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Melcavuk

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  1. And 90% of that scroll is a flat copy from the Magma Dragon scroll. He gained 0 more wounds and his realm based boosts became restricted to Pyre proximity but gained casting abilities and a command trait. Point for point the magma dragon without rider might well do more damage (100 point difference for no boost in survivability)
  2. Aside from basing I've now gotten the Exalted Volsungr to a stage that I'm happy to call table worthy (Brightened up glow intensity in both the skull and inner joints, sorted flame glow across the added skulls and adornments)!
  3. I've begun the start of the Suneaters background, it tells a very different tale of Gorkamorkas rebellion that has been told to date and is the tale from the Ogors of old, Sigmars "truth" is a lie... THE SUNEATER TRIBES Deep within the Realm of Fire the drums of war echo with resounding beats as the fanatical Ogor and Grot acolytes of the violent and fire-born god The Suneater march to war. Putting all that stands in their path to the flame that every realm might one day reflect the broken and charred world that birthed them. There are many who tell the tales of righteous victories of Sigmar, those that would tell of his heroic deeds and noble intentions to creation a unified pantheon of the gods, all equals in their own right who would form a bulwark agaisnt the tides of chaos that sought to seize upon the Realms. But the words of men are weaved of lies and weighted by the egos of their kind, such tales are little more than the fanciful reimaginings by the poets and politicians of Sigmars realms, their lies woven into the very fibres of every building and the muscled sinews of every Soldiers in his armies. The terms of Sigmars alliance with Gorkamorka are oft glossed over in the telling of the pantheons founding, such details do not fit the narrative of Sigmars tales and thus who chose to share it with nobody, the feeble Man-God promised the Lord of Destruction a war unlike any other… he told tales of a tide of chaos encroaching upon the realm and a mighty battle to dwarf anything the mighty Orruk god had ever experienced before. The weak god sought to whet the appetite his rival, but where he offered war he hide his desire for a peace without end, when he spoke of battles in glory he wove a leash to keep Gorkamorka to heel, and when he spoke of an empire that spanned corner to corner of the realms he meant only his own. And thus when Sigmar lay the first bricks in the foundation of his grand alliance it was on a crumbling foundation built of lies and deceit, doomed to fail. To leash the Lord of Destruction is to try and cage the very wind or lid the volcano, for every day that passed for this mighty beasts beneath the heel of Sigmar his temper grew and his patience shortened. Years of enforcing a peace he had never wanted renegated the only glorious creature to little more than the attack dog of the man-god, sent out to wage wars no other god was willing to risk there people for only to return and find yet more idols and cities erected to the weaker gods of the pantheon. As his realisation of this injustice grew Gorkamorka began to unravel the leash he had been caged by, he saw the lesser gods for what they were, false idols feeding off of the belief of their peoples seeking to impose their wills upon the realms that neither asked for nor wanted them. Gorkamorka however was born of the primal winds of the realms themselves, every brick laid tore just a fraction more of that primal wind away, every mighty beast caged fed the other gods and syphoned away his powers. All this while Sigmar thought himself just and glorious, he saw no ill in the cage he had built for the Lord of Destruction, and in his arrogance he failed to see the last threads of his leash unravel until it was too late. The Gods of Order had thought Gorkamorkas power had diminished beyond reckoning, but the explosive force of his temper caught them all off guard, as the last strands of his leash decayed he erupted forth in a tide of destruction unlike any that had gripped the realms before, he gathered to him every Orruk and Greenskin and those Ogors that would heed the call. It is said by the scholars of Sigmar that every creature of destruction fell beneath the sway of Gorkamorkas petty rebellion, they do not tell of the Ogor tribes that wanted no part of the endless wars that Gorkamorka sought to instigate, but these truths are often found to be inconvinient in light of the war Sigmar waged against Gorkamorkas kin. In retaliation to the tide of destruction Sigmar gathered to him an army of man, aelf and dwarf to enforce his word of Order across the realm, such a combined army marched that the very grass beneath their feed was crushed away to darked dirt, their hunger was so ravenous that they stripped whole regions bare off livestock yet all these things were blamed on the kin of destruction.
  4. Army photo so far, need a better area to do army shots but struggling to find anywhere with enough light
  5. More work on the Exalted Volsungr for my Suneater Tribes, started to fill in a few of the details but managed to scupper my airbrush by putting it down imprecisely (bent the needle). Will rework the fire glow once the new airbrush arrives.
