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Melcavuk

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Blog Comments posted by Melcavuk

  1. 1 minute ago, TheR00zle said:

    I agree with the last part, but this begs a question, are the Exalted Volsungr on their way to this or are they more like Daemon Princes?

    Exalted Volsungr will never be the first, his resurgence might spark other Ogors to think they can one day become like him but the First Prophet is unique, whilst every Volsungr since has gained a glimmer of the power of the Suneater what they manifest is largely a watered down version. Every generation of Volsungr will likely get weaker than those before, one variant of the fluff I am working on is that each Volsungr sires a large number of children but only one survives to maturity. The strongest of the litter kills and consumes the rest in order to purify the blood that gives them their powers, even this savagery can only delay the dilution of their abilities, they may even reach a day where Volsungr can no longer ascend to the Exalted forms. It is this very fear that can lead to some... cannibalistic tendancies within the tribes, eat the heart to gain the power, a weak volsungr may covet the heart of a stronger one, or simply try to kill and consume their young in order to replenish their power.

    Best way to think of it is that the Exalted are champions of legend but the First is a demi-god in this regard, the exact circumstances of his inception are impossible to replicate these days unless Vulcatrix is reborn at some stage. He drank deep from the blood of a Godbeast, and bears the Spark of the Suneater, to hold the power of those two iconic embodiments of destruction made him what he is today.

    That said I like to think if you chip away some of the rocks on the Exalted their forms look similar, but they will always be second where he is first amongst his kind.

    • Like 1
  2. 3 minutes ago, Gecktron said:

    Wow, what a great story! You really build this prophet up as something terrifying and ancient!
    His profil supports this. The whip is terrifying with its D6 damage on a close combat weapon. 

    Cheers, I wanted the first prophet to be suitably hefty in terms of the Lore around him, I can envision art of his cell being a rocky chasm, vast torrents of steam pouring upwards as three waterfalls descend on him, all illuminated by the undying glow of his gods power eminating from within him. Aelves literally used a Realm to keep him locked in place, resculpting a whole valley just to tether him down. Unfortunately the Age of Chaos meant they never made the god killing weapon to finish him off, his resurgence will be destruction on a whole new level and brings the faction full circle to wage war on Order as they were first concieved.

    In terms of wounds and save he's the least resilient of Monster heroes but his damage output is lethal, which fits to my mind what an Avatar of destruction is all about, essentially a Beserker who fights without regard for personal safety. 

    • Like 1
  3. Nomads will be getting their Spell lore done soon (they have no priests so that saves me a degree of writing there) as they stand they need a heavy hitter in terms of melee so the current plan is to look into smaller elemental birds (2 to a unit rather than the monsterous phoenix models) something to do with the wind (Cyclone, hurricane etc) with an area of effect shooting attack if they dont move and a strong charge mechanic. 

    • Like 1
  4. 19 minutes ago, TheR00zle said:

    also are you going to use the Rogue Idol again or a different model?

    Completely different model, the first prophet is unique in having drunk deep in the blood of Vulcatrix, he has also never gone into the long rest to await the final battle so his form hasnt entirely shifted to stone. Instead he is very much awake and very angry.

    Base model:

    1631383587_2018-06-27(2).png.5c562da2be914f4f93c2f855174c8413.png

    Head:

    2018-06-27.png.c8d5d07b018cdf7d5e4476f885fc6bbb.png

    Weapon:

    745880378_2018-06-27(1).png.c618316895176b65c37443db9a025022.png

     

    The shield will be formed from the Rogue Idol mask, and then armour converted to more Ogoroid armour.

  5. 10 minutes ago, Gecktron said:

    Great story, as usual. 
    I really like the way you wrote the Gothi priest. All the shouting, spiting, screaming, typical grot behavior. 

    Cheers, the exalted handler is particularly short tempered and irritable, he's a grot that has had the luxury of growing old without dying but that hasnt made him any more positive or patient. Plus his ride got wrecked by an aelf on griffon, not a good day for him.

  6. 1 hour ago, TheR00zle said:

    Fascinating, I wish I could write as well as you. Could you look over a piece I did for the Dreadfleet faction I'm working on? I find it interesting that the Volsungr have more sway than the Exalted Prophet, one would think that the former would listen to the latter because he is blessed by the Suneater.

     

    Cheers, I'll look to see what I can do between painting and writing. The Volsungr holds alot more sway because he's got alot more going up in his mind, the Exalteds ascension to warrior of stone is not just external, they're still "waking" currently, slow witted but massively destructive entities that embody the wrath of the Suneater but lack tactical accumen. 

