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Gorks Pokin' Finger

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Everything posted by Gorks Pokin' Finger

  1. I'm hoping we get a big orruk release this year and it includes a new plastic wyvern, along with a new warboss and chariot
  2. I had the same issue as well with the Black Library app. I eventually decided to get it on Apple iBooks, but the CD/MP3 is only available on the BL website
  3. No narrator. The characters detail what's going on. Usually I prefer a narrator setting the tone to help flesh out the story in my mind, but Josh's writing for the audio drama does a good enough job of it
  4. Just finished listening to Josh Reynolds latest chapter in his Eight Lamentations series. Really enjoyed how he formatted the tale as a radio drama. What's interesting is that it is a sequel to Spear of Shadows, but Josh admitted in the epilogue that he's hoping to make more of these short to medium length stories because they stretch the plot of the series in ways he can't do in full-length novels. While I like the full-length novels and the grand tale they weave, I am a fan of the shorter-but-more-focused stories that Black Library has been publishing. Despite only being 120 minutes, there is a ton of action and horror crammed into the War Claw and the plot itself is engaging, especially the character moments between Voelker, Zana, and the duardin characters. I would recommend this for anyone interested in the next chapter of Eight Lamentations, or those who enjoy a nice horror story
  5. Greenskins aren't gone. They're still on the GW page and their Start Collecting is still being sold. GW even said they're not Squatting any other factions. There's no question, however, that GW seems to be purposely ignoring them. There's just nothing special about them. However, that's the issue with the generic fantasy factions (Freeguild, Dispossessed and Wanderers included) that were left over from WH Fantasy: how do you make them unique and IP friendly since that's the way AOS is heading? They could get the BoC treatment, get roped in with normal grots, and most people (myself included) would be happy they got something, At the bare minimum, GW could also just increase orruks to 2 wounds (3 to boar riders), give them a place in the Generals Handbook with Allegiance ability(s) and everything else. Same could also be said for Gutbusters
  6. Oi lads I'm back with tales from the battlefield as my Ironjawz marched onto Philadelphia to compete in PAX Unplugged 2018! I haven't had a lot of practice over the past two months, but I was eager to defend my title from last year's competition. I brought my no-Maw Krusha list to the event, as seen below: DA IMMORTALFIST Megaboss Gorfang da Immortal (140) - General Command Trait : Brutish Cunning Artefact : Gryph-feather Charm Jazood Warchanter (80) - Artefact : The Boss Skewer Jazood Warchanter (80) Weirdnob Shaman Nogoog (120) Orruk Warboss Zofka Redfang (140) (Allies) - Great Waaagh Banner Moonclan Grot Shaman Keeb/Geeb (80) (Allies) 10 x Zodgrob’s Bashin’ Brutes (180) 5 x Ugly Bogg’s Kunnin’ Brutes (360) 5 x Dradruzak’s Fightin’ Brutes (18) 3 x Korkrok’s Gore Gruntas (140) 3 x Ruglid’s Gore Gruntas (140) 20 x Da Boyz (Ardboyz) (320) Ironfist (180) This year's tournament was a three-game event that featured realm rules from Chamon, which didn't have a major effect on the outcome of my matches, but the spell lore was not allowed MATCH ONE vs LEGIONS OF NAGASH - STARSTRIKE (MINOR LOSS) Playing Starstrike is always tricky. It's a luck-based scenario, so starting conservative was my plan. Considering Grimgasts can outmaneuver my orruks, I didn't want to rush into combat with the threat of being double-turned. So both of us just inched up and positioned out forces for the upcoming central comet. With Nagash bubble-wrapped, it was going to be difficult to break through my opponent's chaff without Nagash reaching over and smashing my boyz. On Turn 2, the comet falls on the right side and she wins the roll-off. Her green reapers charge my ardboyz and Nagash gets dance-makob off to let them attack twice. I ended up burning a command point to keep them in the fight, but it wasn't good. When it was my turn, I threw everything forward. I used double waaagh! to smash aside the dire wolves and deal a good number of wounds to her blue reapers. Meanwhile, my Brutes on the right got too close to nagash and were smashed off the table. Also, only one Ardboy survivs combat, but holds up the Reapers. However, my Gore Gruntas seized the right-center objective and gives me the lead. Turn 3 came and I won the roll. My objective fell on my left side, but my opponents fell on the right side, giving her a significant advantage with positioning. I decide to try to send my left Gruntas and Brutes into her backfield to try to reach her comet. Meanwhile, my 10-Brutes and megaboss start whittling down more Reapers and my Gruntas finish off the wolves on the right. I make a tactical error, however, in not sacrificing my Warchanter to keep the Reapers locked for one more turn. On her turn, Nagash the spell portal is re-summoned and placed next to my megaboss, which he then succeeds in Hand-of-Dusting. She then moves Nagash onto the right objective where the soon-to-be-dead Gore Gruntas are just chilling. The