is different every single time, and then even if they lose value in the game for whatever reason, I can play with them still anyway in open games with my mates anyway. I've had lots of hobbies, some more expensive and most a lot cheaper, but none have given me all those things and that why I don't think it's expensive relative to what I get back and if a unit does get changed, then I've had a lot of fun out of it and will continue to despite the changes. Will I want more armies in the future? Yep. Will I want more units and models, or at least the ones I have already for my current armies, to be updated? Yep. Will I get frustrated when it doesn't happen? Yep. But I'll have a great time in the mean time 😁
  7. 4 points
    Hello, I have been looking for the same thing! I believe this is the same or derived colour scheme as the one used for the photo in AoS Grand Alliance Death book. I have not found it documented anywhere and I have tried to approach as close as I could to this colour, using: Basecoat Corax white Mix of Hexwraith Flame + Nihilak Oxyde + Lahmian Drybrushing in Ulthuan Grey Layer in Ulthuan Grey Here below my WIP attempt.. 🙂
  8. 3 points
    This month I focus on conversions, waiting for my new brushes to arrive... My goal is converting warcry beast of chaos warband and wood elves I start with a bullgor for warcry. It is still wip, yesterday I started with face and weapon
  9. 3 points
    So I’ve got some more painting done and finally finished my unit of three trolling questing Knight’z
  10. 2 points
    Points and lists can (and will) change every year (or even at the first FAQ). How many people think that their tailored 2000 perfect points list will remain the same after a new GHB? Or worst, after a new edition? Btw, better to have more models than not having enough to play.
  11. 2 points
    I'd say this is more a case of 40K following AoS's example. Smaller armies are much more common on the fantasy side of the fence in my experience.
  12. 2 points
    Tec's Gon Give It To Ya
  13. 2 points
    It seems that a persistent yet probably reliable (lol) tells us that the 40k v9 is July 11th for Pre-Orders with 2 Weeks of Pre-Orders and the release date being on the 25th of July. This leaves a huge window open for the lumineth before those dates, and maybe, the sons... Because , from late july until probably september, it'll be 40k releases...
  14. 2 points
  15. 2 points
    @TheArborealWalrus The is nice, good work with the greenstuff. PS Aetherbranch is the other relic The main purpose is threat overload. 30 man block, spawns, buffed, and Bullgors/10man that can be buffed, 3 giant balls of death, still with some layers and summoning only to add more layers. Well the play is basically to have layers of Ungors like normal and move up the Spawns keeping the Bestigors and Bullgors near. The 30man wont be able to get the buff from 6 spawns b.c well, its to big lol. The 10man is perfect tho, especially with the 4" pile ins so its easier, the bulls can easily get it too as 6mans are not very big. The 30man is scary, normally it will be targeted quickly and they will instead be more of a 2nd (or first) wave, i like to play in waves if i can. Spawns will act at more of a scare tactic with re-rolls all 1's and fight twice, but with 2x2D6 base then +3 attacks they actually can do damage, will focus on killing just enough to stall out as they are 30 wounds still, the 10man and or the bullgors gets +1-3 atks as well. The spawns are on average 60 attacks with 1/3 of the 3+/3+. Its not a super strong list, but its a different list, and different sometimes is all it takes.
  16. 2 points
    Felt like showing off my beastlord. Now with replaceable trophy arm and kung-fu grip on your enemies' throats! I'm making trophies of most of the heroes from the armies in my area. Next I've got planned are an anointed and a blight lord. Bonereapers, oruks, Tzeentch, and slyvaneth are after we open up and I can trade parts. My mission each game will be to build his story until my opponents treat him with appropriate terror and inevitably shoot him off the battlefield first, long before he reaches anything. Such is the way of things. But the fools know not that he will still be leading them, in his ascended (spawn) form! Muahahahahah! Next project is dedicating my herdstone to Morghour. Plus the attendees of the stone.
  17. 2 points
    My Cities of Sigmar is the Free City of Lannisport (using A Song of Ice and Fire minis), so I think Warmahordes models would be awesome. Those Reeves of Orboros look super cool! It will look great! Also, I love the idea of Bradigus Thorle as Celestant Prime, the model looks the part perfectly.
  18. 1 point
    This is such a good point, everyone I have introduced to the hobby looks at each faction with the same excitement and interest that we do when a new one releases. The only disappointment I see comes in the form of realizing that certain armies that pique their interest cannot always ally.
  19. 1 point
    Oh. My. God. Do the Hammerhal Heralds tease what's being released next? Or soon at least? The hype train has no brakes!!
  20. 1 point
    I was not aware of him actually playing Sylvaneth in tournaments lately. Neat.
  21. 1 point
    And today's Herald Something tells me @KingBrodd is going to go nuts at the last bit!
  22. 1 point
    I think these three plastic kits hold up really well for their age. They are multipart kits, with extra bits/weapons/heads and respectable detail. They were designed for fantasy so the poses are not as dynamic as todays armies, but they are all horde units and i think they work better this way. What i think Beasts of Chaos would really need are: New named characters. The only one we have is from the warband in Beastgrave. A big centrepiece model. It could be a huge chaotic creature, or Morghur himself. Remake of old resin/metal units. Chariots, Razorgors and Centigors come to mind. This could be done in one boxed kit, like the current Slaves to Darkness Chaos Chariot. it could be a chariot that you can build with two tuskgors or one razorgor (like the two horses and gorebeast from chaos chariot). There would be an option to build the Chariot with a Beastlord hero instead (Two heads for the Beastlord with one of them being for a named character). If you built it with tuskgors you can use the spare Razorgor as a unit himself. Essentially we would get options for up to 8 different warscroll units from one box. (Tuskgor Chariot, Razorgor Chariot, Beastlord on tuskgor chariot, Beastlord on razorgor chariot, Razorgor, Beastlord on foot, named beastlord on chariot, named Beastlord on foot). I know i would buy several sets to have a variety of the different units in my collection.
