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Gorks Pokin' Finger

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  1. Gorks Pokin' Finger

    The Rumour Thread

    The past few years there's been a big release at the beginning or middle of the summer. Have to imagine GW goes back to AOS for at least the next month or two, so who knows what June will bring. Could be Darkoath, could be Slaanesh, or even the return of a 40k primarch
  2. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi lads haven't had much time for AOS games lately, but I have been working on my army lore for both my Ironjawz and Duardin. I recently updated my maps using the Inkarnate software. The maps below detail the broken duardin empire which both sides fight over. THE ANKOR VOLGHAR - NORTH Thryng Morga- the former temple city of the duardin has been vandalized and tarnished by indescribable indecencies by the Greenskins. A handful of shaman reside here to try to harness the lost duardin magic, sealed away for ages and hidden by their runes. Right before Mount Kraktoof was completed, Da Bloodbreaka Clan engaged a joint-strike force of Stormcast Eternals and Kharadron Overlords in a battle known as Da Smashing Party. The fighting was so grand that a great idol dedicated to Gorkamorka was built atop the battlefield. When Mount Kraktoof was finished, the guns of the Kharadron’s Ironclad were mounted atop Bloodbreaka Hold as a trophy. Whenever the orruks figure out how to work the guns, they may provide a potent defense against a siege or to stop another sacking. Spite Pass- once a fledging duardin hold, it was converted into a highway for travelers of the Underway to use while journeying from the south. Long abandoned during the dark days of the Ankor Volghar, the duardin have secretly refurbished its roads and bridges in recent years, allaying it with new runes to seal the passes for only but duardin and runelords to traverse. The Ankor Volghar now utilizes Spite Pass to track the Greenskins in the north and collect resources from nearby camps in the foothills. The Crystal Fields- following The Great Calamity that split the Ankor Volghar in two, the snow-covered lands north of Kazad Karin began to rise, forming a series of foothills that reshaped the landscape. Within the foothills, crystals of various sizes have emerged. Many of these are frozen ice or rocks, but some are valuable crystals harnessed by the duardin for gemstones, trinkets, runes, and other goods. Dozens of duardin villages sprung up within the foothills to mine these minerals, filling the coffers of many families and clans. Long abandoned after the Blood Wars, these crystals have grown five times their normal height. In some places, the hills are covered in forests or mazes of these sparkling minerals. The Greenskins have no use for the crystals, but adventurous duardin will take their chances to retrieve what they can before returning to the safety of Spite Pass. The Slaughter at Stuntie Hill- angered by High King Oldor Frostbeard’s hesitation to reclaim the Ankor Volghar’s lands, Warden King Hjuldahr Agridsson of the Amber Hands marched his entire clan north to recover their ancestrial homesdefiled by the orruk scum. So arrogant and stubborn was Hjuldahr when he declared his oath that he overestimated the strength of his foe and failed to see the trap Da Bloodbreaka Clan laid before him. Marching on to Mount Kraktoof, the dwarfs overextended themselves in the Crystal Foothills and were quickly surrounded by the Ironjawz. Forced to retreat up the highest hill, Hjuldahr and his kin made their last stand against Gorfang's boyz. One duardin was spared, but he was sent back south to retell the tale of the massacre, but not before he was clean shaven and humiliated. When word reached the Ankor Volghar of the Slaughter at Stuntie Hill, Hjuldahr the Mad was entered into the Dammaz Kron for the senseless destruction of his clan, along with Gorfang, who received another entry into the Great Book. Angered, King Oldor ordered the throngs be assembled and war preparations be made. Da Green Gate- when the Ironjawz discovered the realmgate, it was a ruinous mess, sabotaged by the duardin to prevent Khorne’s forces from utilizing it during the Blood Wars. It would take months and a handful of exploding shamans before the orruks rebuilt and reactivated the realmgate. With the capability to visit any of the mortal realms, Da Bloodbreaka Clan don’t have wait long before they find their next fight. However, the orruks don’t know how to control the gate, and sometimes end up in random places, for better or for worse. Outside forces have also used the gate for their own means, but the Ironjawz don’t mind this. It just brings the fight right to them. Ruglid’s Raidin’ Camp- when the Necroquake hit the Frattura Mountains, countless Greenskins perished in earthquakes and landslides that wreaked havoc across their lands. However, an unintended blessing was the opening of a western pass into the humie lands of Loch Sorgrim. Gorfang dispatched Ruglid da Black and his Gore Gruntas to check if there were any good scraps to be had. Once the Gore Grunta Boss returned with several humie ears, thousands of orruks cheered and descended on the lower lake valley. To reward his boss, Gorfang told Ruglid to establish a raidin’ camp in the western pass. From this prime location, Ruglid’s boyz can hit Loch Sorgrim, or travel north to pillage the fruitful lands of the Grastigor Highlands. The camp also has banners and symbols to help guide drunken gargants towards a destination. Whether that’s the humie lands or back towards Mount Kraktoof is the garagant’s intoxicated prerogative to decide. Hellchoppa Keep- named after the legendary warboss Drukud HellChoppa, who slew Khrone Champion Sigor at the climactic battle of Kazad Karin, the outpost serves as a waystation for hordes of greenskins and ogors who travel north to fight the spikey boyz in the Bloodlands. A market has burgeoned here with orruks returning from the northern battlefields with odd trinkets and weapons they wish to auction or trade. Chaos weapons and armour fetch several teeth, while aelf trinkets and potions draw much attention from Moonclan traders who wish to add to their experimentin’ kits. The keep is also responsible for alerting Mount Kraktoof of any pressing threats that dare traverse through the Kronz Gap. Red Ruin- when Khorne’s forces were defeated at Kazad Karin, the bulk of the army retreated north into the waiting choppas of the Greenskins. Hounded and hunted for days on end, the