Reapers move back, while her last Dire Wolves claim her rear objective. My Brutes then finish off the blue reapers In Turn 4, she resummons the blue reapers and places them behind the building to block me. My Bruts and Gore Gruntas are quite far from her rear objective, but somehow, my 5-Brutes make an 11 inch charge and destroy the wolves, claiming that objective to give me 8 points total for the turn. I then engage my remaining troops to fight and destroy the Blue Reapers just for movement sake. When she goes again, her Green reapers destroy the rest of my Brutes and she scores the same to tie me entering Turn 5. That's how the game ended due to time. We drew 16-16, but she easily won on kill points. Considering the player and list I faced, I think I did quite well against the 5th best list at NOVA. MATCH TWO vs WANDERERS & ALLIES - BORDER WAR (MAJOR VICTORY) An interesting match-up against the speedy, shooting Wanderers in my favorite AOS scenario. Usually the player who goes first has a huge advantage if they score first on three objectives, but Ironjawz can simply kill the enemy off the objectives and outscore them the rest of the game. I gave my opponent the first turn to mitigate his shooting. All he did was claim the left objective with his Kurnoth Hunters to act as a buffer. On my turn, I charged my 20 Ardboyz and 5 Brutes into his line to secure the objective and killed 2/3 of the Hunters, while pulling in his Wildwood Rangers. I decided to move my megaboss and 10 Brutes up the middle to threaten his rear objective, while my Gore Gruntas charged down the right to secure those points and destroy his 10 archers. Strategically, I decided to leave 5 Brutes to babysit my rear objective so my opponent wouldn't get the idea of shifting 20 Glade/Eternal Guard into my board edge. Unlike my first match, my opponents magic was non-existent due to poor dice rolling. He failed to cast most of his spells, even with the boost from the Vortex. Mine, however, was not much better. My Moonclan Grot Shaman drugged out for two consecutive turns, while my Weirdnob didn't do much better. From turn two on, I felt I had the game in hand since my boyz were already in his line and handling his speedy units. By turn 3, much of his army was depleted, but 10 Wild Riders did teleport onto my table edge to threaten my objective. However, he put them on the left near my Gore Gruntas, rather than the right where just my Moonclan shaman was guarding. I then engaged them, and while my Gore Gruntas eventually died (WW are not bad in combat), they held the WW for two turns. My rear Brutes eventually came over and bashed them good. Funny part about the game were the insane rolls he made for his heroes. Both his Nomad Prince and Waystrider shrugged off kill shots from my GG's and Brutes on 6+armour saves, then proceeded to kill said units single-handily. He did nab one or two of the central objectives with his Waystrider and Sisters of the Watch around turns 3 or 4, but it was too late by then. Once my Ardboyz slayed his Nomad Prince and Megaboss smashed his Waystrider, the match was over. Gorfang now gets to add another skull to his pointy-stick! I also managed to score my secondary object by killing 2/3 of his army, which put me in decent position in the standings MATCH THREE vs NIGHTHAUNT - PLACES OF ARCANE POWER (MAJOR VICTORY) For my final match, I was paired against a skilled player in our community named Travis. He's a good general and was using a Nighthaunt list he's testing out for Adepticon. He had 30 Reapers, 40 Chianrasps, Mortarch of Grief, Guardian of Souls, Mounted KoS, Reikenor, Kurdos, along with 3 Spirit Hosts, 8 Banshees and a Spirit Torment waiting to deepstrike. I played this one conservatively like my first match, but tried to overload my left so I could overwhelm his Reapers. I gave him first turn and he shifted left towards the uncontested side. I moved up enough in my turn to pose a threat but present a long charge if he moved up. On Turn 2, I won the double turn, got some good rolls on my movement, and realized I could charge his entire line thanks to my positioning. With my orruk warboss tailing behind, I popped off a Triple WAAAGH! and erased his Reapers from the board with my 10 Brutes, GG's, and Ardboyz. However, the Brutes and Gruntas on the right did not receive the bonus and were left to deal with Kurnoss and Chainrasps by themselves. I scored the middle and bottom objectives and was in good shape. With a chunk of his army gone, Travis regrouped towards the top objective and would eventually finish off the Gruntas and Brutes that were isolated. This is where he deployed his deepstrike units to threaten my characters. While the Spirit Hosts managed to hit my Grot Shaman and kill him on the bottom, I was fortuitous that his Banshees and Spirit Torment failed their charges, even with rerolls. (Quick note: either the command trait or Kurdoss' ability to regain Command Points and steal your opponents is a great ability. He stole mine on Turn Three and he constantly had a supply of them to get him back in the match) Recognizing the threat, I immediately sent my Gore Gruntas to tie down his Banshees and Torment, while my Megaboss and Brutes scored the bottom and took care of the spirit hosts. Meanwhile, my 10 Brutes weren't afraid of no ghost and took care of the