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260 Celestant-Prime

About awcamawn

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  1. Thanks for the heads up on that one @Still-young and @michu! From that lastest Stormcast podcast - Jes Bickham said the following on what the new dedicated Age of Sigmar studio is working on going forward: "...battletomes for every faction..." and specifically "...we will get around to all the existing factions." !!!!Excellent!!!! Go Team Handbook! *group hug/high five/chest bump of Wanderers, Dispossessed, Darkling Covens, Slaves to Darkness, Freepeoples, and Gutbusters* For all of us who haven't received any battletome at all, there is hope! Fight on, my tome-less brothers and sisters!
  2. @Alexispolux There isn't a whole lot of established canon for Wanderers, like most of the armies that currently don't have their own book. They're definitely affiliated with Ghyran and life magic. The Firestorm supplement indicates there are significant numbers of Wanderers in and around Hammerhal, the Living City, and Greywater Fastness (all cities in Ghyran). They are almost certainly spread around the realms like most every other faction, but like the Sylvaneth seem to have a significant portion of the their numbers in Ghyran. The old Grand Alliance: Order book had a paragraph or two of good info, including a mention in that book's Sylvaneth section indicating that the Sylvaneth see the Wanderers as "estranged cousins." So Wanderers and Sylvaneth still see each other as part of the same extended family in a sense, but there's been some family drama to say the least. Some of the more twisted Sylvaneth probably want to kill the Wanderers, but they also probably want to kill humans too. For their part, one of the Wanderers' main goals seem to be earning back the trust of the Sylvaneth, but that process takes time. Part of that process is fighting and dying on the battlefield alongside the Sylvaneth, hence the 'allies for list building' bit. To best set the scene for yourself, I recommend checking out the AoS 2 Core Rules Book. Within is a very nice write up of the full history of the realm of Ghyran and later the War of Life, detailing the events that led to many of the "dissident Wanderers" giving up the fight and traveling along the Cascading Paths to escape to Azyr. It details the aftermath of that fateful decision, and later in the book also has a short blurb on Wanderers specifically in the faction lore overviews. Hopefully we'll learn more if we get a Battletome, and/or perhaps we'll be mentioned in a potential second edition Sylvaneth book (coming soon-ish?). Another thing to check out is the Black Library stories concerning Prince Maesa, an exiled Wanderer Prince on a quest to save his beloved. These include "The Autumn Prince," "Hungerfiend," and "The Sands of Grief." We don't learn a whole lot of new stuff about Wanderers as an army/society/culture here, but there are some hints.
  3. Awesome conversion @Thiagoma! Very interested to see what you come up with for the other heroes. Also, I made sure to let GW know in their survey that I want more Wanderers. Give us a battletome!
  4. Wanderers Forever! Plastic Wardancers! Kurnoth Lives! Give us a Wanderers battletome, please.
  5. Sure thing! Always good to see someone looking to join up with the Wanderer kindreds. I would say that Wanderers play just fine at less than 2000 points, and they possibly play better at lower points relative to some other factions. We don't have any big centerpieces or a large number of support heroes to try to squeeze in, so we can scale reasonably well at any size of game. The Waystone Pathfinder battalion is far from required; although it is currently part of my 2000 point list I'm looking to expand my options with more Wildwood Rangers and some Wild Riders so that I can field a full 2000 points of pure models. For a whopping 200 points you do get a potential one drop army (or at least a very reduced number of deployment 'drops'), an extra command point, an extra artifact, a new deployment option, and some hero phase shooting that can be very powerful in the right circumstances. The downsides are the aforementioned high point cost, the fact that the special battalion deployment isn't always very useful, and that it forces your hand in both list building and in battlefield tactics. You generally have to have your army somewhat tightly grouped to benefit from Protective Volley and this can either leave your force open to AoE damage or leave you too focused in one area such that you are out of position and cannot effectively cover the multiple objectives that are present in many battleplans. It also makes your Nomad Prince essentially a 280 point model with 5 wounds that needs to get into charge range with big threats to activate the hero phase shooting, and while we do have some tools to protect him with some of our Command Traits and Artifacts it's still a lot of eggs in one basket. In short, the battalion is strong but can be difficult to use to full effectiveness, particularly against opponents who have faced the battalion before and have the AoE damage or the mobility to deal with it or avoid it.
