Jump to content

EMMachine

Members
  • Posts

    1,649
  • Joined

  • Last visited

Blog Entries posted by EMMachine

  1. EMMachine
    2.0  version of Retreating in Age of Sigmar
    Retreating is an underrated topic in Age of Sigmar. This is especially the case because it works differently than WHFB or 9th Age. While a retreat at WHFB is a forced action after a failed morale test, in AoS it is a voluntary movement action in the movement phase for units in close combat. Even if it costs you a few attacks, getting rid of an awkward situation and surprising your opponent is a great way to get away.
     
    The rules
    Units that are in 3" enemy units have only a choice to stay or retreat. Even when retreating the unit has the opportunity to run. Without appropriate abilities, a retreating unit can't shoot or declare a charge.
    You are not forced to flee directly from enemy units, but must complete your movement outside 3" to enemy units.
    This means, it is possible to retreat from melee with a unit to achieve a better position.
    When does a retreat make sense?
    When you retreat from a fight, your opponent will have the opportunity to move freely and charge again in the next round.

    That means you should be aware of the effects of your retreat. You should only retreat if you can prevent a unit from being destroyed, you want to use some movement ability in the next round, or you can build more pressure from the retreat.
    Retreating to build up pressure.
    The funniest reason to retreat from close combat is to surprise your opponent with unexpected pressure. This can be done more often than you think.

    Because the retreat is a rather unused move, people do not expect you to pull out a melee unit that has the upper hand. Use this to your advantage!

    As you become aware of what you can do by retreating, more opportunities will open up.
    If you understand how to influence the game with a retreat before you attack, use the right magic.
    Building pressure on objectives
    Age of Sigmar is a mission-based game. A retreat from melee combat to occupy or defend a objective is always a good idea.
    This is especially good in games in which a last-minute capture can bring you the win. Think of scenarios like "Bloody Glory" or "Conquer and Hold" that have a victory condition if you keep all objectives at the end of the round or "Gift of the Sky" , where there are points depending on the current number of laps.
    Before any attack, friend or foe, you need to know how to effectively withdraw with your unit. In this way, you can use the move to improve your position if you want to retire.
    Before any charge, friend or foe, you need to know how you can impactfully retreat with your unit. This way you can use your pile-in move to improve your position for when you want to retreat.
    Once you declare you will retreat with a unit, you need to follow through. This means that you cannot rely too much on the result of your run roll. Try to figure out where you need to go with your retreat and if you movement plus the 3.5″ average of your run move will get you there.
    It is important to think about how you can prevent your opponent from following up. Since all objectives have a minimum distance you need to be in to capture it, you can simply screen the distance with the unit you just retreated. Be careful that your opponent does not obliterate you on the charge.
     


    By attacking the Bloodletters (red unit) with my Liberators (green unit), I was able to prevent them from conquering the objective behind them. With my attack and move up, I tried to get as close as possible to the objective.

    In my movementphase, I pulled my Liberators back into the marker and positioned them so that only the edge of my bases was within range of the marker. In this way, when the Blood Letters attack me, they can not take the marker because they can not attack through my Liberators.
     
     
    Pressureing on key targets
    Similar to objectives, retreating can also be used to build pressure on key targets. However, it must be possible to attack in the next round.
    If you retreat towards an enemy unit, you must have your goal in mind. Do you have to destroy the enemy unit or force it away from its postion?
    Many support units need to have some reach to their allies, so it can be enough to drive them out of their position.
    After you have to be able to attack in the next round to put pressure on the key target, it is important to keep the opponent from being able to tie you in close combat in his next round.
    If you plan to make an attack with the goal of retreating in the next round, you have to make sure that you have the means to stay ahead. Have another unit available that can attack as well.