Mortarch of Grief In a final attempt to steal a result, he charged his KoS and Reikenor at my support heroes in the center, hoping to pick-off my Warchanter and Shaman so he could steal the objective. Unfortunately for him, both heroes whiffed and failed to kill either character, only giving him one point on Turn 4 and trailing 4-2. When I won the roll for Turn 5, we called the game. I also scored my secondary here where one of my heroes with an item survived. Credit to Travis for never giving up and almost snatching the game away. Overall, my boyz performed very well and earned themselves a 4th place finish. Very respectable considering the Top 3 were Chaos Nurgle, the LoN army I faced in the first match, and a DoK army. Thanks again to Martin Orlando for organizing the event. His tournaments are well run and he shows great knowledge of the game and respect for everyone participating. After speaking to a few players, we agree that Ironjawz have a hard time right now competing in the current meta, especially with armies like DoK, Death, and certain Chaos lists that outclass us. I believe we are competitive, but Ironjawz are in need of an update in order to contend for top spots at GTs. Da Bloodbreaka Clan moves on to the AoS Civil War 2: East Coast Brawl next weekend at Mythicos Studios in NJ. I am competing with Team New York (NYC/Long Island) as we face the best from Northern NY, North NJ, Central NJ and Southern NJ. The event will be streamed if anyone wants to follow. Until next time lads Cheers
  7. I'll be at PAX this Saturday. If I see it on display, I'll try to snap some photos
  8. Oi lads I have a tournament coming up this weekend at PAX Unplugged. The one-day event will see all three games played with Chamon's Realm of Battle rules, but its realm spells are not allowed. Realm Artefacts, however, are ok. The event is also adhering to WYSWYG Because of this, I have two lists I am pondering LIST #1 LEADERS Gorfang da Immortal (140) Orruk Megaboss - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Jazood (80) Orruk Warchanter - Artefact : The Boss Skewer Jazood (80) Orruk Warchanter Nogoog (120) Orruk Weirdnob Shaman Zofka Redfang (140) Orruk Warboss - Great Waaagh Banner - Allies Sculpa the Cowardly Menace (80) Moonclan Grot Shaman - Allies UNITS 20 x Orruk Ardboys (320) 10 x Orruk Brutes (360) - Pair of Brute Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas BATTALIONS Ironfist (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 150 LIST #2 LEADERS Gorfang da Immortal (140) Orruk Megaboss - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Jazood (80) Orruk Warchanter - Artefact : The Boss Skewer Jazood (80) Orruk Warchanter Nogoog (120) Orruk Weirdnob Shaman Zofka Redfang (140) Orruk Warboss - Great Waaagh Banner - Allies Keeb (or Geeb) (80) Fungoid Cave Shaman - Allies UNITS 20 x Orruk Ardboys (320) 10 x Orruk Brutes (360) - Pair of Brute Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas BATTALIONS Ironfist (180) ENDLESS SPELLS Quicksilver Swords (20) Soulsnare Shackles (20) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 150 I have found success with my non-Maw Krusha list so I am running it again. I use the list for board control and combat efficiency with all the re-rolls. However, with all the games being set in Chamon, and the decent potential of playing chaos armies, I figured the Quicksilver Swords would be a cunning spell to use for my casters who are restricted to their own spells. Throw in some Soulsnare Shackles, and it could prove to be a more tactical list. It also becomes a bit faster with a units of Brutes out and add another unit of Gore Gruntas. Granted, I've never used Endless Spells and know that the QSS could just as easily be used against me What would you megabosses suggest?
  9. Right on! I played against Idoneth with a Maw Krusha for the first time in forever. He got rampaging destoyers off and charged turn one into the enemies front rank, did 3 MW with destructive bulk to a caster, then obliterated 10 Thralls with his fists. However, the megaboss whiffed his attacks on the weakened support heroes. This has happened so many times. Maw Krusha then got killed by a counter charge of eels after Brutish Cunning failed to pop for him. I ended up winning the game, but my unit of 10 Brutes did much more work, including killing all his eels and voltrunas. I have some tournaments coming up soon and I may go back to my balanced list without the maw krusha. 10 Brutes at 360 points with Jagged Gore Hakkas will erase anything it goes against (so long as they're supported). Bravery is a concern, but The Boss Skewer can help alleviate some of that @Mayple completely agree with your assessment on the Maw Krusha's base-size deterring his movement advantage. On boards with lots of terrain, there isn't much space for him to go, especially if you're trying to get a crucial charge off in a tightly packed area. For my non-MK list, I give my Megaboss the Gryff Feather from Realm of Ghur. It gives +1M and -1 to hit with all attacks. Stuff him in with Brutes and get helped by Look Out Sir! and shooting attacks will rarely hit him. For WAAAGH!, I also bring the Orruk Warboss with War Banner. I can't stress enough how useful this has been for pushing all those Megaboss, Brute and Ardboyz attacks through and ensuring the target dies.