survivors were eventually cornered along the mountain wall. With death all but assured, the blood warriors beseeched their patron for his blessings. Enraged by their cowardly actions and disgusted by their desperation, Khorne threw his fist at his followers and punched the earth they stood on. The impact of Khorne’s fist shook Zarcosia to its roots and destroyed everything within its radius. To this day, the area is still scarred red with the ruin of Khorne’s fist imprinted into the earth. The Bombing of Scrapfort Oggha- the arrival of Sky-Fleet Ingvarsson has boosted the duardin war effort across the Frattura Mountains. Da Bloodbreaka Clan attempted to counter this threat by constructing their own armada of flying ships. However, during construction, animosity broke out amongst the grot and orruk workers, with a ship tested out by the Ironjawz in squashing the uprising. This was spotted by the Gryocopters of the Ankor Volghar, and two days later, the entire fleet of Admiral Arbek Ingvarsson arrived to strike Scrapfort Oggha. The bombing was relentless and unmerciful, destroying every building and any chance of air superiority for the Greenskins. THE ANKOR VOLGHAR - SOUTH Karak Volghar- the seat of power for the dawi of the Frattura Mountains. The city has survived some of the worst earthquakes that have struck the kingdom, but the scars on the surrounding peaks have also left their mark on the hearts and minds of its people. High King Oldor Frostbeard resides here along with the Dammaz Kron. Some of the finest weaponsmiths and armoursmiths forge their craft here, including the fabled runelords, though their workshops and secrets are only known by a select few. The main realmgame within the kingdom lies deep within its halls, allowing the duardin to travel great distances or across realms to trade or aid their kin. Kazad Wyr- the Ice Fortress overlooking the Great Fissure. Elevated higher than most of the other holds in the Ankor Volghar, the fortress city has been left susceptible due to the various quakes. Smaller fissures have opened to its north and east, isolating the hold above and below ground. The Skaven and Gloomspite Gits have launched renewed assaults from the weakened defenses in the deep, but the stout warriors, some of the finest in the kingdom, keep them at bay. The reknowned Sven Stoutbeard and the famed 8th Ironbeaker Legion reside here. Grung Angoz Grung Angoz- Grung Angoz a wealthy settlement just south of Kazad Wyr. Settled on the northern shores of Stone Lake, the area provides large quantities of stone and marble that the guilds compete to acquire. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detachment from the Ironweld Arsenal also have a workshop nearby. It was here where Engineer Finn Barggroth created the steam engine “Barag Grimazuln” or “Barggroth's Wrath” Karaki Karag- the Ankor Volghar places high values on its rangers, for if not for them, the realm would have fallen ages ago. So it is that ranger recruits are trained at one of the harshest peaks south of Karak Volghar. Much of the settlement is above ground and neighbors the Yeti Valley. The mighty wutroth trees provide sturdy lumber for just about everything in the kingdom, and it is here that recruits and longbeards alike must harness their skills by clearing the valley of yetis or grobi that emerge from undetected caves. The trade route through from Barak Urbaz through Kaldarth is vital and thoroughly patrolled by the Rangers. Barak Urbaz- the port city on the east coast of the Baitello peninsula along the Scryfish Stait. Trade is vital through the waterway after the duardin collapsed the mountainside along the eastern trade route of Balitello. While it warded off the invading Khorne armies during the Age of Chaos, Balitello and Jaskviny suffered. Now the dawi try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route. The hold also serves as a skyport for Kharadron and other skyvessels. FALLEN HOLDS Kazad Karin- the final battle of the Blood Wars, or “Baragor’s Triumph," saw the armies of Order, Khorne and Greenskins converge on the Bridge Citadel. After four days of fighting, the walls of Kazad Karin were finally breached, forcing High King Baragor Frostbeard to enact his final solution. After evacuating as many citizens and warriors as could escape south across the bridge, the king ordered the mountain to be collapsed. The only path across the Great Fissure to the southern realm was destroyed, and many warriors were lost, but the Greenskins and Khorne armies were routed, saving what was left of the Ankor Volghar. Undback Hirf- the fortress stood for centuries as a welcome station for travelers and adventurers journeying from the eastern reaches of the Frattura Mountains. Its warriors were also lauded for defeating Mugnog the Ever-Hungry and his Gutbusters. Sadly, Undback Hirf would fall to treachery from inside its walls. Derdrick Darblisson, son of Thane Gidrick, was defeated and captured by the Dawi Zharr during a failed expedition to Aqshy. They eventually broke the steadfast duardin, and ordered him to open the way for them into the Ankor Volghar. Days after his return to Undback Hirf, he entered the main gatehouse in the cover of night, slew the guards, opened the gate, and signaled to the awaiting Dawi Zharr army nearby. Derdrick finished his betrayal by killing his father, submitting the fortress to its fate, and commencing the Blackbeard Wars. When the fighting was done, the Vengryn Waystation was established. Vaneera, Derdrick's sister, leads reconstruction efforts to refortify and reopen the Northeast Passage. The Desolation of Karag Drakk- long ago, clans from the Ankor Volghar saved the Wrothfyrd Lodge from certain destruction by a host of ogors. Indebted and grateful, the surviving Fyreslayers established a new lodge in Mount Furia. They would fight, drink and live among their kin for centuries until the Age of Chaos. When a Khorne army invaded southern Balitello, the ensuing fighting awakened a terrible beast from within the dormant volcano. It's explosive arrival detonated the volcano and devastated everything in close proximity. Karag Drakk was no more, and its nearby colony was buried under a sea of molten lava. After extinguishing all combatants in Southern Balitello, the beast returned to the volcano to slumber. Few adventurers have explored the ruins of the volcano, only a handful have ever returned. Whatever treasure or lost knowledge is buried inside, the duardin consider it a wazzok's quest to disturb that horror which lies beneath.
  3. Gorks Pokin' Finger

