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Melcavuk

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  1. Melcavuk
    So having worked on my Suneaters for a long time my partner has been working on her Nature Aelves to fight against them, one thing we have noticed is that the old Aelven scrolls are lacking... something, in splitting them down between so many factions and without recent updates they struggle to stand up to the more modern scrolls in efficiency or character. For this reason she asked me to look into allegiance abilities and more modern scrolls for a Wanderer evolution to fit the growing themes of Age of Sigmar for when Soul Wars hits.
    So heres where I am right now:
    AELORAN NOMADS
    When the Realms fell to chao those Wanderers who found themselves abandoned by their volatile and spiteful goddess fled across the realms, the tide of chaos ever biting at their heels as they sought a place to call their own. Yet godless and without allies every door became closed to them, even the mighty gates of Azyr were found sealed by the time their beleaguered populace came unto it. It was then that they were driven onwards, ever further out from their cities in the heart of Ghur towards the volatile and unknowable forests at worlds edge that they might endure the elements longer that they could the blades of their foes. Their hidden refuge at realms edge has, for the longest time kept the nomads hidden from the wars that ravaged the Realms, but the very magics that have shielded them have taken a heavy toll upon their bodies and souls. An intelligent and deeply invasive bestial wind called the Wyld at the edge of Ghur has seeped into the very fibres of every muscle, the primal drum beat that forms the very pulse of the realm now resides within the souls of every Aelf in their ranks threatening to overwhelm reason or logic with every beat of the endless rhythm.
    As the Wyld seeks to claim their souls the desperate Nomads sought ways to stave off their final bestial forms, that they might retain their Aelven grace and nobility for few millenia longer. Through many trials that claimed more and more of their population with every passing year eventually a symbiosis was found, the strongest souls within their ranks could merge their souls with the savage beasts of the realm, burying their own soul within that of the mighty beasts to hide it from the Wyld that sought to snuff them out. Such an act would preserve the Aelven soul but the toll it took on their partnered beast was heavy, no such beast could endure more than a few years of the merge before the Wyld claimed it entirely.
    It has then come to pass that the eldest amongst the Aeloran populace have formed such a bond with hundreds of beasts, each becoming inclined to merge with a beast that matches their personality beyond all others. At first such pairings seemed solely matched by personality, the most vigilant paired with the mighty raptors that claimed the skies of world edge, the fleet of foot would pair with the mighty stags that leapt deftly through the forest and the greatest hunters would merge with packs of the savage wolves that hunters in the darkest corners of their realm. As the years have worn on however the Aelorans features have begun to shift and alter to match that of the beasts whose souls have touched their own, the Birdkind develop accute vision, their bone structure lightening as though able to drift on the wind instead of falling. The Doekind develop extraordinary muscle structures allowing them to dance across the very tree tops with every deft leap, and the Wolfkin become hunters beyond compare.
    The Aeloran carry with the Wyld wherever they travel, it has become a disease that spread like wildfire throughout their populace and even the blending of souls can only delay it so long. They have become blighted, never able to settle for long lest the carnivorous plants of the Wyld itself spawn in their very footprints, beset at all times by the predators within and without they lead nomadic lives, ever in pursuit of the great hunt that they might find a beast able to endure the blend long enough to hold their degradation entirely.
     
    ALLEGIANCE ABILITIES -
     
    The Hunters Heart – To survive the Wyld is to understands ones place within the food chain, the Hunter must consume the prey, and the prey must be consumed. Roll a dice for every enemy model that flees due to battleshock whilst their unit is within 3 inches of an AELORAN unit, for every roll of a 4 more more the AELORAN unit regains a wound, if there are no wounded models in that unit you may instead restore a number of models to the unit lost earlier in the battle with a number of wounds upto the wounds restored.
     
    Wyldform – The eldest of the Aeloran populace have begun their final descent into the Wyldform, every drop of their blood carrying the changing taint from world edge with them into battl. Should a precious drop of this blood hit the ground it bears the spores of the predatory plants of Ghur, erupting forth to reclaim the lands. At the end of any turn in which an AELORAN NOBLE is wounded but not slain, roll a D6 for every AELORAN NOBLE that was wounded adding the number of wounds lost. You may add one base of WYLDSHARD BRAMBLES within 3 inches of that model for every roll of a 4 or more.
     
    WARSCROLLS:
    Many of these are still WIP and yet to be tested, as you'll see below I have pointed out scrolls that I havent yet published as I work out the details however the faction is split into 3 racial keywords (Aeloran for those still mostly Aelf, Centaurid for Aelven Centaurs and then Avari for the more Avian Aelves).
    Aeloran Reavers take the Reaver (Previously Ellyrian Reavers) warscroll with Keywords changed to match Aeloran Allegiance
    Aeloran Chargers are currently just a retooled Pallador scroll because of fondness for the Gryphchargers, they'll become more distinct soon whilst maintaining mount specific characteristics
     





     


     
    PITCHED BATTLE PROFILES

    The table below provides points, minimum and maximum unit sizes and battlefield roles for the Warscroll and Warscroll battalions in this book, for use in Pitched Battles. Used alongside the rules for Pitched Battles in the Generals Handbook, this provides you with everything you need to field your army of Aeloran Nomads against any opponent
     
    AELORAN NOMADS
    UNIT SIZE
    POINTS
    BATTLEFIELD ROLE
    NOTES
    UNIT
    MIN
    MAX
    Aeloran Noble on Wyldrunner Chariot
    1
    1
    220
    LEADER
     
    Aeloran Wyldshaper on Griffin
    1
    1
    260
    LEADER, BEHEMOTH
     
    Aeloran Lord on Wyldmare
    1
    1
    220
    LEADER
     
    Aeloran Gladeshards
    10
    30
    160/420
    -
    BATTLELINE if AELORAN NOMAD Allegiance and your general is an AELORAN NOBLE
    Aeloran Reavers
    5
    20
    140/500
    BATTLELINE
     
    Aeloran Forest Shades
    10
    30
    160
    BATTLELINE
     
    Aeloran Chargers
    3
    12
    200
    -
     
    Centaurid Huntresses
    5
    15
    180
    -
    BATTLELINE if AELORAN NOMAD Allegiance and your general is a CENTAURID
    Centaurid Stargazer
    1
    1
    100
    LEADER
     
    Centaurid Gladiatori
    5
    15
    180
    -
     
    Avari Sunrakers
    3
    6
    200
    -
     
    Avari Starcaster
    1
    1
    100
    LEADER
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
  2. Melcavuk
    Looking for idea on the development of the Ironsworn Templars (aiming to make a unit version (Templars) and a character version (Paladin) with the latter able to buff the former Significantly, and both able to inspire the Labourers)
    War beyond the walls of Azyr, to the little people far below the gaze of the Gods and Titans that seek to claim the realm of their own, is a bloody and often short lived affair. Those who have not earned the favour of the God King are not spared the bloody butchery that make up the myriad of battlefields the realms over, from the tortured wastelands of the Great Parch to the body strewn marshes on the approach to the Black Pyramid of Shyish. To the nobility of the Ironweld, whose souls are far from the perfection sought by Sigmar to make up his great hosts, the disfavour they have been shown is insult unanswered, perhaps they have spent far too long in the company of the Duardin Artisans but such nobilty know all too well how to hold a grudge.
    Denied the preservation of eternal service in the hosts of the Stormcast the Ironweld have sought new ways of prolonging their lives, replacing limbs lost in battle with finely tuned prosthetics, some even go so far as to say that the Matriachs of the noble houses have found ways to live far beyond the years of mortal men and women. It is this very determination to endure inspite of the arrogance of gods that drives the true heart of the Ironweld onwards, their cannonades become the roar of their choir celestial, their steel behemoths are the wings upon which their empire soars, and on the backs of their labourers they will be raised aloft that they might stand amongst Gods and Titans to claim their place within the Realms.
    Yet in truth all of this would not be possible without the aid of a God, Grimnir the Master Smith has long since been the benefactor of the hosts of the Ironweld, teaching his craft first to the Duardin artisans of Azyr, and through them the heart of the Ironweld has spread to man and dwarf alike. The greatest pupils of the Duardin artisans became the first families of the noble houses, the five pillars of the Ironweld Arsenals combining their family estates into the first factory city of the Ironweld, and through the generations it is these families who have been responsible for the myriad of weaponry that marks the Ironweld Arsenal as the true heart of the empire.
     