  10. Same here. I lost it on the train home from work, then couldn't stop laughing during the Slaanesh Conspiracy discussion. Haven't laughed that hard in a long time. Also agree with @Yoshiya regarding GW marketing Slaanesh. There's so much to pleasure, excess and decadence. It can take any form like art, eating, money, success, not just drugs and sex. I hope for both AoS and 40k they really hammer that home Still, I will never look at daemonettes crab hands the same way ever again ?
  11. The Faction Focus about the Flesh-Eater Courts might be the best one they've done so far. It was hilarious!
  12. I couldn't breath during the bit about Citadel Sand. It's so true ?
  13. Morning lads following several battles on the tabletop from the past few months, I have updated my army's lore timeline. Here are some of the latest entries. Da Big Booma- the clan liberates orruks and grots imprisoned in the Luminark’s Vault and steals an experimental weapon from the taskmasters of the Collegiate Arcanum. With it, they destroy half the city of Wengerheim, desecrate a nearby grove of Sylvaneth and carve out effigies of Gorkamorka into the mountains of western Zarcosia. This inadvertently attracts the Daughters of Khaine who force the Ironjawz to abandon their prize. However, the orruks get the last laugh as Nogoog overloads Da Big Booma with WAAAGH! energy and detonates as the Blood Sisters attempt to siphon its magic. Da Bloodbreaka Clan returns to Mount Kraktoof with plenty of serpent meat to cook for days. Slaughter at Stuntie Hill- a clan of duarding from the Amber Hands of the Ankor Volghar march north to reclaim Kazad Knol. Led by Warden King Hjuldahr Agridsson, the duardin defeat the weaker greenskins south of Mount Kraktoof. Sensing his adversary’s overzealousness, Gorfang springs a trap on Hjuldahr’s forces in the Crystal Foothills. Caught off-guard, The Amber Hands retreat to a hilltop to make their final stand. The Ironjawz butcher all but one survivor. The lone duardin is sent back to Karak Volghar to deliver the beard of Hjuldahr to the king to serve as a warning that the northern kingdom belongs to Da Bloodbreaka Clan. Horns erupt across the Frattura Mountains as the Ankor Volghar prepares for war. A Profitable Catastrophe- the ramifications from Nagash’s Necroquake unleash earthquakes across the Frattura Mountains. Every orruk base suffers extensive damage and countless greenskins die. However, the shifting mountains open new passes into the human lands of the southern Grastiger Highlands. It’s not long before the Ironjawz begin pouring west into Loch Sorgrim. From their camp at Rockfang Gulch, they raze the towns of Lakedorf and Hagadorf with ease. The fighting soon creates a market for human ears, which the greenskins use as food and trinkets. The Gore Grunta mobs, led by Korkrok and Ruglid, make a fortune because they can fight and take the humie ears before their slower-footed kin can catch up. The Drazh Pass- the Black Grot informs Da Bloodbreaka Clan of the stunties of Karak Koldrazh in Chamon who are fueling the Ankor Volghar’s war effort. With the promise of loot and lots of stunties to bash, Gorfang sends three Brawls to assault The Drazh Pass. Emerging from a lost realmgate near the valley, the Ironjawz ravage several settlements and push the duardin back to The Ruthenium Canal. Led by Orgus Scraptoof, the orruks steal countless supplies of blackstone, costing Karak Koldrazh unimaginable wealth. Calling upon their allies for aid, several throngs from the Ankor Volghar arrive to drive the orruks back to their base at Scraptoof Peak. The fighting rages on as neither side can gain the upper hand. Beasts of Brazier Peak- while hunting for monsters skulls in Aqshy, Gorfang and his boyz are ambushed by Brayherd. During the skirmish, one of The beastmen steals a trophy off Gorfang’s armour. Outraged, the megaboss orders his Immortalfist to chase them to their lair, which leads them to the volcano of Brazier Peak. Inside, the orruks struggle to find the trophy as beastmen assail them from hidden paths and passages. Gorfang destroys a chariot in one swing as it tries to gore Nogoog. Eventually, the Ironjawz reach the main chamber and locate the trophy among other trickets atop the beast’s Herdstone. They use the confined tunnels to take away the beastmen’s numerical advantage and soon route the herd. Gorfang reclaims his trophy and the orruks take everything from the chamber before destroying the herdstone and escaping the volcano’s wrath. The Color Quandary- after joining forces with the Crimson Skulls to defeat a large Seraphon host in Ghyran, members of each clan begin to bicker over whose red armour is the best. The arguing escalates into a battle as the Ironjawz begin to fight among themselves. Mobs from both clans hack and bash each other in a cacophony of violence. The battle lasts three days, which sees Megaboss Gorfang take on and survive a large mob of Brutes singlehandedly. Only when the Crimson Skull’s Megaboss Tugdugg Barbsnappa is slain does the battle finally end. The Ironjawz all laugh and pat themselves on the back before continuing their raiding the Realm of Life. Next month, my FLGS is hosting a narrative event: The Battle for Ulgu. You can expect more adventures from Da Bloodbreaka Clan as they enter the Realm of Shadows.
