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EMMachine

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  1. EMMachine
    Alright, a little more building.
    I got my order for 4x Sisters of the Thorn and 1x Sisters of the Watch and my plan building Sisters of the Watch styled Reavers worked.

    I didn't get them spears because profilewise it didn't make sense. In the profile they get them spears and the Champion has a sword (because this was the way it was with the Spire of Dawn models). But, the spear and the blade have literally the same profile (the blade has 1 attack more, but its because it's the champions weapon). There is no better range or worse To-Hit role like we often see with spears.
    The other 10 models (mostly the deers with the forehooves down make another 10 Wildriders

    Actually I started to paint one of them, because I switch him into the other unit. The point is, 7 deers with front hooves down in a single unit doesn't look that good.
  2. EMMachine
    Okay, after all the time I did nothing about this project, I did some reconstructing.
    At first I planned, using mostly Freeguild Warscrolls for them, but there is quite a little to much Wanderers Style in them. For a little organisation, I structured the Army in "Order of the verdant cycle", "Maidens of the verdant cycle", "the Forelorn", "Tribesmen" and the "Allied guard of Mitrilfels" 
    First here is the List
    Orden of the Verdant Cycle
    Sister Christina (100)
    Loremaster
    10 x Glade Guard (120)
    10 x Glade Guard (120)
    10 x Glade Guard (120)
    20 x Bleakswords (200)
    20 x Swordmasters (360)
     
    Total: 1020
     
    Maidens of the Verdant Cycle
    Waywatcher (100)
    Spellweaver (80)
    - Heartwood Staff
    10 x Sisters of the Watch (220)
    10 x Sisters of the Watch (220)
    5 x Sisters of the Thorn (220)
    5 x Wild Riders (140)
     
    Total: 980
     
    The Forelorn
    Excelsior Warpriest (80)
    Warrior Priest (80)
    - Sigmarite Warhammer & Shield
    Warrior Priest (80)
    - Sigmarite Greathammer
    Witch Hunter (60)
    - Pistol & Silver Greatsword
    War Altar Of Sigmar (250)
    Warrior Priest (80)
    - Sigmarite Warhammers
    20 x Flagellants (160)
    20 x Flagellants (160)
     
    Total: 950
     
    The Tribesmen
    Shaman (100)
    Battlemage
    - Specialisation: Jade
    Tribesmen (160)
    20 x Freeguild Guard
    - Spears and Shields
    Tribesmen (160)
    20 x Freeguild Guard
    - Spears and Shields
    Total: 420
     
    The Allied guard of Mithrilfels
    Freeguild General (100)
    - Great Weapon
    6 x Demigryph Knights (320)
    - Lance and Sword
    5 x Freeguild Outriders (130)
    5 x Freeguild Outriders (130)
    Total: 680

    Total: 4050
    Order of the Verdant Cycle is a little mess, because Sister Christina and the Paladins don't really fit as a Waystrider and Wildwood Rangers and I had some guys with Sword and Shield that don't fit as Eternalguard or better saying anything of Wanderers. So  this is an Order group with a Loremaster, Swordmasters and Bleakswords for the moment. And the Glade Guard is still missing Banners and Hornblowers because Archers didn't have them.
    The List which Units are painted, which are WIP etc will be found in the Headpost of the Blog.
    Another thing, quite new are my Maidens of the verdant cycle.
    Those of you, who know my Twitteraccount (@EMMachine27) will already know that they are because I made some posts about them already. It's a Wanderers Force, completly in the Stlye of Sisters of the Watch and Sisters of the Thorn.
    20 Sisters of the Watch + Waywatcher Kitbash

     
    Waywatcher Kitbash Closeup

     
    Kitbash Spellweaver


     
    Wildrider Conversion.