    The Ironsworn Templars - 
    Even the true heroes of the Ironweld, the children of the noble houses are not spares the miseries of the Battlefield. War is the very heart of commerce for the Ironweld Arsenal, any child expected to rise through the ranks that they might one day steer the fate of the factory empires must understand the visceral nature of War in a manner that only those who have served the host could.
    Should these young nobles be wounded in battle no expense is spared to restore them to fighting fit, eschewing medicine for masterwork engineering it is far quicker to sever a damaged limb and replace with a metallic replacement to return them to the front lines instead of waiting for healing to eventually take hold. Yet there are those whose injuries could baffle even the artisan engineers of the Weld, and it is these souls who qualify for the growing ranks of Ironsworn Templars.
    New, innovative and brutally effective the Templars have only recently marched forth from the crawling factory city of Oran, heavy lumbering suits of armour thrice the height of any soldier in the weld. The beaten steel plating built around a harness augmented with newest hydraulic innovations, they are the  glorious knights of the new generations of Weld Nobility. They carry with them enormous zweihander blades augmented with oil belching hoses that they might be ignited in the midsts of battle, able to cleave into even the most monsterous or magical of foes with disturbing potency.
    Those soldiers whose injuries have moved them beyond the fields of battle can still serve the Weld from within the Ironsworn Templar armour, burning metal rivets driven through broken limbs to adhere them to the beaten steel harness. Torn wounds cauterised by the searing heat of the suits furnace that they might never tear open again, the very internment is a life of constant agony and yet they are revered amongst the armies of the Weld, a living embodiment of sacrafice in the name of the Ironweld. For the labourers to see such icons of war marching alongside them sparks inspiration beyond measure, that the nobility might bleed amongst commoners is a unity beyond measure.
    Monsterous Infantry (6 wounds, 3+ save, slow movement)
    Special Rules - 
    Icons of War - Friendly LABOURER units may reroll failed Battleshock tests whilst they can draw line of sight to any IRONSWORN units from your army. 
    Incendiary Arsenal - able to deal mortal wounds but risk taking mortal wounds themselves each time the blades are ignited.
     
    C&C welcome as always
  3. Melcavuk
    As i wait to playtest the first iterations of the rules for my Ironweld Expansion I have been adding some borrowed Sigmar artwork to the cover and updating all warscrolls to version 2.0
    Battletome(March).pdf
    Full version PDF (warning many blank pages as I fill out lore)
     
    Cover and Warscrolls

















  4. Melcavuk
    As some of you may know I've been at this for a fairly long time now, converting and making news things is the main lure of the hobby for me and I'll fit games in around that. However there are times that I get stuck in the void between projects where I am starved of inspiration and desperately need something to spark off a chain of ideas that can form the basis for my themes. To do this I often start trawling around various blogs and websites in search of something that clicks into place, or wander the exhibit hall at warhammer world searching for a model, component or bit of scenery that I can build my own ideas around. I'm glad to say that this works 99% of the time, and since I have for years been an inspiration leech off of others works I figured its about time to pay some of that back into the community.
    Below are most of my conversions for the last two years, I've left off the Suneaters as they can be found in the rest of this blog, and the latest Idoneth because I have a live thread in the painting and modelling section for them. This isnt me saying "I'm so good at this, you must learn from me", its my way of paying back all those who have inspired me throughout the years that hopefully anyone searching for a glimmer of inspiration can see some of my old works and make a newer, better and more cohesive idea based off of them.
    I have explored maaaaaany army in the last two years, in part due to the rich tapestry that is the potential of age of sigmar and in part because my partner is overly supportive of my hobbies, I tend to avoid chaos as I like it more as a taint on an otherwise differently inclined faction rather than a thing as a whole but otherwise have explored most races (barring dwarves, cant get behind converting them for some reason).
    So thanks for reading, and feel free to browse what is a massive photo dump to follow, feel free to ask any questions and I hope if you're seeking inspiration there's something there to spark it.























































  5. Melcavuk
    What good would an army of unique giants each carving out their own legend be if they had no personality, not unique tales to tell.
    So when fielding an army of Titans using the battletome I felt it was important every unit be treated like a character, with a name befitting the legend they would be known for, as these are Giants however the names would be incomprehensible for mortal kind whose small ears could not hope to comprehend a Gargant name, and their tiny mouths incapable of producing the noises needed to prounounce it anyway,
    So the Gargant name generator allows you to produce the names that mortal men know each Gargant by, defined by their Origins and Specialities to produce personalised names.
     

  6. Melcavuk
    Today a friend and I headed off to warhammer world to test out my initial rules for the Ironweld Arsenal, it was my first proper chance to test the army outside of crude number crafting and math hammering in a vacuum to look at how it could perform in a realworld (fantasy world) scenario. With my opponent new to the freshly released Flesheater Courts it was the ideal opportunity to test the strength of the tome against a modern, competitive and decent build Battletome with each force deploying a variety of units without angling to tournament or overly competitive builds.
    To begin with here is my army list, comprised of literally what I have assembled thus far:
    My opponent ran a variety of lists throughout the day, mostly centred around 2 blocks of 20 man Ghouls, a pair of Ghoul Kings (terrorgeist and zombie dragon respectively) and an Arch Regent. In various builds there were either Horrors or Flayers in the list, and often it involved summoning in a Vargulf Courtier.
    GAME 1 - 
    In the first game three objectives were deployed on the battlefield, one to the centre and one in each of the deployment zone. In fluff this was little more than a border skirmish as the Weld began to encroach onto the barren lands ravaged by the Courts and provided a good framework for us to test our initial forces out without heavy objectives weighig over us. 

