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Showing content with the highest reputation since 04/12/2016 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. 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 ?.
  3. 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
  4. 27 points
    Part of it is the fragmented nature of rumours and which bits of the process people have seen and when they know about it. GW switched about a year from little additions to ranges to renewing ranges, which means the pipeline behind that switched about 3-4 years ago. Rumours get spawned from concept art, not all of which is used, and there can be big differences between the art and the finished minis, test sculpts and prints (again not all of which are used, and I was expecting the Eldar Spirit Seer to come out ages ago, but the model got forgotten about when studio guys got moved around and it sat on someone's desk for 3 years) or when it finally gets to the design studio and they have to work out what the hell to do with the pile of models they've just been given, and then comes playtesting, box art, manufacturing, etc. Leaks trickle out from various points and get mixed in with channers making stuff up to wind people up. And then you get a bunch of chinese whispers or potato cam shots. I heard some squats rumours a couple of years before Kharadron Overlords, and discounted them because a) Squats and b) people keep seeing unreleased/limited release stuff from 2nd ed in peoples collections and getting excited. I got told about baby stealers being a big deal in the new GSC, but it turns out it's just a bunch of character models getting little buddies and there was a lot of chatter because genestealer familiars are as popular with the sculptors as Nurglings are. Similarly GW have only shown 25% ish of the new Chaos stuff and Blackstone was a soft preview of the range. Warcry I've known as Killteam but Aos since autumn last year, but I've not known the details regarding it as a) I'm not interested in AoS much, though 2.0 softened me a bit and I've played a bunch of Underworlds and think it's one of the best designed GW games in years and b) I was far more interested in the stuff coming out for KT and 40k. And 40k is going to hit us like a train this year. However Darkoath (which will include the StD range) has peaked my interest, as sixpack barbarians done with modern sculpting hit's the spot for me as an old fantasy player. I will definitely be getting into AoS Killteam. I was expecting Warcry at the back end of this year, and the LVO announcement to feature more of the Chaos stuff or maybe hints from the big 40k summer releases, but it's possible it's coming sooner. I've been told the leak seen is pretty much correct. Watching the trailer though you can pretty much educated guess half the background detail, and Stormcast vs Chaos is also a pretty easy guess from there. I know the Kill Team studio guys were pushing hard to get new minis assigned to them (and used the slow sales on the faction starters and commander sets to say that they needed something new) and now they've got the new format we've seen in the latest release of a more aggressively priced product with new models and more material (twice the missions per set for example). I had hoped they'd follow the new coke formula with Warcry, and will be disappointed if they don't. And Kill Team: Inquisition around Easter (though with White Dwarf losing the new release section the schedule is even more malleable now). Wade was incredibly pissed I a) knew about it and b) had mentioned it in public but to be honest I completely lose track of what Community have talked about, as I was sure they'd shown a bunch of stuff they haven't and I'm being a bit more circumspect now. But this month and next month features the last two Underworlds boxes for this season, Vigilus 2, a range refresh for Chaos in 40k with a giant pile of kits, Primaris Wave 2, one or two more AoS battletomes, possibly another Kill Team wave and then KT:Inquisition at the back with some Specialist stuff sprinkled in as well and that's just the next 6-8 weeks. There's a lot of 40k this year, a lot, and the release schedule is not slowing down with at least one big £95 ish box a month every month for one system or other, constantly slamming into our wallets.
  5. 27 points
    rumour engine for darkoath witch/shaman
  6. 26 points
    I have done some detective work using the power of computerized technology! As we can see there are blurry shapes. Now, if we enhance.. Oh yes! A clear shape of some snake-like creature, perhaps a centipede, or some kind of.. Wait! No! Get out of here! Wrong book! Wrong book!
  7. 26 points
  8. 25 points
    I've heard a rumor that people will be upset about point changes no matter what they are.
  9. 25 points
    Yeah, so I've been busy painting, but pretty bad at getting posts up. So far I've made really strong progress on this army. I have my unit of Tzaangors painted up: Well, half painted anyway since this will likely be a unit of at least 20. You can see I used the black skin scheme from the T-rev's in my Sylvaneth Army. Here's a close-up wip shot of the shield guy in the back: This is a tabletop army, so I'm not doing anything super fancy. Just trying to paint as cleanly as possible. The main difference between this and what I normally do is the inclusion of fluorescent colors as major part of the color scheme. You can see the Tzaangors all have florescent orange tips to their tendrils and feathers. It's also scattered throughout the army in various ways. I'm also arraigning them into sort of a visual hierarchy. The Tzaangor Shamans (which there will be two) get white skin with fluorescent feathers. The enlightened, skyfires and tzaangors all get black skin with various fluorescents depending on their unit. Orange for tzaangors, Green for Skyfires, Probably blue or purple for Enlightened (haven't decided). The Shamans will likely be deployed next to their corresponding units. For example the shaman above will likely be palling around with the skyfires since his feather plume will match theirs. I'm also just putting the finishing touches on my conversion. I have little more detail work yet to do, but the idea is firmly there: So that brings us pretty up to speed. I'm not sure what to tackle next so We'll have to see how much bandwidth I have over the next few days/weeks. Stay tuned! Happy painting -F
  10. 24 points
    Hello there! EDITED FOR A FULL ARMY PHOTO (original post below ;)): Some time ago I decided to build a pretty unique force, with no model left unconverted and, in many cases, pretty much scratchbuilt from whatever bits were fitting. Army fluff is, in short, that they are descendands of Azyrite Aelf force isolated in realm of beasts for generations, changed by their surroundings, harsh life and lack of any support. Now they're less cultured, more savage and brutal than their ancestors and make their life hunting monsters that are the one thing they have in abundance, adorning themsleves with their hides and other trophies. Still, they guard their fortress, as ordered hundered of years ago and await the return of Sigmar and his warriors to serve once again, holding violent thunderstorms of their land in reverence and taming those creatures they view as noble and connected to the thunder god. And some close ups: Spireguard Reavers (on properly monstrous horses, thanks be to weird dark steed design ;)) Shadow Warriors More to come soon ; )
  11. 24 points
    So, here my first finished pathfinder. Turned out pretty well. The next will be with more contrast in the skin and i also will take more time for the TMM, but iam still in the learning phase so its okish. Maybe ill add some blood but that will be it. And here what iam up to building. An Wild Hunter Kindred on Elk, an Melusai conversion with Spear in the one Hand and Blade in the other, a shield on the Back and lets see what other bits i find worth attaching.
  12. 23 points
    -Tomb Taxers -The Tithe Takers -IRS (Inter-realm Revenue Skeletons) -PBC (Private Bone Collection) -H&R Bones -Al Cabone's Boys -The Black Pyramid Scheme
  13. 23 points
    At the end of the day most Gloomspite Gitz armies are going to be heavily composed of some form of Grot units - so I fail to see the big issue with a single rule here. Grots are uniformly bad and only have the advantage of being cheap and plentiful. Squigs are fun but the epitome of a glass cannon unit. Trolls are much more durable, but they are traditionally expensive and have some sort of stupidity drawback (eating their magic items for example). Goblin armies traditionally have had a lot of stuff that was fun, but not very great on the table unless you can engineer favorable situations. They have generally always had a number of rules that can seem overly-strong or unfair when they work successfully and you are on the receiving end, but are usually not totally reliable and reside in an army that has a number of negatives to offset those. In addition, in the past the designers have specifically mentioned that Orcs & Goblins were designed as a gamblers style of army. Now, they may be moving away from that to a degree (we will have to see), but I don't get the feeling that Goblins will ever truly drop all of the gambler aspects. In the past there have been tons of "unfair" mechanics. There have been nets that reduce the strength of an enemy unit by -1 and can make big blocks of goblins absurdly durable. That seemed unfair to many of my opponents - except when my unit accidentally got tangled in it's own nets and was butchered. Or when my units failed animosity rolls and a battle plan completely fell apart. Then there were times when random-movement units such as Pump Wagons would crush enemy units with tons of impact attacks and did not allow charge reactions. But at the same time those things occasionally fell apart on their own, went the wrong way, failed to go far enough, or were flanked and destroyed with ease. Giants could kill characters instantly, win combats against units and rout them without the enemy being able to fight back at all, or jump up and down all over infantry and inflict horrendous damage. But they could also drunkenly just fall over. Trolls could bypass armor and devastate heavy units, but they could also just be stupid and stand still and not do anything at all. Doom Divers could reliably devastate monsters or characters better than almost any other warmachine in the game, but they also failed more spectacularly than other warmachines. Fanatics could cause horrific damage that was almost impossible to prevent, but they could also randomly spin around the battlefield and crash into your own stuff. For every game where these "unfair" things decimated my opponent and caused me to win I can recount a game where they all went horribly wrong and lost me the game. The most spectacular example that sticks with me to this day was a game in 5th edition with my Night Goblin army where a canny opponent exploited the fanatic rules and forced them to be released randomly at a time when I did not want to release them. One of the fanatics flew sideways out of my unit and crashed into my Giant - who was at full health. Poor rolling on my part (or amazing - your call) resulted in that Fanatic killing the Giant outright. The giant then proceeded to fall over on top of my Great Shaman - who happened to be my general. The shaman failed his initiative test to dodge out of the way and he was instantly killed. The death of my general caused an army-wide panic test which 80% of my army failed due to being goblins and no longer having a general. So in one clever move and a hilarious rube-goldberg chain reaction my opponent caused my entire army to rout. It was a total riot for both of us. Personally, I love it and would have it no other way.
  14. 23 points
    ++ Mod Hat On ++ I've been trying to leave this thread alone as I don't want to be doing what could be considered as censorship but I need to say the following..... Play Nice Very simply, think about your comments because whilst you may not like the lists that came top of the SCGT, they are being used by people who enjoy playing Warhammer just as much as you. Put yourself in their shoes and think about what you have been saying? Are you being constructive or insulting? Painting Like playing nice comment above, are you being constructive or insulting? Some people do not enjoy painting or are capable of painting to a high standard, so it's not fair for you to be overtly critical about their painting just because it's not of a certain level. The event clearly states the level of painting required which I'm sure some of the things some of you have been discussing has met. The lists At the end of the day, the SCGT is a tournament and some people attending will want to be competitive and some people will not. Those who do want to be competitive will usually be playing against each other fairly quickly and will those who don't. If you don't like this idea and really don't like the lists, don't go to the tournament. As for complaining about the game allowing people to take such lists, I'm fairly sure GW are aware and have plans. Also does people using such lists effect you if your gaming group don't play like that I can honestly say I have been annoyed with some of the responses in this topic. The Grand Alliance Forum is all about linking people who love Warhammer together. We may not all agree about the same things and have different tastes, but we don't need to be jerks about it.