    In this scenario, the Liberators (blue unit) were attacked by 7 Bloodletters (red unit). The Liberators were assisted by a Lord Celestant (purple unit) and the Bloodletters by a Blood Secrator (orange unit)
    In my turn, I withdrew my Liberators from the Bloodletters and attacked the Bloodletters with my Lord Celestant. That way, in the next round, I'll be able to attack the Bloodsecrator next round without the Bloodletters being able to stop me

    By attacking the outer models of the Bloodletters, they can only move within reach with a few models so that the hero will survive. However, I had to be careful to move the Liberators so that the Bloodletters were not able to tie the Liberators by repositioning, as there are also models in the unit closer to the Liberators than Lord Celestant and in their direction would move up, if it allowed the formation (see the two following pictures where models could tie the Liberators by moving back .


    The Bloodletters still have plenty of models closer to the Liberators after the Liberators' retreat, so they can move to the Liberators in 3 "to tie them up again, so they may have to retreat again or move back towards the Bloodletters and the Blood Secrator is still safe.
    Exchange of a cover unit with a combat unit.
    In some situations, you may want to prevent the damage-causing unit that relies on an attack from being hit unprepared. This can be achieved by being covered by a cheap unit. See field check.
    If the covering unit is tied in melee, you can try to pull them out of melee to make room for your attack unit. Leave enough space in your direction to get the cover unit out of the opponent's 3 "range to attack with the other unit itself.
     
    Doubleturn
    Retreating to build up pressure is especially good if you have the chance to get a doubletrun.
    The doubleturn allows you to immediately carry out the planned follow-up attack or cover objectives.
    Do not count on getting the doubleturn, as there is always the chance to not get it (read more about this in the chapter <Placeholder Doubleturn>
     
    Retreat from a lost fight
    The usual situation from which to retreat from melee combat is losing the fight. These fights are easily recognizable by the stack of killed models.
    Before you decide to retreat the unit try to analyze the situation. In what condition is your unit wanting to retrat?
    Are you still strong enough to have influence in another fight? Are there objectives they can claim or other units that need their help?
    If your unit can not do anything else, the question is if it's better if the unit stays in close combat or not. How long can she survive and it is important that the unit with which she is in close combat remains bound.
    If you've decided to retire and know where to go, it's time to figure out how to protect them from harm.
    This is much easier with fast or flying units than with slow units. Try to prevent your opponent from pursuing them by moving them by hiding behind other units or by tying with another unit.
     
    Retreating for mobility
    If you are tied in close combat, you can not use charging or movement abilities.
    Some units in Age of Sigmar do not deal much damage, but are very hard to kill. These units are good for fixing units to defend other units or mission targets. We call this a "tar pit" (by preventing the agility of the enemy unit)
    Even though the damage output of the "tar pit" is quite low, it accumulates over several rounds and takes away the ability to move. If you can not destroy a "tar pit" within the next 1-2 rounds and you want to use or attack movement abilities, it's time to get out of melee as fast as possible!
    You can do this in the same way you would with other units, except that it is very important that you prevent other units from suffering the same fate. Try to tie up an enemy "tar pit" with a cheap unit while trying to minimize the damage you suffer.
     
    Stopping the pursuit
    In many cases, you do not want your opponent to track fleeing units to tie them back in close combat.
    Prevent the pursuit by moving far enough, binding the unit, or covering the fleeing unit.
     
    Prevent a retreat
    If you want to prevent an enemy unit from retreating from melee, you must try to prevent them from moving. This is possible either when the unit that wanted to retreat has no way to move out of the 3 "range of enemy units, but also by "pinching" enemy unit models with two of their own models.
    Although the following FAQ point refers more to moving through your own units but also that you can only move through gaps if you also durchpasst.
    That means, if one manages to fix a model of the enemy unit with several models so that it would not fit through the gap between models, the unit can not retreat.

     
     