    Share Your Maps

    I'm in the process of updating my maps. Here are two for my Duardin and Ironjawz. They are fighting over the two halves of the duardin empire, the Ankor Volghar The Ankor Volghar- realm of the duardin who mine valuable but unstable Ghur Ore, which sometimes causes earthquakes if mined too much. Their kingdom might be shattered, but the Dispossessed endure like their mountain strongholds. After centuries of suffering from Greenskin raids, the Blood Storm of Khorne, and the Blackbeard Wars against the Legion of Azgorh, the Throngs of the Ankor Volghar stand vigilant and march forth to strike grudges from the Dammaz Kron and reclaim their lost homes. Their attacks can be savage, their tactics aggressive, even by dawi standards, but such is the fury of their vengeance and thirst to reclaim their realm. Karak Volghar- the seat of power for the dawi of the Frattura Mountains. The city has survived some of the worst earthquakes that have struck the kingdom, but the scars on the surrounding peaks have also left their mark on the hearts and minds of its people. High King Oldor Frostbeard resides here along with the Dammaz Kron. Some of the finest weaponsmiths and armoursmiths forge their craft here, including the fabled runelords, though their workshops and secrets are only known by a select few. The main realmgame within the kingdom lies deep within its halls, allowing the duardin to travel great distances or across realms to trade or aid their kin. Kazad Wyr- the Ice Fortress overlooking the Great Fissure. Elevated higher than most of the other holds in the Ankor Volghar, the fortress city has been left susceptible due to the various quakes. Smaller fissures have opened to its north and east, isolating the hold above and below ground. The Skaven and Gloomspite Gits have launched renewed assaults from the weakened defenses in the deep, but the stout warriors, some of the finest in the kingdom, keep them at bay. The reknowned Sven Stoutbeard and the famed 8th Ironbeaker Legion reside here. Grung Angoz Grung Angoz- Grung Angoz a wealthy settlement just south of Kazad Wyr. Settled on the northern shores of Stone Lake, the area provides large quantities of stone and marble that the guilds compete to acquire. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detachment from the Ironweld Arsenal also have a workshop nearby. It was here where Engineer Finn Barggroth created the steam engine “Barag Grimazuln” or “Barggroth's Wrath” Karaki Karag- the Ankor Volghar places high values on its rangers, for if not for them, the realm would have fallen ages ago. So it is that ranger recruits are trained at one of the harshest peaks south of Karak Volghar. Much of the settlement is above ground and neighbors the Yeti Valley. The mighty wutroth trees provide sturdy lumber for just about everything in the kingdom, and it is here that recruits and longbeards alike must harness their skills by clearing the valley of yetis or grobi that emerge from undetected caves. The trade route through from Barak Urbaz through Kaldarth is vital and thoroughly patrolled by the Rangers. Barak Urbaz- the port city on the east coast of the Baitello peninsula along the Scryfish Stait. Trade is vital through the waterway after the duardin collapsed the mountainside along the eastern trade route of Balitello. While it warded off the invading Khorne armies during the Age of Chaos, Balitello and Jaskviny suffered. Now the dawi try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route. The hold also serves as a skyport for Kharadron and other skyvessels. Khazid Thardin- following the assassination of King Ulther by the Black Grot, the Dispossessed fought a bitter war against the Moonclan Grots in the western reaches of the Frattura Mountains. While the Black Grot escaped, the duardin eradicated the grots and began to re-colonize the west. Several mining settlements and watchtowers were established, greatest of all was Khazid Thardin. The city became a vital crossroads for trade and reconnected the duardin with their human allies in the north and west. It is also home to the Gyrocopter Tradefleet established by High King Oldor Frostbeard. FALLEN HOLDS Mount Kraktoof- once a hold that could rival Karak Volghar, Kazad Knol fell during the Blood Wars, but not before a final act of duardin defiance. Thanks to the sacrifice of Lord Bragnus Bouldergut and his runelords, they trapped a significant amount of daemons inside the mountain using powerful runes of warding inscribed on a chaos sword. Bound to the weapon, Khorne’s incarnates