    Having lost both the deployment roll and moved into taking the first turn I had little to do other than inch up the battlefield, utterly failing with the long rifles both on the Steam Tank and Master of Shot (A pattern throughout the day, neither did a thing across 18 turns in 4 games). With my turn over the flesh eaters tore across the battlefield, out of range to charge but able to deal a good number of mortal wounds from both the flayers and the terrorgeists to punish the low  bravery of my Weld Guard and Labourers.
    With the tides of Ghouls now supported by advancing horrors I commited far too much of my force to blocking down his larger units, committing firepower to levelling some horrors and ghouls but struggling with his multiple saves (Armour, Unnatural resilience (spell), bonus death save)), as I lacked mortal wound output it really began to show here, with the Rifles hitting and wounding on 4's a mere quarter actually delivered wounds with my opponent able to wittle down 200 points of shooting down to a mere one or two damage I began to feel that perhaps I had made mistakes in the unit design.
    The Weld Phalanx ability to inflict defensive mortal wounds on an enemy proved effective not only in wounding those who approached but in deterring later charges. Only having 10 of them limited their ability to form a proper defensive line and I believe that in larger numbers they might prove an effective deterrent to oncoming enemies. When committed to melee however their low number of attacks were poorly placed against this particular foe but would have been better served against less resilient opponents.
    Highlights of the game for me came by way of the Lancers and Ironsworn Templar delivering a fatal blow to his Zombie Dragon, combining the two on the charge allowed me to deal a high amount of quality damage that did something to mitigate my lack of mortal wound output.
    At the end of the game i had a mere 3 models remaining and my foe was at 1400 points left.
    Learnings:
    - The Midnight Aspirant command ability became a crutch in a game it was poorly placed, there is no outlasting Flesheaters in combat, allowing myself extra saves cannot compete with summoning, revivival, and triple save units.
    - I forgot to use the command ability from the Master of Shot to increase the to hit and wound for riflemen units, in later games I would come to appreciate the ability of it.
    - In the entire game I forgot the plentiful cache rule on my Cogfort allowing me to attempt to shoot an embarked unit in the hero phase, whilst only a 5+ chance this combied with the above command ability would have dramatically increased damage output.
    GAME 2
    After the first game we broke for lunch allowing us a chance to chat over what had gone well and what needed to change, the concensus was largely that the Riflemen were a poor mans Handgunners, a 4+ 4+ is simply not in the same ballpark as the handgunners units, and at a cost of 100 points per 10 it is a poor points efficiency. Going forward we trialed them as a 4+ 3+ with the to wound stat matching other gunpowder units now to see if this brings their points costs back into effective levels.
    Here in the second game we moved into a relic mission, it was a good way of drawing both armies into a bitter fight at the centre of the board and allowed a game the focused on my opponents desire to move his army forward rather than baby sitting a central objective. Again I lost pretty much every priority roll throughout the game, however this time he opted to take the first turn in order to summon in flayers and a vargulf in close proximity to my starting army followed by moving and advancing the rest of the force up the field. Doing so left his army strung out in three stages, with the flayers and vargulf far in advance, the two behemoths sat in the midfield and in the rears all of his ghouls and the archregent.
    In my first turn this allowed me to approach his piecemeal army as a series of targets of opportunity, having split my riflemen down to two units of ten for the course of the game and managing a hero phase set of shots with one from the Cogfort I levelled the flayers to a single model. Combining fire from the riflemen, helblaster and the lancers into the zombie dragon I dropped it to half wounds before sending the Ironsworn templar in to valiantly impale the now wounded beast and end the combat in the turn it began
    Losing yet another priority roll allowed his horrors and terrogeist to impale into the Phalanx, destroying the fragile ten man wall in a single combat phase whilst his ghouls encircled the Ironsworn Templar. On the far side my lancers could finish off the final member of the flayer unit and I directed the Ironduke, Aspirants and all of my handgunners into the Terrorgeist in an impressive hail of fire that made it fragile to the charge of the Ironduke.
    Ending my turn both behemoths were dead (or redead in the case of the zombie dragon, his knights all fallen and with just ghouls and an archregent in play he conceeded the game
    Learnings:
    The Ironweld are lacking the sheer speed of the courts, but their defensive mortal wound output and short range firepower are strong deterrents to oncoming forces. Poor dicerolls on my part made both the Ironduke and Master of Shot questionable in terms of damage output however the command ability on the Master of Shot was an invaluable asset.
    The Ironsworn Templar command ability better suits a generic faction command ability, removing it from the warscroll and adjusting points accordingly may see him fall better in line with his potential.
    The Midnight Aspirant is fun, but not game swinging, her command ability would be better served against foes that could be outlasted or with larger Weld Guard units to benefit, still she really added alot of personality to the game so I enjoyed her.
    Labourers are made of tissue paper, suitable really but their handful of damage output was a nice boost to what essentially came as ablative wounds for the Volley gun.
    NEVER FORGET TO REPAIR, with half the army Cogwork and between my Command Trait and the Aspirant I could of healed two units a turn but got over excited and often forgot, same with healing the Ironduke by a wound a turn.
  7. Melcavuk
    Work in progress for the emergence of the first Suneaters Named Character, the first champion and prophet who drank deep from the lifes blood of Vulcatrix, the founder of the Suneater Tribes and true son of the Suneater.
    The First Prophet disappeared from the tribes millennia ago, stories circulate around his exact reasons why but no Ogor could truly speak to what filled the mind of such a mighty champion of the Suneater. Most assumed he marched forth to the first Pyre, much in the same way the other ancient prophets have done that they might prepare for the final battle at the side of their mighty God, though none returning from the Pyre speak of the First Prophet. In truth his rampage outgrew even the mighty tribes of the Suneaters, he was stronger and faster than any of his kin, his hunger for battle outlasted any of the savage soldiers who fought at his side, he could march for days when lesser mortals had to stop to rest. One by one his migration fell out of step with the great Prophet, they were left to wage war in his wake and decimate those civilizations too small to face the wrath of the mighty one.
    It was an alliance of Aelves and Sylvaneth who stunted this rampage, though the battle waged long into the winter seasons it was as the weather began to grow cold and the great flames of his forms waged war with the icy elements that the alliance of Order began to gain the upper hand. Grew flocks of the frostheart Phoenix flew high above the Magma drenched gargant, a swirling tempest of lashing ice and snow caged him in. Great war beasts of the Aelven empire dragged mighty chains forth, raised high by the Arcane powers of their masters to lock onto the rampaging Prophets limbs, inch by inch his volatile form was dragged forth, his feet digging deep into the battle worn fields as he lashed out at his would-be captors with massive blows of his flame wreathed weaponry.
    It was with a final roar of contempt that the Prophet was pulled from the field of battle, sent tumbling down into a darkened chasm with even the brilliant light of his form disappearing into the darkness of the depths. Yet the Aelven empires knew that such a creature could not truly be killed by such trivial means, at best they could cage him until a weapon could be forged to slay the great beast, and for this their greatest sorcerers set to work shaping the very landscape around them to become a cage hewn from nature. Three great rivers were rerouted through the realm, the dirt roiling upwards and great tracts carved through the hillside, sending their murky waters tumbling into the great chasm to quench the flames of the Prophets rage, hissing gouts of steam spitting upwards into the skies above. Time has long since forgotten the battle, and the prisoner since caged, pilgrims even starting to reverse the geyser of Ghyran as a holy site of Alarielle interpreting its hissing as divinations of their gods will. And with ages these volatile days became something of myth, eventually lost to history in the Age of Chaos as all things are in the death of civilisations.
    Hidden at the foot of the Arboreal Mountains in Ghyran lay the nameless city, its new denizens dubbed it the Phoenicium and so content were they in their own victory in liberating this ancient stonehewn marvel that they asked not what it had been called before, nor why its echoing halls bore the arcane symbols of magics long since lost. In the years since the War for Ghyran and the liberation of the Phoenicium the architects of Azyr are still finding new marvels lurking within the expansive labyrinth that runs beneath the mountainrange, their arcane historians tracing back runes and wardings to some of the oldest civilizations in the realms all focusing power throughout the complex as though a lightning rod to the very heart of Ghyran. 
    Yet still they have not found the chamber of whispering, long since hidden from the prying eyes from mortals yet the voices within carry out into the echoing tunnels that form the Labyrinth. In the dead of night the young say they can hear the soft murmurings of lost voices, as though a lullaby reverberating through the stone itself, at once echoeing from every wall and none at all. This hidden chamber lay within the very heart of the city, no windows or doors piercing its marble walls, there was afterall no surface untouched by the wardings erected by its architects, the height of the chamber seemingly pierces high into the mountaintops, no ceiling visible to the naked eye and no light able to pierce such lingering darkness.
    At the heart of this rounded chamber lay the Altar, a roaring flame hovering above ground level, shifting and warping as though tugging at some invisible bonds that refuse to release their grasp. Around it three Oracles kneel in constant prayer in flowing waters of the restorative fount of Ghyran, their ancient skin showing no sign of age beyond a few decades though their eyes, blinded to the physical world, seem yet to carry wisdom that kings would never truly achieve. Here they have remained, their ward and duty demanding their every attention since the inception of this great work, it was the oracles who ensured neither man nor aelf would pierce the great stone walls of the Nameless city in the age of chaos, it was they who ensured the cage would not be broken by mortal hands.
    Each oracle courses and sways as though the very rivers of Ghyran themselves, the waters around them raising and falling with every motion, rushing toward the altar in crashing waves before receeding to the very edges of the chamber, their lips moving in constant prayer, soft lullabies seemingly to soothe the restless flame thatlurks at the chambers heart. Here they would have remained undeterred till realms end... but Nagash's great work was ignorant to their very existance let alone their purpose, he did not think of the repercussions when he sent his wave of malicious energies coursing through every vein in the realms. most villages merely felt the briefest of tremor, soon forgotten with the arrival of the restless dead urging more to join the ranks. The Whispering Chamber however, this great conduit of arcane power to the very heart of Ghyran was shaken by the convergence, even ignorant to the chambers existance the populace of the Phoenicium felt as every stone heaved and twisted in the impact of volatile magics, within the chamber itself the oracles screamed out as one in piercing agony, their heads flung back and sightless eyes burning bright with the same radiance as the flame, all water in the chamber bucking and recoiling from the flame as the oracles were riddled with torment.
    Nagashes powers flooded the chamber, rising through the arcane sigils across the walls, every inch it crawled higher fresh fissures began to form within the ancient marbling of the chamber, ageless symbols broken unable to contain the shockwave of magic that had been unleashed upon the realms. One by one the Oracles slumped forward, the heat of their body sending great clouds of steam racing skyward as the waters of Ghyran evaporated, tendrils of the flame inching their now lifeless forms toward the rooms central altar.
    Deep within the lost forests of Ghyran there is more worrisome news, the water levels of three rivers that forged a winding path through the hills of the Realm have dropped, with every passing day less water reaches the chasmic prison of the Prophet. And those Pilgrims who visit the site no longer hear the whispers of Alarielle from the Geyser, instead they speak of a roar of endless rage and the clanging of chains...
     