    Since one model of the red unit is completely surrounded and does not fit through the gap between 2 models of the green unit, the red unit can not retreat.
  2. EMMachine
    I'm actually writing further parts of my background (mostly from Yelenas standpoint) and I'm struggeling with one point after I think I miss some information about Stormcast Eternals. I don't know where to post it, after this forum doesn't have a loresection, so I use my blog for this.
    I have thought about, that some Stormcasts had come to my own continent (not through a realmgate) and now where trapped there until opening a gate to Azyr or dieing in combat. And they found surviving humans.
    After we know, that Stormcast Eternals are modified humans (not ghosts in armour like the Thousand Sons in 40k) there is the point what a stormcast would wear as clothes, when not fighting in combat. I don't think that they wear there armour 24/7 (if there is something like constant time in AoS). We have read that stormcasts were fighting for days, weeks or more at the same battlefield, but even when they are nearly immortal they should have to eat and sleep  some time (and I don't think that sleeping inside the armour is that confortable) and have to do some body hygiene (if they don't want to smell like worshippers of nurgle after some time).
    Do they wear tunics, dresses or shirt and trousers? Is there some point of background I didn't know, after mostly reading Battletomes?
    Another point is, what do Stormcasts Eternals wear underneath there armour. I think the only thing we know is, that they have those black cloth or rubber? parts beween there armourplates (mostly visible in the kneepart), so they can move. But I don't know if this is they parts are connected to the armour itself or if they are wearing some sort of bodysuit. It would be a little strange if the warrior would completely naked when stripping of the armourplates.

    Perhaps somebody could help me with my questions. It would help me with my writing.
  3. EMMachine
    All righty then. The Tribes joined in to protect eloni from the chaosforces.
    Hier are the first 20 painted Tribesmen that would be played as Freeguild Guard with Spears and Shields

    I didn't paint them in the standard like my Stormcasts, because it would take quite long and I think it would cause motivationproblems again.
    And there spiritual leader (there shaman or battlemage)


     
    Also I made my plan what I should paint to get my first 1000 points.
    So this is my plan:
    Battlemage (100)
    Sister Christina (100)
    Freeguild General
    - Great Weapon

    Battleline
    Rangers of the Verdant Cycle I (100)
    10 x Freeguild Archers
    Rangers of the Verdant Cycle II (100)
    10 x Freeguild Archers
    Warriors of the Verdant Cycle (Sword + Shield) (160)
    20 x Freeguild Guard
    Tribesmen (Spear + Shield) (160)
    20 x Freeguild Guard
    Warriors of the Verdant Cycle (Helebards) (80)
    10 x Freeguild Guard
    Paladins of the Verdant Cycle (150)
    10 x Freeguild Greatswords
    - Free Peoples Battleline

    Total: 950/1000
     
    The green marked Units are already painted and shown here.
    The yellow units I already have started to paint some of the models but didn't finished any yet.
    The red ones are primed at best.
    So this means I have to paint another 50 miniatures to get to that point. Let's see how long that tooks.
  4. 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.


  5. 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


  6. 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.
     
  7. EMMachine
    So, they waited for over a month (started painting them end of July), but I just finished the judicator retinue that's led by Yelena Stormheart.
    So here they are:


     
    Another thing. I bought Blightwar today, (but I think I will have more use for the daemons than the stormcast models).
    It's just sad that Neave Blacktalon is a named character and she is actually bound to the "Hammers of Sigmar" (I  don't like the golden colortheme of the Stormcast Eternals posterboys). I really hope GW will make a Knight-Zephyros Warscroll soon, so I can use the model for my Celestial Vindicators).
    Don't like the Idea of using the warscroll "count as" for my Vindicators.
     
  8. 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.
  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
    So, to give a little update here.
    I both another 10 Sisters of the Watch (to fill the third Battleline) and a Nomad Prince (except I don't know if he really fits with Antler) into the Order of the verdant cycle).
    After Path to Glory only has the Nomad Prince as Herochoice for Wanderers right now (okay Sisters of the Watch are not even part of it, but would somebody say something against it if they were took instead of Shadow Warriors?), I made a Kitbash Nomad Prince for my Maidensguard. Those of you who follow my Twitter already know them, but here are the pictures of the build models.