  6. The Sisters of the Watch are solid keepers, and are workhorses of the faction. Despite being fragile they're best used aggressively along with the Wanderers' Realm Wanderers battle trait to redeploy without moving and thus get the benefit of their Quicksilver Shot ability. A unit of 20 of these can be a downright terrifying threat to a chaos player, as @Ndino87 mentioned in his battle report. Their mere presence on the board edge can force your opponent to react or be flanked. The Sisters of the Thorn are likely a bit overpriced, but they wield a very excellent unique spell in Shield of Thorns. This spell combos quite well with Eternal Guard - and any other unit that has access to +1 save modifiers, such as all those Dryads you're likely to have from your Sylvaneth. Units of dryads with more than 12 models will be doing mortal wounds on 5+ when rolling saving throws in the combat phase with Shield of Thorns active. Eternal Guard are really efficiently pointed right now though, and are probably a better target for Shield of Thorns for that reason alone. If you have some old High Elves with spears they would work just fine as a proxy for Eternal Guard, otherwise I would consider buying some as they form a low-point-cost defensive backbone for any Wanderers force. The Glade Guard are a bit of a one hit wonder with their Arcane Bodkins, but the fact that you get twice as many models vs a similar costed unit of Sisters of the Watch means they can be useful for objectives in AoS 2. Running the 40 you have in 2 groups of 20 is risky as they really want that +1 to hit from their Peerless Archery ability while they have 20 or more models. A unit of 30 may be better, able to put a solid hurt on something early with their -3 rend and then scooting off to hold an objective or to simply use their very large footprint on the table to take up some space and zone out your enemy (blocking deepstrikes to key areas, etc) Just to note, only one Wanderer hero is in resin, the Spellweaver with staff. There is an alternative Spellweaver available from GW in metal, and the Waywatcher/Wayfinder/Waystrider heroes are also in metal as well, not resin. So no need to mess with any resin! There are definitely conversion options out there though - please share any that you come up with! Dark Elf Sorceress as a Spellweaver is one I see a bunch, and a Waywatcher can be made by just building a really fancy looking Glade Guard/Sister of the Watch. Personally I really like the look of the metal Wanderer hero models though. The three key heroes you will likely want at 1250 points are a Nomad Prince (our sole hero available in good ol' plastic, and a great sculpt), a Spellweaver, and a Waywatcher [or maybe two]. A Nomad Prince is relatively points efficient with a very respectable melee profile and provides a key 'reroll 1's to hit' bubble to nearby Wanderer units. A Spellweaver has a nifty spells that revives slain Wanderer models to a target unit (especially effective on the 2 wound, 44-points-a-model Sisters of the Thorn) and additionally has a once per game ability to automatically succeed on an unbind attempt with her Ancient Blessings ability. I've found this once per game auto-unbind absolutely clutch against opponents with powerful spellcasting, especially when they're using some of the really powerful endless spells (looking at you, Everblaze Comet). Finally the Waywatcher, despite a 20 points cost increase in the last GHB, remains a powerful and extremely reliable source of relatively long range shooting attacks with rend. Additionally, his command ability 'See, But Do Not Be Seen' will improve the resiliency of Wanderer units against enemy shooting attacks by providing a large bubble of '-1 to hit.' Besides the heroes, potentially some additional Sisters of the Watch (I've found units of 20 to be especially effective), and the aforementioned Eternal Guard, some Wildwood Rangers would make a good addition. They have a solid melee punch even against non-monster keyword targets and their 2" melee range comes in extremely handy in making sure they get all of their attacks in. Ultimately I would pick them over some of the similar elite melee options High Elves have to offer, especially if you are looking to use the Wanderers Allegiance Abilities. Non-Wanderer alternatives won't reroll battleshock or have the option to use Realm Wanderers, nor will they benefit from the Spellweaver's Blessing of Life or either the Nomad Prince's or the Waywatcher's command abilities. As far as allies, Kurnoth Hunters provide some very strong melee punch with potential -2 rend as well as some much needed toughness for the army (as @overtninja mentioned). I would also speculate that Drycha would make an excellent ally for Wanderers mechanically, providing a solid mortal wound output which Wanderers lack, but would not fit into the ally limit at 1250 points. As far as our options from the High Elf range, I think the Dragon Blades would make a nice allied detachment providing some mobile melee damage. I've seen folks ally in Phoenix Guard, but in my humble opinion 20 Eternal Guard are simply more efficient than 10 Phoenix Guard for the same point cost in a Wanderer allegiance list - especially when sheer number of models on a given objective can easily decide a game in AoS 2. The Phoenixes [w/Anointed] themselves are a different matter; they're strong ally options but again even the cheaper Frostheart Phoenix won't fit in the ally limit for a 1250 point game. Based on what you already have, I might go for something like this: Allegiance: WanderersNomad Prince (80)Waywatcher (120)- General- Trait: Masterful Hunter - Artefact: Starcaster Longbow 10 x Sisters of the Watch (180)30 x Glade Guard (360)10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Wildwood Rangers (140)5 x Sisters of the Thorn (220)Total: 1240 / 1250Extra Command Points: 0Allies: 0 / 200Wounds: 90 You'd need to buy two heroes and three boxes of the Wildwood Rangers/Eternal Guard kit, or if you're looking to convert the heroes and you have 20 of the old High Elf spears (for Eternal Guard proxies) you might just need to buy a single box to get to 1250 points of Wanderers.