  7. 27 minutes ago, S133arcanite said:

    Love the command traits, so much character!

     

    Might have to steal this...

    Cheers, the aim was as much to have tangible benefits of modelling uniquely as for rules. Aspect of the Scorpion wyldrunner may look hewn from carapace with a mighty tail pulled by beetles. Aspect of the stag would be sleek and nature like whistle aspect of the lion would look more akin to the old white lions

  8. RELICS OF THE HUNT

    1 – Preyton Horn
    Carven from the cruel Preytons that lure travellers to their doom this horn still contains some trace of the magic that kept its original host alive. If your hero is a WIZARD you may add 1 to all casting and unbinding rolls for this model
     

    2 – Pelt of the Moorbeast
    It is said that a blackened beast made of shadow and claw lurks in the moor of Ulgu, savaging those who dare encroach on its territory without mercy. To wear the pelt of the Moorbeast is to become one with the shadow itself. Shooting attacks that target this model subtract 1 to all hit rolls, if this model is wholly in terrain they instead subtract 2 from all hit rolls.

    3 – Toxins of the Steel Heart
    There are plants at worlds edge that fill the user with vigor and strength all the whilst draining them of their lifeforce. Desperate Aeloran heroes can in their final moments drink the Steel Heart toxin as their life begins to fail, lashing out one last time as though unwounded. If this model loses their last would whilst in combat you may immediately attack with one of their weapons (But not their mount) before you remove the model as slain.

    4 – Wyldshard Flute
    The coursing, unstoppable infestation of Wyldshard brambles has beset the Aelorans for generations, some heroes carry with them flutes hewn from the brambles themselves that when blown can lure the infestation in their direction. If in your hero phase you elect to use the Wyldshard flute you may move all Wyldshard Brambles on the battlefield 6 inches directly toward this model instead of their normal move.

    5 – Last Blossom of Ghyran
    When the Nomads fled Ghyran so many centuries ago they took with them seeds that they might grow a forest anew in their new homes. However the lands at worlds edge as savage and such simple plants were pretty to the Wyld carnivorous fauna that dominated the region. Still some blossoms grew, their life giving energies still radiating. Once per battle in your hero phase this hero may drain the life from their Blossom, restore D6 wound lost earlier in the battle to this model.

    6 – Bramblehewn Shield
    There are those nobles who carry mighty shields carved from the brambles that lesserkin fear, these great bulwarks rebuff those who would charge them impaling them on the arcane shifting thorns. When enemy units charge this model roll a D6 for every model that ends its charge within 1 inch. On a roll of 5 or more the unit suffers a mortal wound as their momentum carries them onto the shield.

    • Like 1
  9. 1 minute ago, Necroshadow said:

    So within the lore of the aeloran nomads, are they a splinter of the traditional wanderers armies or are they what the majority of wanderers became? Could you have an army of wanderers with aeloran nomad allies or vice versa?

    By current fluff (from my recollection) the faction dubbed the Wanderers are those that actually entered Azyrheim in the age of chaos, since the opening of the gates they have since well... wandered. The Nomads are those who believed in Alarielle enough that they chose not to flee at first, but when their faith came to be tested they were found wanting and disappeared too late to escape the Azyrheim (gates sealed). 

    The two factions (Nomads vs Wanderers) are two halves of the same coin, each abandoned alarielle at different stages and each are likely burdened with that guilt, for that reason they are natural allies and would likely work together more often than apart. Though such alliances will likely be short lived and somewhat cold, the Nomads curse of the wyld runs rampant through their kind and Wanderers would likely fear contamination from too long spent in proximity, whats more Nomads would likely only tolerate the burden of their cousins pity for so long before their paths diverged.

     

    To summarise: Same Origin, Different factions, Would Ally, but awkward family reunion.

    • Like 2
  10. Bit o' Background:

    Some call them Wanderers, Nomads, Forest Aelves, it is said within the borders of Ghyran their name has been struck from every record in that woodland realm. Those that call them wanderers know little of the reason why, of the darkness that took root in the very souls of these forgotten Aelves in times long since past, over the disease of the Wyld that now lurks in every drop of blood coursing through their every changing forms. It is said that these Nomads travel ever onward not because they wish to, but because they must, every footprint seeds the nightmarish plants of the Wyld land, a curse that travels with them wherever they go.