would be trapped inside the mountain for centuries until the Ironjawz of Da Bloodbreaka Clan eradicated them and claimed Kazad Knol as their new home. Mount Kraktoof now serves as gathering point for Gorfang's amassing WAAAGH! The Destruction City has become a thriving, ramshackle metropolis. Brutes maintain animosity within the walls, but fights break out daily. Every so often, the city will be sacked by an enemy or its own inhabitants, before it is rebuilt. Those living outside the mountain must prove themselves before entering Bloodbreaka Hold, for only the strongest can reside within Bloodbreaka Hold. Within the fallen dwarf city lies the “Screamin' Sword” of Khorne, the ancient artifact used to trap its daemon prisoners. Currently locked away due to the screaming daemons that gave the orruk shamans headaches, sometimes Gorfang will use it to rip tears in reality to test his boyz against Khorne's best when they grow bored and need a fight. Skullthumpa Peak- home to the Skullthumpa Greenskins, Gorfang’s original clan before he became an Ironjaw. They boss around the rest of the lesser orruk, grot and ogor races who couldn't fit inside Mount Kraktoof. Once a prosperous dwarf hold known as Karak Bodor, her mines and lands are ravaged and stripped of all resources for Da Bloodbreaka Clan’s WAAAGH! Outside at Krudzog’s Quarry, the unruliest Greenskins and Ogors are ordered to carve out large slabs of stone and rock that are to be used to construct a mighty bridge that will connect the north and south together and open the way for Da Bloodbreaka Clan to assault the heart of the Ankor Volghar. Due to heavy mining of Ghur Ore, earthquakes have rattled Skullthumpa Peak, opening new passages and long-lost gnawholes for the Skaven to infest. Rather than destroy the threat outright, the orruks relish the constant stream of ratmen to slay, providing endless fights and a training ground for the weedier Greenskins of Da Bloodbreaka Clan to mesh their teeth against. Varn Drog- one of the first major holds lost during the Blood War, the demise of Varn Drog is shrouded in mystery. The duardin claim the surface-level city was razed by the Blood God’s maddened warriors, but no specific grudge has ever been written in the Dammaz Kron. In truth, it was not the Bloodbound who destroyed the hold, but death magic that razed the city. The duardin do not speak of it, but whispers abound about a dark presence that swept through the bluff city, claiming any mortal soul during the siege. Now her desecrated halls and tunnels are said to be guarded by ghostly dawi who patrol them like they were still living their daily routine. Sounds of battle can be heard by adventurers from outside the keep. Not even the orruks have dared to make Bar Drog their home, for their superstitions are accurate of the horrors that lie within those walls. The ramifications of the Necroquake have freed these spirits from whatever grudge or curse held them bound to the bluff. Now they venture into the surrounding area, some maintaining their laborious routine, others wandering aimlessly for their release, while a few have recognized their fate and seek vengeance on the living, whether they be the orruks at Skargor’s Watch or their former kin ranging in the surrounding forests. Kazad Karin- the final battle of the Blood Wars, or “Baragor’s Triumph," saw the armies of Order, Khorne and Greenskins converge on the Bridge Citadel. After four days of fighting, the walls of Kazad Karin were finally breached, forcing High King Baragor Frostbeard to enact his final solution. After evacuating as many citizens and warriors as could escape south across the bridge, the king ordered the mountain to be collapsed. The only path across the Great Fissure to the southern realm was destroyed, and many warriors were lost, but the Greenskins and Khorne armies were routed, saving what was left of the Ankor Volghar. Karak Byrn- famous for its deep gold veins, any duardin who laid eyes on the Sun Mountain during sunset would claim the rock came alive like living gold. Alas, a gold sickness overcame its people. Not long after the fall of the Northern Empire did Karak Byrn cut off communication with their kin, fearful that a similar calamity would deprive them of their wealth. Blinded by their greed, they failed to recognize the impending threats from above and below ground. Moonclan and Spiderfang Grots staged a two-pronged assault upon the Dispossessed and eventually breached the hold. Unwilling to let the grobi take their home and gold, the duardin desperately over-mined