  15. 22 points
    Confirmed Rumours Rumour: Warhammer Quest: Silver Tower Type: Boardgame Date Released May 2016 Rumour: Alariel and Syvaneth Type: New sculpt models Date Released June 2016 Rumour: The General's Handbook Type: Soft back Book Date Released July 2016 Rumour: Bonesplittaz Type: Plastic models and Battletome Date Released July 2016 Rumour: Cheap Bloodbound and Stormcast starter sets Type: 3/5/13 model count box sets Date Released July 2016 Rumour: More Start Collecting boxes Type: Reboxed models multiple factions Date released July 2016 Rumour: AoS Realm of Battle Board Type: New sculpt RoB Date released: 23rd July 2016 Rumour: Exclusive Warhmmer World Stormcast Eternal helmet removed Type: New sculpt model Date released: 9th August 2016 Rumour: Beastclaw Raiders Type: Reboxed models and Battletome Date released: 6th August 2016 Rumour: Fimirarch Noble Type: New sculpt Resin model Date released: August 2016 Rumour: Exalted Deamon Prince of Khorne Type: New sculpt Forgeworld Resin model Date released: December 2016 Rumour: Disciples of Tzeentch Type: New sculpt plastic models Date Released: January 2017 Rumour: Tzeentch Lord of Change Type: New sculpt model Date released: 2017 Rumour: Steamhead Duardin (khadron overlords) Type: New sculpt plastic faction Date released: March 2017 Rumour: Shadowkin Aelves faction (idoneth deepkin) Type: New sculpt models Date released: 2018 Rumour: Death (legion of Nagash/ nighthaunt) Type: New sculpt models Date released : 2018 Rumour: Khornate Dragon with Lord Type: New sculpt Resin model Date released : October 2018 Upcoming Rumours Rumour: moonclan Type: New sculpt models Date expected: early 2019 Contents: Plastic sculpts with Battletome Source: GW Estimated cost: Unknown Rumour: Slaanesh Type: New sculpt models Date expected: ? Contents: Plastic Slaanesh sculpts rumoured to be complete likely with Battletome Source: Lady Atia, Jacob Crowell via fb Estimated cost: Unknown Rumour: Slaanesh Keeper of Secrets Type: New sculpt model Date expected: ? Contents: Large plastic Keeper of Secrets, possible a dual kit similar to the recent bloodthirster. Source: 75Hastings69 via Warseer Estimated cost: £80 Distant Rumours Rumour: Fimirarch Meargh Type: New sculpt Resin model Date expected: 2016/2017 Contents: Single large female Fimir Hero Source: Seen at Warhammer Open day 2016 Estimated cost: £40-50 Rumour: Fimirarch Priest Type: New sculpt Resin model Date expected: 2016/2017 Contents: Single Fimir Hero Source: Seen at Warhammer Open day 2016 Estimated cost: £20-30 Rumour: Khorgorath Type: New sculpt model Date expected: 2016/2017 Contents: Multipart plastic Khorgorath, possibly a single model or unit. Source: Lady Atia Estimated cost: £40-50 for two Rumour: Bretonnian, Tomb Kings and more factions Type: New sculpt models Date expected: Unknown Contents: New factions for Age of Sigmar. Possibly Free People, tomb kings and Wanderers factions. Wardancers specifically mentioned. Source: TheInsider via Faeit 212 Estimated cost: Unknown
  16. 22 points
    This is honestly getting crazy, people need to calm down with this. The books will be here in a few weeks. I get it’s frustrating when you want something, but it’s really not that bad. You’ve waited years for this book, surely a few more weeks isn’t going to kill anyone.
  17. 22 points
    If my experience is anything to go by, said Easter egg would have been vetted, first by the editors, and then by lore guys at the editing stage. If it got through, then chances are that there are no plans for Settra's return as the leader of a faction of anti-Nagash undead. Too, the likelihood of getting such a faction anytime soon is infinitesimal, and even if it did happen, it's even less likely that it would bear any resemblance, lore-wise, to the Tomb Kings. At best, I could see them adapting some of the designs for potential Deathrattle releases down the line, if only to make the skeletons look more cohesive with Nagash and Arkhan the Black. (Also, some skeletal archers would be nice, just saying...) This isn't to say that it's impossible. I am not keyed in to the company, or privy to any discussions regarding this sort of thing. But it ain't likely at this stage. tldr; it could happen, but it probably won't.
  18. 22 points
    This thread really lost it somehow. Over the past two years we had several rumours told here by people and all were totally freakin about those, no one was annoyed that their army wasn't one amongst the rumored ones. I even "had" to join the forum because of the rumours about ironjawz 2nd wave and moonclan. People took rumours as something what they were: a rumour we could discuss about. Rumourmongers enjoyed immunity as we knew that it only were rumours and boy, the time frames were all over the place. But ever since GW activly steers what is comming to the surface and even invests several minutes of videocontent just about this topic, this thread went dry. Dry and salty. Now theres a typical, new rumour since ages in this thread we can discuss and dream about and people are calling him out, want to reveal his sources and being salty that their beloved factions are not part of those rumours or if they are, it's not the way they want them to be. It's really annoying that people who whine about their favorite faction moan the loadest about rumours because their beloved faction is not included in the rumour, so all other people need to know that their beloved faction is underpowered and they need a new book asap. Every dang time. I really hope those duardin finally receive something...
  19. 22 points
    To use your own example when someone uses the "its just toy soldiers" comment its usually when someone is losing their mind over minor changers, rumours or sky is falling comments. Like you say its no different than football but to my mind that again is the equivalent to the guy playing a kickabout with some mates on a Sunday and acting like he's in the Premier League and like the world is crashing down because he feels "robbed" of a penalty or freekick he somehow felt he was deserved. "Its Just toy Soldiers" is a way of saying people should and often do have far more important things in their life to get worked up over rather than losing their mind over a hobby thats meant to be a relaxing distraction
  20. 21 points
    All the people on Facebook asking for new Cities of Sigmar sculpts are missing the point of this army, IMHO. This army is designed to appeal to older gamers, converters, retro collectors and/or the general niche crowd. A model release would railroad the aesthetic so as to say "Cities of Sigmar is specifically this...", rather than "Cities of Sigmar can be, aesthetically speaking, pretty much whatever you want it to be". While one upside of new sculpts would be new warscrolls to convert your models to fit, I don't think we'll be hurting from a lack of warscrolls in this faction.
  21. 21 points
    Back from Warhammer Fest and have managed to unpack and sort myself out. I was very intrigued by what the new paint was going to be and my original guess of base colours in can's and a dip system wasn't actually 100% off the mark! I attended the seminar talking about this too and it was super interesting (done by the chap who actually worked on developing these paints). The range was originally designed to replicate the base colour + shade of certain common citadel paint schemes - so the Ultramarines Blue Contrast paint will give a very similar effect to Macragge Blue + Drakenhoft Nightshade. The "highlight" effect was actually an added bonus! Despite it being advertised as "slap it on and watch the magic", you still need to control what you're doing. Poor brush control and letting it pool will make a model look just as bad as if you'd done the same with any paint! This is why the examples in the cabinet were a mixed baggage because somebody with good brush control and managing where the paint went gets a superior result to somebody who's flopped it everywhere. It's also worth noting that using this on large flat areas will have the same issues as washing a large flat area - they're designed to be used on miniatures with lots of details and texture. The paint range uses an entirely different base medium which appears to have a special mix of flow aid and retarder in (amongst other things). It's designed to go on "thick" but dry thin and as has been mentioned already does require a varnish to protect it else it risks being rubbed off during handling. A new varnish has been developed that should replicate the satin finish of the range and be more reliable than the current varnish (very much a case of each version of the varnish being better than the last). The new base medium is very fragile and you will lose the unique "Contrast" properties if you add water or something using a different base (e.g. Lahmian or a regular Citadel Colour paint). However the Contrast range are basically a high transparency paint so adding it to other paints or thinning it down with other mediums will turn it into glazes and similar. This is certainly where the 'Eavy Metal have been experimenting with it. It also acts very similar to the old "Tint" range if you add it to a metallic - so adding Blood Angels Red to Stormhost Silver will give you a red metallic. White undercoat is very tricky to create as there is only one pigment that can be used as a base (Titanium - well, technically there are two, but using Lead pigment is frowned upon). This means that in order to develop a white undercoat the way to make it more reliable is to add other pigments to it - the two new colours are (brown) White and (grey) White - they will also have colour matched Base pots released at the same time. The new Contrast paints will work over any undercoat, however for the intended effect you want to use a lighter colour (over black just look weird). I can see lots of people achieving some very clever effects over metallic undercoats. Size wise the new pots are a little bigger than the regular paint's (but smaller than Shade paints). The pot of Contrast Medium is the same size as a Shade paint (let's hope we also get Lahmian in that size too!) I did the following in the last five minutes of the event - trying to cram every colour I could get my hands on (they only had 10 available to play with). I was actually very surprised with how far the paint went, so don't feel you're going to need to purchase gallons of the stuff to paint an army. I took very little care over this and with a bit of highlighting wouldn't have an issue playing with or against an army done like this (though using all these colours may give you a migraine or nightmares). Even where the paint has pooled you've not actually lost much detail. Just to address a few comments It's not, they're just new undercoats with more brown/grey in than Corax white. Applying a zenithal highlight with a white should actually improve the effect you get with the Contrast paints however. Far too soon to see if this is actually the case. As somebody who does some competitive painting I feel they will become extra tool in our already impressive repertoire. I actually can't wait to start experimenting with using them in different ways and seeing what other people do. Sort of. A wash doesn't have the vibrancy of colour that the new paints have. I do think there is going to be a learning curve on improving control - when the original washes came out we had exactly the same issues with lack of control, people have now learned how to apply the right amount of wash in the right place which I expect will be the same for these paints. From a practical aspect they're certainly going to help people paint up those massive hordes. I thought the same too, but the new undercoats are basically just slightly different shade whites. They should be a lot more reliable too - part of the testing of the new sprays they had a kettle permanently boiling to increase the humidity of their spray booth. It should skip both the basecoating and washing steps - the piece above was quite genuinely painted in about five minutes using a medium wash brush!