  23. 1 point
    Stormcast -> Robb -> N/A -> Lannister Guardsman -> N/A -> Clanrat -> Lannister Guardsman -> Stark Outrider -> N/A Not my pic just one I found, though I do have the makings of a Baratheon army. They're definitely on the larger scale but nothing that would stand out with the way newer GW models have been scaling up (with some obvious exceptions like Clegane). The detail on the newer kits is great though and the size makes 'em much less frustrating to paint for someone like me. @AthelLoren I always liked the look of Orboros Reeves though so I'm bias, but I do think they'd look great in a Living City.
  24. 1 point
    Doesn’t really make a difference which order you do them in as the second result couldn’t be rerolled again. Easiest to just reroll all the 6’s and 1’s at the same time.
  25. 1 point
    Maybe you feel that way but a lot of feelings, like this one, aren't in any agreement with reality. 4+ is effectively the same as 6+ is complete nonsense.
  26. 1 point
    Tbh. The best HoS build in the current meta might have zero KoS.
  27. 1 point
    Get what you like 👍 I made my suggestion based on getting something cool, but also getting it somewhat on the cheap.. I have pretty much all the models I want for Hedonites, and like them all (though Syll'Esske I like the least) The extra command point is that you have the option in Age of Sigmar matched play, to start with 1 extra command point if you pay 50pts when writing your list
  28. 1 point
    Really nice work! Also your Tyrionic and Teclian mix just like the army. Great you are continuing with this.
  29. 1 point
    Sorry for spam! Last one! Sword for the swoop whoop.
  30. 1 point
    I think the best way to look forward is to look backward - GW can surprise us by doing something completely different, but it's most likely that their tactics will remain the same for now as what they've been doing has turned out to be very successful. What types of things have they done? Also, I know you will anyway because it's the internet, but I'm explicitly asking anyone who has a reason, to correct any of these. 1) Stormcast. These guys stand out from the rest of the line as a unique entity. Characteristics of this tactic: New army for AoS. Consistent (for the first few years anyway) multi-kit additions to the line. Dribs and drabs such as new heroes. 2) New army. There have been several brand new armies. Characteristics of this tactic: Entirely new line of models. New battletome. Never again (to date) add a full unit to the line. Might possibly add a hero. Maybe endless spells, maybe terrain. Examples: Idoneth Deepkln, Fyreslayers, Kharadron 3) Revised and updated army. This would be an old WFB army that is given a solid AoS treatment Characteristics of this tactic: Re-use of many old plastic (or even finecast) kits One or more new plastic kits, either to represent new units or to replace old metal/finecast kits "Squatting" of some of the WFB or early AoS compendium kits. New battletome Never again (to date) add a full unit to the line. Might possibly add a hero. Maybe endless spells, maybe terrain. Examples: Gloomspite Gits, Ironjaws, Daughters of Khaine, Nurgle, Sylvaneth 4) Battletome only. This would be an old WFB army that is given a token AoS treatment Characteristics of this tactic: "Squatting" of some of the WFB or early AoS compendium kits. New battletome Never again (to date) add a full unit to the line. Might possibly add a hero. Maybe endless spells, maybe terrain. Examples: Flesheaters, Seraphon 5) Soup combinations, either of old WFB armies or combining early AoS armies Characteristics of this tactic: "Squatting" of some of the WFB or early AoS compendium kits. Battletome Never again (to date) add a full unit to the line. Might possibly add a hero. Maybe endless spells, maybe terrain. Examples: Legion of Nagach, Cities of Sigmar, New Orruk and Ogor books, Beasts of Chaos What sort of things can we learn from the past, when predicting the future? First, I don't know where to file Slaves to Darkness in that list, they kind of fit and don't fit in a couple places. All of the "real" line is old kits, the new Warriors and Knights supplement but don't replace the old kits, and all the Warcry bands which are technically StD don't feel like it to me. They are a 3, and also a 4. Hard to categorize. To me there is one big lesson (and this is where I need someone to correct me if I'm wrong): with the exception of Stormcast, there has never yet been a new multi-model unit added to an army* in the entire life of AoS. *By "army" I mean a faction with a printed battletome. So no post-battletome additions, other than heroes. So, while it is possible that at any time we could have new units for old armies drop into our laps, it would be a departure from established practices, not a continuation.
  31. 1 point
    I've actually wanted to try a list thats heavy Namarti. You woluld want to run the Namarti Corps Battalion and possibly the enclave that lets the Soulrender return 3 Namarti a turn. I would run something like this: Allegiance: Idoneth DeepkinIsharann Soulrender (80)Isharann Soulrender (80)Eidolon of Mathlann, Aspect of the Sea (380)30 x Namarti Thralls (360)10 x Namarti Thralls (130)10 x Namarti Thralls (130)3 x Akhelian Ishlaen Guard (140)3 x Akhelian Ishlaen Guard (140)3 x Akhelian Ishlaen Guard (140)10 x Namarti Reavers (130)10 x Namarti Reavers (130)Namarti Corps (100)Total: 1940 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 128 You get 6+d3 models back from the soulrenders so stick them near the big block. You could combine the 2x10 thralls into a 20 as well if you wanted to. I would use Ishlaen Guard to screen for the Namarti since they will not hold up to much damage. Eidolon can run the cover spell to help out with that and hand out -1 to hit. You could also throw in Geminids for double debuffs. I think it could be a decent list, not top tier competitive but could hold its own against most mid tier lists.