  3. EMMachine
    Hi Guys,
    at the moment, I'm a little slow at painting because of soccer WM (even as germany left in the group phase)
    Yesterday I realized something when looking for the name "Order of the Yellow Rose"
    Once there is a monk Order in D&D as it looks like: http://forgottenrealms.wikia.com/wiki/Monastery_of_the_Yellow_Rose
    and there was someone on Twitter saying that his son joined the Order of the Yellow rose. So the order is a real thing?
    Hm, I know that I used places of other games ("Eloni" was a map of Spellforce) but normally I didn't wanted to use a real existing organisation (because of not knowing what they have done).
    On the other hand, "Order of the Yellow rose" doesn't scream "Worshipper of Alarielle". After I didn't painted any banner yet (partly do to the point that a rose is not easy to paint) there is the question, what other name I could give the order?
    The closest thing to a Alarielle Worshipper would be something like "Order of Alarielle" or "Cult of Alarielle" but this doesn't sound right.
    Another thing, refering Ghyran would be something like "Order of Leaves"
    There is also the case that every Standard of the Order has the Heart with Thorns on it's top and my Maiden Guard uses the Heartsymbols, so perhaps something in this direction.
    Does anyone have suggestings to this?
  4. EMMachine
    So, I made a little building for a fanmade Battletome (it's my nonlayout style again because it makes changing stuff easier). I called it "Order of Flowers" so different Alarielle following orders could be made. My order of the yellow rose is only one of them.
    Order of Flowers version 0.9
    As you know, the Order of the Yellow Rose was planned as a mix of Humans and Aelfs Worshipping Alarielle. (but for once, there is no way taking Humans as Allies for Aelfs and so on).
    At the moment I have made units for the Maiden Guard I'm working (partly changed Warscrolls of Wanderers, Swifthawk Agents and Darkling Covens)
    To make the Order more complete there are also the Order of Rangers and the Order of Paladins. These don't have there own Warscrolls at the moment, but I tried to switch the Keywords from other Units as part of the Allegiance.
    I'm not really sure yet, what the Allegiance Abilites should be, after a part of the army don't follow the sneaky Wanderers Style but I think this is something to work with.
     
  5. EMMachine
    On Friday I made a my actual third game of Age of Sigmar with the Battle of Heroes Event in GW-Wiesbaden.
    I wrote a little introductionstory before posting this the first time:
    Actually it was some sort of introductiongame because my it was the first game for my opponent. After he only has "normalsized" models I didn't use my Drakesworn Templar, so it was a 500 Point Game with 5 Heroes. So my army looked like this:
    Victor Brightsoul (100)
    Lord-Castellant

    Knight-Venator (120)

    Morbius (80)
    Lord-Relictor

    Valten Blazenheart (100)
    Lord-Celestant

    Total: 500/ 500
    The army of my opponent contained the following models:


    Aspiring Deathbringer with Goreaxe and Skullhammer (80)

    Exalted Deathbringer (80)
    - Ruinous Axe & Skullgouger

    Bloodstoker (80)

    Bloodsecrator (120)

    Mighty Lord Of Khorne (140)


    Total: 500/500
     
    At first I thought the shop would have a scenario for that event, but after should compromise to a Battleplan. To keep it simple we used "Three Places of Power", because it fits nicely to the event after heroes should hold objectives.
    I hope I didn't make an mistake that the marker is controlled by a hero until is is killed or left the 3" range of the marker.
    The battlefield was 48"x48", and we still used 3 markers so each marker were 12" away to each other instead of 18".
    So here was the battlefield (seen from my side of the table)

    Sadly some of my pictures have a bad quality, because I made them with my smartphone and didn't wanted to waste to much time.
    Set-up of Stormcast Eternals:
    Knight Questor positioned next to the right wood
    Lord Relictor right from the magical water.
    Lord Celestant left of the magical water, next to the tower
    Lord Castellant between the left wood and the tower and the Knight Venator next behind the Lord Castellant

    Set-Up Chaos:
    Blood Stoker right to the ruinwalls
    Mighty Lord of Khorne and Bloodsecrator behind the mausoleum
    Exalted Deathbringer and Aspiring Deathbringer positioned behind the wood in the enemy territorium.