    Born once long ago to the Goddess Alarielle when all of her Aelven kin sought to take their share from the gullet of Slaanesh, they her loyal huntsmen within Ghyran. Born children of Kurnoth and Alarielle both these Woodland Aelves found the forests of Ghyran their sanctuary, stalking beasts that upset the natural order of their home and enforcing the will of their Goddess upon all who strayed within her sacred borders. Their lives were full, peaceful and safe in the knowledge that their Goddesses powers within the walls of the forest were absolute, it was this knowledge that led them to rebuke Sigmars offer of sanctuary when the tides of Chaos first began to encroach upon the realms. It is said that these Wanderkin stood as Alarielles sentinels on the very edge of her forest kingdom, keeping watchful gaze across the horizons for any sign of the tide of chaos. Few know what shook the faith of these Aelven hunters, perhaps the sanctuary they had become accustomed to had softened them, perhaps they knew not the true savageries of war, whatever their reason when their faith was tested it was found wanting. In the dead of night these Nomads abandoned their posts at the edge of the forest, fleeing with all speed from the tide of darkness that had drowned the horizon and blotted out the stars themselves. The wrath of their Goddess would send tremors throughout every root within the Realm, every tree shook with her rage, her children had forsaken her.

    These accursed Wanderers fled, the tide of chaos ever at their heel as the forests they once knew as sanctuary became drowned in an onslaught of flame and axe. Finding all gates to Azyr sealed to them they took the only route that had been left open, travelling through the Primal Gates of Ghur they fled beyond the very edges of the mapped world, into the swirling madness of the Maelstrome at realms edge. Here, amidts the shifting Wyld winds that ravage the very distant corners of Ghur they found sanctuary… for a time.

    • Like 3
  11. Test scheme for the first of my Gladeshards, the aim here is to get a scheme my partner can easily replicate without feeling overly pressured due to less experience in basing. Whilst it isnt to my usual level of heavy detailing I've limited it to basic techniques executed to provide a nice colour contrast, something that will provide good looking table top standard army.

    IMG_3761.JPG

    IMG_3762.JPG

    IMG_3763.JPG

    • Like 3
  12. 1 hour ago, Gwill_of_the_Woods said:

    I absolutely love those models! :D

    Nice kit-bashing! Have those Wildrider archer dudes got ungulate legs? are they part beastman kit?

     

    I've always loved the Wolf-Kin idea! I tried to integrate fenrisian wolves into a 10-15 model unit of Wild Riders in 8th.

    I may bring them back out for a 10 man 240point unit.

    Do you mean the infantry? Sorry half the archers in the army are atleast part wildrider models :P The infantry are pure aelf at this stage, one of the bloodlines thats has been preserved either through varied blends or just strength of soul to resist the deterioration, they seem to have gained the benefits of the blend through the enhanced muscle strength and antelope leaping but have atleast visually resisted a change in their physical forms.

    Wolves are the third tier of the list to be looked for me, the centaurs are up first, then the avian aelves after which I'll go into the wolfkin just because my partner wants fast and archers as the key theme to begin.

    • Like 1
  13. 1 hour ago, EMMachine said:

    Hm, the Problem with the gladeshards is, you compared them with units of the size of Kurnoth Hunters or Blood Stalkers (these are the units Judicators with there 40mm Base could be compared at best). Monstrous Infantry stat normally has 3-5 Models for the cost.

    The right comparisson are Shadow Warriors, Sisters of the Watch, Gladeguard, Namarti Reavers( these are quite similar to Shadow Warriors). To Wound on 3+ you often need something like a Grandsword/Grandhammer/Grandaxe etc. I have seen many profiles for aelfs and most of the time 3+/4+ is the best you get if you don't have a Grandweapon (in that case it's often 3+/3+/-1)

    In case of the Chargers. A short bow with 9" doesn't fit. That the range of a Repeater Handbow of the Black arc Corsairs (and those have 5+/4+ as rolls.)

    There are two points with the Javelins. Stormcast Eternals are some sort of "Supersoldier". They are the only units that can throw a Javelin 18". Every other unit I know has 9" (Sisters of the Thorn, Chaos Marauder Horsemen or  a Icebrow Hunter throws his Throwing Spear for example) or at best 12" in case of the Khinerai Heartrenders. It's looks like your guys are a little on steroids.

