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Gorks Pokin' Finger

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  1. For most tournaments, I will bring an army booklet to give my opponents. It is filled with lore and background on my Ironjawz or Dispossessed, whichever I use that day. The army list is in the back if they just want to rip it out, but some people in my community have enjoyed the nice lore touch. Here's an example of what I'm using for a 1k tournament on Long Island this weekend DA BLOODBREAKA CLAN ARMY PACK - LI TP EXPO 1k.doc
  2. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi lads I have an upcoming 1k tournament this Sunday at the LI Tabletop Gaming Expo. I have prepared a new booklet for the event with some extra lore that I wish to share. Hope you all enjoy it. The Razing of Hagadorf Loch Sorgrim- Loch Sorgrim is in the southern Grastiger Highlands, nestled along the Frattura Mountains, and was one of the few paradises across the tundra lands of Zarcosia. Surrounded the Loch are several human and duardin villages, as well as the town of Gildenberg. Because of the fresh water from the mountains, large amounts of agriculture can be produced on the fertile ground, stout lumber can be gathered, and fresh drinking water can be gathered and bartered. Sailors have always been weary of traversing the Loch because the beast known as Sorzek prowls the waters. The Loch settlements were left unfazed during the Age of Chaos, but recent events have threatened the safety of the Free People. Following the effects of the Necroquake, Loch Sorgrim turned black. Her clean, transparent waters became tainted in a matter of days, and a curse soon followed. In the south, the pine forests have begun to die, an eerie blight overwhelming the lands, forcing villagers to flee. Khazid Mrak is now isolated from the north, with only the Ralsten Pass providing commerce and escape should the situation degenerate. Mages, priests and runelords battle the foul magic daily to prevent The Hungry Blight from spreading further downstream. Within the Loch, the wyrm Sorzek was changed into a ravaging undead beast. Driven by its mindless hatred for the living, Sorzek now attacks any mortals and ships who trespass upon its domain. Even the fleets docked at Gildenberg are no longer safe, which has forced admirals and merchants to halt all river trade until the beast is dealt with. Worse still, Ironjawz from Da Bloodbreaka Clan emerged from the east after earthquakes in the Frattura Mountains opened new passes into Loch Sorgrim. The orruks sacked the village of Lakedorf, then established an encampment, Rockfang Gulch, south of Hagadorf. Skirmishes erupted on the eastern shores as two Freeguild armies established hasty defenses to try to stop the Ironjawz advance. Eventually, the orruks breached the outer defenses of Hagadorf and engaged the humans outside the town. The battle was hard, but the result was assured. Megaboss Gorfang and his Brutes krumped the humie general and his personal guard, while Weirdnob Shaman Nogoog laughed manically as his Foot of Gork stomped a sorceress into the ground over and over. Behind them, the Jazood Warchanters danced and roused the boyz into a frenzy to the beat of Da Godz. While a valiant defense was made near the outer church against the bulk of the Ironjawz, Korkrok’s and Ruglid’s Gore Gruntas began to tear apart the rear of the Freeguild armies. Those attempting to flee the front line were run down by the hulking pigs or slain by the choppas of the orruk riders. As Hagadorf burned and the Freeguild faltered, all that was left to decide was a wager made by two bickering bosses. “How’s it coming Korkrok? Iz gots 54 ears!” shouted Ruglid da Black over the rumble of his charging Gore Grunta. “Bah, that’s nuffin! I haz 61!” cried Korkrok Steelspitta as he chopped through a fleeing defender, adding to his tally. “I hopes yer ready for dung duty when weze gets back.” “Only orruk who’ll be cleanin’ da Grunta pens is you when the gits back at Mount Kraktoof gives me more teef,” laughed the dark-skinned orruk as he finished off another Freeguild trooper. As Korkok’s mount ‘Ary pierced a swordsman armour with its blade-like teeth, the boss replied, “Doubt it. I’ll makes sure dat ‘Ary leaves you an extra treat after dis. He’s eaten some specially spicy humies.” “We’ll sees abouts that!” said Ruglid, kicking his mount furiously. “Cmon you dumb beast! Get me to da fightin’! Iffen Iz lose and has to shovel yer dung, I’ll makes sure to cooks you good an’ feed ya to da boyz!” When the fighting was over, Korkrok and Ruglid began harvesting ears from their tallies. Both bosses nearly came to blows when they argued over the remains of one Freeguild Sergeant who had choppa marks from both orruks. A compromise was met when they realized the humie still had two ears attached and decided to split them one for each other. It’s unsure who won the wager that day, but both orruks celebrated that night, sharing several rounds of Squig-Shroom Brews back at Rockfang Gulch, courtesy of their new-found wealth. DA BLOODBREAKA CLAN ARMY PACK - LI TP EXPO 1k.doc
  3. We have some new armies already released and the pattern is that around Christmas or early the next year, a new Start Collecting box will come out for each army. The battleforce boxes will also come out for Christmas, which practically gives you a 1000 point army and are usually a good deal. The armies released this year that do not have a Start Collecting/Battleforce Box are: -Mortal Nurgle -Daughters of Khaine (minus the Allies box that isn't in production anymore) -Idoneth Deepkin -Stormcast Sacrosanct Chamber -New Nighthaunt Whether Moonclan or Darkoath get released or not later this year, idk if they will come out with boxed sets for them. Otherwise, which forces of those above do you think will receive a box and what might they feature?
  4. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi lads the boyz have returned from their recent venture to South Jersey at Top Deck Games. We had a good diversity of armies from all four Grand Alliances. 12 players total. Here were the top three: 1) Legion of Azgorh- pure Chaos Dwarfs 2) Legions of Nagash with Nagash as general 3) Nighthaunt- a mix of old and new, including mortarch of grief As for my Ironjawz, I finished 2-1 with the list I used above, placing somewhere between 4th-6th on the day. Here's how my matches went: GAME ONEvs MAGGOTKIN OF NURGLE - DUALITY OF DEATH Heading into this one, I was at a disadvantage because my opponents list featured two Chaos War Mammoths, a Great Unclean One, a Harbinger and Chaos War Shrine, along with three units of 5xBlight Kings and Festus. The scenario allows for heroes and behemoths to both score the objectives. My opponent deployed most of her army in her center deployment zone and set up a tree in the center left near the objective. I was going to try to go hard in one half with my Brutes while my Ardboyz and a warchanter locked down the right. I decided to give my opponent the first turn because I felt if I got the double I could kill the mammoths with double waaagh! She actually should have made a first turn charge with one mammoth but she made a mistake positioning the behemoth and left it just out of range of the tree and 4 inches from my hungry brutes. However, it secured her the first turn point. She pretty much repositioned everything in a train behind the mammoth. In my turn, I send 15 brutes with one WAAAGH! in and they kill the mammoth. I lost five-six Brutes but the damage was dome. Unfortunately, I did not get the double turn, and as a result, my opponent consolidated the rest of her army around the left objective. To make matters worse, the other mammoth got some space, ran to the tree, and charged the remaining Brutes on the left, while my remaining five Brutes whiffed against the Blight Kings they fought. After I secured the right objective, I sent my megaboss and ardboyz into combat, but with the other Blight Kings engaged, and the mammoth charging my Ardboyz in turn three, there was no change I could deal kill the Harbinger to steal the objective. We called it after turn 3 and called the game at 9-8 since it would have finished like that. With the harbinger, GUO and Nurgle allegiance abilities, I was rerolling a lot of 6's while her mortal units (including the mammoth) were receiving an additonal 5+ and 6+ ward save. Nurgle is a hard fight for us, but I thought I gave it a good go despite the scenario. RESULT: MAJOR LOSS GAME TWO vs FREEGUILD - TOTAL COMMITMENT I faced a newcomer to AOS. Him and his son were playing in the tournament together and it was only his second match ever. He brought a pure Freeguild gunline of handgunners, crossbowmen, but only one block of 40 Swordsmen with 5 outriders, a wizard and general. He had several lines set up, but with only one melee unit that was practically immovable due to his command ability, Hold the Line, there was little to stop me from coming up the board. To sum up the game quickly, I got most of my army up to his line by turn one with Ironfist and good Rampaging Destroyer rolls, took his left objective by turn two, ignored his detachment deathtrap in the middle, and eventually seized his right by turn three. I also achieved my secret objective by having one unit near his board edge. The game was over by then, but he did do a bit of damage to the boys. I tried to keep it light despite the outcome. Hopefully he will come back stronger and more battle-ready. RESULT: MAJOR VICTORY GAME THREE vs FREEGUILD - ESCALATION Another Freeguild and another new player. However, my opponent, John, had a few more games under his belt and understanding of the game despite this being his first AOS tournament. His army was more balanced and looked great. His halbred units were Brettonian peasants, and he ran three blocks of them, as well as a unit of swordsmen, two 20xarchers, demigryph knights, a Hellblaster Volley Gun, two battlemages, and three generals, one with the state banner. I recall the escalation scenario from GH1, but they've vastly improved and simplified it for GH3. I really liked it, especially bc you cannot start scoring until turn two. He had a balanced deployment across the board, with his gun directly facing the objective on my left side. I went strong on the left with Ardboyz, the 20 Brutes in the middle, and just the Gore Gruntas on the right. In the first turn, he moved up, put his 30 halbreds into cover in the trees, then inched up his army slowly. At the bottom of turn one, I rolled pretty well again for Ironfist and Rampaging Destroyers. I sent both 5xBrutes to tie up his archers and swordsmen, which they did very well and killed many things. My magic was shutdown, so I just moved everyone into position in case I lost the turn and had to fight for the objectives. Turn two comes and I won the roll. First, I used Foot of Gork and stomped one of his battlemages to death. Next, I declared the Double Waaagh! and sent everything forward in my charge phase. The Gore Gruntas charged his Halbreds on the right while seizing it with their back legs. In the middle, all 20 Brutes did work, as well as the Megaboss. The Demigryphs were wiped out, the 30 Halbreds in cover were reduced to 8, and the archers and swordsmen in the center-left were nearly gone when combat ended. The Ardboyz were too far away to receive a buff, but they took the left objective and tied his forces down so they couldn't advance. John put up a decent counter-push at the bottom of turn two, contesting the left and right objectives, but with so many loses, and the Brutes about to be freed, there was not much he could do. By then, I had also claimed my secondary objective by wiping out over half of his battleline units. When I won the roll off again for the start of the third turn, we decided to call it. John had his son with him, so we all had a nice chat during the match about AOS, some things he likes about the game thus far, some old Fantasy stories, and what he hopes to improve upon with his Freeguild army before NOVA. Despite his army being the underdog, he had a great time playing and we both made it an enjoyable two hours of rolling dice. I wish him luck and hope to play him again next time. RESULT: MAJOR VICTORY Some observations I noticed with the list I ran: -Brutes with Double Waaagh! will destroy almost anything they face. While sending Gore Gruntas and Maw Krushas up the field fast is preferable, getting our heavy hitters to the enemy quickly can be a turning point. -Ardboyz at 20 I feel is the perfect number. Cheap at 320, small enough to receive all our "wholly within" synergies, and still tough enough to bog down foes -Gore Gruntas have a place for their speed. Next time, I will try to hold them back, them send them to an exposed hole in my enemy's line to capture a weak or unprotected objective. Since we no longer have to babysit objectives, I expect to see more of this -My Weirdnob Shaman and Moonclan Grot Shaman were fine, but could have done more. Our TO did not allow us to use the malign realm lores, so it was just their basic spells. The Weirdnob hit on Foot of Gork a few times on the day, but his best contribution was the new +2 to dispel rule for having 20+ boyz. The Moonclan Grot never failed a shroom test and got off Curse of the Bad Moon most of the time. In this new magic-heavy meta, having two casters might be the way to go now. -Megaboss and Warboss w/war banner worked great. The Brutes especially benefited from both buffs so most of their attacks went through. There were several times where my special weapons failed their wound rolls on ones, only to see them re-rolled and then eventually become several wounds against the enemy. The Megaboss was also good because with the Gryph Feather, he kept up with all the boyz and lent his hand in combat when he could. Overall, another great time with the New Jersey Wargamers. Long Island will be hosting another AOS tournament next weekend at the LI Gaming Expo. I was thinking of using my Dispossessed for that one, but I think I will be bringing this same list again to see how it fairs. I'll try to have another lore story up before then. Until next time Cheers
  5. Gorks Pokin' Finger