  7. I believe the reason for that is because FW is in charge of future releases for the Middle Earth Strategy Battle Game, and it is now one of FW's main focuses along with Horus Heresy. Would be great to see GW and FW coordinate a bit more for all of their games though, it's a really strange dynamic between the two companies.
  8. @Ndino87 awesome battle report, seemed like a fun game. Keep em coming, love all the pics. Somehow never considered putting the ol' Spellweaver on a Balewind Vortex before, but I am now! @GM_Monkey True enough, add a very specific set up to the list of downsides of the Forget-me-not. I think the Starcaster Longbow is nearly an auto include for us as far as artifacts go, and with a choice of a second one (w/battalion) the Viridescent Shawl is more useful in more situations than the Forget-me-not. The Forget-me-not is on a short list of things capable of killing Morathi in one turn (as she cannot use The Iron Heart of Khaine for the combat phase that she is removed from); powerful but very niche. One thing I've noticed is I haven't been able to effectively use Protective Volley ever since one of my buddies started using the Everblaze Comet; if I try to stack up to use the battalion as I would before I'm at risk of having half my army wiped out by one endless spell (after the Spellweaver uses Ancient Blessings or by my opponent casting the comet from 36" - beyond unbinding range).
  9. @Frozenbeast The solution is to ensure that all the bases within the screening unit are wholly within 2.49" of the Prince, so that no charging models can be placed within .5" of the screening unit without also being within 3" of the Prince. There are perhaps stronger options, but the Forget-me-knot can still be quite powerful as long as you do not make a mistake in moving and arranging your models; ensuring the models are in the right place is tricky but it is ultimately up to you to plan ahead and not leave an opening for your opponent. To me, the Forget-me-knot's main weakness is that a wise opponent will simply go after your Prince with their non-hero units.
  10. @GM_Monkey I think Aezeal is right, proper placement and planning can be key here. When looking to use the Forget-me-knot defensively, try not to have three full 25mm bases in your way in any direction so that your opponent can't charge around the artifact's range. In this example, if an enemy Waywatcher is charging in to do some serious damage with his Waystalker Blade, the Prince can prevent it. Even if the opponent places his charging hero as far from the Prince as he can, he'll still be in combat with the Nomad Prince and the Forget-me-knot can be used: When trying to charge a hero bearing the Forget-me-knot into combat, be sure to take full advantage of the 1" of distance that unit cohesion allows and it will leave enough of a gap for your charging hero to fit between your units' 25mm bases. Here these Eternal Guard are tied up in combat with the fearsome melee threat of an enemy Waywatcher hero, but with careful model positioning the Nomad Prince can still charge in to save the day:
  11. Looks great, a really cool concept and great execution! Gotta love a purple mohawk!
  12. Indeed, Heart of Winter featured a outcast washed-up drunk of a Waywatcher whose clan had been slaughtered. The Sylvaneth Outcasts are notably friends to nobody, and it can be inferred that they have an axe to grind with aelves they see as betrayers to their kind. Had the rest of his clan not been slaughtered by twisted forest spirits he'd probably still be living happily in the wilderness with the rest of his kindred however; he had pretty good reason to not like Sylvaneth but still kept a shrine to the Everqueen. As a society they seem to largely live outside of cities and keep moving, hence the Wanderer moniker. @Turin Turambar I know the 'weird tree things' was a light hearted comment, but like most good jokes it contained an important kernel of truth so I felt the need to address it while going over the points you had made. The fact that the Sylvaneth truly are so weird, fey, capricious, and mercurial is probably the best reason Wanderers can't/shouldn't/won't get merged in with them. They are beings of magic and see the Wanderers as 'divorced from nature' - which is a pretty serious diss among hippie types. But currently the main driving narrative force for Wanderers is their desire to redeem themselves, so hoping for a merging of the factions is my selfish way of them getting a bit of happy resolution to their current plot. It's also why I don't think their merging would be 'lazy,' as it would require them to move the story forward for both of the factions and thus give us some cool new fluff and story progression. To me, an aelf-soup tome is not at all lazy per se, but it would be the option requiring less effort on GW's part as any fluff within would most likely be repeating what we know of the various aelven factions from their blurbs in the ancient GA: Order book and the AoS 2 Core Book without any new developments fluff wise. I do agree that an 'aelf battletome' is the most likely option for Wanderers to get anything at all (based on the AoS 2 faction focuses, the new AoS website's faction breakdown, and the updated GW webstore faction categories), and you better believe if/when such a book is announced I'll have my wallet ready with a big smile on my face. I again would prefer a bespoke battletome for Wanderers, but with that seeming unlikely I still hold that they'd retain more of their identity alongside a Sylvaneth update instead of being stuck with a bunch of city-slickin' aelves. 😉 You do bring up a very interesting point with the mysterious Wanderer defenders of Greywater Fastness. We have descriptions of aelf civilians living in the city, and Firestorm tells us Wanderers make up part of its defense, but all the descriptions we have of Greywater Fastness' military seem to exclusively describe gunpowder based ranged weapons. So who are these 'dark Wanderers?' I've thought it would be a cool army concept since I read the Firestorm book - outcast Wanderers who have turned their back on the spiteful Sylvaneth and their goddess: Glade Guard converted to be wielding firearms, a Waywatcher hero with a sniper rifle, and lots of gritty urban bases covered in soot and sludge to invert the normal wood elf tropes. But to play devil's advocate again, if we look at the city allegiances available to Wanderers - being Greywater Fastness and the Living City (ignoring Hammerhal as everybody including the Sylvaneth seem to work together to defend that one) - neither allows any other aelf factions except for the Wanderers alone and the Wanderers themselves aren't found in other aelf-centric city allegiances like the Phoenicium - evidence they don't play nice with other aelves? 🤔
  13. Congrats on the win @bernoodist, looked like a really fun game. Always great to see some beautiful and brightly colored armies on the table. Looks like some pretty nicely painted terrain too. I like your use of some of the older models. The Eternal Guard sans shields always looked really cool. What do you use the Glade Lord with Sword and Spear as? I got one from a GW store manager that he didn't know what to do with and I converted it into a Nomad Prince.
  14. Sylvaneth are weird tree things which they were close allies with for millennia, and some of those weird tree things - Tree Revenants - now run around cosplaying as ancient wood aelf [wanderer] warriors ("Protectors" from sylvaneth lore). The Sylvaneth consider the Wanderers "estranged cousins" (Grand Alliance: Order, page 85), and the Wanderers "hope to redeem themselves" (AoS 2 Core Rule Book, page 143) in the eyes of the Sylvaneth and their Everqueen. They do have a "symbiotic relationship" with the Free Cities, "acting as scouts and guerrilla strike forces when necessary, in exchange for occasional shelter and succour" (AoS 2 Core Rule Book, page 143, emphasis my own). This is important because their 'symbiotic relationship' highlights that they represent a separate entity from the cities, and being a nomadic people they largely do not live in the cities themselves but prefer the wild places of the realms (like the Sylvaneth do). "Wanderers are warriors of the wilderness" and when called to war "the kindreds of the Wanderers gather from the wilderness" (GA: Order, page 264). In this, I admit they do share a great deal in common with the Lion Rangers but all the rest of the other aelves are rooted quite staunchly within the cities. In short, if we consider the lore, the Wanderers occasionally help the forces of the free cities when necessary - sounds like every faction in GA: Order there - and in fact do not live within the free cities as a society but instead are nomads, a lifestyle that is quite unlike all the other aelf factions save the Lion Rangers. And those 'weird tree things' aren't that weird to them - they worship the same goddess and favor the same types of places within the realms to make their homes. I would love for this rumor engine to be Wanderers, but I think it's a good call that this could very well be a slaaneshi perversion of the trope aelf aesthetic with as little as we have to go on here. My best real guess is it's most likely something new for Sylvaneth, following the pattern of Warhammer Underworld releases being used to showcase and tease upcoming AoS releases and we know they have a warband coming of very aelfy-looking tree spirits. Would be great to see Wanderers buck that trend and come out of nowhere off those 'hidden paths' they're always using though.
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