a Ghur Ore vein and brought the mountain down upon itself. The last images the dawi defenders in the highest peak saw was the sun setting upon Karak Byrn one last time. Undback Hirf- the fortress stood for centuries as a welcome station for travelers and adventurers journeying from the eastern reaches of the Frattura Mountains. Its warriors were also lauded for defeating Mugnog the Ever-Hungry and his Gutbusters. Sadly, Undback Hirf would fall to treachery from inside its walls. Derdrick Darblisson, son of Thane Gidrick, was defeated and captured by the Dawi Zharr during a failed expedition to Aqshy. They eventually broke the steadfast duardin, and ordered him to open the way for them into the Ankor Volghar. Days after his return to Undback Hirf, he entered the main gatehouse in the cover of night, slew the guards, opened the gate, and signaled to the awaiting Dawi Zharr army nearby. Derdrick finished his betrayal by killing his father, submitting the fortress to its fate, and commencing the Blackbeard Wars. When the fighting was done, the Vengryn Waystation was established. Vaneera, Derdrick's sister, leads reconstruction efforts to refortify and reopen the Northeast Passage. The Desolation of Karag Drakk- long ago, clans from the Ankor Volghar saved the Wrothfyrd Lodge from certain destruction by a host of ogors. Indebted and grateful, the surviving Fyreslayers established a new lodge in Mount Furia. They would fight, drink and live among their kin for centuries until the Age of Chaos. When a Khorne army invaded southern Balitello, the ensuing fighting awakened a terrible beast from within the dormant volcano. It's explosive arrival detonated the volcano and devastated everything in close proximity. Karag Drakk was no more, and its nearby colony was buried under a sea of molten lava. After extinguishing all combatants in Southern Balitello, the beast returned to the volcano to slumber. Few adventurers have explored the ruins of the volcano, only a handful have ever returned. Whatever treasure or lost knowledge is buried inside, the duardin consider it a wazzok's quest to disturb that horror which lies beneath. The Ankor Volghar - North Thryng Morga- the former temple city of the duardin has been vandalized and tarnished by indescribable indecencies by the Greenskins. A handful of shaman reside here to try to harness the lost duardin magic, sealed away for ages and hidden by their runes. Right before Mount Kraktoof was completed, Da Bloodbreaka Clan engaged a joint-strike force of Stormcast Eternals and Kharadron Overlords in a battle known as Da Smashing Party. The fighting was so grand that a great idol dedicated to Gorkamorka was built atop the battlefield. When Mount Kraktoof was finished, the guns of the Kharadron’s Ironclad were mounted atop Bloodbreaka Hold as a trophy. Whenever the orruks figure out how to work the guns, they may provide a potent defense against a siege or to stop another sacking. Spite Pass- once a fledging duardin hold, it was converted into a highway for travelers of the Underway to use while journeying from the south. Long abandoned during the dark days of the Ankor Volghar, the duardin have secretly refurbished its roads and bridges in recent years, allaying it with new runes to seal the passes for only but duardin and runelords to traverse. The Ankor Volghar now utilizes Spite Pass to track the Greenskins in the north and collect resources from nearby camps in the foothills. The Crystal Fields- following The Great Calamity that split the Ankor Volghar in two, the snow-covered lands north of Kazad Karin began to rise, forming a series of foothills that reshaped the landscape. Within the foothills, crystals of various sizes have emerged. Many of these are frozen ice or rocks, but some are valuable crystals harnessed by the duardin for gemstones, trinkets, runes, and other goods. Dozens of duardin villages sprung up within the foothills to mine these minerals, filling the coffers of many families and clans. Long abandoned after the Blood Wars, these crystals have grown five times their normal height. In some places, the hills are covered in forests or mazes of these sparkling minerals. The Greenskins have no use for the crystals, but adventurous duardin will take their chances to retrieve what they can before returning to the safety of Spite Pass. The Slaughter at Stuntie Hill- angered by High King Oldor Frostbeard’s hesitation to reclaim the Ankor Volghar’s lands, Warden King Hjuldahr Agridsson of the Amber Hands marched his entire clan north to recover their ancestrial