    Chaos Dwarfs in AoS?

    A Chaos Dwarf army just won a local tournament I was at this weekend in South Jersey. They're tough to play against with their new updates but always fun to see them on the table. I also like the idea of LoA rebuilding their dead god, or at least building avatars of Hashut like the Idoneth do with Mathlann. I wouldn't mind seeing more Chaos Dwarf models themselves, whether they be great weapon wielding grunts, alchemists that throw short-ranged sulfur bombs, or hell. make a slaves unit where you can use any combination of mortals with a Chaos Dwarf taskmaster behind whipping them forward
  6. Gorks Pokin' Finger

    Bringing things back from the history of fantasy

    I think the Moonclan release will be telling to this point. GW made a plastic Great Unclean One despite Forgeworld having practically the same one already. So if GW releases plastic versions of the Squig Gobbla and/or Colossal Squig, then plastic Chaos Dwarves may not be out of the realm of reality. To add more fuel to this speculation, FW is discontinuing a lot of their old Fantasy range to make room for AOS minis. It's possible that the old stuff is going away because GW is making similar versions of them in plastic
  7. Gorks Pokin' Finger

    Bringing things back from the history of fantasy

    I'll follow your point with another hero(s) from the world-that-was When Moonclan get their release, it would be pretty cool if leading them was none other than Skarsnik! In the End Times, he left Karak Eight Peaks defeated and heartbroken after the death of his beloved Squig, Gobbla 😭 However, Josh Reynolds has admitted that in the final book, the writers forgot all about him. He was supposed to be mounted atop the shoulders of Golgag Maneater in the final battle for Middenheim. While I don't think it will happen, GW could make the case that Skarsnik returned to the Mortal Realms after the jail break from Nagash's soul dungeon during Malign Portents. He could get a new model with an even bigger pet Squig to cause some havoc. Either that, or bring in The Black Grot from the old days to rival Grombrindal
  8. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi Lads hope all you megabosses are having a smashing time with AOS 2.0. It appears our Ironjawz are doing pretty well. With the rules changes and updates, they are fun to play right now. I have a tournament this weekend in Southern New Jersey. This is what I plan to bring: LEADERS Orruk Megaboss (140) - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Orruk Warchanter (80) Orruk Warchanter (80) - Artefact : The Boss Skewer Orruk Weirdnob Shaman (120) Orruk Warboss (140) - Great Waaagh Banner - Allies Moonclan Grot Shaman (80) - Allies UNITS 10 x Orruk Brutes (360) 5 x Orruk Brutes (180) 5 x Orruk Brutes (180) 20 x Orruk Ardboys (320) 3 x Orruk Gore Gruntas (140) BATTALIONS Ironfist (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 150 I experimented with this list yesterday against Legions of Nagash. We played only three turns due to time, but my Brutes did work with double Waaagh! for two straight turns. While I don't have the massive threat of the Maw Krusha, my army appears well-balanced and can contend for objectives. Plus, with 20 Ardboyz, I can tie down most things or bait the enemy before swarming them with Brutes. An issue I have is keeping all my support heroes with my boyz across the battlefield while still holding objectives. I hate to leave Brutes babysitting, but I may have to consider one of the 5-man units to guard my backfield. I will have a report next week when I return. In the meantime, with AoS 2.0 expanding the lore, I have been working on redeveloping and building my army's personal lore. I recently recreated my story map which is the premise for my Ironjawz and Dispossessed lore. Any other armies I may play, as well as those of my friends and gaming group, I have also tried to include here. This is the Northern Kingdoms of Zarcosia, a land of tundra and hardship with few habitable lands that the free people have colonized since the Age of Myth. When the Age of Chaos struck, the Khorne Bloodbound broke the armies of Order in the Battle of the Scarred Steppes in the east. However, their westward march across Zarcosia was stopped by the stubborn Dispossessed, unrelenting Greenskins, mysterious Wanderers and Sylvaneth of the Frostwoods, and Ulzor, offspring of the Godbeast, Selvagrack. Right before the Age of Sigmar, the Ironjawz appeared unexpectedly and wrestled Khorne's grip over Zarcosia, confining the Blood God's warriors to Slaughter Keep at Lake Vorcaa. Now the civilizations of man, duardin and aelf are on the rise. Lands once lost are being reconquered. Cities and commerce have returned and the realmgates closed long ago are now reopened. Chaos, while weakened, still has a presence, while the rampaging forces of Destruction have grown bolder and see the rise of civilizations as the perfect chance to find someone else to battle besides the "spikey-boyz" Here are some of the kingdoms and their stories: 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. 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. Stone Lake Pass to the south is the only path that will lead to the hold. Some of the finest warriors are born here, including Sven Stoutbeard and the famed 8th Ironbeaker Legion Grung Angoz- in the valley south of Kazad Wyr lies Stone Lake, a large body of water that produces large quantities of stone and marble. Many villages and mines call the lake home, but Grung Angoz is the main settlement in the area. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detatchment from the Ironweld Arsenal also have a small 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 pop out of the caves. 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 Dispossessed try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route. 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 Bar Drog- the first major hold lost during the Blood War against Khorne, the demise of Bar 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 city that claimed any mortal soul during the Khorne siege. The ruins of Bar Drog remain, but rangers report the dead have claimed the city. Many have tried to enter, but only a handful have ever returned, maddened and muted by fear of what they’ve experienced within. Kazad Knol- one of the last strongholds to stand against the Khorne incursion of the northern realm of the kingdom. The forces of Chaos and Destruction besieged the mountain seven times, but on the eighth, the Blood God’s warriors finally broke through and sacked the hold. However, thanks to the sacrifice of Lord Bragnus Bouldergut and his runelords, they trapped a significant amount of daemons inside the mountain. When Bragnus and his warriors made their last stand inside the Great Hall, their deaths triggered several powerful runes of warding to activate, preventing the daemons from leaving. Eventually, the Ironjawz of Da Bloodbreaka Clan would eradicate the daemons and claim Kazad Knol as their new home, Mount Kraktoof. 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. Balitello- with the mortal races ascending once more across Zarcosia, there is hope that the fractured kingdom of Balitello may one day become whole once more. Ages ago, it had been one of the strongest lands on the continent, boasting vast wealth from sea trade, great libraries of knowledge in its free cities, and a strong relationship with the duardin of the Ankor Volghar. But when the Imperator and his family were assassinated during a skaven raid on Foridotta, the kingdom began to splinter. It was not long after when the Khorne Bloodbound invaded from the Scarred Steppes. Among the armies of Order that fought together, few belonged to the people of Balitello. Pettiness, greed, and fear gripped the people and its states. They would not answer their allies’ calls for help until the Blood Storm had reached Balitello. The invaders crashed into the southeast and burned everything in its path. Recognizing the dire circumstances, nearly all of Balitello united to fight to defend their homeland. In that climactic battle, the nearby mountain of Monte Furia erupted and the creature Ulzor emerged. It scorched the open plains to the south and burned the chaos forces to ashes. Balitello was saved, but with no common enemy to keep them united, the free cities returned to their bickering once more. To this day, the broken kingdom remains fractured, but hope has returned with Sigmar’s champions descending across the land. Whispers spread of a great congregation to determine the next leader of Balitello, but old habits die hard, and there are some that would rather rule their trivial estates than answer to a superior, even if it was the rightful heir. Durazzon- built in the southwest Frattura Mountains, these humans worship the duardin god Grungni and have become an honorary city within the Ankor Volghar. It is the only major settlement of Balitello that the Duardin Empire has allowed to be built within their realm, but overtime, they would prove to be loyal allies, even when the rest of their kin was not. In the final days of the Blood Wars, only the soldiers of Durrazon fought and died alongside their duardin comrades during Baragor’s Triumph at Kazad Karin. The other free cities of Balitello were entered into the Book of Grudges, but Durrazon was regarded with the highest honor. The Dispossessed allowed its people to share the Varn Bolgrinn Valley and rewarded them with exclusive mining privileges. Their military isn’t broad, but they boast some of the finest swordsmen across Zarcosia in the Blades of Durazzon. Their leaders were one of the first to reach out to the Stormcast Eternals when they arrived, and support the reunification of the peninsula. The Borato Triplets- renamed from Heldensport, The Borato Triplets are the richest cities in Zarcosia and the least pleasant to be in. Trade is what fuels the city, but its complicated competition is what fuels its success. Mortimer Borato was a well-regarded tradesman whose family has ruled Heldensport for generations. It is rumored he was one of the first to negotiate Azyr trade with Sigmar himself and even bargained a fair deal with the Khazalid Empire of Chamon. However, in all his success, he never established a clear line of succession. Thus, his three children, Zufina, Almo, and Renzo began to bicker just as their father’s corpse was cold and buried. The city suffered and was close to strife, when their mother Rufina stepped in. Before her death, she made her children settle on operating one of the three massive ports across the peninsula city, hoping to end the squabbling. That would make things worse, for their families have continued their sibling rivalry generations onward. Heldensport is but a line in a history book now. Its new name, The Borato Triplets, refers to the three cities that have grown around the ports. Each one is operated and governed by one of the three families. Their rivalry is spoken across the Northern Kingdoms. Coin and blood feuds erupt on a whim, yet none will be satisfied until one has browbeaten the others into submission, no matter the cost The Grandfastness of Corello- when Balitello fractured, the Grandfastness of Corello was the first city state to declare independence. The city sits on a floating island hovering the Shimmering Lake. Members of the Collegiate Arcanum search the lake for the magical source that allows that allows the island’s flotation and experiments to see if it can be altered. Other than the forests that surround the lake, the Grandfastness of Corello has no other resources and must rely on trade and conquest. Being the former military bastion of the kingdom, it holds a great armoury and disciplined freeguild armies. In the aftermath of the Khorne Bloodbound’s defeat, its forces seized land across southwestern Balitello, including trade routes between The Borato Triplets and Foridotta. It is Durazzon, however, that Corello despises the most. Border skirmishes have occurred between both free cities, and their leaders have never cared for one another. While reunification is discussed, Corello stands firm with its independence. The High Court of Foridotta- surrounded by marshes, bled by skirmishes with rival cities and the underhanded skaven, the former capital has seen better days. At its peak, Foridotta was one of the strongest influences and powers in Zarcosia. Its armies were stout and disciplined, her surrounding lands fertile, capable of producing high volumes of crops and produce. Yet people flocked to Foridotta in search of knowledge and teaching. The grand libraries were stocked with tomes from each of the mortal realms, relics were discovered and presented by the Excavator’s Guild across the land and brought to High Azyr itself. While it was left unfazed by Khorne, the Skaven were responsible for Foridotta's withering. Several assaults above and below ground left terrible damage across the city, including the theft and destruction of artifacts and colleges. When the fields eventually became a mire and food supplies were low, the populace began to flee. Because of its background, the run-down High Court has remained neutral grounds for the other city states. Yet the city has undergone a renaissance along with the other free cities with the arrival of the Stormcats and the return of Azyr. The dream of reunification is spoken loudly in the streets and bars, and the citizens believe the glory days of Foridotta will soon return once again. Azzoretto- the former breadbasket of Balitello sits as a lain fallow since the Blood Storm, and centuries of neglect and resentment has not improved the situation. In a desperate attempt to stop the Khorne Bloodbound’s march, the duardin of Barak Urbaz collapsed the only eastern pass along the coast. While it diverted the Chaos incursion, it crippled Azzoretto. It is a region of rolling pastures and farms that were once beautiful and filled with opportunity, but now has become barren, its population poor and suffering malnutrition. The other nations of Balitello turned their back on them, but it is the duardin who its people despise the most. It will be centuries before the pass is clear once more, but no matter how much aid the duardin try to give, the Azzoretti will never forgive. Jaskviny- despite its size, it had once been a wealthy kingdom. The majority of its people lived in the foothills of the lowlands, mining away and operating ports to deliver coal and other minerals to nearby kingdoms. Looking down at their simple lives were the citizens of Strakoten, a city-bastion constructed by the might of Azyr. It wielded incredible influence over the other kingdoms, for who could match their decadence and might? That came crashing down when the Khorne Bloodbound came to Jaskviny. While Strakoten survived thanks to its impossibly high walls, the foothill villages were all but purged from the mortal realms. Thousands who tried to flee to Strakoten discovered no friendly tidings at any of her gates. The city-bastion would accept no refugees nor deliver aid. Fear had gripped the former-Azyr resident, for what would happen if just one outsider was an agent of the Dark Gods? Yet the real driving force was greed. For too long did Strakoten abuse its wealth. With war sweeping the lands, the money flow had dried up. Now any and all who came would seek to steal that wealth in the name of aid. The greedy hearts of a couple thousands led to the unspeakable butchery of the bulk of its people at the hands of Khorne’s followers. The rest who were able to flee escaped and established a new city for themselves at Bluugord Canyon. With their absence, Greenskins, Grots and Ogors have moved into the foothills, threatening the shipping lanes of the Scryfish Stait and the reclaimed kingdom of Astakos. Strakoten- named after a large drake that used to roam the nearby peaks, Strakoten became a junction of prosperity between Ghur and Azyr. In the city square is a realmgate that opens into the market district that never closed nor found shortage for ingots and gold. Sadly, trade dried out