    I didn't read that the player that finished first could choose who has initiative we rolled the Initiative (after both armies did have the same number of units I think it was alright so).
    The first initiative goes to Chaos:
    Chaos Turn 1:
    Blood Stoker Wipped the Mighty Lord of Khorne
    in the Movement Phase all models exept the the Bloodsecrator ran to the markers. The Bloodsecrator moved right behind the mausoleum. the Blood Stoker conquered the right marker, the Mighty Lord of Khorne the middle marker and the Aspiring Deathbringer conquered the left marker
    3 : 0 points for Chaos

    Stormcast Eternals Turn 1:
    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant
    The Lord Relictor moved into the wood. Lord Castellant and Knight Venator move near the left marker. The Lord Celestant moved closer to the two Deathbringers. The Knight Questor moved closer to the Blood Stoker but falied it's charge later this round.
    The Knight Questor shoots at the Aspiring Deathbringer and makes 3 wounds. The Lord Celestant uses his Sigmarite Warcloak, generating 4 hammers and killed the Aspiring Deathbringer. After that he charged Exalted Deathbringer and wounded him once but got 2 wounds (even with the lanterns effect).
    After my units were not near enough to the marker I didn't get any points that round. So it's still 3 : 0 for chaos


    Ini roll round 2: Stormcast Eternals win
    Stormcast Eternals Turn 2:
    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant. The Lord Relictor used the storm to heal the Lord Celestant.
    The Lord Castellant moved to the left marker to conquer it. The Lord Quetor moved closer to the Blood Stoker.
    The Knight Venator moved forward to get free sight to the Mighy Lord of Khorne (more aesthetical than really needed)
    He shoots at the mighty lord, but failed to wound him.
    The Lord Celestant generated another four hammers and damaed the Mighty Lord with them.
    The Knight Questor charged the Blood Stoker. I activated the Knight Questor first, because I thought the Lord Celestant would will survive with the 2+ Save with the lanterns effect and made three wounds at the Blood Stoker.
    After it was the first game for my opponent I gave him the advise, he should attack with his Deathbringer first, after the Lord Celestant hadn't attacked yet and nothing would attack the Blood Stoker in that round. The Deathbringer failed to make damage to the Lord Celestant (because he blocked all damage). The Lord Celestant didn't make damage either because the Deathbringer blocked everything.
    The Blood Stoker was able to make one damage to the Knight Questor.
    After conquering the left marker the score was 3 : 1 for Chaos.


    Chaos Turn 2
    The Bloodsecrator used his portal of Skulls to for the Rage of Khorne Ability.
    The Mighty Lord stayes at the marker to "corrupt" it further.
    In the combat phase, the Lord Celestant makes 3 Damage to the Deathbringer, all other models fail to make damage.
    After the Blood Stoker is still controlling the right marker and the Mighty Lord controlling the middle one he generates 4 pointes. So the score is 7 : 1 for chaos.
     
    Ini Roll Turn 3: Chaos wins.
    Chaos Turn 3
    The Bloodsecrator used his portal of Skulls to for the Rage of Khorne Ability. Blood Stoker Wipped the Mighty Lord of Khorne.
    Mighty Lord of Khorne moved closer to the Knight Questor to charge him and makes 2 damage with his axe.
    Knight Questor tries zu kill the Blood Stoker but fails.
    The Deathbringer makes 2 damage to the Lord Celestant but gets killed after this in return.
    The ability of the Axe failed to kill the Knight Questor
    The Blood Stoker generates another 3 points. So the score is 10 : 1 now.
     