  32. 1 point
    yes, that's Tabletop Simulator. Pictures of the units are added (either 2D or 3D depending on the army) by people who know some kind of dark magic and are able to produce the models For instance, there was no separate drakesworn templar model so I asked one of these people and paid him/her to create it and add it on the workshop. You can find them in the steam workshop for TTS searching for the name of the army.
  33. 1 point
    I ran Bloodlords at tournaments for almost a year, using Tyrants and 4 Thirsters including Skarbrand. It was loads of fun but didn't win nearly enough. The biggest problem? If my opponent knew that taking out the right Thirster stopped the "attack first" thing, that guy was dead. Then I was left with "just" Tyrants. I switched to Tyrants and Reapers a few months ago and quickly became feared locally. I'm still attacking all at once, but now buffed Skarbrand attacks twice at the end. Furthermore, the anti-magic abilities of Reapers are better than the anti-hero abilities of Bloodlords. I still like to play Bloodlords, but Reapers is better for Tyrants of Blood. If you really want attack first, there's an artefact that gives you a 4+ chance to attack first. Use it with Reapers and have (half) your cake and eat it too. As for Slaughterpriests and Bloodsecrators, you obviously need both. Two years ago, I ran 2 secrators to cover the board, but it was an inefficient use of points. But priests give unbind and dispel, have potentially 3 prayers each (including a judgment) that can't be messed with, and have arguably our best ranged attack in the whole army (near an altar: 75% chance to do d6 Mortal within 16").
  34. 1 point
    Presenting: the Wall-Thumper and the Pelt-Taker
  35. 1 point
    I just finished a Liege. Here he is. Probably the last model I'll finish as a free American, but at least it's done. I was a bit more focused on cleaner lines, but it's still sloppy. I'm old. I don't paint as well as I used to. Yes is about as good as I can be now. Oh well. Hi there, all.
  36. 1 point
    I do hope that it being the Year of the Rat that the verminous players of the Horned Rat get something special this year. Hopefully new Rat Ogor sculpts.
  37. 1 point
    Bull****. Agree with the rest of it though . But this last bit is just a bit narrowminded. GW could/should widen the contents of Grand Alliances but they should remain because: - it helps structure those alliances. Its hot random mess without it. - It's a great tool to help new players start playing. The allegiance abilities are only the first of many layers you add on top of the core rules and warscrolls. - You might not see them on this forum all that much but there are still players that like the grand alliances as a way to play just the models they like from all different factions. - And non-viable is just a qualification from your perspective. A lot of my games I. don't mind losing. So I don't care about what you would qualify is 'viable'. A Grand alliance would absolutely be viable to me when it supports the story. Most of our campaigns are narrative to some degree and it's a great tool for that. Okay i'll get of my soap box now 😅 But on a final note, all these arguments are easily waylaid if you're an experienced player. But it's such an important baseline to have for new players. And that steady stream of new players is so important for the community and the game.
  38. 1 point
    With the new year dawning like many people i have been looking into the concept of a new hobby project to take me into the next decade, thoughout most of 2019 I have been working on my Midnight City first as a concept within my Ironweld Arsenal Fantome and then as an extension of the fantastic Cities of Sigmar battletome that arrived midway through the year. For me the Midnight City was about more than simply integrating proper human factions into the Age of Sigmar, I embrace a project from an emotive core, that is to say the army needs to have a feeling rooted into the very essense that I can spin out into new and diverse ways of modelling and playing the game. By using core emotions as the basis for a project it provides a rooted connection to something we can all understand outside of the fantastical settings, I might not be able to tell you how an Aelf feels when a Duardin took their place on the queue for a Realmgate atop a mountain of fire, but I can relate through feelings of indignation, insult, rage, and use these to extrapolate. The Midnight City then, at its core, is a story of defiance and loneliness as a single torch burning out against the darkness of Ulgu and the greater shadows that loom over the realms as a whole. They were alone for so long when the City of Heaven locked its doors abandoning them to their fate, though it was surely not personal that feeling of being abandoned, being considered unworthy perhaps or worse simply not having been thought of at all is something that many can relate to. As I have suffered depression on and off throughout my life those are core feelings that rise up from time to time, I can channel them artistically to really connect with the core of characters or in this circumstance a whole populace. But Midnight is not a story of Tragedy, they endured those long years of dark together and used that pain to harden themselves, they became pragmatic innovators able to channel it even into dark humour that took some dent off of the choking smogs that later filled their hidden workshops, through isolation and innovation to emerge anew stronger than they had ever been. That at its heart is the foundation of the Midnight City, very much an overly fantastical styilised approach to one of my prior depressive spirals, but a story of emerging out of the darkness stronger and able to look out at new things with a warmth and knowledge they would otherwise have lacked. Feral Sylvaneth, The Heart of Ghur As you can see above I invest a good deal of myself into every project I concieve, to have an emotional core to the project I must first pull upon an experience or emotion that I feel can be spun out into a whole creative web, I need to (for want of a better word) feel the project. So when looking for a new project there were some fantastic ideas put forward and certainly each lent itself to a myriad of concepts that could be explored but each felt a little alien, a little outside of my own personal experience and thus