when Azyr closed its gate during the Age of Chaos. Feeling abandoned and self-preserving, Strakoten shunned the outside world. Its outrageously large walls alone defeated any enemy besiegers, but they also turned away several former allies looking for aid. It’s unknown if the realmgate still functions, nor the well-being of its residents. No living mortal has has entered the city in centuries. Astakos- before Sigmar and Gorkamorka's dual reshaped the lands of Ghur, legend says the Godbeast Kotos emerged from the sea and devoured a large swath of coastline, creating a natural bay for future civilizations to settle in. The inhabitants of Astakos refer to the bay as the Bite of Kotos, and live mostly along its shoreline or upon one of the dozens of islands. The mainland of Astakos is covered in steep mountains and unimpressive dry hills with little game to be had. Instead, its human and aelf inhabitants rely on the sea to make a living. Living in the Bite is challenging due to the unimaginable horrors beneath the waves that will occasionally sink ships and harass the island settlements, including the unpredictable Idoneth Deepkin. The Astaki people value wealth, wit and honoring their ancestors. It's no surprise that they share cordial relations with the duardin of Zhufkhragg Agrul who provide precious amounts of jewels and marbles for their monuments. Astakos was devastated during the Age of Chaos when the Khorne Bloodbound swept across the mainland and destroyed almost everything. The island settlements were able to defend themselves due to their navy. Afterwards, Nurgle's forces emerged and tried to contaminate the Bite for their own diseased goals. Control over some of the islands and coastline along the Bite changed hands several times, but not long after Sigmar's storm broke across the mortal realms did the Astaki claim victory. While much of her land lie in ruins, her people have not forgotten the horrors unleashed by Chaos and rebuild so they can deliver their retribution. Zhufkhragg Agrul- hidden inside the Jaugertoof Peaks in the east, the duardin built a great city within the stone overlooking the Bite of Khotos. On the south side of the peaks, the keen duardin use the numerous waterfalls that feed into the Bite to power their contraptions within the hold. Behind one of these waterfalls is the entrance to Zhufkhragg Agrul, but it can only be seen by those dawi who live within its halls. When Chaos began rampaging Astakos, Warden Queen Zargona Yurdassil reluctantly sealed the keep, preserving her citizens for centuries until it was rediscovered by adventuring duardin who traced their lineage back to Zufkhragg Agrul. They mine gemstones and hard stone that their human and aelf allies in Astakos value highly for their monuments. Grastiger Highlands- while much of the Northern Kingdoms is harsh tundra, the Grastiger Highlands are the exception. Whether by sorcery or great fortune when Ghur was formed, the region is blessed with rolling hills and fertile soil. Its first inhabitants came by sea, fleeing whatever catastrophe that had ruined their past civilization. From the Exodus Expanse in the west, they spread out and settled across the Highlands. One of its greatest features is the Phalka, the massive river system that flows through much of the Highlands and into Grakken Bay. However, ships and travelers can traverse its waters to and fro without the dangers of it flooding, receding, capsizing vessels, or destroying nearby villages. The Highland people enjoyed peace for centuries until the Age of Chaos arrived. While they avoided the calamity that befell their allies to the east and southeast, a similar incursion occurred in the north. Brayherd Warbands ploughed through the northern passes of the High Mountains, driven by desire to despoil the lands of the free people. The Brayherds would eventually be defeated, but their taint still stains the northern reaches. Meanwhile, Nurgle sorcerers launched a surprise attack on The Lightning Arcanum in the southern foothills, desperate to kill its magic users and harness whatever power was inside. Somehow, the Highlanders achieved victory, but the diseased-host continues to crave the rewards of the tower. Compounding issues are the constant orruk raids. While the Freeguild Companies defend key locations of the Grastiger Highlands, the brutes have entrenched themselves in the Trogeon Hills and threaten the outskirts of Dawnsgarde and Ozile. Karak Varf- the fierce regiments of Warden King Thygrim Kragsson guard the High Mountains north of the Grastiger Highlands. Only three mountain passes connect the highlands to the Glacier Kingdom of FjordFire, and the duardin control two: the central and western passes. Here, they collect a toll for anyone passing through: from merchants, travelers and adventurers, to mercenaries, armies, and even their duardin cousins to the south. The High Mountains are not known for precious minerals, but fur from the dyre wolves that prowl its crags is quite lucrative. The duardin also hunt the remnants of Slaaneshi followers who are holding out in the sharpest crags and darkest caves of the mountains. Loch Sorgrim- Loch Sorgrim is in the southern Grastiger Highlands, nestled along the Frattura Mountains, and was one of the few paradises across the tundra lands of Zarcosia. Surrounded the Loch are several human and duardin villages, as well as the town of Gildenberg. Because of the fresh water from the mountains, large amounts of agriculture can be produced on the fertile ground, stout lumber can be gathered, and fresh drinking water can be gathered and bartered. Sailors have always been weary of traversing the Loch because the beast known as Sorzek prowls the waters. The Loch settlements were left unfazed during the Age of Chaos, but recent events have threatened the safety of the Free People. Following the effects of the Necroquake, Loch Sorgrim turned black. Her clean, transparent waters became tainted in a matter of days, and a curse soon followed. In the south, the pine forests have begun to die, an eerie blight overwhelming the lands, forcing villagers to flee. Khazid Mrak is now isolated from the north, with only the Ralsten Pass providing commerce and escape should the situation degenerate. Mages, priests and runelords battle the foul magic daily to prevent The Hungry Blight from spreading further downstream. Within the Loch, the wyrm Sorzek was changed into a ravaging undead beast. Driven by its mindless hatred for the living, Sorzek now attacks any mortals and ships who trespass upon its domain. Even the fleets docked at Gildenberg are no longer safe, which has forced admirals and merchants to halt all river trade until the beast is dealt with. Worse still, Ironjawz from Da Bloodbreaka Clan emerged from the east after earthquakes in the Frattura Mountains opened new passes into Loch Sorgrim. The orruks sacked the village of Lakedorf, then established an encampment, Rockfang Gulch, south of Hagadorf. Skirmishes have grown on the eastern shores as the Freeguilds have made hasty defenses to try to stop the Ironjawz advance. With river trade shuttered, the farming village has become critical to Gildenberg's survival. The Barren Tundra- similar to a desert, the Barren Tundra offers little respite for any who wish to traverse it. Very little vegetation grows here aside from low grass and the handful of shrubs and thunderbrush. While water does pool on the surface, it creates frozen marshes that can trap explorers and slowly kill them. Salt is the biggest trade commodity here, but hunting the beasts and exchanging meat is also a well-appreciated product. While some will risk the trip across land, sky-transportation is the preferred method of travel. Several villages, including Mystspire, line the eastern shore. In the northwest, the city-fortress of Thunder Mesa stands as a beacon of hope against the harsh environment. It is here where the Stormcasts of the Primal Sons constructed their Stormkeep, protecting the tundra people from the land itself, along with the Thunderscorn and other beasts that descend from the Zenthil Mountains. Across the tundra, there are a handful of bluffs where civilizations fight to survive every day. The largest of them are the duardin of Grimaz Vlag. They excavate the largest salt mine across the land. Their skyport is vital for trade across the Tundra. The northern bluff, which hosts the city of Frostbutte, was built over mysterious ruins of a civilization who used the bluff for safety long ago. In the south is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra in the west. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water from the surface through special filters. Underground farms also provide the bulk of the food for its inhabitants thanks to shafts built throughout the bluff to allow sunlight to travel inside. Warden King Athranbor Bronzeforge protects the bluff from encroaching beasts and the Grot Wolf Hordes of Noktra PointyFang. Grimaz Vlag also survives thanks to its fortified skyport that welcomes the gyrocopter fleets of the Ankor Volghar and the skyfleets of the Kharadron Overlords. Salt is the prominent resource mined across the Tundra, and Grimaz Vlag happens to hold some of the richest deposits. Hunters and traders usually stop here to acquire the salt to preserve their cadres of meat. Bluugord Canyon- most of the refugees of Jaskviny fled as far west as they could to escape the coming Blood Storm. Eventually, they reached The Exodus Expanse, a channel of sea where the civilizations along the eastern shore had previously come to find salvation and escape their own tragedy long ago. This time, the Jaskvin survivors crossed the sea seeking their own deliverance and reached the harsh landscape of the Bluugord Canyon. Along its shores, they founded a new life for themselves and became close trade partners with their allies across the Expanse. While the coast belongs to mortals, traversing and living within the canyon is nigh impossible. Monsters of all kinds dwell in the bottom searching for food, either from a stonehorn, a dustwyrm, or even a caravan of trades, while scale-crusted beasts prowl from above. Their sharp claws dig into the rock itself to give them a better vantage point to pounce on prey below. The only safe travel across are the peak bridges. Constructed by the duardin, these roads travel the tops of the bluffs, with watchtowers scanning the skies and grounds for any dangers to travelers. However, not even the best defense can deny the savagery of a beast’s appetite. Hope’s Harbor- the first settlement founded by the Jaskvin survivors, Hope’s Harbor has grown into a bustling port city. While it imports great loads of agriculture to feed the scant communities of the canyon, it does offer great wares in return. Furs and hides from the great beasts of the canyon snare excellent value, their exotic meat drawing the food connoisseur from Azyr itself, while the rare weeds and plant life give alchemists, healers and priests the final ingredient in their latest concoctions. With the roaming threat of the canyon’s beasts, the Jaskvins have a noticeable populace of ogors within its walls. These Maneaters, some from the famed group Mork’s Mandibles, protect the port from all threats within and without. The ogors also hunt the beasts, trade their goods among the crowds, and also serve as bodyguard for those wishing to travel the peak bridges. The ogor district of Hope’s Harbor may be unruly, but the Jaskvins are appreciative for their service. They will not allow the actions of Strakoten to repeat again, and are open to most races who intend to trade and be civil, at least while they are docked. Port Lilacroth- abandoned by the Jaskvins ages ago, Port Lilacroth has been under command by the Scourge Privateers as far as most elders can remember. It was a secondary port for the Jaskvin settlers as they established new towns and villages along the coast. While Hope’s Harbor absorbed the bulk of commerce, Port Lilacroth became the preferred destination for those hoping to avoid the heavy tolls and less restrictions for guidelines. In time, Scourge Privateers began harassing the port, seizing cargo from smaller ships and causing trouble for authorities within the town. Outraged after the Council of Merchants banned them, the aelf corsairs returned and seized control of the port. Fleetmaster Shibith Dreadflag now rules the town and has opened her docks to anyone. Disturbed by her charge, the Jaskvins left their homes for other settlements around Hope’s Harbor. What has become of Port Lilacroth is a piratical town where mayhem reigns supreme, and sometimes the best business deal comes with the edge of a cutlass rather than flattering words. Aymonrath- settled long ago by the Swifthawk Agents, this simple outpost has turned into a bastion that helps the mortals traverse the Bluugord Canyon. While they assist guarding the Peak Bridges, the Swifthawks roam the tops of the canyon, delivering with haste word from other outposts or settlements. The high peaks are also nesting grounds for hawk and eagle mounts. Below the bastion is a monstrous graveyard where their birds can wrestle the meat from dying or deceased beasts that would normally overpower the avian creatures. Aymonrath has also endured several attacks from a Court of Flesh-Eaters who make their home in one of the caves inside the canyon. With the threat of beasts lurking on the surface, it has proven difficult for the aelfs to displace the undead abominations. Farport- rebuilt after the Realmgate Wars, Farport had flourished in the eastern fringes of Zarcosia. Ships from the famed Bite of Kotos and across the Savage Sea sailed to her calm docks, bringing life to the once decayed lands. The town was well fortified by its human, duardin and aelf citizens, and held a temple of Sigmar where Stormcasts would sometimes seek pilgrimage. Decades past after reconstruction when a Slaves to Darkness army besieged its walls. While the civilians were able to escape by sea, the city was sacked, but not by the Warriors of Chaos. Lured by the sounds of battle, Ironjawz from Da Bloodbreaka Clan destroyed the chaos besiegers, then defeated the city’s defenders. Not satisfied with the fight, the Ironjawz propped up the dead bodies to imitate Farport still under siege. When the Stormcasts of the Stalwart Shields arrived, believing they were relieving the city, they were met by the laughter and insults of the orruks. The Ironjawz then smashed the Stormcasts and left a giant poo monument to mark their victory. Farport was eventually rebuilt, but part of the city remains in ruins. To ensure safety for the people and the off-shore realmgate, the Stalwart Shields established a garrison in Farport. The region itself is still rebuilding after the Chaos and Orruk raids, but remnants of both forces persist. In the western hills of Silverpoint, the Ironweld Arsenal train their new recruits and test the latest inventions of the Engineers Guild. Amulith Junction is a hotspot for trade and art, but its defenders are on high-alert with the lurking Greenskins and Darkoath Marauders nearby. The peninsula is enclosed by the Farspite Grove, which contains the extraordinary Sylvaneth and the creeping dead that lurk in the forests. The Scarred Steppes- several tribes and beasts called the steppes home in the Age of Myth. These people hunted the great beats of the tundra and even traded with at times with the spontaneous Bonesplittaz in the far east. Whatever the steppes name was originally was lost in the Age of Chaos, along with its people. By means of a lost realmgate did the Khorne Bloodbound use to reach Zarcosia. The people of the steppes were either butchered by the Blood Gods warriors or swelled their ranks. After centuries of strife, the Scarred Steppes have become a wasteland devoid of most life. Several Darkoath warbands and greenskins fight across its ruined flatland. However, the coming of the Necroquake has awakened the dead. Now zombies, skeletons and Nighthaunts are mindlessly roaming the steppes killing orruks, marauder and any living mortal they find.
  9. Gorks Pokin' Finger