    WARSCROLL

     
    Contemplating giving him the DAEMON keyword as he is now technically an incorporeal living Avatar of a Gods will, in that regard he does match up pretty well with what it would take to be a Daemon (And a daemon of destruction would be a nice first)
  8. Melcavuk
    Like many others since the inception of Age of Sigmar I have been waiting to see how the normal men and women of the Realms come to be represented, from the citizens of Azyr to the settlers who go on to form Freecities and the refugees trailing in a never ending stream back towards the Golden city as the tides of chaos, death and destruction ravage the Realmscape around them. As I wasnt a fantasy player before Age of Sigmar became a thing i had no pre-existing loyalties to the factions of old, no fond memories of Empire and Brettonians to niggle at the back of my mind when imagining the shapings of the armies of Man to come in the later Age of Sigmar lore.
    One of the most interesting elements to me was the seperation of the Ironweld Arsenal, a faction comprised of the heavy artillery and siege engines of old accompanies by engineers and the potential this could open up in terms of how the faction would grow, expand and become a unique force on the battlefields of Sigmar. The concept of soot drenched, smoke belching armies chewing their way through the battlefield, a vertiable force of the industry of man that held little reverance to the will of Gods and Daemons, who trusted in the strength of their own steel and heat of the flames of the furnace. 
    So the theme:
    To my mind the Gunnery Schools of the Ironweld are an empire unto themselves, their vast factory complexes as much cities in their own right seperated into the Nobility of the schools of Engineers down to the peasantry of the labourers. The noble houses each vying for status as the lead with an ever expanding array of contraptions and staggering arsenal of weaponry defining which holds the seat of power and becomes the Guild Patriarch, in this way the constant competition drives them ever onwards, never once allowing themselves to simply sit idle whilst others seize power around them.
    The Weld revere Grimnir not as a god but as the peak of Artisans of his craft, a true genius in the refinement of the very art of war. It is his very skill in ever labour that the Duardin and Men of the Weld have come to revere, seeking ever to improve their craft that they might create a weapon worthy of the Duardian Mastersmiths attentions.
    The peasants are a dour class, functional clothing long since having been stained a shadowed black by the coal that has become a key pillar of their daily existance, the volatile nature of the machinery often claiming the lives of dozens in the name of progress. Those who are not killed are often maimed, their severed limbs replaced with crude beaten metal replicas strictly functional and given none of the workmanship of the Weld's true arsenal. In times of war these peasantry march alongside the armies of the weld, wielding roughly forged metal bucklers alongside black power or bladed weapons to protect the Guilds arsenals.
    The Nobility are a breed apart, each marches to war with their own personal armoury from their families artificer forges. From smog belching metal steeds and ornate battle tanks to the lumbering battle armour of the Ironsworn Templars the very act of war is as much a way of advertising their own Guilds wares to would be buyers from both sides of the battle. Those unfortunate enough to be injured are often adorned with complex and beautifully refined enhancements to further embellish the legends of their own noble house.
    Battleline Concepts:

    Weld Arbalesters 
    Though lacking the status and wealth to carry true weapons of the Weld, the Arbalesters march to war equipped with blackpowder laced bolts and heavy crossbows, able to launch volleys of devastating explosives down the field. Lacking in the accuracy and refinement of the Nobilities weapons these soldiers exist as much to sow panic in an enemies ranks.
    Weld Riflemen
    The simplest of black powder weaponry are common place in the mighty forge cities of the Ironweld, those tasked with guarding the vast complexes carry with them longrifles to pick out targets at range. Though simple in design they are suitably devastating in a volley to deter would be thieves and spies from their charge.
    Weld Phalanx
    Marching to war with heavy plated metal shields and long lances the ranks of the Weld Phalanx form a bulwark of expendable labourers to deter would be chargers against the lines of the Ironweld. A wall of men and metal form a thorny barricade to protect the true wealth of the Ironwelds Armies.



  9. Melcavuk
    In my expansion of the Ironweld Arsenal it was important to me that everything seemed like a symbiotic melding of man and machine, each warscroll able to benefit from those around them and thus making no one more important than any others. In having modelled my Helblaster it gave me an opportunity to see how the new rules I had written could interplay to turn a good artillery piece into a great heart of an army.
    So first we have the new warscroll, gone are the seperate crew that always got sniped out replaced with a combined warscroll and single base. Then to ensure viability long term on the battlefield we have the rule to replenish crew from nearby labourer units, utilising the Ironwelds training on artillery to sacrafice models in other units to keep the artillery piece firing longer

    Next we have the Cogsmith, in a faction absent of priests or wizards it is the engineers of the Ironweld that provide most of the buffs to nearby units, in this case he has both the passive buff from his Engineer keyword allowing the Helblaster to reroll number of shots, but also his own rule allowing friendly Ironweld within range to always pass a save on a 6+. His Cogwork maintenance ability does not work on the artillery but is always useful to have nearby to repair Cogwork units.