  6. So here's a light hearted faction focus for my Suneater tribes for AoS 2.0 FACTION FOCUS: SUNEATER TRIBES Its time for another Faction Focus today and one I'm sure all of me has been waiting for! We'll be looking at who the Suneater Tribes are, with tactical insight from "Totally not me wearing a different hat" along with how they'll evolve into Age of Sigmar Second Edition... WHO ARE THE SUNEATER TRIBES Fanatical, obsessed and enraged the Suneater Tribes are the city burners of the Destruction faction, they are ruled over by Ogor Prophets who play the role of Barbaric Kings and Seers of the tribes, driven by the will of the Suneater (A Volatile aspect of Gorkamorka) to burn the cities that seek to bring order to the wilds of the Realms. The Suneater tribes are an enemy of Sigmars own making, a result of his armies being left to enforce their own concepts of civilization without restraint across the realms, conquering tribes who would otherwise have taken only their fair share of meat and lives from weaker races. The relentless expansion of Order cities pushes the tribes to the edge of extinction, and in this moment of cataclysm a mighty Prophet walked forth from the blasted deserts at the edge of Ghur, a living avatar of their Gods firey temper. To the Suneater tribes every city in the realms is a taunting reminder of the dominance that Order sought to show over their people, it is a blight on the face of the Realm, they believed that when walls are broken and shelters burned the natural order of things will resume, with Ogors (and their grotkin) resuming dominance over the weaker man-things of the Realms. The Suneater tribes fiery temper is matched by their abundance of pyrotechnic weaponry, wielding flame as easily as blade or club in their onslaught, they bring what few other destruction factions can... the ability to break wall and burn fortress. To this end they are often slower moving than many of their destruction kin but make up for it with a plethora of ranged weaponry and a first for destruction: Priests. A Suneater tribe migration is a literal scar upon the realms, hundreds of miles of woodland in Ghyran is now little more than a blackened wound referred to as "The Scorch" where a rogue Suneater migration was eventually brought to a halt by a combined Order alliance. Whilst the Suneaters themselves were destroyed the wound they left on the realms has yet to begin to heal, either through intense heat or magical mean no seed will take to the burnt soils they left in their wake. PLAYER PERSPECTIVE Ricki-in-a-Hat is one of the most devout players of the Suneater tribes, more to the point is definately not me in a hat giving the tactical overlay of my custom faction, at all. Interviewer: So what attracted you to the Suneater Tribes Ricki-in-a-Hat: Well first of all thanks for having me Tim.. Interviewer: I'm not Ti... Ricki-in-a-Hat: Good story Tim, I found the original factions of destruction to be lacking something, they all encapsulated the wilds of the Realms but it lacked that emotional aspect that I find ties me better to collecting and playing a faction. There is a visceral rage to the Suneater tribes, they are not acting without reason but avenging centuries of abuse and onslaught by the cities of order, in their minds they are the good guys here, fighting to reclaim lands and lives lost when Sigmar decided that his armies would take what was theirs in the name of "Good" Interviewer: So what're your tips for Suneater Tribes players? Ricki-in-a-Hat: Stoke the Pyres, the inferno marker ability is a fantastic way of delivering massively impactful abilities on a turn by turn basis, all from the hugely thematic concept of burning down the terrain that makes up the battlefield (could anything be more destruction?) You'll want a couple of Gothi Fyri priests using their Cowardly rule to avoiding incoming fire to stoke pyres across the battlefield. Most Suneater Tribes units are better when near, or targetting an enemy near an Inferno Marker, use their to control the battlefield either by having troops Firewalk using the Waaaghkart or delivering an unrelenting artillery bombardment. Interviewer: What advice would you give to a new Suneater Tribes player? Ricki-in-a-Hat: Start with a character, these are the lynchpins of the Suneaters story, every tribe is shaped by the will of its Volsungr prophet from their fighting style, appearance all the way down to their motivations. In developing your tribal leader you'll understand and connect better with the rest of your force. Some will be led by Ogor centric Volsungr who trust the Gothi Priests as far as they can throw them (which admittedly is still pretty far, especially if you crush them into a ball first) so will focus on Gullveig and the mounted Ogors to deliver much of their blow. Others might listen a little too much to the Gothi whispering in their ears, a force comprised of cowardly Grots with minimal Ogors present but bringing in much more artillery. IN THE NEW EDITION So GREAT NEWS... I'm still writing the Battletome (see procrastination is for WINNERS), what this means is it can evolve and change with the new edition, first of all this faction packs in some of the most reliable combat Wizards in the game with a Volsungr on Magmadrake packing in over 20 wounds and enough mobility to delivery him where you want your endless spells to originate. Your Inferno Marker will also take on new life in AoS 2.0 as the excitations of flame elementals focuses around the Pyres of the Suneaters, you'll have to decide whether to use your Pyres to enhance your fighting capabilities or extinguish them to unleash volatile and capricious flame elementals on your foes and drown the battlefield in living fire. Points will ofcourse be reviewed as we enter the new edition, with a couple of units already seeing points drops (Slatr Warbeast), but moreover whilst over factions relish the new "Look out Sir" mechanic your Gothi priests take it a step further with their Cowardly rule keeping them entirely safe from enemy shooting when hidden near other Suneater units. You'll also be able to take advantage of some of the massively thematic new relics from Ghur and Aqshy, realms the Suneater tribes have the bulk of their Migrations in, this way you can tell the tale of your tribes conquests through treasures captured along. Combining Pyre Markers and your Waaaghkarts ability to launch units up the field you'll be able to target enemy characters seeking to hide in the backfield, or bring your slower units to bear in the prescence of your Volsungr on Magma drake, locking down the enemies most potent units with your own viscious combat units and controlling the battlefield from an early stage. IN SUMMARY The Suneater tribes and their world burning migrations are looking set to bring the cities of Order to heel in the new edition...