whilst I was certain i could make something I didnt neccessarily have a whole lot of faith it would be something worth seeing. Taking some time away to spend with family, and partly influenced by seeing my other halfs work in progress Sylvaneth sprues sat on my modelling desk I put my mind to finding something that would motivate me in the year to come of hobby. Midnight was industrious, cold steel and innovation and every human/duardin/aelf faction I concieved essentially ended up the same way, as I loved the original concept it was something that was hard to break away from. So mulling on this idea, the need to create something… that need itself could then become the project, the idea of creation in and of itself breaking away from the rules, the constraints, the status quo in order to be both involved and independant. I have in the past tried to write a number of “Other than” factions for Age of Sigmar, reclusive insectoid species lurking beneath the Realmplate, Fae that live in the infinite void preying upon the strands of fate and yet the true other than faction is already present in the Sylvaneth. But within the current models the Sylvaneth seek to fit in with the status quo, they are humanoid either by the will of their goddess or mimicry of the civilisations around them, even in their raw creation they are essentially imitations of humanity (or various humanoid ilk). But the core concept of this life, their wild nature and then exploring it in the context of the tapestry of Ghur, what would the Sylvaneth of this untamable realm be like? Ghur is hungry, predatory, feral and untamable, if the Sylvaneth of the greater realms are Noble Spirits then as a core concept my Sylvaneth would instead be Primal Spirits. Old souls, old forests, those who have spent centuries in the wild land, not fighting its very nature but as an integral part of the realm at large. If a prey beast escapes its predator beneath the boughs of the forest, the forest itself becomes the predator. If a woodsman seeks to cut down the forest, they themselves are instead cut down, and if a beast would seek to consume these Sylvaneth to make themselves stronger, they instead are consumed. As you can see despite a core of creation there is a string of defiance threaded through the project, it is about independance and what lengths these wild beasts would go to in order to stay free. As each project starts with but a single model I took to writing what would become the description for my first model: “Its twisted boughs have shaped a quadrupedal aspect, every vine forming muscle like sinew straining with potent energy to tear through the forest floor. Toughened thick ebony bark forms armoured carapace to its fore, its sternem a nigh impenetrable plate to solid Ironbark, its limb ending in thornlike talons ready to wrench steel plate asunder. To its head, if one might venture that name for it, lay the skull of the great beasts of the realms, seemingly entangled in the vines to bear cruse semblance to the predators of the forest that have been swallowed by these Wyldform sylvaneth. Its back is crested by a litany of barbs, each dripping with a myriad of insidious toxins of the forests flora, able to launch them defensively at enemies that stray too close to this near canid Treelord. Such an evolution of the oft regarded as Noble treelords of the Sylvaneth is a far flung relative to those that frequent the boughs of Ghyran, the primal nature of Ghur seemingly having bled into its very soul (if one were to attribute such creatures as having a soul). There is perhaps crude intellect to the beast, seemingly picking its prey from the strongest elements to venture within its territories, seeking out those qualities that the forest needs to survive and grow. It is in my observations their primary purpose, to absorb these great beasts and integrate their characteristics into the forest itself, on occasion I have been blessed enough to witness such a rapid digestion of snared foe manifest in bonelike exoskeletons forming across the ironbark armour of the Wyldforms before discarding the drains husk of their snared prey.” And here is what my initial conversion looks like, hopefully close to the brief! QBQT1862.MOV
  39. 1 point
    Over the years I've painted multiple undead armies, including several Tomb Kings forces. It's kinda my jam. Then they went away. Tomb Kings were crushed. Generic undead armies were ... well ... made 'meh.' Nighthaunts were cool but not really my giggidee. Flesh Eaters? Nah. Not really undead in my book. Now we have Bonereapers. Utter control. Cold calculation. Enforcing of a dominating will. Bones. Hell yes. This blog will journal my experience with the Ossiarch Bonereapers over the next few years. I encourage you to view it and share your thoughts. Critique is welcome! I've posted some photos in other threads, but I'll post them here as well. I'm experimenting with colors, but right now I'm leaning toward the red guys as my primary legion with the green and purple as support legions (lore to follow!). Anyway, here are some early shots. I'm looking forward to sharing this journey with all of you.
  40. 1 point
    I've decided to go with resin bases instead of textured ones. I ordered them ($666 worth! Lol!), but they won't be here for a bit yet, so I'm in a bit of a holding pattern until they arrive. In the interim, I've done another very quick color scheme that mirrors what I did in an early TK army of mine. I won't be using it for my Bonereapers, but I thought I'd share it.
  41. 1 point
    With all the extra rules we get the new command ability of the warden king is a lot better. With all the units and allegiance abilities its really easy to get irondrakes to a 2+ 2+ -how much rend you want damage depending on the weapon. For me ill trade the rerolls of the shieldwall for more mobility and unit variety every day. Longbeards got a increase because their grumbling is way better now the rerolls now also work for shooting, so you will get like 90% of all irondrake shots through. The luminark and hurricanum are also really insane and cheap now so you can get a 3+ 6++ 6++ on you duardin line. Id recommend everyone to try the new rules out and use your models as thematic "conversions". Well if some of you still want to part with their duardin Im happy to take some of them in. Only if you live in europe though, since overseas shipping can be quite expensive.