    As our Cogsmith is a character, and an important one ensuring the backlines are constantly firing we can give him a Masterwork Design artefact, to properly boost the artillery and stop pesky foes from hiding behind cover equipping him with masterwork telescopic lenses to spy foes behind any cover he can really enhance the damage output

    And finally, as artillery is the very heart of the Ironweld we have a Battalion that brings everything together, from the ENGINEER through to the labourers to provide a screen and wound pool for the artillery crews right down to the artillery themselves.

     
    C&C welcome as always
  10. Melcavuk
    Background
    "They come like thunder and fire, like savage beasts driven mad by ravenous hunger... they are the volcano and the quaking earth... these savage beasts, our enemy, our quarry" Huntmaster of the Shatterflock Nomads
    The aftershocks of Nagashes malignant Necroquake still reverberate throughout the realms, tremours of nefarious magicks that shape and distort otherwise harmless beings into nightmarish monstrocities, but worse still after the effects it has wrought on the Maelstrom at worlds edge. These primal and shifting magical energies know no master, the insult of the wave of death that encroaching on their riotous storms only serve to stoke their ire, and in turn what had for so long been safe harbour for the Aeloran Nomads hidden beyond the edges of the map has begun to decay into arcane madness. The Wyld that they had for generations sought to mitigate though the soul blends seems to have risen once more, cancerous within the very skin of the realm as flora and fauna alike are overriden by the vicious carnivourous change of its ancient and knowable power. Once content to conceal their presence from the denizens of the Realm the nomads once more find themselves forced from save haven, ejected from their hiding place entirely exposed to a world that has changed much in their absense.
    Isolated, alone and oblivious to the developments of the realms in this new age each of the Aeloran Nobles strike out with their hunters, leading a great hunt across the realms in every direction that they might find new harbour, allies or benefactors to weather the storm that robbed them of their own. And yet no matter how far they travel from the primal storm of worlds edge they cannot escape the Wyld that has taken root within every member of their populace, driven ever onwards knowing that if they ever stop for too long the very jungle of savagery they have fled will begin to sprout around them. 
    It is a young noble of the Shatterflock that now finds himself in the path of an oncoming Suneater Migration, a wall of fire at his back and this new foe bearing down on his people the hunt has once more been joined, let arrows fly and battle commence.
    Wordy bit
    Tomorrow sees the first playtest of the newly written Aeloran Nomads rules that form the heart of their battletome and a chance to experiment with their unique allegiance abilities including the vicious Wyldshard Brambles that sprout from ever barren dirt when seeded with the blood of Aeloran Nobility:
    An army with the AELORAN NOMAD allegiance gain the following abilities.

    The Savage Heart – To survive the Wyld is to understands ones place within the food chain, the Hunter must consume the prey, and the prey must be consumed. Roll a dice for every enemy model that flees due to battleshock whilst their unit is within 3 inches of an AELORAN unit, for every roll of a 4 or more the AELORAN unit regains a wound, if there are no wounded models in that unit you may instead restore a number of models to the unit lost earlier in the battle with a number of wounds upto the wounds restored.
    Wyldform – The eldest of the Aeloran populace have begun their final descent into the Wyldform, every drop of their blood carrying the changing taint from world edge with them into battle. Should a precious drop of this blood hit the ground it bears the spores of the predatory plants of Ghur, erupting forth to reclaim the lands. At the end of any turn in which an AELORAN NOBLE is wounded but not slain, roll a D6 for every AELORAN NOBLE that was wounded adding the number of wounds lost. You may add one base of WYLDSHARD BRAMBLES within 3 inches of that model for every roll of a 5 or more. In addition is an AELORAN NOBLE model is slain, immediately replace the model with a base of WYLDSHARD BRAMBLES.


     
    Its also a great chance to try out some of the newly fledged aspects that function as the command traits in the Aeloran society, each of the nobles bear a specific trait from their blends with their beasts of affinity, over time managing to manifest those traits they find most benefitial in an arcane evolution of their species:
     
    COMMAND TRAITS
    In addition to their command abilities, if they are a Hero, the general of a AELORAN NOMAD army can have a command trait from the list below. Pick the trait that best suits your generals’ personality. Alternatively, you can roll a dice to randomly determine a trait. If, for whatever reason, you must select a new general during the battle, immediately generate a trait for them.
     
    D6
    Command Trait
    1
    Aspect of the Scorpion – Your hero channels the poisonous nature of the monolithic scorpions at world edge. Pick one of your heroes weapons (this cannot belong to their mount), if your hero wounds but does not kill an enemy model with this weapon that model suffers an additional mortal wound at the end of that phase.
    2
    Aspect of the Stag – This hero channels the grace and speed of the great stags of the forest. Add 3 to this models move characteristic.
    3
    Aspect of the Raptor – Channelling the great raptors that claim the skies of Ghur these heroes descend on wounded prey with unrelenting speed. You may reroll failed charges for this model if the charge move will end within 3 inches of a model already wounded that turn.
    4
    Aspect of the Lion – The nails and teeth of this hero have sharpened to the needlike points of the feline predators of their homelands. In the combat phase you may add one to the rend of and attacks that roll a 6 to hit.
    5
    Aspect of the Hydra – This hero has gained a sliver of the mighty regeneration power of the Hydra, seemingly regrowing lost limbs in the heat of battle. In each of your hero phases you may regain 1 wound on this model lost earlier in the battle.
    6
    Aspect of the Ironhide – Channelling the tough hide of the Ironhide Rhinos of the Ghur mountains this heroes skin has toughened to deflect blades. Roll a dice whenever a wound or mortal wound is allocated to this model, on a roll of a 6 that wound is ignored.
     Finally my partner gets to show off some of her in progress models on the battlefield (nice looking WHW table booked) including the Wyldshaper on Griffon, Reavers and the new Wyldrunner Chariot featured below:



     
    And for the clash here are the planned 2000 point army lists:
    SUNEATER TRIBES MIGRATION - 2000
    EXALTED VOLSUNGR – General, Leader, Behemoth (400)
    Gothi Fyri – Priest, Leader (80)
    Gothi Fyri – Priest, Leader (80)
    Gothi Herald on Carrion Drake – Priest, Leader (200)
    3 x Gullveig Ogors - Battleline (120)
    Crusher, Bellower, Banner Bearer (1 x Great Weapon)
    20 X Ashen Grots - Battleline (130)
    Spark Bearer, Standard Bearer, 20 x Burning Bows
    2 x Aldin Draken Battleline (180)
    Huntmaster, Tracker
    2 x Aldin Draken Battleline (180)
    Huntmaster, Tracker
    2 x Bal Kasta (200)
    Ignitor, Fyre Stoker
    2 x Burnin Bomb Catapults - Warmachine (160)
    1 x Pyre Belcher - Warmachine (140)
    1 x Waaghkart – Warmachine (160)
     