  14. Morning lads my Ironjawz took part in a local 2k tournament on Long Island on Saturday. We used realm rules and full realm lores in this one. I came in third out of 10 participants, including three other Ironjawz players. Destruction is well represented in my area. Here's the list I brought: Allegiance: Ironjawz - Mortal Realm: Ghur LEADERS Megaboss Gorfang da Immortal (140) - General Command Trait : Brutish Cunning Artefact : Gryph-feather Charm Jazood Warchanter (80) - Artefact : The Boss Skewer Jazood Warchanter (80) Weirdnob Shaman Nogoog (120) Orruk Warboss Zofka Redfang (140) (Allies) - Great Waaagh Banner Moonclan Grot Shaman Keeb/Geeb (80) (Allies) UNITS 5 x Zodgrob’s Bashin’ Brutes (180) 10 x Ugly Bogg’s Kunnin’ Brutes (360) 5 x Dradruzak’s Fightin’ Brutes (180) 3 x Korkrok’s Gore Gruntas (140) 3 x Ruglid’s Gore Gruntas (140) 20 x Da Boyz (Ardboyz) (320) BATTALIONS Ironfist (180) TOTAL: 2000 Game One vs Seraphon (Kroaknado) Duality of Death - Major Victory Realm: Shyish Tough matchup to start the tourny. My opponent Tom deployed Kroak on his table edge of the deployment zone, preventing me from dispelling most of his spells early on. He also used the Thunderbeast Warhost with two bastiladons, an Engine of the Gods, Sarus with Astrolith banner, skink priest, 3x10 skinks, and two salamanders with skink handlers. I planned early on that I would hold the right objective at all costs and try to deny my opponent the left. In the first turn, he did his magic and stored some points, then moved his skink wall up to shield his monsters and heroes. On my turn, I buffed some units and then sent the Ardboyz storming into the chokehold at the building along with the Brutes on the outside to support the middle, while my other Brutes went to the left objective. All 30 skinks died and I had board control. Tom wins turn two roll off and begins to summon skinks and saurus to rebuild his forces.He summons a skink wall around Kroak, does some damage with shooting and magic, then sends his Bastiladons into combat. With the Thunderbeast Warhost, these monsters are difficult to kill without mortal wounds because they can reroll failed armour saves (3+) which is immune to rend. However, Tom forgot that monsters can score the objectives, so he sends one into my Ardboyz and the other at the Gore Gruntas on the left rather than the Brutes holding the objective. He attempts to teleport his skink priest from harm, along with some skinks to ambush my heroes on the right, but both rolls fail. My mega Brutes take a beating from the shooting and magic, but they kill 10 saurus who charged them. My other Brutes got stuck in with the Salamanders and both units exchange casualties. At the bottom of two, I retreat the mega Brutes and Gore Gruntas on the right and send them towards the line, hoping to get a double turn so I can kill his Stegadon and Skink Priest. The Brutes finish off the Salamanders while the Ardboyz continue to grind against the Bastiladon. Turn three and I win the roll off. Shaman does foot of gork and takes off a decent amount of wounds from the bastiladon. I later charge the Stegadon with my Megaboss and Megabrutes, while my lone Gore Grunta hits the Skink Priest. Both suffer damage but don't die. Bottom of turn three comes and more damage is dealt to my army, but I still hold my objective while he has failed to get the other for himself. The Bastiladon on the left moves up, but the two Brutes hanging around on the objective have been killed, leaving him no way to advance or charge onto it. More Brutes die, but my third unit retreats in case he tries to teleport again. In combat, the Bastiladon is brought to one wound, while the Stegadon dies, but is reborn with two wounds left. At this point, Tom realized he must win the roll-off for Turn Four or else its game. We roll and I win the turn. We just play it out for kill points and call it after both of his wounded monsters finally go down. There wasn't much I could do about Kroak (except dispel his tornado), but the boyz kept the pressure on my enemy and didn't allow him to summon more big baddies or spread out to contest the objectives. Board control was big, and this list really worked for that style. Game Two vs Ironjawz - Focal Point - Major Victory Realm: Ghyran I've played against Jason before. He's a good Ironjawz player on Long Island. At the last tournament I attended here, he gave me my first defeat in a mirror match, so I was looking to return the favor. Like my list, he did not run a Maw Krusha, but had 2.x20 Ardboyz 2x3 Gore Gruntas 10xBrutes, along with a moonclan shaman, boy boss with banner, megaboss and two warchanters. He also ran an ironfist. Like our last game, he finished deploying first and took the first turn. We were playing on the same board as the first match I had against Seraphon, so I was more adversed with the terrain. So when he ordered 2/3rd's of his army to charge my line, I had Brutish Cunning ready to go and sent a unit of five Brutes to hold his Ardboyz at the top of the choke point on the