    AoS 2 - Ironjawz Discussion

    Updates from the updated FAQs -Waaagh! and Mighty Waaagh! are stackable. We seem to be the only faction thus far who can stack our command abilities -Ardfist chaneged: Only once per battle can units that were destroyed return to the battlefield -Gore Gruntas: the charge rule was changed back to 8 inches instead of rolling an 8 -Wierdnob: casting AND unbinding rolls that are double, the nearest orruk unit within 10 inches suffers D3 MW -Gordrakk: Command Ability tweaked- Change the second sentence to: ‘You can use this command ability once per battle, in your hero phase. If you do so, pick a friendly Destruction unit wholly within 24" of Gordrakk.’
  10. Gorks Pokin' Finger

    Share Your Maps

    Nice! I like the idea of a soup kitchen. I firmly believe Destruction can have its own unique and hilarious cities and civilizations to match their Order compatriots Also, thanks for directing me to Inkarnate. Despite the limitations, it was fun to use and somewhat simpler than the one I have been using. The additional content is tempting to purchase. I spent a few hours toying around and made a map of a local region from my original one. LOCH SORGRIM- Loch Sorgrim is in the southern Grastiger Highlands, nestled along the Frattura Mountains, and was one of the few paradises across the tundra lands of Zarcosia. Surrounded the Loch are several human and duardin villages, as well as the town of Gildenberg. Because of the fresh water from the mountains, large amounts of agriculture can be produced on the fertile ground, stout lumber can be gathered, and fresh drinking water can be gathered and bartered. Sailors have always been weary of traversing the Loch because the beast known as Sorzek prowls the waters. The Loch settlements were left unfazed during the Age of Chaos, but recent events have threatened the safety of the Free People. Following the effects of the Necroquake, Loch Sorgrim turned black. Her clean, transparent waters became tainted in a matter of days, and a curse soon followed. In the south, the pine forests have begun to die, an eerie blight overwhelming the lands, forcing villagers to flee. Khazid Mrak is now isolated from the north, with only the Ralsten Pass providing commerce and escape should the situation degenerate. Mages, priests and runelords battle the foul magic daily to prevent The Hungry Blight from spreading further downstream. Within the Loch, the wyrm Sorzek was changed into a ravaging undead beast. Driven by its mindless hatred for the living, Sorzek now attacks any mortals and ships who trespass upon its domain. Even the fleets docked at Gildenberg are no longer safe, which has forced admirals and merchants to halt all sea trade until the beast is dealt with. Worse still, Ironjawz from Da Bloodbreaka Clan emerged from the east after earthquakes in the Frattura Mountains opened new passes into Loch Sorgrim. The orruks sacked the village of Lakedorf, then established an encampment, Rockfang Gulch, south of Hagadorf. Skirmishes have grown on the eastern shores as the Freeguilds have made hasty defenses to try to stop the Ironjawz advance. With sea trade shuttered, the farming village has become critical to Gildenberg's survival.
  11. Gorks Pokin' Finger