    AELORAN NOMADIC EMPIRE - 1960
    Aeloran Noble on Wyldrunner Chariot – Leader, General (200)
    Aeloran Lord on Wyldmare - Leader (220)
    Aeloran Wyldshaper on Griffin – Leader (260)
    10 x Gladeshard - Battleline (160)
    5 x Aeloran Reavers - Battleline (140)
    5 x Aeloran Reavers - Battleline (140)
    10 x Forest Shades (160)
    3 x Centaurid Hunters (120)
    3 x Aeloran Chargers (200)
    5 x Melusari Blood Stalkers (bows) ALLIES (160)
    3 x Kurnoth Hunters (bows) ALLIES (220)
     
     
     
  11. Melcavuk
    Today I'm looking at who the Gothi priests are and what role they play not only within the Suneater Tribes faction but in the Destruction faction as a whole. To begin their name comes from the very first Grot to discover the Great Prophet of the Suneaters, it was a meagre and mildly deranged grot picking clean the corpses of those who had fallen victim to the blasting sun of the Shattersands that witnessed the mighty ogor climb forth from the Maw of the Suneater. At first young Gothi chose to follow this Ogor through the desert in the hopes of fresh meat when his new found companion fell dead and yet as the days dragged on his insanity began to slowly shift and attune with the strange new power eminating from the Ogor. Those visions that had once been a tidal wave of destructive thoughts coalesced into a burning dagger of righteous destruction, a fine needlepoint to drive through the hearts of the enemies of his god, and as his visions changed so too did the form of the Ogor he followed, no longer did the creature look bedraggled and half starved, instead Gothi now saw him wreathed in rippling tides of flame as a glorious Avatar of the Sungods will.
    Gothi was a constant companion to the Prophet from there on out, it was his cunning that aided the might of the Ogor in uniting or dominating the tribes that fell before them, and his constant screeching whining that lent caution where needed to root out those who did not believe in the Suneaters cause that they might make an exampe of them. Where as the Prophet had the raw strength to harness the raging flames of destructive magic it took considerable physical and mental exertion with every effort, such primal energies would have torn any Grot attempting mastery apart in seconds, but Gothi had a different gift. The Great Suneater was said to reside sat on the lip of the greatest Volcano in the Realms, so volatile was the volcano that the deep reverberating prayers of Ogors blended with the seismic rumbling and were lost to the ears of their god, time and time again Ogors would pray to their deity but found no reply, it was however the high pitched, screaching prayers of Gothi that pierced through the rumbling to find the ears of the Suneater. Whilst other priests might pray and beseach their god with kind words and flattery Gothi was not a creature of such finery, instead his prayers were constant nagging, whining, screaching until the god was whipped to fury enough to respond, and in time Gothi mastered exactly what to say to trigger specific furious responses from his god to tailor his prayers.
    It is unclear at exactly what stage the first Gothi passed on, various rumours say the Prophet sat on him months into their conquest, others that he survived years before falling into an oil vat and burning alive, what is known however is that rather than face the wrath of their Prophet in telling him his favourite pet had died the Ogor elite simply scraped what they could of the first priest out of the robe and shoved the next most annoying grot to hand into them. And in this way the order of Gothi Priests was born, what started as a bunch of spares for each time the main Gothi died grew and grew, Grots eager for the one role in Suneater society that merited any rank or prestige were willing to risk the beatings and eventual torturous death if it meant gaining just a small amount of power and stature.

    Gothi Fyri - 
    It is said in Suneater tribes that no Ogor has ever held the rank of Priest to the Suneater, they claim that their deep and booming voices are too like the sounds of volcanoes erupting for the mighty god to distinguish them from the volatile realm of Aqshy and hear their pleas, meanwhile it is the shrill and piercing cries of the Grots that are unlike any other within the realm, able to pierce through the seismic rumbling and volcanic eruptions to irritate the god enough to earn his attention. It has been this way since the very beginnings of the tribe, those grots of particularly loud, shrill or annoying voices picked out from the crowd at a young age and thrown out into the wastelands to earn the attention of their God.
    Each is forced to live in exile until they return with a convincing token of their gods favour, though what is considered convincing is often left open to interpretation, some hunt the great phoenixes of the realm to try and carry off a cloak of flaming feathers as the warm (and burning) embrace of the suneater. Others climb to mountains top to pluck a shard of the great salamanders burning rocks from the very lip of a volcanoes edge. Of course many more simply band together in a conniving mob and wait for a more competent grot to complete such a heroic feat, then as their soon-to-be victim heads back to camp the mob descend on them in a flurry of rocks and fists to savagely beat them to death and steal their prize. Such acts often amuse the Suneater enough to let pass... and in doing so he loses but a single priest and gains a handful more as their victims trophy gets divided up between them.
    In battle the Gothi Fyri cut small figures, often able to hide behind the ranks of Suneaters that they might search for favour and blessing from the great god, it is this cowardice and cunning that makes them particularly adept at their jobs, often finding the resolve to channel the gods will when it benefits them most. Aside from their divine talents the Gothi Fyri act as mouth pieces for the great chosen ones of the Suneater, barking out their orders in a shrill and piercing cry to the rest of the tribe, though such cries often boil down to the annoying and hardly helpful “He's right you know”
     
    Gothi Heralds -
     
    Some Gothi priests can be seen riding to battle atop a weedy scavenger dragon known to feast on the corpses left in the wake of the suneater tribes known as the Scorch. The Carrion Drake is a lesser dragon in the realms, lacking in the brute strength of its greater kin and unable to produce volatile breath to drench its foes it instead finds its feasts in the wake of greater creatures, using its acidic maw to burn through cloth, armour and stone to feast on what meats the other predators could not reach. Its cry mimicks that of the deathwails of its victims, known for capriciously toying with its food before it feasts, often if it can seperate a weakened mortal from their people it will strike and retreat, leaving rents gouged in their flesh and relishing the scent of their blood spilling into the dirt as they try and make good an escape.
    Time and time again it will claw at its victims until eventually sweeping from on high to feast. It is said the first Gothi to ride a carrion drake subdued it quite by accident, when scavenging weapons and armour from the corpses left in the Scorch the grot opted for an impromptu break to consume mushrooms to sait a growing appetite (and due to immense laziness), cracking open the breastplate of a fallen human soldier he packed it full of mushrooms before starting a blaze beneath the corpse, relishing the scent of fresh meat blending with the narcotic smokes of the mushrooms. Alerted from his mushroom induced stuppour by the cry of a carrion drake above the little grot scuttled across the ground, secreting his small form in a crevice between two rocks and uttering a shocking array of curses as he was left to watch the serpentine dragon feast on his meal. However as the acidic maw sunk into the crumpled breastplate the vicious liquids merged with the mushrooms, the two combining into a heady haze of madcap madness which was quickly followed by the resounding thud of the now unconcious drake landing on the ground beside it.
    The Gothi saw he opportunity, this new beast would raise him high above the other grots, its guaranteed status, respect (for a grot atleast) and most of all meant he'd be a good distance further away from getting stabbed, shot, sat on, fallen on or generally crushed on the field of battle
    Gothi Heralds fly ahead of the great hosts of Suneaters, where their lesser kin are the spark that will burn down all in their path it is the Heralds task to break the will of the people ahead of the host, they are masters of the long hunt, scratching and screaching at their foes until huge trains of refugees march for the safety and refuge of the mighty fortresses of Order. The Heralds ensure that every human, duardin or Aelf in their path cluster together to hide within their stone walls so that when the main host arrives all of the meat is in one place, in this way they ensure that when the Suneater consumes the souls of the fallen he is now fed meagre scraps but a banquet fit for a God of his magnitude.   Prayers -  1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature.