  22. 21 points
    Ok, ok. We get it. You don't like the Realmscape rules. Based on the level of hyperbole in your post I think its safe to say that you've never actually tried these rules and this is "Worst-case Scenario" thinking. Its worth pointing out that if, "The different realms abilities range from 'you wanna just not bother?' to 'I guess I just lose then.'" that implies that there is a happy middle ground. There is some combination of armies and Realmscape rules that lead to happy games. So why not try them out. Don't roll, pick one that you and your opponent can agree on and give it a try. It will take a few tries surely, but you'll find it. Or don't. They're all optional, after all. I believe you're talking about Mirrorpool. Now Alarielle, Archaon, and Nagash can already fly so they can charge over screens on their own. Mirrorpool does not grant flying so non-flyers still can't use it to get over screens. But none of that helps those three get past screening units for one simple reason. They all have 6" diameter bases. If the screen is within 5.9" of the target, even if you make the charge roll, you can't place them without them being on top of the screen so the charge fails unless they hit the screening unit alone (just as planned). Even if they roll box cars and fly over the screen, the farthest they can go is 3.1" behind the protected unit (and still fail the charge because their bases are still too large). That would be Fecund Quagmire. The Slaanesh or DoK player can always alter their list or playstyle. Try something new! If they can't because they lack the models or if they refuse to (their choice) then simply pick a different rule. We have 42 to choose from (ok 35, #1 on each table doesn't really count)! Just because one Realmscape feature (probably) makes a game unenjoyable for one army played in one way does not mean the entire suite of rules is "trash". There's that hyperbole again! If they're trying to push Wyldwoods on us, then they've been trying for 3 years (more really). That particular Realmscape Feature was first published in the Time of War: Rotwater Blight rules all the way back in The Quest for Ghal Maraz (the 2nd book ever published for the game). Also yes they are; they would very much like you to give them money for their models. BAM! Hyperbole! Protip: Use it sparingly. Too much hyperbole makes it seem like you don't know what you're talking about. ?
  23. 21 points
  24. 21 points
    I was quoting these to rebut them and then I realised they were all from the same poster. Please don't post like this, you are literally ruining the good vibe that has been cultivated here at tga and making this topic really un-fun and agro
  25. 21 points
    First : I AM FRENCH AND I KNOW MY ENGLISH IS BAD, SORRY FOR GRAMMAR AND LANGUAGE MISTAKE The stormcast eternals are right now one of the most popular army in the game, with a very good representation in tournament. However, i think we are in a situation of « the tree hide the forest », and the battletome is not in a really good nor fun state. Notice that i KNOW that many armies (ironjaw, kharadron, flesh eater court) are in a worst state, but hey, i’m here too talk about Stormcast. Only stormcast, no allies, grand alliance or anything else. I don't want to see players of other armies coming to say " yeah, but nurgle/khorne/tzeentch/freeguild/moonaclan don't have X and need Y..." The stormcast problems are not invalidated by the fact that other armies have problem, in the same way that other armies problem are not invalidated by the fact that stormcast have some It's not a crying post "boohoo, stormcast are too weak, please GW, buff them trough the roof " but a post about how could we change the battletome to make it more interesting an not gravitating around 5% of its option Note too that ton of tournament and game happen everywhere, and i suppose that somewhere in the world, someone kick ass with hammer prosecutor. Most of my points are « general », but i think, valid. They are of course, at the end, my opinion, not « the only truth » that i force everyone to accept, but i think many people will agree with me. The point is : how can we make the stormcast more balanced and interesting to play ? I thought about that and wanted to share my ideas about them. And i would love to hear your advices Prepare yourself, it will be long What carried the stormcast in a very good tournament position lately was very obviously one extremely powerful, if not flat-out broken : the vanguard wing. Now that it is corrected, the stormcast don’t have many option to stay viable in a tournament. Except the madman who won a tournament recently with a no-bataillion-14-drop-list, most of the well placed stormcast list are very similar and there is some option more powerful than the rest: - They are a vanguard wing, a hammerstrike force, a skyborne slayers, or an aetherstrike force. Two were nerfed (but are still powerful and used), and one is a very extreme list that can be hard-countered. - Most (if not all) of the armies use Staunch Defender, which is MUCH MORE powerful than the other command trait - Vanguard units are pretty much non existent, except in the aetherstrike force - Most of the list are hero-heavy, with the lord relictor and lord castellant being everywhere - At the item level, most, if not all players take mirroshield, lantern of the tempest and sigmarite armor. Sometime a luckstone on a venator. So we have an army who turn around the same warscroll bataillion, command trait, units and item. The internal balance is quite poor The good : things that are fine: - The army is still the most versatile in the game, with ton of available playstale and orientation - The heroes are all useful, powerful and unique. The biggest strenght of the army - Very good mortal wound output. Stormcast can face pretty much everything and even in a hard match-up, can try to take a draw or minor victory - Prayers are extremely good - Staunch Defenders The bad : things that need to be corrected in the stormcast army : - Vanguard units are too expensive for what they bring to the table, without exception - Prosecutor suffer the same problem. - Most of the units are actually quite average. Liberators, paladins, judicator, are outclassed by several entries (chaos warrior, bloodwarrior, blightking, arkanaut company, skyfires, etc) and none stand as a « holy hell, this ****** is good » choice - The army lack the complex and multiple layer of synergy most of the armies now have, with very direct and simple as well as limited buff (a +1 to hit in melee, reroll 1 to hit at range, etc). Very obvious in comparison to khorne/nurgle/tzeentch/death/fyreslayers who have ton of buff who cover everything. - The bulk of the army is quite slow, and entirely revolve around expensive bataillion and the relictor to move around - Without Staunch Defenders, the army is fragile. Stormcast unit have a BAD wound/save/cost ratio. - Allegiance ability (scions of the storm) is mediocre, and used only in very specific case, because not reliable. In comparison of destiny dices, the 4/5 death abilities, fyreslayers, nurgle and all those global buff, it look lackluster Another stormcast weakness is magic. No invulnerable save (except on one command trait and one item), and one anti-mage who need to be 160 pts to be efficient. The army need LOT of investment to have a passable magic defense, that will have no effect against a magic-focused list like Tzeentch or Sacrament. Some people would argue it’s normal, and actually better that the stormcast have a particular weakness. At a time where nurgle unit can run and charge with a + 5 global move and where tzeentch have one the best melee unit in the game, i think the time of « fluff and specific weakness » is over. What should be done : - Rebalance the units - Stop the over reliance on a few powerful if not broken bataillion - Making the army more resilient globally. Without staunch defenders and lot of castellant, the stormcast don’t « feel » as sturdy they should be. When you think about stormcast, you imagine giant armored men facing ton of opponent and winning against all odds. Not 220 pts retributor with the same resilience as skullreapers or brutes who are 40 pts cheaper. - BUT the army should be less invincible against armies who don’t have ton of high rend or mortal wound output. - The army should be more resilient against mortal wounds. How i think it should be done : Point cost : - Lowering the cost of ALL vanguard units of 20 pts (40 for the aquilor), no exception - Lowering the cost of hammer prosecutor to 70 pts, and javelin prosecutor to 80 - Making the lone gryph hound a different unit than gryph-hound units. Lowering the gryph hound unit cost at 60 pts for 5, without the warning cry and castellant/veritant bonus (making them similar to chaos wounds or dire wolves in their role) - Lowering aetherwing cost to 50 pts - Lowering concussors to 240 pts - Lowering drakesworn templar to 460 (in the same cost range than a vampire lord on zombie dragon, whith more resilience and utility, but less killing power) - Lowering the celestant on stardrake to 500 - Lowering the lord celestant on dracoth to 200 (too expensive when you think that for 40 pts more, you can have a freaking freeguild general on griffon, or for 80 pts less, a mighty lord of khorne on juggernaut) - Lowering the cost of the knight questor to 80 - Increasing the cost of the lord relictor to 120. Right now, he is waaaay too good and one of the best model in the game. - Increasing the cost of the lord castellant to 120 pts Army mechanics Scion of the storm : making the deep strike guaranteed and when the stormcast player want.I t’s the only way to make it reliable. For preventing MAXIMUM CHEESE with full deepstrike, limiting the number of units who can come from the sky to 3 per turn (stormcast usually come by waves in the fluff) A new ability : Inspiring heroes : Every STORMCAST MODEL around 6 " of a STORMCAST HERO gain a 6+ invulnerable save against mortal wound (and only mortal wound). Every STORMCAST UNIT around 6 " gain +1 to bravery as well. Why : Stormcast have one of the few army to not have invulnerable save, and suxx bravery wise (liberators are worse than arboys, bloodwarriors or comparable unit. Even stormcast paladin have only 1 bravery more than brutes, famous for their low bravery). They need a specific hero to not run everywhere, and are VERY fragile against bravery focused attack. I think this new allegiance ability, would encourage stormcast player to play their army around their numerous, charismatic and powerful heroes, marching united, few against many, and not disperse themselves too much. It is close to their fluff. The biggest change : - DELETE STAUNCH DEFENDER - MAKING STAUNCH DEFENDER A BASELINE ABILITY TO LIBERATORS AND PALADINS, AND INCREASING THEIR COST TO 120/220 Why ? because right now, liberators and paladin unit feel « right » only when there is a +1 save (staunch defender) around. They really need this 3+ save to stand out against other units. But staunch defender is too strong, giving a 2+ to all stormcast heroes and a 3+ to their ranged unit, as well as making dracoth and stardrake ridiculously resilient and not fun to play against. With this change the « frontline » unit of the stormcast become what they should be : resilient guys able to hold their own against a numerical superior ennemy, and excellent in defense. In compensation, the stormcast will have more fragile ranged unit. And it stop the army to be « everything or nothing » : invincible when there is staunch defender, frail without it. People will still have trouble against frontline units, but not the whole army. No or low rend army will struggle to kill the liberators/paladin (as it should be), but not the ranged units. For the command trait, i fond them disapointting and without relief. They should show the personnality of the general, and have some synergy with allegiance ability (cf kharadrons who have command ability about their ships and code, tzeentch with many destiny dice shenaningan, or nurgle with some influence over the wheel). Something more sexy than +1 att or other should be the norm. Profile change - Making Neaeve Blacktalon a vanguard unit - Giving the TOTEM keyword to the relictor - Allowing the palladors/aquilor to charge after the use of winds aetheric, but now ending their movement 5 " away of ennemy models. Now, they will really able to harass the ennemy like they should, without being able to slip everywhere as before. Giving them a ability that doesn’t synergize with them is stupid : " hey let's give to this 200 pts melee unit an ability to go everywhere without being able to charge, and only to fire 9 pitiful dmg 1 ranged attacks ! " - Removing the group mechanic of the desolators (more desolators = more attacks) and giving them one similar to the decimators (anti massive unit ability) - While he is « fine », the celestant prime is not really fun. It’s a beautiful and symbolic model that need to stay away of the board during a good chunk of the game, and will likely be removed by the ennemy juste after his arrival. I propose to double his wound cost as well as +1 att on his base profile, but increasing his cost to 600. My goal ? Making him a « legendary/mythic » hero like morathi/archaon/nagash/alarielle, a expensive badass that will wreck ****** (but unlike all of those previously mentionned, don’t bring anything to help his army except his killing power) - Making the lord castellant ward unstackable, and making his ability to ALWAYS heal on a 6, no matter the rend or the stack of armor buff. So the heal won’t disapear if the ennemy have rend, but won’t reach ridiculous levels if you stacked armor buff on him. I would remove his offensive ward ability and give him a new that give a 5+ invulnerable save on the unit against mortal wound. So players will have to choose between « more resilient against basic attacks » and « more resilient against mortal wound ». With his new cost of 120, i twill be a powerful model, but taking lot of him will be quickly expensive. Bataillon Ok, there is waaaaaay too many bataillion to make a rundown of each of them. However, i would change the aetherstrike force so a unit could use marked to death only one time per turn, making it more tactical to play than simply protecting 12 vanguard raptor who wreck everything, and more interesting to face for the opponent Last but not least : removing the stormhost warscroll bataillion, way too expensive and unplayable at 2000, and replace them by a system similar to the Kharadron Overlords spatioport : you choose your stormhost, gain acess to few items, command ability/ ability, with certain condition. I love the skyport system and would love to see it expanded to other armies So... what do you think about it ?