    Share Your Maps

    Nice work on your maps everyone. @Nacnudllah really like yours. What software did you use? Edit: Also curious to hear more about Waaaghtown I recently recreated my map. It is the premise for my Ironjawz and Dispossessed lore. Any other armies I may play, as well as those of my friends and gaming group, I have tried to include here. This is the Northern Kingdoms of Zarcosia, a land of tundra and hardship with few habitable lands that the free people have colonized since the Age of Myth. When the Age of Chaos struck, the Khorne Bloodbound broke the armies of Order in the Battle of the Scarred Steppes in the east. However, their westward march across Zarcosia was stopped by the stubborn Dispossessed, unrelenting Greenskins, mysterious Wanderers and Sylvaneth of the Frostwoods, and Ulzor, offspring of the Godbeast, Selvagrack. Right before the Age of Sigmar, the Ironjawz appeared unexpectedly and wrestled Khorne's grip over Zarcosia, confining the Blood God's warriors to Slaughter Keep at Lake Vorcaa. Now the civilizations of man, duardin and aelf are on the rise. Lands once lost are being reconquered. Cities and commerce have returned and the realmgates closed long ago are now reopened. Chaos, while weakened, still has a presence, while the rampaging forces of Destruction have grown bolder and see the rise of civilizations as the perfect chance to find someone else to battle besides the "spikey-boyz" Here's some lore that I've worked on for some of the kingdoms and cities: 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. 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. Stone Lake Pass to the south is the only path that will lead to the hold. Some of the finest warriors are born here, including Sven Stoutbeard and the famed 8th Ironbeaker Legion Grung Angoz- in the valley south of Kazad Wyr lies Stone Lake, a large body of water that produces large quantities of stone and marble. Many villages and mines call the lake home, but Grung Angoz is the main settlement in the area. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detatchment from the Ironweld Arsenal also have a small 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 pop out of the caves. 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 Dispossessed try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route. 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 Bar Drog- the first major hold lost during the Blood War against Khorne, the demise of Bar 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 city that claimed any mortal soul during the Khorne siege. The ruins of Bar Drog remain, but rangers report the dead have claimed the city. Many have tried to enter, but only a handful have ever returned, maddened and muted by fear of what they’ve experienced within. Kazad Knol- one of the last strongholds to stand against the Khorne incursion of the northern realm of the kingdom. The forces of Chaos and Destruction besieged the mountain seven times, but on the eighth, the Blood God’s warriors finally broke through and sacked the hold. However, thanks to the sacrifice of Lord Bragnus Bouldergut and his runelords, they trapped a significant amount of daemons inside the mountain. When Bragnus and his warriors made their last stand inside the Great Hall, their deaths triggered several powerful runes of warding to activate, preventing the daemons from leaving. Eventually, the Ironjawz of Da Bloodbreaka Clan would eradicate the daemons and claim Kazad Knol as their new home, Mount Kraktoof. 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. OTHER HOLDS Karak Varf- the fierce regiments of Warden King Thygrim Kragsson guard the High Mountains north of the Grastiger Highlands. Only three mountain passes connect the highlands to the Glacier Kingdom of FjordFire, and the duardin control two: the central and western passes. Here, they collect a toll for anyone passing through: from merchants, travelers and adventurers, to mercenaries, armies, and even their duardin cousins to the south. The High Mountains are not known for precious minerals, but fur from the dyre wolves that prowl its crags is quite lucrative. Zhufkhragg Agrul- hidden inside the Jaugertoof Peaks in the east, the duardin built a great city within the stone overlooking the Bite of Khotos. On the south side of the peaks, the keen duardin use the numerous waterfalls that feed into the Bite to power their contraptions within the hold. Behind one of these waterfalls is the entrance to Zhufkhragg Agrul, but it can only be seen by those dawi who live within its halls. When Chaos began rampaging Astakos, Warden Queen Zargona Yurdassil reluctantly sealed the keep, preserving her citizens for centuries until it was rediscovered by adventuring duardin who traced their lineage back to Zufkhragg Agrul. They mine gemstones and hard stone that their human and aelf allies in Astakos value highly for their monuments. Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra in the west. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water when rain or snow melts into the ground. Underground farms also provide the bulk of the food for its inhabitants thanks to shafts built throughout the bluff to allow sunlight to travel inside. Warden King Athranbor Bronzeforge protects the bluff from encroaching beasts and the Grot Wolf Hordes of Noktra PointyFang. Grimaz Vlag also survives thanks to its fortified skyport that welcomes the gyrocopter fleets of the Ankor Volghar and the skyfleets of the Kharadron Overlords. Salt is the prominent resource mined across the Tundra, and Grimaz Vlag happens to hold some of the richest deposits. Hunters and traders usually stop here to acquire the salt to preserve their cadres of meat. Nearby on the northern bluff is the free city of Frostbutte, which overlooks the Thunder Mesa where the Stormcast of the Primal Sons have built a Storm Keep, and in the south is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. Balitello- with the mortal races ascending once more across Zarcosia, there is hope that the fractured kingdom of Balitello may one day become whole once more. Ages ago, it had been one of the strongest lands on the continent, boasting vast wealth from sea trade, great libraries of knowledge in its free cities, and a strong relationship with the duardin of the Ankor Volghar. But when the Imperator and his family were assassinated during a skaven raid on Foridotta, the kingdom began to splinter. It was not long after when the Khorne Bloodbound invaded from the Scarred Steppes. Among the armies of Order that fought together, few belonged to the people of Balitello. Pettiness, greed, and fear gripped the people and its states. They would not answer their allies’ calls for help until the Blood Storm had reached Balitello. The invaders crashed into the southeast and burned everything in its path. Recognizing the dire circumstances, nearly all of Balitello united to fight to defend their homeland. In that climactic battle, the nearby mountain of Monte Furia erupted and the creature Ulzor emerged. It scorched the open plains to the south and burned the chaos forces to ashes. Balitello was saved, but with no common enemy to keep them united, the free cities returned to their bickering once more. To this day, the broken kingdom remains fractured, but hope has returned with Sigmar’s champions descending across the land. Whispers spread of a great congregation to determine the next leader of Balitello, but old habits die hard, and there are some that would rather rule their trivial estates than answer to a superior, even if it was the rightful heir. Durazzon- built in the southwest Frattura Mountains, these humans worship the duardin god Grungni and have become an honorary city within the Ankor Volghar. It is the only major settlement of Balitello that the Duardin Empire has allowed to be built within their realm, but overtime, they would prove to be loyal allies, even when the rest of their kin was not. In the final days of the Blood Wars, only the soldiers of Durrazon fought and died alongside their duardin comrades during Baragor’s Triumph at Kazad Karin. The other free cities of Balitello were entered into the Book of Grudges, but Durrazon was regarded with the highest honor. The Dispossessed allowed its people to share the Varn Bolgrinn Valley and rewarded them with exclusive mining privileges. Their military isn’t broad, but they boast some of the finest swordsmen across Zarcosia in the Blades of Durazzon. Their leaders were one of the first to reach out to the Stormcast Eternals when they arrived, and support the reunification of the peninsula. The Borato Triplets- renamed from Heldensport, The Borato Triplets are the richest cities in Zarcosia and the least pleasant to be in. Trade is what fuels the city, but its complicated competition is what fuels its success. Mortimer Borato was a well-regarded tradesman whose family has ruled Heldensport for generations. It is rumored he was one of the first to negotiate Azyr trade with Sigmar himself and even bargained a fair deal with the Khazalid Empire of Chamon. However, in all his success, he never established a clear line of succession. Thus, his three children, Zufina, Almo, and Renzo began to bicker just as their father’s corpse was cold and buried. The city suffered and was close to strife, when their mother Rufina stepped in. Before her death, she made her children settle on operating one of the three massive ports across the peninsula city, hoping to end the squabbling. That would make things worse, for their families have continued their sibling rivalry generations onward. Heldensport is but a line in a history book now. Its new name, The Borato Triplets, refers to the three cities that have grown around the ports. Each one is operated and governed by one of the three families. Their rivalry is spoken across the Northern Kingdoms. Coin and blood feuds erupt on a whim, yet none will be satisfied until one has browbeaten the others into submission, no matter the cost The Grandfastness of Corello- when Balitello fractured, the Grandfastness of Corello was the first city state to declare independence. The city sits on a floating island hovering the Shimmering Lake. Members of the Collegiate Arcanum search the lake for the magical source that allows that allows the island’s flotation and experiments to see if it can be altered. Other than the forests that surround the lake, the Grandfastness of Corello has no other resources and must rely on trade and conquest. Being the former military bastion of the kingdom, it holds a great armoury and disciplined freeguild armies. In the aftermath of the Khorne Bloodbound’s defeat, its forces seized land across southwestern Balitello, including trade routes between The Borato Triplets and Foridotta. It is Durazzon, however, that Corello despises the most. Border skirmishes have occurred between both free cities, and their leaders have never cared for one another. While reunification is discussed, Corello stands firm with its independence. The High Court of Foridotta- surrounded by marshes, bled by skirmishes with rival cities and the underhanded skaven, the former capital has seen better days. At its peak, Foridotta was one of the strongest influences and powers in Zarcosia. Its armies were stout and disciplined, her surrounding lands fertile, capable of producing high volumes of crops and produce. Yet people flocked to Foridotta in search of knowledge and teaching. The grand libraries were stocked with tomes from each of the mortal realms, relics were discovered and presented by the Excavator’s Guild across the land and brought to High Azyr itself. While it was left unfazed by Khorne, the Skaven were responsible for Foridotta's withering. Several assaults above and below ground left terrible damage across the city, including the theft and destruction of artifacts and colleges. When the fields eventually became a mire and food supplies were low, the populace began to flee. Because of its background, the run-down High Court has remained neutral grounds for the other city states. Yet the city has undergone a renaissance along with the other free cities with the arrival of the Stormcats and the return of Azyr. The dream of reunification is spoken loudly in the streets and bars, and the citizens believe the glory days of Foridotta will soon return once again. Jaskviny- despite its size, it had once been a wealthy kingdom. The majority of its people lived in the foothills of the lowlands, mining away and operating ports to deliver coal and other minerals to nearby kingdoms. Looking down at their simple lives were the citizens of Strakoten, a city-bastion constructed by the might of Azyr. It wielded incredible influence over the other kingdoms, for who could match their decadence and might? That came crashing down when the Khorne Bloodbound came to Jaskviny. While Strakoten survived thanks to its impossibly high walls, the foothill villages were all but purged from the mortal realms. Thousands who tried to flee to Strakoten discovered no friendly tidings at any of her gates. The city-bastion would accept no refugees nor deliver aid. Fear had gripped the former-Azyr resident, for what would happen if just one outsider was an agent of the Dark Gods? Yet the real driving force was greed. For too long did Strakoten abuse its wealth. With war sweeping the lands, the money flow had dried up. Now any and all who came would seek to steal that wealth in the name of aid. The greedy hearts of a couple thousands led to the unspeakable butchery of the bulk of its people at the hands of Khorne’s followers. The rest who were able to flee escaped and established a new city for themselves at Bluugord Canyon. With their absence, Greenskins, Grots and Ogors have moved into the foothills, threatening the shipping lanes of the Scryfish Stait and the reclaimed kingdom of Astakos. Strakoten- named after a large drake that used to roam the nearby peaks, Strakoten became a junction of prosperity between Ghur and Azyr. In the city square is a realmgate that opens into the market district that never closed nor found shortage for ingots and gold. Sadly, trade dried out when Azyr closed its gate during the Age of Chaos. Feeling abandoned and self-preserving, Strakoten shunned the outside world. Its outrageously large walls alone defeated any enemy besiegers, but they also turned away several former allies looking for aid. It’s unknown if the realmgate still functions, nor the well-being of its residents. No living mortal has has entered the city in centuries. Bluugord Canyon- most of the refugees of Jaskviny fled as far west as they could to escape the coming Blood Storm. Eventually, they reached The Exodus Expanse, a channel of sea where the civilizations along the eastern shore had previously come to find salvation and escape their own tragedy long ago. This time, the Jaskvin survivors crossed the sea seeking their own deliverance and reached the harsh landscape of the Bluugord Canyon. Along its shores, they founded a new life for themselves and became close trade partners with their allies across the Expanse. While the coast belongs to mortals, traversing and living within the canyon is nigh impossible. Monsters of all kinds dwell in the bottom searching for food, either from a stonehorn, a dustwyrm, or even a caravan of trades, while scale-crusted beasts prowl from above. Their sharp claws dig into the rock itself to give them a better vantage point to pounce on prey below. The only safe travel across are the peak bridges. Constructed by the duardin, these roads travel the tops of the bluffs, with watchtowers scanning the skies and grounds for any dangers to travelers. However, not even the best defense can deny the savagery of a beast’s appetite. Hope’s Harbor- the first settlement founded by the Jaskvin survivors, Hope’s Harbor has grown into a bustling port city. While it imports great loads of agriculture to feed the scant communities of the canyon, it does offer great wares in return. Furs and hides from the great beasts of the canyon snare excellent value, their exotic meat drawing the food connoisseur from Azyr itself, while the rare weeds and plant life give alchemists, healers and priests the final ingredient in their latest concoctions. With the roaming threat of the canyon’s beasts, the Jaskvins have a noticeable populace of ogors within its walls. These Maneaters, some from the famed group Mork’s Mandibles, protect the port from all threats within and without. The ogors also hunt the beasts, trade their goods among the crowds, and also serve as bodyguard for those wishing to travel the peak bridges. The ogor district of Hope’s Harbor may be unruly, but the Jaskvins are appreciative for their service. They will not allow the actions of Strakoten to repeat again, and are open to most races who intend to trade and be civil, at least while they are docked. Port Lilacroth- abandoned by the Jaskvins ages ago, Port Lilacroth has been under command by the Scourge Privateers as far as most elders can remember. It was a secondary port for the Jaskvin settlers as they established new towns and villages along the coast. While Hope’s Harbor absorbed the bulk of commerce, Port Lilacroth became the preferred destination for those hoping to avoid the heavy tolls and less restrictions for guidelines. In time, Scourge Privateers began harassing the port, seizing cargo from smaller ships and causing trouble for authorities within the town. Outraged after the Council of Merchants banned them, the aelf corsairs returned and seized control of the port. Fleetmaster Shibith Dreadflag now rules the town and has opened her docks to anyone. Disturbed by her charge, the Jaskvins left their homes for other settlements around Hope’s Harbor. What has become of Port Lilacroth is a piratical town where mayhem reigns supreme, and sometimes the best business deal comes with the edge of a cutlass rather than flattering words. Aymonrath- settled long ago by the Swifthawk Agents, this simple outpost has turned into a bastion that helps the mortals traverse the Bluugord Canyon. While they assist guarding the Peak Bridges, the Swifthawks roam the tops of the canyon, delivering with haste word from other outposts or settlements. The high peaks are also nesting grounds for hawk and eagle mounts. Below the bastion is a monstrous graveyard where their birds can wrestle the meat from dying or deceased beasts that would normally overpower the avian creatures. Aymonrath has also endured several attacks from a Court of Flesh-Eaters who make their home in one of the caves inside the canyon. With the threat of beasts lurking on the surface, it has proven difficult for the aelfs to displace the undead abominations.
  12. Gorks Pokin' Finger

    AoS 2 - Ironjawz Discussion

    I was toying around today with a non-Maw Krusha army to investigate the idea of throwing multiple threats at the enemy while maintaining solid support LEADERS Orruk Megaboss (140) - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Orruk Warchanter (80) Orruk Warchanter (80) - Artefact : The Boss Skewer Orruk Weirdnob Shaman (120) Orruk Warboss (140) - Great Waaagh Banner - Allies Fungoid Cave-Shaman (80) - Allies UNITS 10 x Orruk Brutes (360) 5 x Orruk Brutes (180) 5 x Orruk Brutes (180) 20 x Orruk Ardboys (320) 3 x Orruk Gore Gruntas (140) BATTALIONS Ironfist (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 150 If/whem I have an endless spell, I would drop one of the warchanters and throw in a Cogmatic Gears or the jaws. The Ironfist should help regardless. Interesting question I also realized: if we use Rampaging Destroyers, we can now run after the basic movement, but Ironfist still does not allow us to run. I would assume the battalion rule overrules the allegiance ability if we use that specific roll, yes?
  13. Gorks Pokin' Finger