  7. Cheers guys, I've had to trim some tails off that I missed and added in a few ogor specific parts to the shrine to move further away from the skaven aspects.
  8. Making up the final Grot Warscroll for my Suneater Tribes is the Totem of the Suneater, a destruction warshrine that moves with the migrations of Suneaters. The rippling heat and power of the shrine can turn away blades and burn up projectiles before they reach the fanatical followers of the Suneater, but its true potency lies within the trials of flame. Gothi attendants stoke the flames around the giant stone effigy before swinging it forwards, should he prove willing the Suneater musters his energies to belch forth huge gouts of flame from the pyres to engulf loyal warriors, consuming them and letting them emerge unscathed from other pyres of the Suneater. Those who are unworthy however will find themselves consumed by the Suneater in his eternal hunger.
  9. I'm meant to be building a second catapult for tomorrows game but couldnt resist putting a little paint on the model. Long ways to go obviously but it gives better understanding of how he'll end up
  10. Chosen of a god borne of Fire and Destruction, the Prophets of the Suneaters rule not by might alone but by Divine Right, they are chosen, elevant and gifted beyond any of their kind that they might be the fists of the Suneater beating down against the cities of Order. Every Volsungr is a warrior of reknown, a capable wizard (though intensely destructive in the nature of their spells) and a competant tactician, those who have not passed their trails of the Suneater cannot challenge them for rule of the tribes as none would follow a creature so unloved by their God. The Volsungr In the guttural dialect of the nomadic Ogor tribes the word Volsungr "Vol-Sun-GHUR" roughly translates to Chosen one or Chooser, both of which apply aptly to the great Volsungr of the Suneater Tribes. They are the highest authority within the tribe, seconded in potency only to the great Suneater himself, they have walked the blasted wastes and faced the great trials in the same way the very first Prophet of this kind did and emerged the stronger for it. Each nomadic tribe has but a single Volsungr, the most potent of their Ogor wizard that has risen to dominance, often the oldest and strongest of their kind their skin is rough and blistered from decades walking the flames of their Gods glory, adorned with trophies of civilisations that they have incinerated. To pass the final trial to become a Volsungr each aspirant must tame one of the great drakes of Aqshy, walking alone and unarmed into the Scorch fire Chasm as their prophet had done so long ago. So seldom does such an aspirant emerge from the Chasm successful (or intact) that there are but a handful of Volsungr roaming the realms, each at the head of a great host of the Suneater tribes who recognise their glory. Volsungr ride into battle mounted atop their Magma Drakes, a rippling beast of scorching heat and burning hot scales. Their hides are thick enough to deflect even the best of Duardin blade and their great wings allow them to race down the battlefield even carrying to burden of their master atop their backs. In the heat of battle they can unleash boiling brimstone flame from their wicked beaks, boiling blood and shattering bone with the intensity of the molten magma that erupts from their gullet. Tribes form around the Volsungr, seeing them as the prophets of the Suneater and his embodiments within the realms, as such each tribe takes on features of their Prophets, often mirroring his garb and trophies with priests screeching out their new masters interpretation of the will of the Gods. For this reason should a new member of the tribe seek to take on the position they are cast out into the blistering wastes, for no prophet can endure the word of another, if the Suneater finds the challenger worthy he will protect them and allow a tribe to form around their new interpretation of his will. Exalted Volsungr: It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its prescence. Indeed many take to bathing in the Magmaflows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungrs migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanies, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the most unsightly of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require.