  26. 20 points
    "What can men do in the face of the Tyranny of Gods and Monsters, what can a lord ask of his people in such devastating times? We ask only that they give their all, and nothing less, for the Weld" As part of an endevour to revitalise and diversify the Ironweld Arsenal as a faction some of you may have seen my musings on potential directions and a few infantry warscrolls I have floated. But when starting a conversion project I tend to try and find that one concept that to me surmises what the faction could be. For the Ironweld for me it is the Ironsworn Templars, the nobility and knights of the Ironweld marching to war in steam belching suits of armour, raised high on mechanical mount to stand face to face with monsters that plague their factories. In an Age of of Gods and Monsters it is the innovation of the Weld that stands between them and destruction.
  27. 20 points
    In the final days of the Age of Chaos, a fleet of skyfaring vessels, early ancestors of the Kharadron, crashed into the Forest. The few who survived were helped by the fledgling Gharuki and treated like kings. A few eventually repaired their crafts and left for the skys, but there were a few who remained, grateful to their forest brothers. The Endrinmasters shared all that they knew with the Gharuki and they now have a sizeable fleet of of gyrocraft and airborn fighters. Eschewing tradition these Duardin live high in the canopy of the forest and send out squadrons to scour the continent to assist all that they can, remembering how their people were chased from their homeland.
  28. 20 points
    Here are my converted Skaven warband: The Skink Starswarm!
  29. 20 points
    The icy touch of death is ever increasing in size! Now with more wars and more souls... Can't wait for that black coach to be released and the dreadblade harrows... I so love those new horses.
  30. 20 points
    Hey, that's what happens when you have to write a tie-in novel in a month and some change without having access to the product it's ostensibly tied to. Fun times, fun times.
  31. 20 points
    An Age of Sigmar spin on the classic D&D meme about playing a character class! I think they're funny, I included a template to make your own. found on 4chan, but I made the BCR one
  32. 20 points
  33. 19 points
    I think the Darkoath faction stands out because it's so normal - not towering golden demigods, not a chaos mutant, not a living tree, not a ghost, just athletic people with normal weapons. I think that's pretty cool, and that sometimes mundane is the most striking when everything else is absurd.
  34. 19 points
    Cheers for the likes guys. Got more painting done today on my day off - finished another 6 grots, a second witch aelf (thin ponytail) and nearly completed the sorceror. He just needs the top of the staff and staff gems painted. Pretty pleased how his eyes came out as I highlighted his pupils.
  35. 18 points
    Glad they nerfed Dragonlords! Now Order Draconis will stop dominating the competitive scene!
  36. 18 points
    The Future of the Masters I love warhammer. I love the community. I love getting together with my mates and playing games, I love meeting new people and having this wonderful hobby in common. I love to see the wide and varied communities from all around the world doing amazing things to do with Warhammer. Tournament gaming is a massive part of this. The ETC is a fantastic example of what is possible, but so are events like Adepticon, Cancon, Gencon, UK Games Expo and even our own UK events like Blood and Glory, SCGT, Facehammer GT, BOBO, Blood tithe and all the way down the local stores running club nights and weekend one dayers. The Masters has always been my way of celebrating the game, and giving a thank you to the community for supporting my podcast, events and hobby. I have a vision for the Masters where it is an amazing weekend of warhammer, with the top players from all across the world getting together to celebrate the game and find the champion. Events like the Crossfit Games and the League of Legends worlds show that amazing and huge live events, for the niche topics can be possible, and if there is enough interest it can be made to happen. If this is the dream of an Age of Sigmar Masters event, what does it look like next year? A full on spectator event in front of a live audience! A knockout tournament where the entrants are seeded by their rankings position, with the final game played between the last players standing to see who takes the title of Age of Sigmar Master! The champion will be crowned in front of a live audience. Next year I will be running the Masters alongside the Bad Dice GT in the summer of 2020. The Masters event itself will be switching from a Swiss style 2 day tournament to a single day 4 round knockout event with the final taking place on the Saturday evening of the infront of a live audience. We have the venue booked already with a theatre hall and tiered seating that can seat the entire field from the GT plus spectators. We have a local company who we can work with to supply huge screens and media walls, and of course the option to live stream the whole event. The current rankings season is going to run for the next 18 months for this season to allow for the date change of the masters. (yes this means that Jan-June event will occur twice in this season, but going forwards will settle back down into a routine) This means the rankings season that started 10th December 2018, will run until the summer of 2020, roughly an extra 6 months. This should put us in line with the traditional GHB and game system updates for future years. The details for this are still in progress, and plans can be made and ironed out over the next 12-18 months. At this stage all that is set in stone is that in 2020 the event is moving to the summer and running alongside the Bad Dice GT. So how can it be the best it can be? I'm looking for feedback, ideas and support from the community to make this the best event possible. I have ideas but I am sure there are things that can be done I haven't even considered and I would love for the entire community to pull together to get behind this. Please let me know what you think, and what you could suggest that might make this the worlds greatest Warhammer Event!
  37. 18 points
    Challenge accepted. 240clanrats and 1packmaster. have fun killing all my clanrats while they are camping on the objectives edit: fear the Vermintide, Yes-yes
  38. 18 points
    I've been working on my Stormcast host on and off now for nearly a year, with the majority of what I'd call "bulk" units completed or in the final stages of painting (5 more vanguard hunters are finished but not pictured, I have 15 protectors and 5 decimators along with two Concussor conversions to paint) which frees me up to do the most enjoyable part of the army. Characterful Conversions! I've just about finished the modelling on my Lord Commander for the host (Unique model, first of the host, general) who is in dire need of a name so suggestions are more than welcome. But most of all I'd love suggestions of characters, artillery pieces or monsters that people would like to see converted up that fit the theme of stormcast so that I can add them to the host! C&C Welcome as always!
  39. 18 points
    Meet Konok Cindermight. He's a humble, shy young man who enjoys walks in the park, new age music and origami. And here's the link to my Twitter post:
  40. 17 points
    Your clearly know every Warhammer player. Is it possible to learn this power?
  41. 17 points
    So far. Working on the next batch at the moment.
  42. 17 points
    Morathi (High oracle Form) Finish
  43. 17 points
    Honestly I can't see the cause for any negativity here. Brayherd players just got the following: Full access to all the units they lost during AoS 1 like Warherds, dragon ogors etc. Their own endless spells A new herdstone and possibly other new minis A revamp of items and allegiance abilities Access to the full range of Tzaangors from the Tzeentch book A strong chance of getting marks, giving them access to a range of really useful allies. Their range back in stores No longer having to buy a separate pack of round bases which added 4-6€ to the price of each unit.
  44. 17 points
    Grot-tember, Ork-tober, rogue-vember, angron-cember.....
  45. 17 points
    My first kit bash themed around Root-King, heavily inspired by a blog from a brilliant concept artist and conversion dude found here: https://sometimesminis.wordpress.com/2017/12/05/root-king-duardin-concepts/ After centuries without hearth or home the dispossessed clan Dál Riata found themselves in the bountiful lands of Ghyran, finally settling in the Great Glens nestled between the imposing wandering mountains. Unlike most of their cousin duardin the Dál Riata prefer to live in harmony with their surroundings, never leaving a mark on the lands (a trait born of necessity during their nomadic days to keep their location secret). It was here in the Great Glens the Dál Riata we’re approached by the mysterious goddess Nicnevin, or as others know her Alarielle the Everqueen. She had taken a curious liking to these stout few, their cheery disposition brightening her melancholy nature. And so it was, with time, Nicnevin taught the wisest among the clan how to commune with the lands themselves. With heavy hearts they listened to tales of a putrid rotting spreading through the lands in mockery of the natural cycles. These tidings shook even the longest of beards into a fury as grudges were spat and wrath promised on those who would bring harm to the Great Glens. Now bonded in a pact deeper than any Karak, the Treefolk and Dál Riata work in unison, rich soils shift as ancient roots dig deep in search of minerals to deliver to the Runic Druid Lords.