    Souls Wars by Josh Reynolds

    *SPOILERS* *SPOILERS* *SPOILERS* Just finished Soul Wars tonight. @JReynolds job well done. It doesn't top Spear of Shadows, but Soul Wars offers a lot to chew on and appreciate. The ramifications, the lore advancements, and revelations on certain characters and plots. All were done well. I haven't read the starter box story, Battle for Glymmsforge, but from what I've heard, its a great nod that that story is but a piece of the overall arc regarding the overall battle for the free city. The Anvils of the Heldenhamemr seemed quite stoic and believable, especially Balthassar Ge- er, I mean Balthas! He is not an easy character to like, but his determination and reasoning to use his mind rather than a sword was refreshing. The Stormcasts interactions with each other and the Sacrosanct were also fascinating. I think this was the first story that we really saw fear within Stormcasts exemplified. Their realization that returning to Azyr is no longer guaranteed, nor is their survival during the reforging process. Helios and Callus revealed a lot more depth to Stormcasts that I imagined. Hopefully we see more non-Hammers of Sigmar Stormhosts get exposure in these stories (the return of Zephycles and Gordrakk would be fun). Where this story excels is revealing the mindset of Death, how the limitless minions of Nagash hear his voice, or at least one of them, driving them on. This is done well with Pharsis' tribulations, the inner struggle he endures, succumbs to, and breaks. Possibly the biggest takeaway is how the realms interact with one another, and are both opposites and equals. Azyr-Shyish, Aqshy-Chamon, Ghur-Ghyran, Hysh-Ulgu. Some have subtle similarities and differences, while others are more stark, but as Archon the Black explained, their unity, and the God's alliance, is what can truly defeat the Chaos Gods. Not Nagash's "kill-everything" grand plan, not Sigmar's war-on-all-fronts strategy. Together, they warded them off in the Age of Myth, and together again, they can become victorious once mroe. Archon was, imo, the best character in the book. Everything he did was unexpected, well-thought-out, and reasoned. That final conversation with Manfred was jaw-dropping and puts him in a different light. I was also happy the Dispossessed were referenced a few times. Now I'm more curious to see how duardin holds/mansions function within a free city Also, the Ironjawz from the Malign Portents story were included at the start off the book pummeling Nagashizzar to rubble. That was pretty dam hilarious This was my first time trying an audio book, and I think it enhanced my experience with this story in particular. There were a handful of voices that seemed to weave together, and I did have to rewind the story several times when I became distracted for a second, but I thought the narrator did a good job telling the story and making the voices unique enough where I could tell them apart. I'd definitely give audiobooks another go. Very strange though to read Nagash's voice in all caps for so long then to hear him as a benevolent voice that isn't constantly screaming at you
  14. Gorks Pokin' Finger