right. Interestingly, this also locked his Gore Gruntas from charging because they were within 3 inches. His other 20 Ardboyz had horrid rolls for Ironfist so they didn't advance far. He did charge his other Gore Gruntas into my 10-Brutes and GG's but they killed them all in combat. His 10 Brutes, however, did a number on me with all his buffs. They killed a unit of five Brutes while the others succumbed to battleshock after losing three orcs. However, he was now vulnerable, and me, with two command points, with enemies right in front of me, went WAAAGH!. The Ardboyz charged the choke point and stretched across into the woods to hit the Gore Gruntas and his boyz. Meanwhile, my Gore Gruntas on the right swung around to try to charge his Warchanter on the rear objective, while my other GG's stayed behind to protect the bottom. In the center, my Megaboss and surviving mega Brutes attacked his Brutes. With the help of the double turn, I pretty much erased those units and then pressed into his rear to claim that objective. At this point, we knew the match was over, but we played it out for fun. His Ardboyz and Warboss with banner did put a beating on my remaining Brutes, while my Megaboss stayed behind on one wound to "tactically" secure the center. Mirror matches are dangerously fun, especially for Ironjawz, but the games tend to be decided in the first turn or two because it depends on who gets the charge and how much you can cripple your opponent. This game, Josh got the charge, but left too many of my orruks alive (partly thanks to Brutish Cunning), allowing me to make a strong counterattack and push out to claim the win. Can't wait to play Josh for round three next time. Game Three vs Daughters of Kane (Snake List) Scorched Earth - Major Loss Realm: Hysh This was the most frustrating match I have played of Age of Sigmar. Sadly, part of it had to do with my opponent. His list, the Temple Nest Battalion, featured 2x10 Blood Sisters, a unit of 5xBlood Sisters, 2x5 Blood Stalkers, Two Hag Queens, a Medusa, Morathi, Cogs, and Gemenids which he never used. This was also the first game I played where the realm rules played a major factor. The special rule we rolled allowed us to teleport a unit at the start of the movement phase on a roll of a 6+. On the first turn, he moved his units up and buffed his Blood Sisters, preparing to receive or deliver a charge. Morathi teleported out of range to dispel her, she summons the Cogs and unleashes magic that kills my Grot Shaman. After some shots from the Blood Sisters, it's my turn. I buff my units, roll a 6 to teleport my Gore Gruntas on the right and send them to his lightly defended right objective. I hesitate to charge his Sisters, however, waiting to see if I can get the double turn to ensure my units can all make it into combat. The GG's charge, claim the right, and combat a Hag Queen. Turn Two roll and I get the double. My opponent feels defeat coming, but its a long game ahead. My magic doesn't accomplish much but I get some decent movement rolls to shift my troops forward. I declare a double WAAAGH! and charge my Brutes up the center to claim his back objective and my Ardboyz go straight into both units of Blood Sisters. I'm thinking I can tie them down so he doesn't challenge my back field. At this time, I am also spacing out the back so he cannot teleport anything to sneak up on me. This is where Hysh's command ability kicks in. My opponent spends his two points at the start of combat to use Strike Quickly. Before my Ardboyz know what'****** them, the 20-man unit is now one. Poor on my part for not picking up on this, but it gets worse later. For now, the Brutes do their work, and erase a Hag Queen and seven Sisters. He nitpicks me on a rule discrepancy regarding combat range, but I abide by it and we continue. I kill his other Hag Queen and now control two objectives. I burn both and take a 12-3 lead entering bottom of turn 2. Realizing he needs to do something desperate to win, he unleashes snake-form Morathi and sends everyone up. More magic rips into my units, then he charges Morathi into my Brutes, while the sisters charge my depleted back line. My Brutes kill five of the 10 sisters on the right, but they kill them all in the counter attack. The surviving three from the unit charge attack my heroes but cannot bring them down. Morathi meanwhile kills six of seven Brutes. Turn three comes and he gets the double turn. Morathi banishes my Ironfist Brute Boss, which I move to my back line in the center, and she makes her way to the left flank with the 5xSisters and stalkers. Meanwhile, the sisters on the right teleport closer to the center thanks to the Medusa and prepare to charge. After softening up the Brutes and Gore Gruntas on the left, they charge and erase the Brutes and Warchanter. He also used Strike Quickly again at the start of combat, allowing his Sisters on the left to go first, followed by the others in the middle. Those five sisters cannot kill the central warchanter, but the Shaman finally falls. Bottom of