  46. 17 points
    This is a topic to give a basic overview of the different factions in Age of Sigmar. This will not be a definitive guide because I'm sure people will disagree with what I'm saying but more importantly there are over 1000 Warscrolls to cover!!! I will also be writing this guide with Matched Play in mind (note- you will need the Generals Handbook for this), so if you want to do something else you can do in one of the other ways to play! Because of the amount of Warscrolls, this guide will only cover the factions which have Battletomes and will only give you a feel to them. If you have any queries, go to the Grand Alliance Sub section and post them in there. UPDATED - 10/05/2017 Grand Alliances Before we get too carried away, here is a quick guide to each of the Grand Alliances. All of the factions fit into a Grand Alliance - Order, Chaos, Destruction, & Death. You can mix and match factions within each Grand Alliance to use in your army (in Open or Narrative play, you could mix and match across Grand Alliances but we will focus upon Matched Play). Order This Grand Alliance is made up of Humans, Duardin, Aelves, Seraphon, and all creatures associated with those races. This is a very big Grand Alliance with access to lots of different types of units and themes. Want an army of Organised infantry? Order can do that. Want an army of lots of shooting units? Order can do that. Want an army with lots of Cavalry? Order can... you get the idea. Chaos This Grand Alliance is made up of Humans, Daemons, Skaven and all sorts of evil mutated creatures. If you like close combat, Chaos is for you but they do have some sneaky tricks up their sleeves with being able to move units around the board and they do have access to some very good shooting. Destruction This Grand Alliance is made up of Orruks, Grots, Ogors, and lots and lots of monsters. If you like Barbarian Hordes, this is the alliance for you. Have access to lots of monsters and some of the best monsters in the game. Death This Grand Alliance is made up of Vampires, Skeletons, Zombies, Ghosts, lots of other stuff and of course the God of Death: Nagash! This Alliance has access to lots of different units and is generally seen as close combat orientated. All of the Grand Alliances have access to strong units and all have produced tournament winning lists. Due to the evolving meta of Age of Sigmar, the Grand Alliances should allow you to field an army which can play how you want it to play without making massive changes to your army. Battletomes Here is a quick overview of the Battletomes. I'm going to do this roughly in order of release as it will make easier to update as new ones come out. This will only include current Battletomes and not any which have been replaced due to a newer version of it. Also will only concentrate on Battletomes which are seen as a force and not a few warscrolls (sorry Everchosen and Dreadhold). All the early Battletomes consisted of some Warscrolls and Battalions in a themed list, but the more recent ones added abilities, spells and magic items. Older Battletomes tend to be rarely seen and are often used with other warscrolls and will use the abilities, spells and magic items, which became available with the Generals Handbook. Seraphon (Order) Seraphon are an army of Space Lizard Daemons which are remembered into existence by the Slann. They have access to some very strong infantry, which are supported by lots of light infantry and monsters. Generally seen as average in the army rankings, they do have access to all sorts of units units which can shoot, cast spells, fight well in combat and do movement tricks. Main reason they are seen as average is because newer battletomes tend to synergise more. Fyreslayers (Order) A bunch of angry semi naked Duardin which fight anybody and anything if it means they can get ur-gold, which they believe are fragments of their God: Grimnir. Got some great units which can fight well, can be very resilient, and have some tricks with units being able to pop up anywhere on the board. They suffer from being expensive points wise as well as in real life money, so aren't commonly seen on the battlefield. They will be getting a points drop in the next version of the Generals Handbook, which might make them more appealing. Skaven Pestilens (Chaos) The crazed followers of Clan Pestilens, exist only to spread disease, filth and corruption in the name of the Horned Rat. Generally seen as a weak battletome due to Plague Monks dying to a wet paper napkin, do often cause players surprise shocks as nobody can remember what they do, because they are so rarely seen. Plague Monks are a great unit with lots of options but the rest of the force is limited in what it can do and tend to get over looked. Ironjaws (Destruction) Big angry Orruks. This is a very popular Battletome as the models are fantastic and it can be quite competitive if you know what you are doing. Basically, these guys like fighting and do it really well. Have access to one of the best battalions in the game which makes Ironjaw units a lot faster with the Destruction Battle Trait (move 2D6" in Hero Phase!!!). Often seen as a whole army due to how the units synergise with each other. Flesh Eater Courts (Death) Crazy, mad Ghouls and Vampires who think they are knights of the realm. This army is very fast and resilient and is very good. Seen as a strong army and if you know what you are doing they are very good. Sylvaneth (Order) First Battletome which included specific traits and stuff for a faction. Army of scary wood daemons, lead by the Goddess of Life: Alarielle. Seen as very strong due to having access to move units across the board quickly, change the layout of the terrain on the board and some of the best shooting units in the game. However, not that strong where anybody can win with them without any practice. Beastclaw Raiders (Destruction) Do you like Ogors riding big hairy monsters? Pick these guys! Seen as an average faction and tend to see Warscrolls in use with other armies. Have access to some of the best monsters in the game (Stonehorns and Thundertusks), which often appear in strong Destruction lists. Faction has some tricks, but everything is expensive and the monsters are that good. Bonesplitters (Destruction) Naked Orruks this time. Very brilliant themed force around stoneage like Orruks who like to kill monsters. Have access to one of the strongest lists in the game (and also the most annoying), but experienced generals will know the tricks and be able to put up a fight and pick it apart. Relies a lot on it's heros to get to the strongest list. Search Youtube the Warlords Event on the Warhammer TV channel to get a feel how it works. Disciples of Tzeentch (Chaos) Magic focused force with access to manipulate dice rolls. Got access to lots of spells and good shooting. A strong faction but hasn't made it's full mark on the scene at the moment. It's not far off it though.... Stormcast Eternals (Order) Posterboys of Age of Sigmar. Very strong faction which is great at fighting and shooting and offers lots of variety and choice. Tends to suffer from units being expensive but has plenty of movement tricks that makes them very mobile. Blades of Khorne (Chaos) The other Posterboys of Age of Sigmar. All about the close combat and has access to some great combos. Has ability to have units to charge in opponents movement phase, which is very strong but relies on units being wiped out to get this. Unknown how strong they are from a competitive view point but seem to have some good combos lurking in the book. Kharadron Overlords (Order) Brand new race to the game that are basically Steampunk Duardin in Airships with all the guns. Very customizeable list with some very good shooting options. At moment, best builds seem to run around multiples of Khemists to buff the weapons of nearby units. There you go. Hopefully that will help some people get off to a start with choosing an army. Any suggestions, mention it below but this is intended to be a brief summary/guide (last bit is briefer than intended but I'm running out of steam!!!) Cheers
  47. 17 points
    Guy with a squat avatar here. People with poster boy armies on their second new book in as few years aren't allowed to use that word. We own that word, it's our word. In b4 I have squat friends so it's ok if I use that word. It's not ok.
  48. 16 points
    Ok beardlings… sit down and put another log on the fire… The beginning The company that you all know as GW originally was two very distinct businesses working out of Nottingham. Games workshop was a games importer, and Citadel was a miniatures manufacturer. They stayed that way for some time, TSR already had a foothold in the Uk and Dungoens and Dragons was doing well. Gamma world was their stab at sci-fi but it didn’t do as well as their core product. The other big players at the time were Chaosium who were producing Runequest and Call of Cthulhu and miniature wise there were several but the main competitor was Ral Partha and Grenadier. Now, tabletop wargaming at the time was very much confined to the historical gamers. There was nobody really doing a wargame for fantasy gaming at the time. TSR had tried with a product called Chainmail and later Battle System but they didn’t really work very well or integrate with the D&D rulesets at the time. With the model lines rising and with the vision of people like Tony Ackland, Brian Ansell, Rick Priestley and John Blanche, the miniatures and their backgrounds started taking on a character and life of their own. Warhammer came into existence and Harry the hammer was born smashing a skeleton to pieces on the cover of warhammer 1st edition. There was talk back then of doing a game set in the far future called Rogue Trader. But we wouldn’t see that materialise into reality for many many years to come. In the pages of white dwarf we’d find scenarios we could play and storylines to follow, and of course there were the published stuff like Terror of the Lichmaster, Bloodbath and Orc’s drift and MacDeath. This was the age of parody, ripping off ideas in popular culture and having fun- the words IP and lawsuit didn’t exist then - they were far more innocent and different times. Warhammer 2nd edition came, and with it an army book called Ravening hordes not the thing with the goblins on the cover but an amazing piece of art by Chris Achilleos - you lot think nothing of codexes and battletomes now, but back them this was revolutionary - like opening the lost ark. We as players had a structure to build an army, and themed armies. Warhammer third edition landed not long after, and with it Warhammer fantasy role play. At this point we started to see the old world fleshed out and given form. This was the beginning of the warhammer many of you remember. We also saw a new game, Warhammer 40,000 : Rogue Trader. A far cry from the original concept of expeditionary privateers in space, we see the 40k universe unfold. And what a universe it was - a truly unique vision, but to every warhammer player, familiar as all our favourite races were in there with great new twists. There was a fluidity back then, new stuff was announced in white dwarf with rules and fluff and we set about playing to them right away.. Bearing in mind that we didn’t have stores other than local indi stores and WD was available at every newsagents stand. Inevitable small companies grow with success and with that success comes changes. The small company can’t behave as it once did and a more business orientated mindset comes in. Over the years this translates as a tighter grip on the strategy and lines. It’s no longer about guys in a shed having fun. The good ol’ boys are also having to tow the line in a different manner. Times Change Nobody could have foreseen just how popular 40k would become. It was fluid, it was fun it was skirmishy. You could play it with a couple of boxes of RTB01 marines or orks. Fantasy was still strong but was stuck in the world of ranks and flanks, it still stuck fast to the historical war game paradigm. Popular culture was changing as well, fantasy in film and media was falling out of favour and giving way to sci-fi. It would take decades before this balance was addressed. If GW ever had a problem with specialist games it was that of support and continuity. Its two main product lines had emerged and with the limited resources they had, it was obvious specialist games would be a niche affair. Any company at this point in time asks one question - is it making us money? So now we wind the clock on a decade or two. GW is strong. It’s survived huge upheaval in the marketplace. TSR is long dead, but their demise was to echo through the ages and GW almost take on a dark parody of it. Chaosium, Runequest, etc all gone to the dust. There was a new way of doing things, CCG’s, video games, and other new ways of doing thing. Even fantasy had changed in outlook and aesthetic with WoW and their ilk. The new warhammer gamer (both systems) was becoming a competitive animal. A far cry from some guys deciding that if you have that, and I have this, then we’ll play it like this and this is the story. Core differences If fantasy was struggling to attract new blood, to seduce them to swords and sorcery rather than las guns and bolt pistols, then it wasn’t helping itself in the way it was wanting you to do things. Your army in fantasy had to have a minimum amount of it’s army’s points in core troops - the predecessor of battleline if you will. In a 2000 point game that was 500 points. back in 3rd ed, the points cost per model were high, the model count still low. But wind that clock on the 7th / 8th ed and you’re talking eye watering cost - especially if you played a traditionally small point per model army like greenskins or skaven. 