homesdefiled by the orruk scum. So arrogant and stubborn was Hjuldahr when he declared his oath that he overestimated the strength of his foe and failed to see the trap Da Bloodbreaka Clan laid before him. Marching on to Mount Kraktoof, the dwarfs overextended themselves in the Crystal Foothills and were quickly surrounded by the Ironjawz. Forced to retreat up the highest hill, Hjuldahr and his kin made their last stand against Gorfang's boyz. One duardin was spared, but he was sent back south to retell the tale of the massacre, but not before he was clean shaven and humiliated. When word reached the Ankor Volghar of the Slaughter at Stuntie Hill, Hjuldahr the Mad was entered into the Dammaz Kron for the senseless destruction of his clan, along with Gorfang, who received another entry into the Great Book. Angered, King Oldor ordered the throngs be assembled and war preparations be made. Da Green Gate- when the Ironjawz discovered the realmgate, it was a ruinous mess, sabotaged by the duardin to prevent Khorne’s forces from utilizing it during the Blood Wars. It would take months and a handful of exploding shamans before the orruks rebuilt and reactivated the realmgate. With the capability to visit any of the mortal realms, Da Bloodbreaka Clan don’t have wait long before they find their next fight. However, the orruks don’t know how to control the gate, and sometimes end up in random places, for better or for worse. Outside forces have also used the gate for their own means, but the Ironjawz don’t mind this. It just brings the fight right to them. Ruglid’s Raidin’ Camp- when the Necroquake hit the Frattura Mountains, countless Greenskins perished in earthquakes and landslides that wreaked havoc across their lands. However, an unintended blessing was the opening of a western pass into the humie lands of Loch Sorgrim. Gorfang dispatched Ruglid da Black and his Gore Gruntas to check if there were any good scraps to be had. Once the Gore Grunta Boss returned with several humie ears, thousands of orruks cheered and descended on the lower lake valley. To reward his boss, Gorfang told Ruglid to establish a raidin’ camp in the western pass. From this prime location, Ruglid’s boyz can hit Loch Sorgrim, or travel north to pillage the fruitful lands of the Grastigor Highlands. The camp also has banners and symbols to help guide drunken gargants towards a destination. Whether that’s the humie lands or back towards Mount Kraktoof is the garagant’s intoxicated prerogative to decide. Hellchoppa Keep- named after the legendary warboss Drukud HellChoppa, who slew Khrone Champion Sigor at the climactic battle of Kazad Karin, the outpost serves as a waystation for hordes of greenskins and ogors who travel north to fight the spikey boyz in the Bloodlands. A market has burgeoned here with orruks returning from the northern battlefields with odd trinkets and weapons they wish to auction or trade. Chaos weapons and armour fetch several teeth, while aelf trinkets and potions draw much attention from Moonclan traders who wish to add to their experimentin’ kits. The keep is also responsible for alerting Mount Kraktoof of any pressing threats that dare traverse through the Kronz Gap. Red Ruin- when Khorne’s forces were defeated at Kazad Karin, the bulk of the army retreated north into the waiting choppas of the Greenskins. Hounded and hunted for days on end, the survivors were eventually cornered along the mountain wall. With death all but assured, the blood warriors beseeched their patron for his blessings. Enraged by their cowardly actions and disgusted by their desperation, Khorne threw his fist at his followers and punched the earth they stood on. The impact of Khorne’s fist shook Zarcosia to its roots and destroyed everything within its radius. To this day, the area is still scarred red with the ruin of Khorne’s fist imprinted into the earth. The Bombing of Scrapfort Oggha- the arrival of Sky-Fleet Ingvarsson has boosted the duardin war effort across the Frattura Mountains. Da Bloodbreaka Clan attempted to counter this threat by constructing their own armada of flying ships. However, during construction, animosity broke out amongst the grot and orruk workers, with a ship tested out by the Ironjawz in squashing the uprising. This was spotted by the Gryocopters of the Ankor Volghar, and two days later, the entire fleet of Admiral Arbek Ingvarsson arrived to strike Scrapfort Oggha. The bombing was relentless and unmerciful, destroying every building and any chance of air superiority for the Greenskins.
  4. Gorks Pokin' Finger