turn three comes and I am in trouble. I send my Megaboss and Brute Boss to the center to rescue it, while I send my Gore Gruntas on the right back and the Gruntas on the left to try to steal his left objective. I charge my megaboss at the five sisters while my brute boss attacks the surviving sister from the other unit. We enter combat, and we both use our command points on Strike Quickly. Since it's my turn, I attack first, and my Brute Boss removes the unit, kicking off Smashing and Bashing. However, he argues vehemently that the realm command ability overrules the allegiance ability and he should attack next. After bickering for a bit and getting a TO to make a ruling, I am allowed to attack twice, and my opponent receives a warning. He moans that he will now lose the objective, which he does, by my megaboss only kills two models. The score is now 13-9 entering Turn Four. Unfortunately, the dice doesn't go my way and he wins the roll off. My middle resistance is finally quashed and the Gruntas on the left are tied down and later destroyed. He burns my right objective so I cannot get my other Gore Gruntas there. I make one last bid as I run the GG's to his back left objective. If I can burn it, there's a chance to sneak out with a win. Sadly, he wins the roll again for turn five and secures the victory. I made mistakes, he made some good choices and used the realm rules to his full advantage to take the win. Props to him, but I would not want anyone to deal with the type of obnoxiousness and unprofessionalism that he displayed. The whole day was pretty fun, but this soured my attitude as the event came to an end. He may be facing disciplinary actions from the store for arguing with the TO. Regardless, I felt my list performed fairly well without the Maw Krusha and did a good job with board control. I think we still need the cabbage for most matchups, but even without him, our boyz can get the job done. Until next time Cheers
  15. @BluesPixie really like your lore and the details on your map. I hope to hear more of your tale. I'll keep the thread going with another map I made from my story: The Bloodlands- North of Jaskviny and south of the Frostwoods, the lowlands have changed names enough times to confound the minds of the Collegiate Arcanum. Its original name lost to time, as are its people. Khorne’s Blood Storm erased nearly all evidence that civilization once dwelled in the lowlands. The scarred husks of settlements scattered across the area are but a reminder of what has been lost. From the ruins of the lowland’s, the Bloodbound staged their conquest of Zarcosia. They devastated the duardin kingdom in the Frattura Mountains, burned the southern kingdoms of Jaskviny and Astakos to ash, and terrorized the people of the Gastiger Highlands in the west. With reinforcements pouring in through the realmgate at Carnage Hold, The Bloodlands became a paradise for Khorne’s worshippers. However, the intervention of Nurgle and the defiance of the aelfs of the Frostwoods held the Blades of Khorne. While endless fighting ensued for centuries, the Blood Warriors could never deliver a fatal blow to their enemies. Eventually, their momentum was halted. By the time the Age of Sigmar arrived, Khorne’s forces had grown lackadaisical, bored from the senseless fighting that had grown stale. Then the Ironjawz showed up and gave the chaos warriors more than they could handle. In a series of grand battles, Da Bloodbreaka Clan overpowered the Khorne Bloodbound. When Gorfang da Immortal slew Deathbringer Kalrak Bloodmarked at the Battle of Crystal Fields, Khorne’s grip across Zarcosia was shattered. After several more defeats, the remaining forces would bunker down in Carnage Hold where a sea of Greenskins besieges them to this day. Besides skirmishes with Nurgle’s forces and aelfs from the Frostwoods, the orruks unquestionably rule the Bloodlands. With enemies all around, the orruks enjoy the paradise that their enemies once embraced. However, the various kingdoms of Zarcosia are regaining strength and are starting to challenge the orruks for control of the lowlands. They are a pivotal region in Zarcosia because its highway connects several kingdoms together and offers rare resources that most civilizations desire. Once again, the Bloodlands will earn its namesake. Ishumir- one of the few cities to survive Khorne’s onslaught, Ishumir stands proud but its people are scarred permanently. After the boiling of the Parched Sea and the formation of The Kasprow Slop, Ishumir was besieged everyday by the Bloodbound. Countless lives were lost in the defense of the city, but through their tenacity and wit, they persevered. Even with Khorne’s hold slipping on Zarcosia, Ishumir remains vigilant. Its people have become rugged, quick to act over contemplation, preferring savage grit over graceful movement. The coming of the orruks has allowed its forces to leave their island to rediscover the ruined landscapes of the Bloodlands. However, their allies in the Frostwoods, whom without their aid would