    Stormcast Eternals Turn 3
    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Lord Celestant. The Lord Relictor used the storm to heal the Lord Celestant.
    The Lord Celestant moved to the middle marker, the Lord Castellant moved closer to the marker and the Knight Venator moves within 8" of the Bloodsecrator.
     The Knight Venator tries to shoot at the Mighty Lord and sends its eagle to the Blood Stoker, but both fail.
    The Lord Celestant generates another 4 hammers sends 2 to the Mighty Lord and 2 to the Blood Stoker and killes the Mighty Lord but failes to kill the Blood Stoker.
    The Knight Venator tries to charge the Bloodsecrator but failed with a 6.
    In Combat Phase the Knight Questor killes at least the Blood Stoker and got controll to the right marker.
    After the Lord Celestant and Lord Questor got control to the middle and right marker and generating 1 point each and the Lord Castellant still controlling the left marker generating 2 points it's still 10 : 5 for chaos.
    Ini Roll for Round 4: Stormcast Eternals win (this is the last round)
    Stormcast Eternals Turn 4
    Lord Celestant used Furious Retribution, Lord Castellant used this Warding Lantern for the Knight Venator. The Lord Relictor moved forward after he had nothing to do. The Knight Venator moved within 3,5" to the Bloodsecrator, shoots at him which makes 2 damage and charged him with a roll of 3.
    While piling in he moved around the Bloodsecrator (because he only has to move closer to the closest model at the end of piling in, so he is in the 9" bubble of the Lord Celestant).
    Neighter the Knight Venator nor the Bloodsecrator made damage in combat.
    The Knight Questor and Lord Celestant generate another 2 Points by holding the marker and the Lord Castellant another 3. So this is the first time in the game that the Stormcasts have more points with 10 : 12 for Chaos.

     
    At this point the game ends after the Bloodsecrator is unable to make any points and is locked in combat.
     
    So it was a win for the stormcast eternals at the end.
    I know that a win against a veteran is more satisfying, but the game was fun and after I was 3 turns in the back that makes me sweat. If I hadn't slain the Deathbringer in chaos turn 3 or my Lord Questor would have slain during the game the game would have another ending.
    Perhaps the Chaos Army would have more power by having a slaughterpriest, after he could create mortal wounds and would have pressurize my Stormcast Eternals perhaps more but I didn't made the list.
    I don't know if the Mighty Lord should have attacked in turn 2 or generate 3 points by staying at the marker so I would have enough points in round 5 at best.
  6. EMMachine
    So, here are my first characterdescription to give parts of my characters some background. I wrote these in german and translated them for this blog in english. Hope I didn't make much disspellings and grammatical errors. I think there could be some controverial points about some things, but I think there would be a possiblitiy in AoS. And even Stormcast Eternals couldn't be flawless The three Liberator Primes have there models, but these are not painted yet.
    Judicator Prime, Yelena Stormheart
     
    Vanguard Raptor Prime, Ramir
     
    Liberator Prime, Samuel und Riko Stormclaw
     
    Liberator Prime, Beowulf
     
  7. EMMachine
    Here is my first characterdescription for my faithful army. Its the description for sister Christina, my Free Guild General of the Order of the verdant cycle. There is already a hint, that she met with my Stormcast Eternals (How the Stormcast Eternals gets there is still Work in Process).
    For everyone who is wondering, I called the town 'Rosenheim' in the german version (Mithrilrock is called 'Mithrilfels' there for example. You guys already know Mithrilrock from my characterdescription of "Vanguard Raptor Prime, Ramir"). After I wasn't satisfied with translations like 'rosehome' I didn't translate it in that story. Have fun.
    Free Guild General, Sister Christina
     
  8. EMMachine
    So, I have translated my stories I wrote for the skaven. To get a little faster through it I use the google translator this time and read it to search for errors. Hope I didn't oversee something.
    First the clandescription:
    I have a story work in process where my Celestial Vindicators are fighting in the Scabrous Sprawl but I'm not finished yet with it. I think Ratskit has a little wipe of another charismatic bold leader who leads a brotherhood.
    And the following is the characterdescription of my Skaven Warlord, Zrik Nightclaw
    The story, what happened to him in "the last betrayal" follows in the next post.
  9. EMMachine
    I made a painting session about 5 to 6 hours to paint that guy on sunday, but couldn't finished him that day because the base wasn't ready.
    Today I brushed the base with Karak Stone to finish him.
    Have fun with my Lord Aquilor




  10. EMMachine
    2.0  version of Zoning & Area Denial
     
    Age of Sigmar is a skirmish tabletop game. This means that movement and positioning is the most important aspect of the game. Preventing enemy movement is a great way to gain an advantage over your opponent.