    I undercoated anything, put the Texture Paint on any models base and started painting the Maiden Guards Nomad Prince, Spellweaver, the Waywatcher (where I actually changed the head to a SotW head) 10 Sisters of the Watch and the other 5 Wildriders. (I didn't made pictures of them, yet)
    For my planning.
    I will actually give the army another 10 Wildriders (actually have to look if I have enough heads left), but I also have to look, if I can give this part of the army some more varity.
    For once I have seen those nice Reavers, made by @Melcavuk
    After they are Order Battleline I can try to fill the Armys Battleline with Order Battleline instead (or use them as Allies).
    I think, it would be nice to have some more close combat units in Maiden Style.
    Something like Eternal guard would be nice, but after I used the Wildrider Spears for my Wildriders they would look more consistent if they would have these spears (the problem is, the downpart of the spear is used by both mounted units (if we don't count the shields) so this could get really expensive.
    Another easier way would be making a Sword + Shield unit, combining SotW with the Shadow Warrior bits, but after Wanderers don't have a Sword + Shield unit (only Darkling Covens having one) I would have to use Order because of missing Alliance Rules.
    I think, the strangest Idea would be, using the Swifthawk Agents Chariot, spanning 2 deers in front of it and putting 2 Sisters of the Watch on top.
  11. 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.
  12. 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.



  13. EMMachine
    Here are my first two tales for my chamber. Both take place when Ionus Cryptborn arrived with a dozend Stormhosts to support Vandus Hammerhand and Thostos Bladestorm on the mission to recapture Ghal Maraz in the Book 'Quest for Ghal Maraz'.
    I wrote this story in two parts (used about 2 hours to write 'Departure to ordeal' yesterday and translated it today for this blog).
    Have fun
    Edit:
    I actually did some rewriting in this two stories, and after they are part of the same plot, I wrote both stories together into one story I call Yelena's first mission.
     
    Yelena’s first mission
     
     
     
  14. EMMachine
    I painted 4 Models in time of last sunday to Thursday for a event that was called "Heldengemosche" (let's call it "battle of heroes"), the plan was about 1000 points consisting up to 6 heroes
    I painted these three in about 8-9 hours (wednesday 18:00 to Thursday 3:00
    Knight Questor


    Knight Venator


    Lord Relictor (I will call Morbius)


    The three days before I painted my biggest model for Stormcast Eternals. 
    Drakesworn Templar



    So my plan for the event was the following army
    Drakesworn Templar (500)
    - Storm Lance
    Knight-Questor (100)

    Victor Brightsoul (100)
    Lord-Castellant
    Knight-Venator (120)

    Morbius (80)
    Lord-Relictor

    Valten Blazenheart (100)
    Lord-Celestant

    Total: 1000/ 1000
    So the complete warband would look like this:

  15. 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.

  16. 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
     
  17. EMMachine
    Okay, I did a little building again for my maidenguard
    Actually I build 2x10 Maiden Defenders (didn't glued the Shields yet)

    A Handmaiden on Steed

    And 2 Maiden Chariots (not glued yet, because I brush the deers normally after shading)

    Even when not using the fan made Battletome it gives me more variation because the Maiden Defenders (Bleakswords) are Battleline and I can build an Order army with combined with the reavers.
  18. 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.
  19. EMMachine
    This story, not like the other stories was based on a Hinterlands testgame. The Knight Venator wasn't part of that game, but I made up the character here because the game went bad. I can't make the game from perspective of the Lord Celestant because he really died the way in the story do to a doubleturn in turn 2.
    Afterwards thinking, perhaps it would have been better, using a Knight Azyros instead of a Knight Venator because the Azyros doesn't have a Missile Weapon that could shoot every opponent from a distant.
    In the end, this is the mission I mentioned in "Yelena's first mission" and the point why Valten Blazenheart wasn't there.
    But still have fun.
     
    The first battle of the Blazenhearts
     
  20. 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".
  21. EMMachine
    So, after quite some time I really should post something
    I made another story for Yelena, but this time it's more like a prequel.
    This should be the first time Yelena woke up after getting reforged.
    I know, this story is a little different in comparison to the rare parts that were mentioned in background (like the reforging of Torglug who became Tornus or the Reforging of Vandus Hammerhand), but just have fun.
    (if something of the wording is a little of, like the other stories it is translated from german, and to speed the process a little up, letting google making the main translation, while correcting some parts afterwards
     
    Reforged, a new life
     
    Actually I don't know if there is a follow up with her training, because I don't know how Stormcast Eternal training would look like.
×
×
  • Create New...