20 chaos warriors did you - two boxes, well one and a bit as they contained 16 models - a throwback to 7th ed. But a skaven player would be buying up five or more boxes of slaves to make up his numbers, he’d launched 100 pounds straight away without getting started. By comparison 40k said minimum units, and guess what - a unit was a box of models. great. Little Johnny just buys some marines and he’s good. Age of Kirby. Lots of stuff said about this bloke, and probably held in as much disgust as Matt Ward. If there was one overriding fault that typifies his reign it was xenophobia. No press releases until release, no official information channels other than white dwarf, and eschewing the new media that was web and social media. They did have a forum many years ago, but it got trolled so hard that they thought nuts to this and shut it down. Now remember what I said about TSR? - well that was GW right there. Telling you that it was their way or no way and you should be grateful to buy the same thing twice over with the only difference being a new cover. And it was dying in the same way. I don’t doubt that he tried to pull GW back as best he could, but in reality he didn’t appear to understand this new world. It had given him the tools he needed to make things right but he didn’t know how to use them. They’d also sunk a metric ton of cash in New Line Cinema’s way for the LoTR licence. The return was in fairness quite pitiful. There was no assistance on New Line’s part to market the game for GW, or assist them. But why would they? they were used to dealing with the Mattel and parker of the world, huge commercial corporate entities with their own vast advertising budgets and knowledge of tv commercial slots. GW didn’t have that knowledge or money to make it happen even if they had, not on the global scale that say a batman toy gets pumped across the globe. Giving computer game houses et al. licence to thrill was great, but unfortunately it didn’t have the desired effect of pulling custom the other way as much as GW would have liked. I’d like to see just how many people started to play 40k off the back of Dawn of War for example. By now fantasy on top of everything else had issues whereby it was sitting stagnant in a four yearly cycle. The problem was that with each edition the story never really got advanced, merely re-written or retconned. Armies which didn’t sell got left by the wayside with only loyal followers saving them from (eventual) extinction. this was further compounded by the fact that models were not released quickly enough to support a new release. Beastmen were a prime example. the book came out in 7th ed. It was a full 6 months till the gorghon/cygor came out. By then people had converted giants etc. Sales were poor. Of course they were. And when there was no model to support something, then third parties stepped in and filled the void. End Times 8th edition culminated with end times. The rules were nothing more than rehashed storm of chaos rules but the story was beautiful as were the books. We were all looking to the golden dawn of 9th edition. Rumour was that the starter box would be brets and beasts and I for one was uber excited as I had promised myself a bret army as the next project to sit diametrically opposed to my Warriors of Chaos. It was also noted the aesthetic direction the new models in 8th edition were taking. They had a very different design direction to the previous stuff. It was far more high fantasy than before. A precursor to AoS hidden in plain sight. With the Xenophobia on code red at the mothership, understandably when End times er.. Ended we were all left with a full on WTF. No news. No communication. No nothing. Just blackout. Hastings on Warseer was already talking about combined stats. The forums lit up. All anyone had reference to was the fantasy battle rules. much gnashing of teeth about how broken things would be etc etc. Then news came that brets were going to be like space marines the rules being 4 pages long and the web lit up some more. Still there was silence. Age Of Sigmar. The silence was broken, and the next thing we see is Khorgos Ghul on one side of the window display and a mighty stormcast Prosecutor on the other. There was typical “You will like it” fanfare. but the damage was done. We’d been left in the dark and now what we were given was something none of us knew or could relate too. “We’re a model company first…” I think this will go down in history as one of those comments which probably never came out with the intent that it was meant to. We all heard it, read it and took it the same way, but now standing back, I think what it was trying to say was that it was the models which made the company, not the rules that made the models. We buy into stuff with our eyes and our imagination, not because words on paper are the driving key. We talk of how awesome the models are and then we say yea that’s a great faction, I’ll start that. It’s few people that may look at a faction and say yes, great looks but their scrolls are rubbish. nah, not touching them. It also dawned on the mothership that to protect yourself from third parties essentially you had to do only what you already produced. No model, no rules. simples. "Bring your fake moustache and a cheeky insult while standing on one leg..” When AoS landed, the early faq’s leading up to it said that: Your old army was still playable Your old arrny would no longer be developed or supported New factions would come to the fore and these would be those that were built on - they failed to mention that many of these “no longer supported” models would actually come back with a new name and new lore, thus becoming a new faction. To bridge the gap till the new lore was forged, GW put out the compendiums. Like many we thought some of the stuff in there was a real slap in the face. It was supposed to be light hearted and humorous but in reality it offended people’s sensibilities, especially after the massive long silence that had proceeded it, and now we get this BS. I can understand that perhaps the origins of what was to become known as open play were based on trying to get people to play and enjoy the interaction of just playing for playing sake, but the reality was that was going to work on a very small minority when taken at face value. We old role player long beards were not plentiful anymore. I would never take six nagashes because I could, it made perfect sense to me he was unique, but many didn’t see it that way. The statement also alienated the competitive community, and they needed structure and frameworks to be able to do their thing. There were none, and for a company like GW to allow third party comp to come up with its own ideas was deplorable. Looking back. I genuinely believe that AoS was probably on the cards concurrently with 9th Edition WFB. Only sales figures were going to swing the pendulum in the favour of one or the other. With Fantasy sales low, the decision was made as we know. But I think also we need to look at a different angle. Gameplay was more fluid in the looser 40k style. You had more creative freedom with the models as you didn’t have to worry about ranking up on a movement tray, and story wise, perhaps the old world had grown too small, too quaint to handle the imagination and ambition of the writers and where the developers wanted to take the game and the model lines. The mortal realms allowed the writers to introduce factions and things in new and exciting ways, rather than waiting for the next big armybook update and retconning the lore so that "the new model has always existed, what are you talking about?!” With their plans for the future, its inevitable they looked to the future, and decided to call it a day with certain models and factions. And without this getting to be a war of words about chapterhouse and IP, things like brets died because the early script writers backed them into a corner and nobody knew how to pull them out of it. personally I really think they could have worked as a narnia mashup, and worked as a far more gritty darker aspect of their former selves. But that’s another rant for another thread. The Age of Rowntree If there was one overriding word that typifies his reign it is communication. From being enemy number one, GW transforms itself into our best friend. It’s showing us what’s coming up, asking us what we think, and encouraging us to share our thoughts. It walks the journey with us, asking if it tastes ok, rather than holding us by the throat and telling us we’re going to have to like it. I firmly believe that had Rowntree and his team been in charge at the time of End times, we would have had a very slick and well received roll out of AoS much like the 8th edition 40k rollout. Communication is key. Imagine a malign portents style buildup to get people used to the idea of the mortal realms as the old world was crumbling, and the interplay between them. Imagine just teasing snippet rules such as battleshock to replace morale checks, and changes to running and charging for instance. Sure, lets not mince words, it’s a business that’s there to take your money, and the only good customer is one that keeps spending. They don’t give a frig if you’ve been collecting for twenty years and have ten thousand points of chaos warriors alone - if you’re not spending NOW. You’re not paying their bills or turning their cogs. You’ll still dance to their tune but this time you feel you’re the one deciding and willing to do it rather than being forced. And that’s no different to anyone else. Apple loves you all the while you keep upgrading that iphone and mac. It doesn’t care that your old mac book is still going strong after 10 years. Next year’s software release will sort that out. Then it’s up to you if you’re still up for taking the cookie or want to eat elsewhere. So it is with GW. So…. back to the beginning.. The changes were needed, and the financials spoke for themselves. If damage was done it was the silence, and that damage was greatest insofar that it made people actively look for alternatives and realise that there were great systems and games out there. There was only one man who's head rolled and that was Kirby's. Times had moved and he hadn't moved with it, and was unwilling to see or accept that. He ultimately failed to direct the business in a manner which kept profitability and customer satisfaction high, and as such paid the price. I'm sure the paying his wife's web development company several million pounds for a substandard website didn't help but that's conjecture at this point. Sorry for the ramble. I'll shut up now. The embers are dying low on the fire anyways.