    Warcry is Killteam/Mordheim... ?

    I play Kill Team and love it. For the most part, the game is balanced. I think it's better played as a narrative format than competitively, but Arena does a good job separating the latter for those interested in tournament play. Hopefully Warcry follows suit. We already have Underworlds for those who want small-warband competitive play
  5. Gorks Pokin' Finger

    The Rumour Thread

    I was about to write this but I'll piggyback off you. There's going to be another AOS battle box this year. Part of me thinks it will be Fyreslayers vs Ironjawz, but it could be related to the new Forbidden Magic later this year. Pretty optimistic though overall. They're doing what many and myself hoped they'd do and bring just about every army up to date. That's the best thing they can do to push AOS forward Also very curious about Warcry. Perhaps Kill Team/Mordheim but with a new twist
  6. Gorks Pokin' Finger

    AoS 2 - Ironjawz Discussion

    I'm coming around to that. You look what could be done with Weirdnob Spells, Warchanter prayers, to enhance our battlefield dynamic, and maybe a new system that gives our Megabosses bonuses for doing certain feats. I see us similar to Blades of Khorne, but more direct, upfront, and cunning. Plus, our battalions are probably going to be fixed and more viable (ex: Brutefist and Ardfist). Not to mention, points adjustments! (Megaboss on Maw Krusha goes down to 400 and Brutes 160!!!)
  7. Gorks Pokin' Finger

    AoS 2 - Ironjawz Discussion

    After seeing the LVO preview, does anyone think we'll receive any new models when our battletome gets updated? Starting to feel we may only get a new hero a la the Carrion Empire battle box. Personally I would be disappointed since we could use some variety, give us something else to play around with to mix up our lists, but I guess the new battletome will take care of that
  8. Gorks Pokin' Finger

    The Rumour Thread

    Once Destruction is taken care of this year, I would like to believe GW will turn their attention to sorting out the loose-end Order factions. Perhaps there is a reason we haven't seen a Free City Battletome yet. It would seem to be the easy answer, but like you said, some of these factions would have a hard time working together in the same city unless there was a common foe to unite against. Plus, most of the Order factions have pretty much the same units (Order Draconis & Order Serpentus for example). If Gitmob and Greenskins are not being continued, but are going to still exist in the background for those who still own the models & armies, then it's fair to suspect the same is going to happen for some of the Order Aelves
  9. Gorks Pokin' Finger