    Another thing is the plausibility. A shockbolt pistole is some sort of Repeater crossbow. This thing could be fired with one hand, while Throwing the Javelin with the other one (even it is also not the best design in case of the Palladors). Your "shortbows" that normally should be some sort of bow, like the other units in your army have does need both hands (1 holding the Bow and 1 holding the arrow). Do they really have the time to throw a Javelin in between.

    As stated in the initial post the charger is literally a cloned Pallador scroll so my partner can use her army whilst I work on revising the scroll for the unit just with wording changed. The mechanics is an exact copy paste of the scroll (along with points cost, base size, core model) in terms of fluff the two wont align until after I change anything. The rules as is is a pallador scroll with wording change, thus the mechanics remain.

    Namarati reavers are at best a disappointing unit with some decent shots are short range, in terms of decent archers they are... lacking, in terms of short range support they do OK.  the aim with the glade shards is to essentially make the Namarati Thralls of the archery world (the reavers lack this), so looking at that scroll as a baseline, (3+, 3+, rend 1, damage 1) but halving the number of attacks and making it harder to hit (range), but keeping the high to wound (toxin laced arrowed hewn from ironbark) and converting it over into a bow makes a useful ranged unit that doesnt hit as well as Stormcast nor have their resilience but becomes a functionally unique unit. The melee weapon can easily drop down to a 4+, 4+ but then that leaves them with fewer attacks and flat worse than the namarati reavers in melee. The aim for the unit is to provide quality of shots over weight of fire provided by a Namarati reaver.

    10 Namarati Reaver bow
    3 shots each, 9 inch range, 4+. 4+. no rend
    7.5 dmg vs - save
    6.25 dmg vs 6+ save
    5 dmg vs 5+ Save



    10 Gladeshard Bow at its best
    1 shot, 18 inch range, 3+, 3+ -1 rend. (only against units of 11 or more models at this stage)
    4.3 dmg vs - save
    4.3 dmg vs 6+ save
    3.63 dmg vs 5+ Save

     

    So whilst being functional at peak at double the range, it is only getting that 3+ against units with more models and still provides statistically worse damage against every save until you reach a 3 or more, lowering the melee to be lower and worse too would mean the newest equivalency unit (Namarati Reavers) whilst functioning at shorter range would be mathematically better when both are in their ideal situation (short range vs horde)

    Also Namarati Reavers are 20 points cheaper. Same base size, similar roles. (both potentially battleline, archers, same save)

    Bearing in mind with the release of the Idoneth Battletome Namarati Reavers were considered disappointing for their role within the codex.

  14. 2 hours ago, Gwill_of_the_Woods said:

    Cool ideas and warscrolls.

    Have you made any of the models table-ready yet? I'd be keen to see them progress.

    Keep up the creative work, and  keep posting :)

    Currently the Wyldmare conversions, Glade Shards,  The reavers and the Chargers have been converted. Once I've gotten a few painted I'll put up some shots of them but for now they look like below:
     

    009.JPG

    005.JPG

    001.JPG

    004.JPG

    • Like 5
  15. 51 minutes ago, EMMachine said:

    Quite interesting warscrolls. So I'm not the only one, who considers to harness deers in front of a chariot.

    Didn't checked anything, but I'm a little wondering about some things:

    For some reason, the Skinners Knife of the of the Gladeshards seems a little strong. A knife/dagger that wounds better than a sword. I mean, we have Sisters of the Watch and Shadow Warriors at the high end of Archers but non of them are wounding on 3+.

    In case of the chargers I think there is something wrong with shortbow and javelin (and why do they need both? Shooting 3 shots in the shooting phase with 2 weapons. How about the shortbow for shooting and a spear for close combat?

     

    Cheers, a few of these things lingered on my mind as I wrote them, hence the need for feedback

    For the Chargers its literally the clone of Stormcast Pallador scrolls at the moment, the boltstorm pistol has merely been renamed to a short bow since I wasnt fond of boltstorm for an Aelf. When I alter the scrolls it'll become more unique arrow types for the bow and a short range stabby spear instead (The palladors do indeed get 3 shooting attacks with different weapons)

    I was trying to find a decent name for the blades for the gladeshards, you're right the skinners knife sounds wrong but bsically looking at a short sword designed to pierce the the toughest hide and cleave the heart from mighty beasts.

    For the To Wound stat on gladeshards I looked at current decent archer battleline (Judicators at this point) in terms of hitting and wounding, then made them a little worse (armour, no fancy bow on sergeant etc). Having played with and against shadow warriors they tend to feel lacklustre in terms of output for "elites" compared to the Judicators as troops.

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