    The 3 "rule
    In Age of Sigmar, no unit can do "normal movement" (designation for a movement that usually takes place in the movement phase) through the 3" range of enemy models. Flying models ignore this as long as they finish this movement outside of 3" to enemy models.
    This means that even a model on 25mm base covers an area of about 7 "of the table through which enemy models can't move. I call this a fieldbubble. This bubble determines where your opponent can't move. Room denial is a great way to foil your opponent's plans and gain an advantage!

    The size and shape of the base contributes to the size of the bubble. Daemonettenbases have a diameter of about 1". This creates a space bubble of 7" diameter. A Blood Knight Base (75x42mm or approximately 3 "x1.68") creates an oval bubble 9 "long and 7.68" wide. You can see how larger and longer bases can help deny larger space.
    The best units for field control.
    It is important to realize that units used for field control are very likely to be attacked by enemy units. The more resilient the unit is the longer your opponent will need to fight through. If this takes long enough, you could force him to retreat, making another round in which the retreating unit can not shoot or attack.
    The best units for field control are units that can stop the opponent long enough to gain an advantage or are cheap enough to be worth 1 to 2 rounds to deny the room.
    Examples of these are the tough Nurgle Plague Bearers, cheap Brimstone Horrors or Skinks that can retreat instead of piling in.
     
    formation
    In Age of Sigmar, all models move one at a time as long as they keep their formation. That is, as long as each model in 1 "is to a different model of the unit and the whole unit is placed as a single group.

    units against individual models
    Because models in a unit must stand in 1 "to other models of the unit, there are many overlaps in the space bubble. This is different for single models as they can be placed more than 1 "apart. In this way, gaps of 6 "can be created through which no enemy units can move. This also applies to 2 separate units.

    If the border areas of the field control zones of different units meet, they can cover the maximum of the field. Even if the units do not support each other, no unit can move through them with a normal movement

    Field control against flying units
    Flying units can move across opposing models as long as their movement ends outside 3" of enemy models. Denying the movement of flying units is a little more difficult, but not impossible.

    After they can not begin or finish their movement in 3 ", a flying unit with 1" bases will need at least a 8" movement to move across a line of models with basesize 1" (so the entire base will end up outside 3" .

    You can prevent enemy models from flying over your units by making the distance they have to cover to complete their movement outside of 3 "bigger than they can fly. If you want to prevent a unit from flying 12 "flies over your unit, you must cover at least 6" with your units, if the flying unit basesize 1". In case of Blocking a Stardrake (12" movement, basesize 6,8"x4,1" /170x105mm ) you could at least cover 1,9" to prevent the model landing sideways with its normal movement and about 7" if you want to prevent him using his movement including run entirely.
    The formular in this case is basicly: <room the defending unit occupies>+(3" x 2)+<smallest basesize of flying unit>

    Placing the green unit, the flying unit (red) can not fly over it to reach the marker. The red unit must decide whether to attack the green unit or fly a detour hopefully to reach the marker in the next round.

    Risk factor more field control or stability
    The main question is whether you want to play your unit more compact or more diversified.
    A more spread unit can occupy a much larger space in the field and allows quite crazy formations and can thus be used e.g. also cover a larger area against flying units. However, this also has disadvantages
    Since each model is in formation with a maximum of 2 other models, it is extremely important to remember that models must be removed at the edge of the unit so as not to break the formation (which would cause part of the unit to be removed after the combat shock phase) must to restore the formation). Also models like the Stardrake can deliberately take enemy models out of the unit (Cavernous Jaws), forcing a break in the formation.
    It also makes the unit easier to get attacked, as the enemy can clash against few models and fight back fewer models or in the worst case, the unit can stop entirely from piling in.
    Thanks to the changes of many buffs to be wholly within, it is less likely they benefit from buffs (see Buffs <placeholder>).