     
    2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

     
    3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit resolve their attacks at a rend of -2.

     
    4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

     
    5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more  that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

     
    6)       Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards.
      Tactics -  Gothi Fyri are a staple of the Suneater tribes force, their unique prayer is one of the most reliable ways of ensuring the factions Pyres are lit turn after turn to progress through the rewards table for offerings to their gods. Their small size coupled with the "Cunning not Brave" rule make them hard for your enemies to take off the board aslong as you keep them away from close combat. This means you can tailor their second prayer to benefit your force, either healing your mighty warbeasts from a distance to keep them in the fight or giving volcanic blows to large mobs of Ashen Grots to rend through even the toughest of armour. If you opt to take the Draken mount you lose a degree of resilience gifted by their small stature but now gain the speed to keep up with the advance of cavalry and beasts from your list, ensuring that by the time your monsters reach the enemy lines they are still within their first wound bracket and more importantly lighting pyres to boost your army much further down the field.   Gothi Heralds serve a different function, they are faster than almost anything else within the Suneater tribes giving you a massively mobile model to deliver your boosts as and when you need it. Their bravery debuff aura coupled with their unique Spark of Despair spell lets you weaken the resolve of even the toughest of foes, whilst their ability to pick off specific models in units you fly over and help pickout unit leaders or banners that would otherwise have lived through your onslaught. If you are running a large number of Grots within your list then the Herald makes an ideal pick for General, his unique command ability lures grots out of hiding to pick off weakened foes on the battlefield allowing you too keep your units in the fight longer, and if gifted with the Volcanic Shield relic will always strike before his enemies in close combat allowing you a far better chance to get off your Strike and Circle ability without taking any attacks back from your victims.      
  12. Melcavuk
    "We tended to you when no God heeded your call nor sought your bended knee, we lifted your wounded high above the clouds that they might look upon heaven eternally, It was we who waged war on death long before any of you had looked upon his face. We elevated you then, and we do so now."
    Mender Envoy
     
    Since I currently lack the funds to build or convert I spend my downtime musing on factional concepts for the Age of Sigmar, some good some... probably best not to dwell on  Anyway for the last few days the latest concept rattling around in my head is the Menders Conformation, a strange and sinister looking faction that cares for life above all else (though what form that life takes is of little consequence). The Menders have been around since time long forgotten, before gods set to seizing up souls like jealous children seizing away their toys, before the tide of chaos began to swarm across the realms, in times of dire need whilst never sought or called for the Menders descended from the Peaks of Ghyran with their unsettling machinery, setting to task over the fallen soldiers of the field. Those who could be repaired on the field suffer the attentions of the Mender attendants (also known as stitchers), their wounds sewn up crudely, broken or wounded limbs cleaved from flesh, damaged organs ripped from flesh and replaced by unknowable concoctions before being sealed over by crude leather stitching. The fatally wounded were instead gathered up by the mechanical harvesters, dropped into glass sphereical biospheres amidsts a bubbling concoction to preserve them before disappearing once more to the peaks of Ghyran, those who have been taken are never seen from again.
     
    "By the decree of the High Marshall the conclave of the Menders are hence for barred from the boundries of Hammerhal under the crimes of interference with the divine plan of Sigmar, interference with the burial rituals of the Cult of Azyr, Kidnapping, Necromancy and refusing the summons of the Azyrian High Courts."
    Hammerhal Herald
     
    Who are they:
    Menders are humanoid looking creatures clad in tattered robes and sinister masks that hide their true nature, many believe them to be men and women who escaped high to the peaks of Ghyran and found new purpose in the Realm of Life Abundant. The Menders are philisophically opposed to Death in all forms, they have been known to mutilate those injured on the field of battle beyond recognition if it means depriving nagash of a single soul or body to raise. Unusually for those native to Ghyran they have escaped Alarielles opposition to technology by residing high up in the peaks of the floating mountains beyond her gaze, descending upon bizarre arachnic looking metal constructs to harvest upon the field of battle and employ their perculiar talents.
    Why do they fight:
    Menders are seemingly harvesting to a plan, the swathes of wounded they take back to the peaks has raised dramatically in the modern age, whats more they have begun to reap even healthy organs from the wounded on the field of battle so long as doing so doesnt damage the host beyond repair. This all lends credence to the belief that they are picking to a very specific order, building beyond the sight of even gods in the peaks of Ghyran, if true what horrors could await are as of yet unknown,
    How do they fight:
    Menders employ crude hordes of "Repaired" soliders to reap upon the field of battle as Stitchers alongside rapidly striking cavalry and crude mechanical constructs, whilst many of the outriders move beyond the bulk of the host they are slow encroaching force that reaps from their enemies to restore their numbers. Their attendants seek out the wounded in order to bolster their own abilities
  13. Melcavuk
    Good Evening!
     
    So many people (I hope) will of seen my work in progress on a shiny new destruction faction for Age of Sigmar:
     
    THE SUNEATER TRIBES
     
    The Suneater tribes are comprised of fanatical Ogors and Grots who worship the Suneater aspect of Gorkamorka, following the teachings of his Great Prophet they seek to tear down all civilization that seeks to steal the realms away from the Wilds and to feed the souls of their victim to the Great God. It is the Suneaters belief that all that is built must be torn down and rendered to ash, and that by feeding the souls of their victims to the Suneater he will one day swell in size until he can read the very Sun itself and rip it from the skies above them. 
     
    They are a fire centric faction with a unique allegiance trait centred around setting terrain features ablaze in great Pyres to the glory of the Suneater, it is through these pyres and their priests that they can earn the attention of their volatile god and rain havoc down on the battlefield. 
     
    As I progress, shape, test and reshape the faction in terms of models, rules and background they will likely pass through many incarnations until I reach such a stage as i am happy with them. But for now here are those I have completed thus far!
     

  14. Melcavuk
    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...
  15. Melcavuk
    Here's the current quota of Warscrolls from the Suneaters battletome, I keep deivising new unit concepts but that this point feel I have hit capacity on number of scrolls in a reasonable faction in AOS. If anything I may end up dropping scrolls to replace them with new ones if any are found to lack the right feel for the army
     










  16. Melcavuk
    Here's the first map to be put into the Suneaters Battletome, now two Ages out of date but here is one region of Ghur during an Order occupation of previously Ogor territory designed to be displayed over a two page spread in the Battletome. In the centre we see the first tendrils of the Firestorm that accompanied the Suneaters rebirth along with the blasted deserts from which he emerged. 
    I will also be printing myself some warscroll cards this evening so here is the warscroll for every Suneater unit reduced to A5 size for handy use in games!
     



















  17. Melcavuk
    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.


  18. Melcavuk
    For anyone whose been keeping an eye on the Ironweld Arsenal fantome project, or avid fans of big guns in the Age of Sigmar we've put together the version one allegiance abilities, warscrolls, batallion and playtesting points lists for the Ironweld Arsenal. Below are our initial outlays and abilities for the faction that we'd love feedback and critique on aswell as any ideas that fresh eyes can bring to the concepts. These are the gameplay mechanics of the Ironweld, though feel free to check out thread in the main forum for the Narrative elements or my twitter feed @rlrsmith88 
    If anyone has the models to playtest/proxy out games I've love to see photos and know the results, what needs tweaking or refining aswell as what works particularly well on the field of battle.
    Collated PDF: IronweldmechanicsV1.0.pdf
    So here we have Allegiance Abilities:
    Warscrolls - 
    HEROES
    BATTLELINE
    OTHER
    BEHEMOTH
    ARTILLERY
    BATTALIONS
    POINTS COSTS

  19. Melcavuk
    Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle?  Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be? 
    Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong:
    “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard.
     