  42. 1 point
    Just put together a post for CoS dispossessed changes, comparing new and grand alliance:order warscrolls, thought I'd repost here: - For all: Various re-rolling saves with shields (shieldwall etc) removed. Musicians changed to +1 to run and charge rolls. Banners changed to +1 bravery. Both changed to max 1-in-10 models. All units changed to 'any number of models'. - Warden King: Save improved to 3+, command ability changed to +1A for dispossessed melee weapons against single enemy unit within 18" of King. Doesn't stack. - Runelord: can also attempt to dispel 1 endless spell with a +2, rune lore prayer (both effects) range reduced to a dispossessed unit wholly within 12". - Irondrakes: Ironwarden drakefire pistol improved to 3+ to hit, +1A if paired, only as missile wpn; but mailed fist improved to 4+ to wound for all. Unit loses ignore rend of -1, gains +1 save against missile attacks. Loses 5+ spell save on banner. Lots of other rewording with no net changes I think. Blaze Away FAQ change reversed, back to gets +1A for missile wpns if didn't move that turn. - Longbeards: Great axe or axe/hammer and shield, Great axe and shield option removed. Great Axe improved to 3+ to hit. Shields now give +1 save against melee attacks. Old Grumblers changed to 1 of a) +1 bravery to friendly dispossessed units wholly within 12, b) You can re-roll wound rolls of 1 for attacks made by friendly Dispossessed units while wholly within 12", c) attempt to dispel 1 endless spell - Ironbreakers: Save improved to 3+. Ironbeard pistol missile wpn stays 4+ to hit but 2A, +1A if paired, melee profile replaced with mailed fist (same statline). Unit loses ignore rend of -1. Loses 5+ spell save on banner. - Hammerers: Ignores battleshock reduced to wholly within within 12" of friendly dispossessed hero. Gains inflicting an additional MW for unmodified wound rolls of 6. Technically ironweld, but I'mma doing them anyway: - Gyrocopter: Move increased to 16". Steam gun improved to attack all models in unit within 8". Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds once per battle. - Gyrobomber: Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds - Cogsmith: Automatically repairs D3 W on a ironweld war machine within 3". Cog axe improved to 3+ to hit. Can give up cog axe for +1 to hit with missile wpns; or give up grudge-raker for +1 to hit with melee wpns.
  43. 1 point
    Negating Wounds - The dead do not fall Most Death alliances have a variation on an army ability that allows you to negate wounds. In every instance it functions like this: before allocating wounds/mortal wounds you roll a d6 on the roll of a 6+ the wound is negated as long as the unit is question is within range of a hero. It does not matter where these wounds come from either. Melee, magic or shooting, all can be negated. Each alliance has a variation specific to them, only affecting those with the same keyword. For example, a Flesh Eater army can use this ability for flesh eater units, but not it’s allied Necromancer. The only variation that will affect everything is the Death Grand Alliance version, which obviously works on everything with the Death keyword. In many cases this will encourage you to keep heroes close to key units. Given how many Death units gain buffs from nearby units, this ability can really get you out of a pinch. I have forgotten about this a couple of times in hectic or long games and have seen other do the same. So please don’t forget about this ability, it can really turn the tide.
  44. 1 point
    Magic - The winds of Shysh blow strong The Death Grand Alliance has easy access to a lot of spell casting. The majority of heroes in the Grand Alliance have access to some sort of magic. Usually these are buffs to help bolster your units. Then you take into account Nagash himself who can cast up to 8 spells per turn on his own. He can also cast any spells known to by death wizards on the battlefield. When utilised correctly you can have a powerful spellcaster leading your army, knowing and casting about 8 different spells per turn. Plus he can cast the endless spell from the Nighthaunt battletome. Not to mention you get access to three unique lores of magic. The Lore of Deathmages (LoN Battletome) is focused around debuffs. The Lore of Vampires (LoN Battletome) is based around dealing damage. The Lore of the Underworlds (Nighthaunt battletome) is a nice mix of the two. As a nice side note there are a lot of endless spells that get a power boost in Shyish, the realm of the dead. This includes your three Nighthaunt endless spells. Granted you are not guaranteed to be playing in the realm of Shyish, but they fit thematically in a Death army. Plus the realm of death will give you certain advantages anyway. Taking everything into account there are few armies that can match Death in terms of magical prowess. Magic heavy Order armies with a focus on the Collegiate Arcane can cause you a bit of bother as can certain Seraphon armies (never underestimate the Slan). On the Chaos side of things Tzeentch armies can also match your spells blow for blow and their new summoning rules may turn your magic focus against you. On the flip side duradin and Khorne armies can be a threat to your magic with their easy access to dispelling, combined with their tough units. Keep an eye out for these and plan accordingly. Your best bet is going to be to distance yourself away from units and heroes who can dispel and focus them down early. Arkhan the Black's command ability can be quite helpful here by expending your spell ranges to snipe priority targets early on.