    Because all the skeletons (green unit) are 1 "to another skeleton, the unit of 16 skeletons can cover both the marker (black) and the hero (blue).

    A more compact formation is not so affected by the above-mentioned weaknesses, but in return also denies less territory.
     

    The same unit as in the above example is more compact here, and thus cuts back on the refusal of the area around the marker as well as the hero, but is less vulnerable in the case of an attack

    Field control against reserve / summoning / teleportation.
    There are some units in Age of Sigmar that can be placed out of reserve outside the deployment zone or have teleportation abilities to take them off the field and re-position them elsewhere.

    A placement is not a move and therefore ignores the 3" rule. That is, unless stated otherwise, the unit may be placed in base contact with enemy units. In most cases, however, either a friendly unit within reach is required and / or a minimum distance from the opponent is expected (usually 9").

    To prevent the movement or placement of a reserve unit is very difficult but not impossible. Let's start with a look at the limitation

    Place farther than x" away from enemy units.
    If a unit needs to keep a minimum distance from enemy models, you'll be dealing with them the same way you would handle them in preventing them from moving, but you have more room to play with and your opponent can come from any direction.
    If a model can be placed outside of 9 "of enemy units, a single model with a 25mm base will have a 19" diameter area bubble.
    The formation of congaarms can reduce the overlap of the territorial bubbles of the individual models of the formation
     

    By spreading out the two units, I practically doubled the space where my opponent could not place his reserve units. Even though the units are fairly distributed, they are still able to move if attacked. The more extensions that unit has, the larger the space it covers, but it will be harder for you to move if attacked.

    Place within x" friendly models.
    If the only limitation is that the unit must be placed within reach of a friendly model, denying it becomes significantly more difficult.
    These units could be placed in base contact as long as they are within range of their target model.
    In this respect it is also to be distinguished whether the unit must be placed only "within" the range of the model or "wholly within" the model
    The difference is as follows.
    If the unit is only to be placed "within" the range, it is sufficient if the base of a model touches this range. In this variant, it is hardly possible to prevent this, since the unit to be placed practically has the whole field with the restriction that a model must be within reach of the friendly model.

    The picture actually shows an incantation which in addition to the friendly model still requires a minimum distance of 9 ", but clarifies what "within" in the sense of the rule means, since the orange ring represents the range of the orange model.
    If the unit has to be placed "wholly within" the range, it will be a bit easier, because you can limit the area in which the unit can be placed by your own units.
     

    The picture actually shows an incantation which in addition to the friendly model still requires a minimum distance of 9 ", but clarifies what" completely within "means in the sense of the rule, since the orange ring represents the range of the orange model.
     
    Offensive magic and shooting
    Room denial is usually driven by weak, wide-ranging units.
    That is, when models die as a result of ranged attacks, gaps can appear in the bubble.
    After the Hero Phase occurs before the Movement Phase, you should become aware of all of your opponent's damage spells.
    Roughly roll over how much damage the opponent can cause before positioning. If he has a high damage output, make sure that the most important parts of the formation are still standing after suffering the damage.
    If you want to prevent the attack of a particular unit, you must also be aware of the shooting your opponent possesses. If your opponent kills enough models to prevent the attack movement, they could still open a gap through which the attack can take place.
  11. EMMachine
    Hi guys,
    I painted my first stormcast in 2018.
    It's the Lord Ordinator. At the moment he isn't part of the Malign Portents painting contest, because I had chosen the warqueen (painted Start Collecting Nurgle Daemons in the first part).
    If I can take more than one miniature, I will try to get him in, too.


  12. EMMachine
    So, I painted my first 5 Wildrider models for the all female maidenguard today.


    I know, the actual warscroll doesn't have shields (while they are in the sprue from 8. Edition WHFB). I think the shields are quite fitting for them. Now I have to paint the other 5 models I have, that are containing the Champion (after I switched the head, so the champion could have a sword instead of a spear) and the banner bearer.
     