    There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good.
     
    “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull.
    “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame.
     
    The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”

  20. Melcavuk
    I've spent alot of time going back and forth as to whether introducing Subfactions to the Suneaters would fit my theme or not, as each of the migrations tailors to their Volsungr its entirely possible for them to change modus operandi as soon as they change leadership. However I eventually resolved that those within said migration would likely fall into similar patterns of behaviour (its what they were raised with after all) which allowed me to create the key, most reknowned and named migrations of the Suneaters.
    What I havent done however is key it to paint scheme, there is even a disclaimer when picking your Migration that you can paint however you want:
     
     







  21. Melcavuk
    Fleshed out the two timeline pages within the Battletome with a brief history of major moments in the legend that is the Suneaters. Various parts of the tome will examine major and minor events in more details but for now this charts the way from first inception all the way through to them becoming a major force ready to burn every city that falls within the path of their migrations.
     


  22. Melcavuk
    When desinging the rules for the Ironweld Phalanx I wanted them to feel different to your traditional Freeguild with Halberds, they are more robust and advanced but benefit far less in big units as they spend less time in trained military drills than their Freeguild variants instead relying on exquisite advancements in warfare to keep them safe on the battlefield.
    For an army centred largely around shooting I didnt want the Phalanx to suddenly be combat monsters, they are a defensive melee unit that thematically forms a living wall between the oncoming enemy forces and the gunlines of the weld, for this reason they are best when stationary and being charged (as opposed to charging themselves). Adding in the Anchor the Long Lines rule allowed me to reflect the sheer lethality of flinging yourself into an organised line of Weld Phalanx, able to deter oncoming foes from risking themselves in the combat and encourging an enemy to use weaker units to absorb the halberds of the Phalanx. 
    One of the most common comments I have recieved is that a 4+ save would better reflect their role, however there are a number of factors interplaying within the tome that turns the 5+ save they currently possess into sheer brutal resilience.
    To start:
    Weldguard Phalanx naturally reroll ones to save from their Cogplate, however they can boost this to an impressive reroll of all saves if they remain stationary and lock their gears in place. A 5+ rerolling all saves is better than 4+ against rend - and only slightly worse against rend of -1

     
    But then we can look at how the tome has elements to boost that save, with synergy at the heart of the Weld we can look at possibly my favourite of the noble houses the City of Midnight who employ extensive Cogwork augements to their populace, this grants them a resilience beyond that of mortal men. With a friendly Ironsworn unit nearby the Weld Guard can benefit from their Heraldry.

    And with a Hero nearby more trained in the Military drills of the Weld they can be boosted yet further, able to form a tight knit line of Cogplate to deflect even the most savage of attacks.

    The end result of combining these factors is a resilient Phalanx unit comprised of:
    4+ Armour Save, Rerolling all failed save
    6+ to ignore wounds or mortal wounds inflicted.
  23. Melcavuk
    Frankly Ironweld would not be Ironweld without artillery pieces, it is the very heart of their faction and sadly of late their artllery has been left to rot due to the ability to shoot the crew out from behind the warmachine leaving players with simply useless cannons unable to be crewed on the battlefield. There was no need to tweak the lore behind these warmachines as each is a defined and well known part of the arsenal and thus my aim was merely to bring them more in line with modern War Machine scrolls and answer that age old question "Why dont other soldiers crew them when the crew die?"
    Well now they do, every labourer in the Ironweld has basic experience of manning the guns, it is the very heart of their existance, they help to manufacturer, maintain and fire these devastating machines of war and understand that the cost of the artillery far outweighs the cost of a labourer. As such the artillery pieces can now "heal" using labourers from units nearby, who drop their current weaponry to frantically maintain the artillery when ordered to do so.
    This is simply the first interplay with the LABOURER keyword added to the Weld Guard, they form the backbone of the force so that the Nobility can fullfill their own agendas. Having a good number of Labourers in your force not only lends weight of numbers and attacks but ensures that your heavy hitters are kept in the battle for longer.



  24. Melcavuk
    Working out a 1000 point list to test out the battletome when built, also looking for anyone willing to do games at Warhammer World to help test and shape the Battletome as it develops.
    Stormtitan Venomtongue Shaman (Infamy: The Red Mist) - Stumpstave.
    The Redmist infamy (-1 to hit in shooting phase) helps offset his origin flaw (enemies reroll 1's to hit when shooting him), this gives me the chance to make a more noble stormy looking Gargant and combine it with bits from the Archanok kit to make a spiderlike shaman to reflect the fact he is venomtongue. His ability allows friendly gargants to use their least wounded profile 
    Bogdrinker Battleborn (Infamy: Of Ghyran) - Drakecleaver and Gargant Buckler
    By running Bogdrinkers as battleline the pair can cover a larger distance with their Bravery debuff, and with the Infamy of Ghyran this gargant will keep healing until he is put down fully. By using a Gargant buckler he is more resilient in close combat (able to save even the most rending of blows). 
    Bogdrinker Battleborn - Massive Club
    Since friendly non-bogdrinker models suffer the bravery debuff from this marshladen Gargants it made sense for both battleborn to be Bogdrinkers, taking the massive club for this one means that when the Venomtongue casts his spell I have the highest chance of triggering those mortal wounds with 3D6 attacks from this model.!
    Rockhewn Longarm - Gargant Bombard
    Slow but resilient (Halving enemy damage characteristics) the Rockhewn made the most sense to become the Longarm of my host, the range of the cannon offsets his slow movement well and he can sit on an objective long enough to deter enemies.
    Ikar Bezerker Longstrider - Gargant Impaler
    Hitting like a steamtrain and outflanking this Gargant should harass the enemy Monsters, combining his native tusked Ikar origins every 6 to hit with the massive spear generates another attack offsetting is low attack numbers (4 damage a piece though!), and the ability to come on from any table edge means he has a degree of tactical flexibility
     
    So as to the challenge, once the 5 Gargants in this list are built I'd appreciate anyone willing to bring a balanced 1k list to Warhammer world to help clash with the gargants and balance out the fledgling battle tome!

  25. Melcavuk
    OK, with the three provisional scrolls done for the army what I am in desperate need of now is some players to go through the various combinations on the warscrolls to see if there is any broken, over or underpowered, obvious or useless choices i have included in order to be refined. There are a number of typos I have spotted which i can go through an edit but I tend to find players have the best insight into what might result in broken combinations.
    So you might be thinking that with just 3 warscrolls the faction cannot have that many combinations to assess, but as I'm a weird one we now have 135 possible combinations of Warscroll, Origin, Speciality and Weapons. Now that is army variety
    So if anyone has a chance to read my Gargant builder, build you ideal Gargant with what is on show and see if there is any broken combinations I would be immensely greatful. We have the Overlord (Hero), Shaman (Wizard), and Gargant (everything else) scrolls, along with clarification of what each Origin and Speciality means for the warscroll.
    Thanks to anyone and everyone who reads this and moreso for those willing to give it a go!
     





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