  45. 1 point
    Utilising the aspects of death This section will cover some of the core mechanics of the Death Grand Alliance. Here we will be discussing those pros and cons in greater detail while covering some basic tactics that can really do a number on your opponent. These are based largely on experience and a little bit of theory crafting. Hopefully this section will clear up some of the foggier areas while also provide some ideas to build an army around. Summoning - Calling forth your minions from the grave Summonable units for many Death Alliances are a bit weird. Each alliance handles it a little bit differently but it can be boiled down into two sub-catagories. I will be referring to these as Raising and Regenerating. Raising is the traditional form of summoning, you make something out of nothing. The Flesh Eater Courts have the most straight forward form of this. They can call forth new units with the Ghoul King’s command abilities. The Legions of Nagash on the other hand are a bit more awkward. You can only summon units that have died and only on a gravesite. Once again using a command ability to do this. Regeneration heals and restores fallen models. Nighthaunts handle this primarily through the use of command abilities. While the Legions of Nagash thrive on this allowing models to regenerate within range of most heroes and within range of a gravesite. I should note that the regeneration from the Legions of Nagash is a stack-able ability. So If you have a necromancer and a vampire within range of my unit of zombies you can regenerate that unit twice. Using one regeneration from each of the heroes. They can both then regenerate other units too, until they reach their limit. I find the raising version of summoning somewhat uninteresting in Age of Sigmar. There is always a stipulation that comes with it. It’s not useless, especially if you use sacrificial dire wolves to hold up your opponent. The regeneration abilities really shine. I once held a unit of trolls at bay for 3 turns with just 20 zombies thanks to them being in range of a gravesite and 3 cheap heroes. It is the regeneration you should focus on if you want to drag your enemy down, with raising to be a kind of insurance. Bravery - Using fear as a weapon Bravery is one of the most important strengths of any death army. For a start your units will have a Bravery rating of 10. So even your weak little zombies may become an immovable wall against certain foes as your battleshock checks will keep your units fuller for longer. You can count the amount of units with less than 10 bravery on one hand. As mentioned earlier there is a lot of bravery manipulation in most death armies. Even the battleline units, skeletons and zombies have access to a standard bearer that reduces enemy bravery by 1. If you can surround your foe with multiple units with fear banners then that enemy unit may suffer a -2 or -3 to their bravery. The lower you can get their bravery the better. Especially when combined with the high bravery values of your units. Finally certain units like Banshees have abilities that deal damage based on your opponent's bravery. Usually these abilities involve rolling 2 dice and seeing if this number beats your opponent’s Bravery. So let’s put this all into using an average bravery value of 6 for your opponent. This unit is currently fighting two units of zombies with banners. Now their bravery is 4. During your next turn you realise that your banshee is within range to use its scream ability. You roll 2 dice and get an 8. This ability deals mortal wounds based on the difference between your roll and your opponents bravery, so the banshee deals 6 mortal wounds before the unit has engaged in combat. Which means that there is an additional 4 is being added to their battleshock roll (if the models have a wound value of 1. Now even if they roll a 1 they are still removing models from that unit. The bravery mechanics are one of the most deadly weapon in your arsenal. Looking out for opportunities to exploit your enemies bravery value. Destruction and Skaven armies are perfect targets for this kind of play. I may not be as flashy as just dealing damage but it is far more reliable. It should also be noted that Nagash’s command ability allows you to completely ignore battleshock for all of your units. No more running away for those zombies.
  46. 1 point
    Price of Immortality - The cost of collecting In this section I am going to be covering the cost of collecting various Death armies. So I am going to do the leg work for you. The potential armies here are not going to be super pro but should give you a rough idea about how much you may have to spend on an army. This section will be in British Pounds (£) using the Games Worshop prices, with more added later if there are people who would like the prices in different currencies. If kits can be constructed in multiple ways then they will be presented as such; model a/ model b. My focus will be on battleline units and box sets as these are either essential for play or are the recommended purchases. I will also be doing a segment later about kitbashing and conversions later on during that time I will cover further how you may be able to save money while collecting your army. Legions of Nagash - Battletome £25 Blades of the Blood Queen £100 - Neferata/Arkhan/Manfred, 20 Skeletons, Wight King, 10 Grave Guard, 2 Morghast Start Collecting - Skeleton Horde - Arkhan/Neferata/Manfred, 10 skeleton warriors and 5 black knights/hexwraiths. Start Collecting - Malignants - Mortis Engine/Coven Throne/Bloodseeker Pananquin, 3 Spirit Host, 5 Hexwraiths. Skeletons 10 models (£15.50) Zombies 20 models (£20.50) Dire wolves 10 models (£15.50) Fortunately the battleline units are quite cheap to buy. The problem is that you need a lot of them. The Skeleton Horde box is a solid start for £50 as it comes with a Mortarch. The Mortarch alone is £48 so you got yourself a powerful model. It also comes with a battleline unit, skeletons. This box makes a solid core to any army that can be padded out with a few other units of skeletons or zombies. The Malignant box makes for a great means of expanding your army out. Once again the centerpiece costs £36 on its own. The addition of a cavalry unit and a unit of spirits makes it a good choice to pad out an army, with a lot of choices. The Blade of the Blood Blood Queen Box is a pre built army. Using the units in here you can make a 1,000 point army and are well on your way to a 2,000 point army. Cost wise it will save you around £30 buying this box compared to buying them all separate. Over all you will have to buy multiple kits for a Legions of Nagash army but regardless of the units you