  13. EMMachine
    After I made the Thread in the Modelling and Painting Subboards I didn't wrote more blog entries.
    To give a little update here.
    Since September 2017 the project contained Tribesmen. Here the blogentry
    Those were only planned as a mixed force at the beginning.
    Since june 2019 those guys are growing to become a recogniseable force on there own.
    Already Painted are these guys.
    Chieftain on Griffon


    Shaman on Griffon

    Shaman

    Demigryph Knights (1)




    Reavers

    Freeguild Guard

    Those guys are in a quite wierd spot right now. They basicly open up this part of the project years ago, but I actually used metal colors back then. All other models I painted above didn't use any metal colors so it is most likely that those guys will get a makeover in case of there metal parts).
  14. EMMachine
    So, this is more of a WIP Post. At first I thought making a Scar like Theme, but this didn't worked out, mostly because of the light underbelly.
    At the end I got a little inspiration of @kenshin620 Lionpictures in the Fanmade Lion Rangers Battletome Thread. The Idea could be that my lion ranger aelfs could be some sort of firealefs (or fyreaelfs if we take the wording of fyreslayers) living in aqshy having Blaze Lions.


    Actually I'm writing something about a Lionlike Godbeast, that isn't translated yet, don't know if it is even finished, yet.
  15. EMMachine
    So, the beginning of my Lion Rangers were mostly models I had in my old high elf army, rebasing some of them and buying a new box of Lion Rangers to get new Command Units, leaving some old models I started painting (so I didn't have to decolor them) and building an hero for them because GW didn't. The result was this:
    1 Lion Noble (using the Dragon Noble Warscroll) 3x10 White Lions 3 White Lion Chariots 6 War Lions (don't having a Warscroll at all)


     
     
    After that (mostly because at the moment the War Lions don't have an Warscroll or a real hero) I started to work on my Fanmade Lion Rangers Battletome:
    In the next stage I give my army some new Units like the Lion Lord on Emperor Lion (made out of a Manticore) and the Lion Riders Cavalry.
     


    The next goal will be finding a interesting color theme for them that will fit into the fantastic world called "the mortal Realms".
  16. EMMachine
    I know, this is actually two weeks ago, but I took part in the first Malign Portents Painting Contest.
    I had chosen the start collecting Box Nurgle Daemons, because I wanted to paint some Nurgle Models this year.
    Here is the german Facebook Post with pictured of all 10 competing armies.
    55 people voted in the time between 11:00 and 17:00. At the end I was 5. of 10.
    Third place were the Seraphon, second the Ironjaws and first nurgle daemons converted with the Gorbits.
    Here are my models I painted:






  17. EMMachine
    I know she isn't part of this army, but after I painted the Nurgle Daemons as part of the Malign Portents Painting Contest, the Warqueen is part 2 (March, 3rd).
    I got her on February 16. because on February 10 she was sold and I didn't preorder her. So I painted her in the time between last weekend and yesterday.



  18. EMMachine
    So, today was the 3. Malign Portent Painting Contest. I painted some Putrid Blightkings this time and this time all models of all three contests were there.


     
    Actually there were 5. Entries this time.
    https://photos.app.goo.gl/nKM6RIVzhUJJwI0m1
    Looks like, I didn't hit the interests of the voters.
    With this contest I because 5. place twice and last place twice.
    3rd place were the Beastclaw Raiders
    2nd place where the other Nurgle Daemons
    1rd place was the death army.
    Actually don't know, if I will take part in a painting contest again.
  19. EMMachine
    At first, here are the pictures again I postet in the other thread to get a base for this
    Lord Celestant on Dracoth



    Lord-Celestant (Valten Blazenheart)


    Lord Castellant (Victor Brightsoul)


    Lord Heraldor 1



    Liberator 1


    Liberators 2


    Judicators 1


    Judicator Prime (Yelena Stormheart)


    Retributors 1


    Decimators 1


    Vanguard Hunters 1


    Vanguard Raptors 1 (Prime Ramir with Caroline)



    Aetherwing 1


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