    AoS 2 - Ironjawz Discussion

    I played in a casual tournament this weekend that was aimed to get us familiar with the new system. We played 2k points with each army declaring which realm they were from and were allowed to take an item. The three games saw realm rules and realm magic used based on where you fought. We had nine players compete, and surprisingly, there were no stormcast or death players. Instead, we had 3 Ironjawz, 2 Seraphon, Freeguild, Daughters of Khaine, and Khorne My list included: LEADERS Megaboss on Maw-Krusha (440) - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Orruk Warchanter (80) - Artefact : The Golden Toof Orruk Weirdnob Shaman (120) Orruk Warboss (140) - Boss Choppas - Allies Moonclan Grot Shaman (80) - Allies UNITS 20 x Orruk Ardboys (320) 5 x Orruk Brutes (180) - 1 x Gore Choppas 5 x Orruk Brutes (180) - 1 x Gore Choppas 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) BATTALIONS Ironfist (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 136 With no endless spells, I brought a balanced list aimed at punching my opponent early. I was eager to try the double WAAAGH! combo when I could, as well as the Orruk Warboss with banner. I can attest that he came in handy quite often. Also forgive me, but I forgot the names of two of the three scenarios. Round 1 vs Ironjawz This scenario was the diagonal setup where only heroes with items or wizard can claim one of three objectives. Our game took place in the realm of Ghyran and we rolled the rule that gives a hero an extra wound, so we put it on our generals. My opponent, Joe, took Gordrakk, 2xWarchatners, Megaboss on foot, Wierdnob, 2x5 Brutes, 2x10 Ardboyz, 3xGoreGruntas and Ironfist. We knew our generals were destined to combat each other to prove who was the better boss, but I planned to focus my attention on the left and center objectives. Meanwhile, I was going to send one of my Gore Grutnas to the weak side on the right and focus on killing his heroes who could score. Right away, I realized how awesome the new Rampaging Destroyers is. My MBMK got his roll and I recognized I could have charged him straight at Gordrakk on turn one. However, the thought of whiffing or failing to kill him would have left my general isolated and likely dead, so I chose the more cunning route and prepared my troops in case my opponent received the double turn. On Joe's first turn, he got some good rolls for his Brutes and wasted no time getting them into combat. On the left, the Brutes charged my Gore Gruntas along with his Megaboss who made an 11 inch charge. However, my Brutes were close enough and I piled in my Brute Boss and Gore Choppa Brute, who took down the Megabos. In the center, Gordrakk and the other Brutes charged my 20 Ardboyz, killing half the unit. The pesky boyz did work though and took down two Brutes. In the battleshock phase, I burned a command point to give them inspiring presence (this may have been played wrong but no one could answer that for us so we moved on). I won initiative for Turn 2 and immediately charged Gordrakk with my MBMK. Azkrug Fangfist proved he could best the Fist of Gork and send Gordrakk licking his wounds off the table. I used only Mighty Waaagh! because the Banner Boss was out of range, but his buff was not. Against Gordrakk, I rerolled two ones To Wound and got four of my five attacks through to deal 12 wounds to Gordrakk to finish him off. On the right, my Gore Gruntas got behind his line and killed his Warchanter who had an item. Interesting to note, I used one of the Ghyran spells for my Moonclan Grot, the teleportation pool, which I sent the grot to the right objective to claim. The Ardboyz rallied and finished off the rest of the Brutes in the center. With his hard hitting units gone and his Wierdnob about to die on Turn 3, we called the match and I received full kill points. Fun game though from both our sides as we realized Ironjawz have their speed back and can threaten the enemy from afar once more. Result: Major Victory Round 2 vs Daughters of Khaine My second match ever against DoK and it was against the snake battalion once more. I played against Anthony's army in the final match of the 1.5k a few months ago and I barely won that last encounter. This time, I sort of knew what to expect, but now he was rocking Morathi, 3x10 Blood Sisters, 2x5 Blood Stalkers, 2xHag Queens (who were brilliantly converted onto snake bodies), a Medusa, and the Snake Battalion that deals out mortal wounds if you roll a one to hit against a snake. This scenario was a horizontal deployment with three vertical objectives. Each turn, the main objective that scored 3 points would change from either the top, center, or bottom. This game was played in the Realm of Ghur. We rolled on the chart, but no realm rules were in effect this game. The magic of Ghur, however, was more beneficial to Anthony because DoK have solid spells and abilities that work with low bravery armies, and one or two spells on the Ghur list affect bravery. Magic-wise, Morathi and his army did not accomplish too much, some of it due to my two casters dispelling, or because it did not have a big impact on the game. Like my first match, this one came down to who could get the turn 2 charge off. Wisely, he went first and secured all the objectives to jump ahead 5-0. Unfortunately, I did not get good enough rolls to make many potential first turn charges. However, I was able to get MBMK into his 10 Blood Sisters on the left with some aid from my Gore Gruntas. What was looking like a powerful blow against my enemy turned into a sour moment. Anthony buffed his Blood Sisters with prayers so they could reroll their 6+ ward saves and made them immune to battleshock. After Destructive Bulk and the Megaboss killed three snakes, my Maw Krusha dealt 9 wounds, which would have taken 5 off. However, on his first ward save roll, Anthony got four 6's!! Then on the second, he got three more!, so he only lost one after making 7 of 9 saves. Almost as bad, I made a lot of one rolls with my Gore Gruntas and lost two of them along with the counterattack he made. Then turn 2 came and he won the roll off. The game was practically over as his two other 10-Blood Sisters ran over my Brutes and took out half my Ardboyz. I did manage to stage a minor comeback as the double Waaagh! kicked in and I erased one of the other Blood Sisters Units and scored some points to catch up, but by then, much of my force was diminished bc of the mortal wounds from rolling ones. Morathi then entered the game on turn 3 and he proceeded to table me. This is a pesky list that Anthony has learned how to use well. Next time my boyz owe his snakes some retribution! Result: Major Loss Round 3 vs Ironjawz Final round saw another mirror match, this time against my pal Jason from the store. Like me, he used an Ironfist, but took no MBMK. Instead, he had a Megaboss on Foot as general with Golden Tooth, Wierdnob and Moonclan Grot, Warchanter, 2x20 Ardboyz, 2x5 Brutes and 3xGore Gruntas. The final scenario was Total Commitment with objectives in the four corners of the map. We played in Chamon and used the realm rule, Metal Rain, which, on a 6+ at the start of your hero phase, could trigger mortal wounds on every model in the unit on a 6+. That was used only once by me, but I cast it from the lore of Chamon. As for the match, I lost it in my deployment. I should had finished setting up first, but I didn't realize I set up my Gore Gruntas instead of the whole battalion. I also placed my Grot on the front lines in harms way. My plan was to lock down the left and sweep to the right to claim it. Instead, my plan got flipped on me. Jason went first, got some good rolls with Rampaging Destroyer and Ironfist, and sent practically his entire army at me on his first turn. It was a crippling attack because his Brutes attacked first, buffed by his Megaboss' WAAAGH!, and he proceeded to kill my Ironfist's Brute Boss' Unit. Then he killed my Moonclan Grot and took the right objective from me with his Ardboyz and Gore Gruntas. Now my left objective held the entire game with my 20xArdboyz grinding down his 20xArdboyz, but the right was lost to me. Worse, with my Ironfist gone, I never got my boyz across the table fast enough to claim his. However, my Maw Krusha did have a field day and ran over everything it came across. Early on I tried to combo Destructive Bulk charges to steal one of his objectives, but I failed to wound anything all game with my shout, so I proceeded to run him at everything for fun. By turn 2 I knew it was unlikely I would win, but we played it out and I killed most of his army to snag some more kill points.We laughed throughout the match and Waaagh! a lot realizing our boyz might be looking pretty good in AOS 2.0. Result: Major Loss Overall I finished 1-2, but had the second highest amount of kill points behind Anthony's DoK. He finished first, followed by Jason's Ironjawz and in third, my mate Jessie who plays Seraphon at my club. It was a good learning experience and reinvigorated my interest in Ironjawz. We now have many options going forward with magic, battalions, and items that can boost our army. I'm already looking to give my Megaboss on Foot the Gryph-Feather and Ironclad or Brutish Cunning and Boss Skewer to really mess with my enemies. I love 10-Brute squads but I feel 5 Brutes are the way to go. Also, 20 Ardboyz is the optimal number now imo. Small enough to stay wholly within our bubbles, but tough enough to grind down our foes. I cannot stress enough how useful the Orruk Warboss with Banner is. Re-Rolling 1's to wound and granting flat +1 attack to all weapons is amazing. I will likely bounce between him and Megaboss depending on how I construct my lists. We have our speed back and Ironfist, despite the price rise, is worth taking. I may even give the Bloodtoof a run at some point, but I need to get a realmgate. Can't wait to try all the new magic lores as well. Plenty of options to choose from.