choose to build each of the kits are a great starting point for any LoN amy or Grand Alliance Death army. There is something in here that can be effectively used in your army at some point. However, you will still need to pad your army out with those battline units. The Legions of Nagash is the best bet for people who are still finding your feet in the Death Faction. The pre-made collecting boxes are perfect for starting off an army and for expanding later on. There are a lot of choices here Flesh Eater Court - Battletome £20 Start Collecting - Flesh Eater Court (£50)- Great value kit, comes with a Ghoul King, 10 ghouls, crypt horror/crypt flayers and a terrorgheist/zombie dragon (you may also build this kit as a ghoul king riding one of these beasties) Nightfeast Hunters (£40) - Crypt horrors/crypt flayers and 20 crypt ghouls. These two kits together cost £90. Giving you three units of 10 crypt ghouls, two units of crypt horrors/flayers (you can also mix and match these) along with either a mounted Ghoul King or a Ghoul King on foot to lead your army. This gives you a nice mixed army that can give you a lot of variety for your smaller 1,000 point armies. The inclusion of a monster in the form of a Zombie Dragon or Terrorgheist. This is a nice place to start with plenty of room to grow in the future. It should also be noted that all the units can be purchased for less than £30. So over all this is a really easy and fair cheap army to build. This makes the Flesh Eaters a really good stating point for people starting off. However, compared to their cousins in the Grand Alliance they can comes off as a bit bland visually, but this is a matter of taste. Nighthaunt - Battletome £25 Start Collecting Malignant - Mortis Engine/Coven Throne/Bloodseeker Pananquin, 3 Spirit Host, 5 Hexwraiths. Chainwrasp horde - £25 At the time of writing there is no Nighthaunt Start Collecting box. The Malignant box is you closest thing to it as it comes with a unit of Hexwraiths and a unit of Spirit Hosts which gives you two battleline units. The downside is the The centrepiece model which is not a Nighthaunt model. So you will have to buy a hero to bolster your army. But the Malignant box and a unit of Chainwrasps will set you back £75, you may want to pick up a banshee or cairn wraith for £9 too. That will give you a nice foundation to grow your army at £84. If you choose to get a Knight of Shrouds for £20 you can bump that price up to £95. Side note the £95 Soul Wars box comes with a nice central force to build you army off, but this is pricey if you don’t know anyone interested with the Stormcast side of the kit. If you can split the cost with a friend who likes Stormcast then this will give At the moment this is not a great place to start collecting if you want to build an army fast. That being said there are more expensive armies out there and the models do look beautiful (at least to me). Soulblight (Found in Legions of Nagash Battletome £25) Vampire £9-£15 Blood Knights £61.50 for 5 models Just in case you can’t tell at a glance this is the worst value alliance at the moment. For a 1,000 point army you are going to need two battleline units, which will cost you £120. That’s before you buy a hero for a general or even pad out your army with extra units. This one is not for beginners but if you have the cash or like to convert and kitbash, then you can make one of these armies quite cheaply.
  47. 1 point
    Nighthaunt - Requires Nighthaunt Battletome Nighthaunt armies are the new kid on the block at the time of writing. Their strength is two fold, they are deceptively tanky against certain armies and they use fear as their most powerful weapon. Not to mention they can have a varied battleline with some fast moving units. The backbone of a Nighthaunt army is the ethereal ability. This negates any changes to your units saves and that includes rend. Now on the surface this may look like a double edged sword and it is. Against weaker units in large numbers it kinda sucks, as your very average saves cannot be adjusted to brush them off. But it shines against heavy hitters. That killer unit with the -3 rend is now bogged down by your ghosts. So although on paper you have a fairly average save value, you may find you opponents getting frustrated that their big hitters seem to be struggling. Nighthaunt armies also have a lot of abilities based on bravery. Specifically lowering your opponents. Once again this might seem underwhelming on paper but if you can get that bravery nice and low those great big units will trickle away to nothing. However, once again this can be a double edged sword. Against units with high bravery, relying too much on bravery manipulation can be trouble some. Elite units, duradin and anything in the Death Grand Alliance can boast some high bravery values. While Skaven alliances and the Destruction Grand Alliance boast very low bravery values. Just remember this is a snowball effect strategy, you have to kill some models before they start to flee in the battleshock. Bravery manipulation can be particularly effective when combined with the "wail" abilities of banshee like units. These can really rip apart units or straight up drop heroes based on the difference between their bravery and a rolled value. Their magic and combat capabilities are not as powerful as the other Death alliances. This does not mean they are bad, just that they function differently. You may find it much more prudent to pick your battles with Nighthaunt than with the Flesh Eaters of Legions of Nagash. Lore Nighthaunt spirits bowed to Nagash's might since time begun. Yet it was the Necroquake, a wave of death magic that shook the mortal realms, that roused many spirits from their rest. Now Nagash has brought them into the folds of this vast armies, even going so far as to crown a Mortarch to lead them in his stead, the Lady Olynder. The armies of spirits that form a Nighthaunt army are those who have been shackled by Nagash. Criminals whose crimes are not grim enough to draw the gaze of the Dark Gods of Chaos or folk who have not been raise up my Sigmar in a moment of holy virtue. Many Nighthaunt spirits suffer ironic punishments, twisting their deeds from life into weapons to strike out at the Great Necromancers enemies. Few warriors can stand against these ethereal hosts as the wails and screams of tormented spirits pierce the cacophony of more traditional battlefield noise. Weapons swish helplessly through immaterial limbs that solidify as they strike out hacking at with brutal effectiveness. Those who face off against such sights may find that they stand alone as their brothers and sisters in arms lay dead or are fleeing for their own lives.