have seen Ishumir fall, have fallen silent. No messages have been received nor scouts returned from their travels. Carnage Hold- the long-lost capital of the former lowlands is the site of Khorne’s last bastion on Zarcosia. Protecting a realmgate connected to the Realm of Chaos, daemons and mortals launched thousands of assaults across the continent during the Blood Storm. They constructed the Kasprow Slop across the Parched Sea to try to burn down Ishumir, but after centuries of besieging the city, they failed. Now, reinforcements from the Blood God’s realm are sent straight to battle outside the bastion’s walls. Since the Battle of Crystal Fields, orruks have rampaged across the Bloodlands, claiming much of Khrone’s former territory. The peninsula where Carnage Hold stands is a living battlefield as orruks fight Blood Warriors for the sake of a good fight. The fighting has gone on so long that the orruks have built a town on the mounds of ****** at the base of the peninsula. The Khorne Warriors can smell Mount Dung from their battlements, but the scent of blood is always stronger. Despite the precipitous situation, the Bloodbound rejoice in an endless battle where there are stakes to be had. Control of the Bloodlands is not out of Khorne's reach just yet. Mount Dung- while the Bloodlands are forever stained red from Khorne's Bloodstorm, green is the color that now dominates these lands. After Da Bloodbreaka Clan smashed aside Khorne's armies, greenskins poured into the Bloodlands from all over. Gorfang's boyz control the southern entrance to the Frattura Mountains at the Ruins of Mingol Krum, but the rest of the region is controlled by dozens of warring clans. The largest concentration resides at Mount Dung, a war camp or town settled on the poop mounds of the orruks. It is situated at the base of a peninsula where Khorne's followers endure in Carnage Hold. The fields between the camp and hold are scarred battlefields where war rages constantly. Even at Mount Dung , fights break out between rivals. Nevertheless, the orruks here have found a paradise and will continue besieging Carnage Hold until nothing but ruins remains. Grolack’s Manor- with Khorne’s victory almost assured during the Blood Storm, it was the timely intervention of Nurgle’s forces that halted their momentum. From his mansion on the northern peaks of The Frattura Mountains, The Harbinger Grolack unleashed his blight upon the lowlands. It was slow, but eventually, Nurgle’s feculent life spread in the west. Fighting for control of the Bloodlands was fierce, but Khorne was pushed back for a time. Grolack then turned his focus west to the Lighting Arcanum in the Grastiger Hgihlands. His thirst for the tower’s raw energy would be his undoing as he was killed during one of several battle fought against the Arcanum’s defenders. Daemon Prince Zighdan now leads Nurgle’s forces from Grolack’s Manor. He almost achieved daemonhood after defeating the Stormcast Eternals during their initial push into the Bloodlands. However, at the zenith of his triumph, Da Bloodbreaka Clan would deliver a terrible defeat, drawing the ire from Grandfather Nurgle, and forcing Zighdan to start from scratch. His forces contemplate their next move as the Bloodlands once more descends into war. The Grand Bulwark- standing at the entrance to Jaskviny, the Grand Bulwark has done its job in halting all adversaries from entering its lands for centuries. It could not protect the city of Dustbarrow, which was razed to its foundations, but the massive battlements withstood the worst that Khorne’s forces could throw at it. Its thick walls and massive gate rivaled the towers of Azyr’s cityscapes. The gate remain closed under the isolation orders of the Strakoten leaders. Rumors abound of the fate of its people, but the gate denies all entry, even the eyes of Sigmar. The Last Watch- for years, the battlemages and soldiers of The Lightning Arcanum defended the Grastiger Highlands along the southern foothills that border the Bloodlands. After the arrival of the Stormcast Eternals, the forces of Order began to push back. Together, they drove eastwards into the Bloodlands, establishing an outpost upon the western cliffs. From The Last Watch, humans, duardin, aelf and Stormcast fight to reclaim the lowlands from the forces of Chaos. While the orruks and khorne warriors battle in the east, the immediate threat comes from Nurgle’s forces from Grolack’s Manor. The diseased host has tried to take The Lightning Arcanum on multiple occasions, but now its defenders look to take the fight back to them.
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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.’
  21. 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.
  22. 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.
  23. 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?
  24. *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
  25. 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.
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