  15. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi lads hope everyone is enjoying the start of AOS 2.0. Happy to see the buzz that the new edition has created for Destruction. I played in a casual tournament this weekend that was aimed to get us familiar with the new system. We played 2k points with each army declaring which realm they were from and were allowed to take an item. The three games saw realm rules and realm magic used based on where you fought. We had nine players compete, and surprisingly, there were no stormcast or death players. Instead, we had 3 Ironjawz, 2 Seraphon, Freeguild, Daughters of Khaine, and Khorne My list included: LEADERS Megaboss on Maw-Krusha (440) - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Orruk Warchanter (80) - Artefact : The Golden Toof Orruk Weirdnob Shaman (120) Orruk Warboss (140) - Boss Choppas - Allies Moonclan Grot Shaman (80) - Allies UNITS 20 x Orruk Ardboys (320) 5 x Orruk Brutes (180) - 1 x Gore Choppas 5 x Orruk Brutes (180) - 1 x Gore Choppas 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) BATTALIONS Ironfist (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 136 With no endless spells, I brought a balanced list aimed at punching my opponent early. I was eager to try the double WAAAGH! combo when I could, as well as the Orruk Warboss with banner. I can attest that he came in handy quite often. Also forgive me, but I forgot the names of two of the three scenarios. Round 1 vs Ironjawz This scenario was the diagonal setup where only heroes with items or wizard can claim one of three objectives. Our game took place in the realm of Ghyran and we rolled the rule that gives a hero an extra wound, so we put it on our generals. My opponent, Joe, took Gordrakk, 2xWarchatners, Megaboss on foot, Wierdnob, 2x5 Brutes, 2x10 Ardboyz, 3xGoreGruntas and Ironfist. We knew our generals were destined to combat each other to prove who was the better boss, but I planned to focus my attention on the left and center objectives. Meanwhile, I was going to send one of my Gore Grutnas to the weak side on the right and focus on killing his heroes who could score. Right away, I realized how awesome the new Rampaging Destroyers is. My MBMK got his roll and I recognized I could have charged him straight at Gordrakk on turn one. However, the thought of whiffing or failing to kill him would have left my general isolated and likely dead, so I chose the more cunning route and prepared my troops in case my opponent received the double turn. On Joe's first turn, he got some good rolls for his Brutes and wasted no time getting them into combat. On the left, the Brutes charged my Gore Gruntas along with his Megaboss who made an 11 inch charge. However, my Brutes were close enough and I piled in my Brute Boss and Gore Choppa Brute, who took down the Megabos. In the center, Gordrakk and the other Brutes charged my 20 Ardboyz, killing half the unit. The pesky boyz did work though and took down two Brutes. In the battleshock phase, I burned a command point to give them inspiring presence (this may have been played wrong but no one could answer that for us so we moved on). I won initiative for Turn 2 and immediately charged Gordrakk with my MBMK. Azkrug Fangfist proved he could best the Fist of Gork and send Gordrakk licking his wounds off the table. I used only Mighty Waaagh! because the Banner Boss was out of range, but his buff was not. Against Gordrakk, I rerolled two ones To Wound and got four of my five attacks through to deal 12 wounds to Gordrakk to finish him off. On the right, my Gore Gruntas got behind his line and killed his Warchanter who had an item. Interesting to note, I used one of the Ghyran spells for my Moonclan Grot, the teleportation pool, which I sent the grot to the right objective to claim. The Ardboyz rallied and finished off the rest of the Brutes in the center. With his hard hitting units gone and his Wierdnob about to die on Turn 3, we called the match and I received full kill points. Fun game though from both our sides as we realized Ironjawz have their speed back and can threaten the enemy from afar once more. Result: Major Victory Round 2 vs Daughters of Khaine My second match ever against DoK and it was against the snake battalion once more. I played against Anthony's army in the final match of the 1.5k a few months ago and I barely won that last encounter. This time, I sort of knew what to expect, but now he was rocking Morathi, 3x10 Blood Sisters, 2x5 Blood Stalkers, 2xHag Queens (who were brilliantly converted onto snake bodies), a Medusa, and the Snake Battalion that deals out mortal wounds if you roll a one to hit against a snake. This scenario was a horizontal deployment with three vertical objectives. Each turn, the main objective that scored 3 points would change from either the top, center, or bottom. This game was played in the Realm of Ghur. We rolled on the chart, but no realm rules were in effect this game. The magic of Ghur, however, was more beneficial to Anthony because DoK have solid spells and abilities that work with low bravery armies, and one or two spells on the Ghur list affect bravery. Magic-wise, Morathi and his army did not accomplish too much, some of it due to my two casters dispelling, or because it did not have a big impact on the game. Like my first match, this one came down to who could get the turn 2 charge off. Wisely, he went first and secured all the objectives to jump ahead 5-0. Unfortunately, I did not get good enough rolls to make many potential first turn charges. However, I was able to get MBMK into his 10 Blood Sisters on the left with some aid from my Gore Gruntas. What was looking like a powerful blow against my enemy turned into a sour moment. Anthony buffed his Blood Sisters with prayers so they could reroll their 6+ ward saves and made them immune to battleshock. After Destructive Bulk and the Megaboss killed three snakes, my Maw Krusha dealt 9 wounds, which would have taken 5 off. However, on his first ward save roll, Anthony got four 6's!! Then on the second, he got three more!, so he only lost one after making 7 of 9 saves. Almost as bad, I made a lot of one rolls with my Gore Gruntas and lost two of them along with the counterattack he made. Then turn 2 came and he won the roll off. The game was practically over as his two other 10-Blood Sisters ran over my Brutes and took out half my Ardboyz. I did manage to stage a minor comeback as the double Waaagh! kicked in and I erased one of the other Blood Sisters Units and scored some points to catch up, but by then, much of my force was diminished bc of the mortal wounds from rolling ones. Morathi then entered the game on turn 3 and he proceeded to table me. This is a pesky list that Anthony has learned how to use well. Next time my boyz owe his snakes some retribution! Result: Major Loss Round 3 vs Ironjawz Final round saw another mirror match, this time against my pal Jason from the store. Like me, he used an Ironfist, but took no MBMK. Instead, he had a Megaboss on Foot as general with Golden Tooth, Wierdnob and Moonclan Grot, Warchanter, 2x20 Ardboyz, 2x5 Brutes and 3xGore Gruntas. The final scenario was Total Commitment with objectives in the four corners of the map. We played in Chamon and used the realm rule, Metal Rain, which, on a 6+ at the start of your hero phase, could trigger mortal wounds on every model in the unit on a 6+. That was used only once by me, but I cast it from the lore of Chamon. As for the match, I lost it in my deployment. I should had finished setting up first, but I didn't realize I set up my Gore Gruntas instead of the whole battalion. I also placed my Grot on the front lines in harms way. My plan was to lock down the left and sweep to the right to claim it. Instead, my plan got flipped on me. Jason went first, got some good rolls with Rampaging Destroyer and Ironfist, and sent practically his entire army at me on his first turn. It was a crippling attack because his Brutes attacked first, buffed by his Megaboss' WAAAGH!, and he proceeded to kill my Ironfist's Brute Boss' Unit. Then he killed my Moonclan Grot and took the right objective from me with his Ardboyz and Gore Gruntas. Now my left objective held the entire game with my 20xArdboyz grinding down his 20xArdboyz, but the right was lost to me. Worse, with my Ironfist gone, I never got my boyz across the table fast enough to claim his. However, my Maw Krusha did have a field day and ran over everything it came across. Early on I tried to combo Destructive Bulk charges to steal one of his objectives, but I failed to wound anything all game with my shout, so I proceeded to run him at everything for fun. By turn 2 I knew it was unlikely I would win, but we played it out and I killed most of his army to snag some more kill points.We laughed throughout the match and Waaagh! a lot realizing our boyz might be looking pretty good in AOS 2.0. Result: Major Loss Overall I finished 1-2, but had the second highest amount of kill points behind Anthony's DoK. He finished first, followed by Jason's Ironjawz and in third, my mate Jessie who plays Seraphon at my club. It was a good learning experience and reinvigorated my interest in Ironjawz. We now have many options going forward with magic, battalions, and items that can boost our army. I'm already looking to give my Megaboss on Foot the Gryph-Feather and Ironclad or Brutish Cunning and Boss Skewer to really mess with my enemies. I love 10-Brute squads but I feel 5 Brutes are the way to go. Also, 20 Ardboyz is the optimal number now imo. Small enough to stay wholly within our bubbles, but tough enough to grind down our foes. I cannot stress enough how useful the Orruk Warboss with Banner is. Re-Rolling 1's to wound and granting flat +1 attack to all weapons is amazing. I will likely bounce between him and Megaboss depending on how I construct my lists. We have our speed back and Ironfist, despite the price rise, is worth taking. I may even give the Bloodtoof a run at some point, but I need to get a realmgate. Can't wait to try all the new magic lores as well. Plenty of options to choose from. Cheers
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