  11. It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its prescence. Indeed many take to bathing in the Magmaflows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungrs migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanies, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the most unsightly of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require.
  12. Nearing completion on the catapult, tomorrow I get to pickup the parts for my Volcanic Idol and the secondary catapult models
  13. The Wanderers will be black/grey and dark/light green fade as primary colour scheme, they'll be painted by my girlfriend (my involvement is purely in making the models, the concept and painting will be all her) to be run in a narrative campaign as the anti thesis to the Suneaters. The Aeloran Nomads whilst somewhat parasitical survive as part of nature, they are about balance (both good and bad) and have survived this log by avoiding prolongued conflict, the Suneater migration however is carving out a scorch scar leading directly toward the heart of their woodland realm and the well of their ancestors souls. So the campaign will centre on this conflict and help shape out the background to both factions
  14. One of the key weakenesses in the destruction faction to date has been a lack of real ranged fire power which can cause the faction to struggle against tough ranged armies or those factions able to out maneuver them. Whilst the gitmob faction has a number of unique artillery options they are buried within a small and as of yet un-updated faction that lacks real allegiance benefits, and the Bonesplittas whilst able to fire enough arrows to blot out the sun themselves lack other methods of putting fire down the field. Why do Suneaters Have Artillery? The Suneaters take every walled city, every monument to a pathetic order god and every Order settlement eroding away their domains as a personal insult. In the time before time it was the rule of strength that dictated status within the realm, but as Sigmars pathetic council of gods has curled a mailed fist around the throat of every beast they have come across, choking the very life out of the realms as they seek to erect cities of stone and felled wood to bring civilization to that which ought be left wild. The Sunaters are driven by the desire to put flame to every stone hewn insult of a city that defaces their realms, that they might in time light the very fuse to bring down Azyr itself and restore the nature order of destruction to the Realms. The Suneaters are masters of flame and the exotic fyrepowders of Aqshy, long have they travelled through the realms of fire and beast perfecting the art of destruction and there are few walls in all the Realms that can withstand the full might of a Suneater bombardment. Tactics: The Burnin Bomb Catapult - This ramshackle siege machine is forced through dirt and undergrowth by a crew of ashen grots, filling its cup with a volatile mixtures of squig "extracts" and aqshy fire powders to launch down the field. The improvised nature of the explosives means it is far less than reliable and can just as easily splatter harmlessly against the walls of a city as shatter through them, but it is the maniacle determination of the crew that sets the machine apart loading the cup time and time again in ever increasing volumes of explosive until they get to rejoice in the thunderous roar of the Suneater as their payload finds its mark. These catapults come in cheap at a mere 80 points, designed to be purchased in units of upto three what they lack in potency they make up for in numbers, a number of these catapults in the backfield accompanied by a Gothi can lay down serious bombardment to deter enemy units from approaching vital objectives and cover the approach of your melee units. The Pyre Belchers - This great beast from Aqshy is a bloated and tormented creature gorged on the industrial runoff from the cities of man. Its form has swollen and mishapen with the volatility of the chemicals it has been fed but in return it has developed the ability to spit forth huge gouts of flame in the course of a battle. It is forced forward into battle by its Grot handlers, poked and prodded and gorged on lesser squigs that it might launch its payload further forward setting flame to all in its path. This unit produces variable levels of fire each turn, whilst this can limit how much you depend on it it also makes the unit an unknown variable to your foes. The fear of its large volume of fire and relatively high damage output coupled with the ability to improve accuracy through immobility makes this a fantastic addition to the arsenal of the Suneaters.
  15. If you mean the start collecting boxes they typically last until a new one is issued, given that Tzeentch has only recently been updated I cant see their Start Collecting disappearing anytime soon.
  16. My current work in progress Suneater Tribes artillery piece, designed to be fielded in units upto 3 (taking a single warmachine slot) in a cheap and ramshackle variant moving toward the newer scrolls of a unified scroll for artillery rather than seperate machine/crew items. Mildly converted skaven artillery piece
  17. Cheers, the speed of my painting is heavily impacted by how much of a grind I find the models. I’ve got 33 Grots to paint I keep putting off before I hate painting large units but they fit the theme. I think I bought him at 2pm yesterday. Between build and painting I’m feeling roughly 10 hours work (not counting drying time etc, thats 10 hours with a brush or tool in hand.
  18. Progress! Will be out of the country for a week or so now so the fine detailing and basing will have to wait but happy to leave him at this stage whilst I'm gone
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