  49. 16 points
    So I don't believe anyone who looks at the Ironjawz Warscrolls or Battletome would disagree that they are showing their age. This is thoughts on how to update them with both Quality Of Life changes, Bringing them in line with Modern Battletomes (Modernising) and just random thoughts which would allow for greater diversity of lists. With this in mind I'm going to go through and list what I see as issues within the faction. I invite you to get some cheese and biscuits to enjoy with this fine whine or maybe even contribute with your own favourite vintages yourself. This thread is to promote discussion, ideas and other weird things, feel free to call me an idiot, I'd do the same! Problems and Issues - (Otherwise known as WAAAGH why is Gordrakk so suck) Units Gordrakk - To expensive and it's questionable whether he is better than a normal MBoMK Megaboss on Mawkrusha (MBoMK Henceforth known as the Cabbage) - Strength from Victory is poorly worded Orruk Megaboss (Henceforth known as the Footboss) - Expensive, slow, mediocre ability, pays for a command ability you can never use Warchanter - Frenzy of Violence(Fov) is 1 unit for next combat phase only, probably undercosted, FoV stacking is a thing. Weirdnob - Expensive, Power of the Waagh! is badly worded, pays for Greenpuke which is bad, 120 points for 1 spell, needs 20 nearby orruks in ****** Ironjawz (???) Goregruntas - Gore-Grunta Charge is super poorly worded and almost never goes off, no -2 Rend option is awful, Jagged Gore-Hacka is ****** Brutes - Bravery 6, slow Ardboyz - Probably Overcosted, Slow, Orruk-forged Shields is ambiguous Battalions Brutefist - Overcosted, contradicts the rest of the ironjawz kit (Needs MSU), ability is limited range, situational and bad even if it goes off Gorefist - Probably overpowered, requires alphastrike (first turn) Ardfist - reliant on keeping WC alive, doesn't do anything in matched play, to expensive, still doesn't make you want to use 3 units of Ardboyz Weirdfist - Random, to expensive, vulnerable to hero sniping, overpowered if it ever works. Ironfist - Overpowered, required to fix Brute/Ardboy mobility issues, ends the moment Bigboss is slain. Bloodtoofs - Requires maxed Ironfist Ironsunz - Bonus can randomly not happen, requires maxed Ironfist, overcosted next to the Bloodtoofs Allegiance Fings an Stuff Mighty Destroyers - Far to random, normally does nothing, is overly restrictive, can potentially be overpowered as all hell if you get that 1/72 to grab the 18" of free movement on one unit. Ironclad - Is the only option, seriously everything else might as well say "makes your general sparkle" for how irrelevant it is next to this. Hulking Muscle-bound Brute - Doesn't affect the Cabbages attacks making it bad. Live to Fight - Doesn't affect the Cabbages attacks making it bad. The Golden Toof - Range is to short So this is a none exhaustive list which is basically everything I could think to cry (WAAAAGH) over. I'll now go into the three areas I said I would and try to cover everything I just listed. Fixing Wording One of the big areas in which Ironjawz show their age is the ambiguous wording of so many of their abilities. This section is basically going over those in order to make them clearer and not have bizarre interactions with current FAQ's. Most of these are neither buffs or nerfs, they are just solving things which have occurred due to the way the game has evolved since the Ironjawz were released. Cabbage - Strength from Victory The current wording of this ability actually makes it unclear as to who or when it's triggered. To summarize, because all damage resolves at once and technically your opponent picks how wounds are distributed he can, by assigning the "killing blow" to one of the Mawkrushas attacks, stop this from ever triggering. You could kill 100 heroes in a game with it's current wording and this buff would never go off. Weirdnob Shaman - Power of the Waaagh! This has become an issue because of the FAQ which says a model is always in range of itself, as a result the model is always it's own closest model, hence the mortal wounds from this ability are always applied to the shaman. Gore-Gruntas - Gore-grunta Charge This ability has a couple of different issues in it. Firstly is that it just measures to the closest enemy unit, whether or not you charge that unit, whether or not you CAN charge that unit. This makes it incredibly easy to disable. Additionally when it DOES trigger it doesn't actually specify when or how long the D3 damage lasts for. Theoretically getting a single charge which is more than 8" away from the opponent makes them deal D3 damage for the rest of the game. Obviously this isn't intended but RAW (rules as written) don't ever remove the bonus once it's gained. Ardboys - Orruk-forged Shields Yet another ambiguous rule. This is due to the specifics of the mortal wounds wording in the general rules which mean that technically they are "allocated" as normal wounds which means that the shields also get a 6++ against mortal wounds as well as normal wounds. In every game or tournament I have ever played this interpretation of the rules has been upheld, it is questionable though. Quality of Life Changes (QoL) So the first few Quality of Life changes are actually listed above in the Gore-grunta Charge and Weirdnob abilities. Both of these are hyper sensitive to positioning and other very minor factors to produce some horrible effects. The fact the mortal wounds on a double triggers irrelevant of having the buff is huge detriment to an already expensive character, being unable to decide which of the units near him receives those wounds is likewise very fiddly for some potentially devastating negative outcomes. The first of the QoL changes is both a buff and has huge effects across the army as a whole. As it stands at the moment every casualty is potentially another fleeing, a fleeing Brute is 36 points down the pan, due to the cost of the unit as a whole combined with the relative number of wounds and small unit sizes this necessitates the use of inspiring presence on the off chance they will take a casualty. When you consider how integral the Waaagh! is both lore and flavour of all Orruks, then look at the points tax we pay on the Cabbage and Footboss warscrolls for that ability it really brings into focus just how much this change does for the army as a whole. I cannot overstate how much this change is needed. For the next Combat Phase My number one issue with Ironjawz as an army. For some messed up reason our buffs, which aren't hugely out of wack, are the next combat phase only. Compare the Lord Castellant to the Warchanter for a stunning example of this. The Lord Castellant provides a buff which is not only significantly better but lasts until the end of the next hero phase. Points wise Lord Castellant is 100 points vs the Warchanters 80 points however his attacks, move and save are all strictly better. Another amazing comparison is all the different forms of Tzaangor which get a +1 to hit for just being 9" away from the shaman, a character who flies, unbinds and poops mortal wounds also just randomly provides your nearby units with a +1 to hit whenever. This is such a crippling difference it's unreal. The two big criminals for this in the Ironjawz army are the various "Waaagh!" abilities and Frenzy of Violence. Changing these to last till the next hero phase is both a Quality of Life and a modernisation change both rolled into one, modern armies just aren't released with "for the next combat phase". This then leads into three potential changes which will make as much of a difference as the Bravery increase of Brutes. As an extension to the QoL featured here there are also a couple of extra changes to the Warchanters warscroll which bring it more in line with the Lord-Castellant. Bloodtoofs and Ironsunz General Stuff The Final Note - An Olive Branch to Destruction The Maddness of Mork (or all those crazy Ideas I just really desperately want) Preface So this section is going to be less about the obvious things, which I've dealt with above, and much more throwing ideas out there over buffs, improvements, changes which alter and affect the remaining problems while trying to stick within the Theme and Flavour of the Ironjawz. I'll try to be logical in how I present it and save the most outright mushroom fuelled visions for last. PHASE 1 - Updating the unused areas of Ironjawz This is not the full list of what should go here, it is instead the parts of which could still be considered "sane". Gordrakk - The Big Boss himself. Ardest of the Ard, Fightiest of the Fight, Most Expensive of the Unplayable stuff. New Ability - Fist of Gork Gordrakk is the Undisputed Megaboss of all Ironjawz, when he calls forth a Great Waaagh! Megabosses and Warclans alike band together in a tide of unstoppable Carnage. As a Result Gordrakk can use his Command Ability even if he is not the General, instead of your General. In addition he knows the Mighty Waaagh! Command Ability from the Megaboss on Mawkrusha Warscroll. Strength from Victory - Updated Whenever Gordrakk (or Bigteef) makes an attack or uses which slays an enemy Hero, add one to his wound characteristic and the attacks characteristic of both Smasha and Kunnin'. In addition he counts as having suffered one less wound when consulting the Damage Table for his movement, Mighty fists or Destructive Bulk. This effect lasts until the end of the game and stacks. Save Improved to 2+ To keep him on par with the Cabbage save improvement below. Minor Points Cost decrease - 560 This still makes him 100 points more expensive than a standard Cabbage, however with the improved version of Strength from Victory and the new Fist of Gork rule he is now not only strictly better than a normal Cabbage but also fits well alongside one. Cabbage Save Improved to 2+ This is partially as compensation for the loss of Ironclad and a slight increase in his survivability. The Ironjawz equivilent to the Sigmarite Thundershield of the Stardrake. Footboss Waaagh! - Removed With the introduction of "Prophet of the Waaagh!" as a Command Trait this just needlessly increases the points of the Footboss. This is doubly true since he is generally not used in any larger game and in smaller games is more likely to throw Inspiring Presence than actually use his Waaagh! This just cleans up his warscroll. Go on Ladz, Get Stuck In! - Redesigned Any Orruk unit within 10" of an Orruk Megaboss may reroll failed Charge Rolls in the Charge phase. Ironclad - I told you it wasn't forgotten. Reduce the rend characteristic of all weapons used to target an Orruk Megaboss by 1, to a minimum of "-". This gives the Footboss a much clearer roll in an Ironjawz army while also making him more resilient as he slogs his way to combat. The restriction to charge phase charges is intentional because of the change to Mighty Destroyers down in the insane section. Allowing his ability to affect any Orruk within 10" also makes him a great allies choice or even an inclusion in a GA:Destruction army. He's such a fantastic model he really deserves to see more use. Weirdnob Shaman Greenpuke - No longer a Spell Weirdnob shamans channel the raw Waaagh! energy from Orruks around them. In the shooting draw a straight line 2d6" long from the Weirdnob. Any enemy unit this line crosses takes d3 mortal wounds as the Waaagh! energy bursts forth from the Weirdnob in a torrent of destructive green energy. If you roll a double when determining the range the Shaman takes a mortal wound after this attack finishes due to the violent Waaagh! ravaging their body as it leaves. Removes one of the shamans spells and instead turns it into a short ranged attack. This adds a slightly more reliable source of mortal wounds to Ironjawz while also justifying the Weirdnobs higher points cost compared to other wizards. Does so without giving him 2 casts/unbindings a turn. Actually makes it worth bringing more than one in your Army. Gore Gruntas Jagged Gore-Hacka - Attacks Profile changed, Ability added Now only has 2 attacks but hits on a 3+ instead. When a unit of Goregruntas makes a successful charge in the charge phase, increase the rend of attacks made with a Jagged Gore-Hackas to by 1 to "-2" Adds a higher rend option which is conditional. The improvement to 3+ at the cost of an attack makes the choice here a serious consideration. Ardboys Minor Points Cost Decrease - 160/400 Makes them slightly cheaper than Brutes but slightly more expensive than Goregruntas. Generally makes them slightly easier to field with a 50 point reduction at max unit size. Should offset some other changes to be made down below, and the slight increase in warchanter points cost. Phase 2 - Descent into Shroom Crazed Madness So the three big things I haven't tackled so far are Ironjawz are still slow as ****** Mighty Destroyers Battalions This is ultimately because the three of them are so tightly linked. The changes that are coming up are all a consideration of this single combined problem. The Ironfist is mandatory, which makes Ironjawz technically faster than a bunch of other factions but has both a points tax and is conditional. As a result of the Ironfist Mighty Destroyers can't be to good or we will be zipping across the battlefield in a giant mockery of other factions cavalry. The only battalion worth anything compared to the Ironfist is the Gorefist because mobility is such an issue. Overall the problems stem from how much potential extra movement we get and how variable it makes us. To this end I think the first item to comment on is pretty obvious. Ironfist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 Ironjawz units. Ironfist Big Boss The Orruk Megaboss is the battalions Big Boss, add 2 to his wounds characteristic. This adds a 140 tax to the Ironfist in the form of a