  48. 1 point
    Flesh Eater Court - Requires Flesh Eater Court Battletome (2019) Flesh Eaters are the least death like alliance. Unlike the other Death Alliances the Flesh Eater Court can be formed to mirror what you imagine a typical army to look like. They have access to tanky units, horde units, some ranged combat, flyers and monsters. There is a bit of everything but they are lacking in the magic department. Ghoul Kings are the most common general. They provide a lot of stacking bonuses to a lot of different units, as well as being a spellcaster. They can be fielded on foot, on a terrorgheist or a zombie dragon. Each Ghoul King has a variation of a summoning command ability, so keep this in mind when choosing which version to build. With the updated 2019 Battletome the Flesh Eaters have access to another powerful general in the Arch Regent. They are on foot heroes with more advanced versions of the Ghoul King’s abilities. Namely their summoning and regen abilities are double that of their on foot counterpart. Flesh Eater Courts excel in close combat and fast attacks. With the right set up you can increase your attack and damage values to literally eat away at your opponent. Not to mention they have access to terrorghiests and zombie dragons, powerful monster units that can dish out a lot of damage when used right (plus they look cool). The FEC have access to a nifty combo of abilities in the form of delusions and the grand courts. So let’s kick things off with those grand courts. There are four them and are chosen when forming your army, much like the Stormhosts or Karadron port. Each one provides a bonus for your army based around the theme of these grand court. The Morguant are the most basic, themed around using hordes of ghouls, perfect for showing off the new Arch Regent. Next up, the Hollowmorne, which allows you to field crypt horrors to be fielded as battleline. It’s your tanky, army of elites. The Blisterskin are based around speed and manoeuvrability, allowing you use crypt flayers as battle line. Finally, there is the Gristlegore, allowing to use zombie dragons and terrorgiests as battleline. Small armies of huge monsters are now a thing for Death. Finally there are delusions, these are chosen as a part of your generals traits or can be rolled for randomly. They confer minor, situational bonuses that can give you the edge during certain battles. Using delusions and grand courts in different combinations can provide a lot of variety in list building. Unlike many other armies you can build an army quickly and easily. Then experiment with different lists to see what fits you best. Right now I would say it is currently one of the best armies for beginners. Lore The Flesh Eaters are deluded creatures, neither dead or alive. Each court is lead by a Ghoul King (or queen), these are powerful vampiric beings that are afflicted by a grand delusion. While the outside world sees a horrific being with fangs and sinewy muscles the court sees an attractive, charismatic and noble leader. All ghouls in the court share in the delusions and influence everything they do. Bones, rocks and sticks appear to them as finely crafted weaponry. Piles of rotting meat appear to be delicious feasts. Some may see themselves as noble protectors, saving towns folk from tyrannical despots, while in reality they are slaughtering the true defenders of the realm. Their delusions often provide them with odd allies and strange enemies. One day they may be battling against the forces of Chaos. While the next they may be lashing out against the forces of Order over an imagined slight or seeing them as invading beasts. They may be polite and civil one day and ruthless beasts the next. Unlike many Death armies they are unpredictable and even chaotic to some, but their logic is their own. The Flesh Eaters are the closest thing to Chaos without being aligned to Chaos. Their insanity is a curse bestowed by Nagash in ancient times, yet many still worship in as a glorious god. Of course this means that their are some that will see to distance themselves from the God of Death.
  49. 1 point
    The Alliances These are the armies that you will be playing with. When I post each Alliance I will also have a note for what texts you need. Each post will cover a brief outline of what the army can do as well as a little bit of lore. Grand Alliance Death - Requires Age of Sigmar app and Core Rule Book Starting at the top of the pyramid, the Grand Alliance Death encompasses all of the death alliances. It's usually a good place to start for those starting out in Death but unsure what they want to build towards. There are many combinations that still work in the GA but they are vastly overshadowed by the more focused alliances. Although some combinations work on the table there is usually a better option elsewhere. As a result this seems like the best place to tackle the pros and cons of Death as a whole. Kicking things off with the pros: Large, cheap mob units make up the battleline. A lot of access to bravery reduction in enemy units. Powerful elite units The ability to summon or regenerate units. Command abilities that can affect a variety of units. Lots of magic. High bravery. The cons are: Squishy battleline units. A lot of slow units. A reliance on elites and heroes. Lore Death refers to those who follow the Great Necromancer, Nagash. They thrive in Shyish, the realm of death but necromantic corruption stretches across all of the realms, for none but Nagash can truly beat death. Ambitious Necromancers may find that leading hordes of zombies and skeletons to be a preferable to dealing with living soldiers who are capable of treachery. Ghouls and vampires stalk the realms in search prey and nourishment to sate an unending hunger. While the spirits of the lost haunt the night in desolate and abandoned places, hanging on to what they can remember from their life. Ultimately all who deal in death serve their god Nagash, whether they do so willingly or not depends on the individual. The creatures of the night aim to bring death to all the realms, ending any foothold that the foul forces of Chaos have. Death will bring peace to the realms whether they wish it or not.
  50. 1 point
    Hi everyone! It's been a while. I hope your all feeling good! I've recently jumped back on the AoS train, after taking a fairly long hobby break and I've decided to start that Sylvaneth army I've been promising myself since release! Heres what I've been working on so far (pic overload!): My plan is to have at least one of everything in the battletome, before moving onto battalions. So I should be painting trees for a while! Thanks for looking!
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