    The Rumour Thread

    This! The Carrion Empire box makes me speculate we could see a box of Ironjawz vs Fyreslayers, but it would be very disappointing if both factions did not receive any new units outside the expected battletome, scenery and endless spells/runes?. Currently, both factions are limited in options in terms of troop choice and playstyle. The latter will benefit from the new tomes, but it might be hampered if Fyreslayers and Ironjawz do not receive new models to shake up army lists. For the rest of LVO, I believe we'll find out when Slaanesh and Everchosen/StD/Darkoath are coming out. Wouldn't be shocked if Seraphon are also teased, would be shocked though if they receive new models. Personally I would love it if they throw us a Dispossessed battletome out of nowhere. My wallet would hate me for all the bearded stunties I would buy
  10. Before a game, I will chat with my opponent so we both know what our armies are capable of and clear up any rules discrepancy we might have regarding our forces, battalions, magic or the battleplan itself. I still do this during the match, but in a competitive setting, like a GT, both players are responsible for knowing the ins-and-outs of the game. It's an interesting topic because courtesy in this hobby is what makes it awesome. However, when it comes to competition, is the onus on the experienced or beneficiary player to tell their opponent everything that's happening? Possibly, especially if the opponent has never faced that kind of army before, or the player is a warhammer rookie. These create positive gaming environments and open more friendly discussions. Hell, I always remind my opponent during combat about removing models for unit coherency so they don't lose additional models. However, I wouldn't blame someone at a tournament if they remained silent as their opponent made a mistake they weren't aware of because it benefits their chances of winning. I'm starting to head in a narrative direction with my gaming, but I am still competitive at heart. I will admit I have done this before, as I'm sure some people reading this discussion have as well. It really depends on your opponent I feel. If it's a relative newcomer or someone you don't often play against, I think its more important for both parties to have fun, so discussing rules openly and showing what the army does should be encouraged. But if myself or someone draws an experienced or stronger opponent at an event, then I feel the onus is on the opponent for knowing the rules of the game and avoiding the "sneakiness", unless they ask for a refresher or advice, to which me or anyone else should answer honestly.
  11. Gorks Pokin' Finger

    GHB2019 Hopes & Expectations

    Expectations -all pre-GHB armies (Ironjawz, FEC, Fyreslayers, Seraphon, Skaven Pestillants and Everchosen) will get at the minimum a battletome update -Ironjawz and Everchosen will be combined with other factions in their respective alliances and receive new models (Ironjawz with Greenskins and Bonesplittas and Everchosen with Slaves to Darkness and new Darkoath) -We will receive a brand new faction this year for AOS that we've never seen before (would Darkoath count lol) -AOSRPG will be released in Q4 Hopes -Destruction finally does something in the lore -Greenskins will finally be legitimized with their own batttletome, get combined with Ironjawz and Bonesplittaz, or two pages in GH19 -Ironjawz get a new unit that's just a Brute in a giant spikey ball that runs over everything on the battlefield -Whenever Slaanesh gets their own AOS army, they receive two units of unique mortal units like Blood Warriors or Kairic Acolytes -Dispossessed gets a surprise battletome with new terrain and a war golem -A new skirmish game or system arrives this year that takes off like Kill Team did for 40k
  12. Gorks Pokin' Finger

    The Rumour Thread

    I'm hoping we get a big orruk release this year and it includes a new plastic wyvern, along with a new warboss and chariot
  13. Gorks Pokin' Finger

    Eight Lamentations: War Claw

    I had the same issue as well with the Black Library app. I eventually decided to get it on Apple iBooks, but the CD/MP3 is only available on the BL website
  14. Gorks Pokin' Finger

    Eight Lamentations: War Claw

    No narrator. The characters detail what's going on. Usually I prefer a narrator setting the tone to help flesh out the story in my mind, but Josh's writing for the audio drama does a good enough job of it
  15. Gorks Pokin' Finger

    Eight Lamentations: War Claw

    Just finished listening to Josh Reynolds latest chapter in his Eight Lamentations series. Really enjoyed how he formatted the tale as a radio drama. What's interesting is that it is a sequel to Spear of Shadows, but Josh admitted in the epilogue that he's hoping to make more of these short to medium length stories because they stretch the plot of the series in ways he can't do in full-length novels. While I like the full-length novels and the grand tale they weave, I am a fan of the shorter-but-more-focused stories that Black Library has been publishing. Despite only being 120 minutes, there is a ton of action and horror crammed into the War Claw and the plot itself is engaging, especially the character moments between Voelker, Zana, and the duardin characters. I would recommend this for anyone interested in the next chapter of Eight Lamentations, or those who enjoy a nice horror story
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