Footboss. Also makes him vulnerable to snipes but does give him the +2 wounds. Essentially a tax to increase it's points cost without just increasing the points cost. Brutefist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 units of Orruk Brutes Brute Big Boss - Changed Now called Biggest and Ardest: Add two to the wounds characteristic of the Battalions Orruk Megaboss. Green-skinned Battering Ram - Redsigned A Brutefist is a living tide of destruction which is impossible to stop. When you make a charge move with any of the units in this battalion they may pass across models and terrain as though it was not there. The unit must still end within Coherency and cannot end the move ontop of any other model. When a unit moves over any enemy units in this way, once per turn per unit, they may inflict d3 mortal wounds to that unit. Points Cost Increased to 220 points The double whammy of a 140 for the Footboss and 40 extra for the battalion will make way more sense after reading the redesigned Mighty Destroyers. Just trust me on that. This makes the Brutefist a way more viable option, allowing the Brutes to potentially bypass blocking units and get into units your opponent is trying to protect. It combines amazingly well with the updated Footboss and the extra 2 wounds on him brings him up to a staggering 9 wounds. Hopefully really opens up the choices and brings it in line with the other battalions we have available . Ardfist Endless Waaagh! - New Ability Add two wounds to the Battalions Warchanter. Drawn to the the Waaagh! - Redesigned Slightly The thundering beat drummed out by Orruk Warchanters draws Orruks from all across the mortal realms. Once per hero phase, while the Warchanter is still alive, roll a d6. You may add that many Ardboys, distributed as you want, to the units in the battalion who are within 10" of the Warchanter. Proving Grounds In addition to it's normal effects, any Ardboy unit with 20 or more models affected by the Warchanters Frenzy of Violence causes a mortal wound when they roll a 6+ to wound instead of it's normal damage. This makes the Ardboys in the battalion potentially throw out mortal wounds. However all the power of the battalion is concentrated into the Warchanter. Potentially makes an army of Arboys actually quite dangerous but is very vulnerable to hero sniping despite his now 8 wounds. Combined with the Points cost reduction on Ardboys should open up some fun fluff lists. Weirdfist As we descend further into the shroom fueled visions we get to the first one which is both potentially competitive and very out there in terms of rules. Organisation - Changed 1 Weirdnob Shaman 1 Unit of Ardboys Vortex of Waaagh! Energy This battalion must be deployed together and the Weirdnob is considered to be part of the Ardboy unit for the entire of the game, he must remain within coherency and cannot be targeted separate from the unit. The Ardboy unit gains the Hero, Wizard and Weirdnob Shaman keywords so long as the Weirdnob is alive. If the Weirdnob dies then the unit loses those keywords. Power of the Waaagh! When calculating the bonuses to casting and unbinding for the Weirdnob shaman instead calculate the number of models left in this battalion and multiply it by 2 to work out whether or not you get the bonus. Channel The Waaagh! When determining the range for Casting or Unbinding a spell you may do so from any model in the unit. If you do so that model is considered to be the origin of the spell for that Casting or Unbinding roll. Bloodtoofs Organisation change 1 Cabbage Either 1 Ironfist or 1 Brutefist (The battalion must include at least one Brute unit with 20 Models) Requiring the full strength unit of Brutes is a huge Swing in the dark. However with the change to the Brutefist makes this potentially an intresting choice especially when the +2 bravery is added on the increase to 7 on the warscroll itself. Requires a huge investment but since it doesn't need the full 5 units in the battalion it doesn't actually work out any more expensive. The primary cost increase comes from the 140 points required to get the footboss in either the Ironfist or the Brutefist. Phase 3 - Prophecies of Gorkamorka This is what I've been building up to here. You can no doubt see the references to it the whole way through and might have gleaned what I'm thinking of, it's definitely crazy though but has huge potential. This has a few huge ramifications and implications which I'll go through to really try and explain it in full. We have to note that because it occurs in the movement phase this means that it happens after the Ironfist movement, this is very important to avoid some very dodgy interactions and should hopefully keep the Ironfist from being mandatory. It also requires that the units be within 6" of a hero, this gives your opponent some counter play and requires tactical play to properly utilise all of which is important given the strength of the ability. Going through the warscrolls above I've been careful to try and stop any interactions with this which let you reroll or otherwise mess around with this roll. The only exception is the Brutefist which can use this to move through enemy units and inflict the D3 wounds, if they do though they won't be able to then inflict the mortal wounds later in the turn. The most basic usage of this is that you can choose, instead of using the movement listed on the warscroll, to make a charge move. For a unit like the Goregruntas this is potentially a very bad trade off, but for Ardboys it's an amazing options, the minimum move distance is 5" while the maximum is 15". It allows the slower parts of the Ironjawz army to move faster but slaanesh isn't going to suddenly be jealous of the faster elements. What makes this truly unique however is that you can declare the charge even if you are already locked in combat. This lets Ironjawz move through a combat like no other army out there, forcing your opponent to ensure that no holes in his lines open up which could let the IJ charge through and get behind them. Obviously this combines amazingly well with the new and Improved Brutefist, there truly is no stopping it as even if you lock them in combat they can just charge right through your unit in the movement phase dishing out d3 mortal wounds for your troubles. Another option is to have your Gore-gruntas declare a charge in the movement phase, if they roll an 8+ then it activates their d3 damage even though they are already in combat. Mighty Destroyers is now an ability which gives Ironjawz unparalleled mastery of the combat and charge phase, able to get round blocking units, quickly cover ground and get hold of things your opponent is trying to protect. Beware however, this IS a charge movement, deadly terrain will still ****** you and those sylvaneth wildwoods are even more scary now you can't destruction move to power through. Conclusion As I said at the start the idea of this is to start discussions. I tried to put the more sane and benign suggestions/changes at the start so they didn't get wrapped up in what is clearly a Gorkamorka blessed vision of what could be. I'll try and have a think about new units/heroes we could potentially add to the Ironjawz but I wanted to keep this post as a change to what is rather than asking for entirely new units. First thing which jumps to mind is a Weirdnob on Mawkrusha esque model but how to stat it or justify it is a whole separate post. Comment and discuss, maybe we can get Ironjawz the update they deserve!
  50. 16 points
    One thing I have discovered in my research into whether or not to get into Age of Sigmar is that most people don't seem to have any real concept of how to do Open Play in a way that works. I saw numerous forum and blog posts criticizing Age of Sigmar for launching with the approach. Including crazy ideas like it's about putting your entire collection on the table at once so whoever buys more wins (or I guess paints faster?). Ask yourself honestly, if you had to set up an Open Play game right now, could you? So this is going to be a "let's read" thread focused on a positive, practical take on Open Play. Starting on page 9 of the General's Handbook. We'll cover at least a page per day [Edited: Ha! Work got in the way of that for sure!] and can quote things and talk about them. Hopefully we can shed some light on this paradoxically most simple and most misunderstood way to play. I'll put quoted text in a different font rather than in quotes to make it easier for anyone who wants to respond in this thread. Feel free to read along and comment or present your own take. If you have negative things to say about Open Play feel free to express yourself but I would like to ask that things stay on topic. So anything negative should only be posted in the light of how we might go about making Open Play actually work. What is Open Play for? Page 10: "Brilliant ideas are sometimes the simplest, and open play games of Warhammer Age of Sigmar epitomise this. Open play is a style of gaming that allows you to take to the battlefield with any army, made up of any Citadel Miniatures from your collection – no restrictions. It’s as straightforward and streamlined as wargaming gets, and it’s a great way to begin, as you can be sure of exciting battles from day one." Open play is about getting to the actual game. It's about options. The word "streamlined" is a reference to vehicle design. A boat that cuts easily through the water or a car that doesn't drag in the wind. It's about reducing resistance so you can just get to where you are going. Why is Open Play "a great way to begin?" Imagine a couple of young teenagers or even pre-teens going to their local game or comic shop and seeing boxes of cool miniatures. They buy the ones they think are awesome and they also get a copy of the rules from the employee working there or possibly from GW's website. They build/paint their miniatures, pull out their warscrolls and maybe set up some books and other household items as a battlefield to fight over. And start playing. So how do you begin? The same way. Page 10: "All you need to play an open play game are your painted miniatures, their warscrolls, the Warhammer Age of Sigmar rules sheet, a set of dice, a tape measure, and a flat surface on which to play. Then, just set up your models and start having fun!" It isn't just about kids playing shallow games though. The Open Play section in the General's Handbook is 10 pages, not just a paragraph. As well, the other sections of the General's Handbook as well as other publications are often full of things you can use for Open Play. These include battle plans, time of war rules, creating your own scenarios, your own special rules, as well as a lot of the material that people normally associate with the other ways to play. The list of what you need at a minimum is really quite short. One thing I do like is the assumption that the miniatures will be painted. Even in the games described as being the most appropriate for beginners. Page 10: "This style of gaming is perfect for beginners, who may not yet own a complete collection of miniatures." The size of the collection? What an interesting thing to bring up. One thing I've found in my reading of various reviews, forum threads and blog posts about Age of Sigmar is that it generally supports a lower model count than either 40k or it's predecessor Warhammer Fantasy Battle. This makes it easier to get into for new players and Open Play is a far, far more reachable goal than building a matched play army of a particular points value, number of battle line units and so on. This also should provide a valuable clue as to where to get started. Smaller games. When Age of Sigmar launched I read about it and people expressed that they honestly believed that the game was meant to be played with as many miniatures as you can jam onto the table as possible. With the winner being the one who can outspend or outpaint their opponent. What exactly is a "complete" collection of miniatures? In many forms of collecting, that would mean one of everything. A complete set. So if you're into Stormcast Eternals it might mean one of every kit. Others might take a formation chart that shows how many Liberators there are in a given fictional force and see collecting all of that as having a "complete" collection. However we end up defining complete, it's used here as a point of contrast. It's probably best to start with whatever you definitely would not call complete. Perhaps just a few kits worth of miniatures per person. Of course you can jam an enormous amount of miniatures on the table and have an epic battle, but if you are at all unsure about Open Play, it'd recommend taking the introductory advice to heart and use it like you're approaching the game fresh for the first time. But what about... If my opponent owns more models than me and can flood the table, so I don't stand a chance? But what about if a wizard just keep summoning daemons every turn? But what about if one player has an advantage? But what about... but what about... but what about. If you find those kinds of questions rising to mind, you may be overly concerned with theoretical problems that don't necessarily exist. Lots of them come from not trusting your fellow hobbyists. From seeing her or him as someone you need the rules to protect you from as if they were a threat to your fun. You may hold to the idea that a game is to be played against someone rather than with them. If that describes you at all, I invite you to join me in this "let's read" Open Play process. So the next post will finish up with the introduction to Open Play that continues onto page 11. It talks briefly about armies and crazy ideas you might try and then leads into the multiplayer section that follows.
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