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    The Drake Queen
    Not many can claim an ancient bloodline said to be intertwined with that of dragons but the Drake Queen is one such being. Regardless of the truth to the mythos she claims as her heritage one thing has proven true, that she bears an affinity for both earth magic and for bonding with draconic beings. Her title is self given and as it stands there seem to be no links of her to any form of royalty nor does she have any lands beneath her rule, she lacks people who follow her and possesses no family to call upon for aid but even so she is a formidable leader due to the Terracotta beings that form her warbands raised from the earth with almost as much ease as one might breathe. These earthen constructs often seem to take shaped similar to the large and powerful forms of the Stormcast Eternals and it is often the case that the Drake Queen will take to battle alongside stormhosts bringing her earthen constructs and allied stormdrakes to bolster the efforts of Sigmars chosen.
    Whilst she often may appear to her enemies as but a simple human woman with naught but a blade and ornate looking armour once battle begins with a flick of her wrists and a string of incantations a great Terracotta draconic beast bursts forth from the ground striking out with claws and fangs at her foes with heavy swings in great contrast to the quick and graceful movements of the queen herself.
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    TheAshenCity
    The realm of Aqshy can be a desolate one, especially toward the dangerous outer edges. Deep in the north of the realm lies a vast ash desert within which a pocket of civilization exists. An assortment of settlements that lie in the shape of an 8 pointed star with a large and imposing city that stands at the centre of this empire. The Ashen City itself is built atop a long dormant underground volcanic network, dead for millennia and now turned into a large mining network to obtain the valuable ores, rocks and realmstone that lie within. The empire of the Ashes is known to be a settlement of chaos, but contrary to what some may believe it is not a savage backwater full of unwashed barbarians but rather a powerful kingdom filled with learning, wealth, enlightenment and most importantly faith. Many reasons could draw followers to the gods of chaos, and not all based upon violence or anger. The gods can bestow many gifts for those willing to spread their will and this faith and willingness created a strong unity that allowed such a monumental city to rise up from the ashes.
     
    Trade:
    The Ashen City is a wealthy nation, sitting atop a mine network that allows them to bring trade to many parts of Aqshy. They are not fussed whom they trade with whether tribes of chaos, order, destruction or death they always seek to find a good deal and of course a way to subtly spread their corruption to these settlements, their movements have angered the Stormcast Eternals who have had to put down more than one corrupted settlement that once belonged to the alliance of order but they know that the Ashen city is well defended and has built allies that would come to their aid. The trade caravans of the Ashen city are usually large, colourful and opulent whilst their chaos warriors march alongside as guards, their metallic blue armour glittering in the sun like the carapace of desert beetles warning off any who might think the caravan could be easy pickings.
     
    Redstone:
    Beneath the fields of ash lies a rather unique type of chaos tainted stone, one that can wreak corruption upon any who touch it. Many are destroyed or driven mad by it but the scholars and sorcerers of the city have found a way to implant it into those who can withstand its corruption, allowing them to gain supernatural strength and power at the cost of their humanity, but for warriors of the chaos gods such is a small price to pay. Those enhanced by the redstone find their negative emotions boosted and their minds twisted by the power, their rage and hatred grow whilst their grasp on reality falters, hallucinations and paranoia plague them but during the rage of battle their minds clear to a supernatural focus as their bodies crackle with a red energy arcing between the stones that protrude from their armour and flesh. Unknown to many of those implanted with the redstone is the fact that they are easily swayed or manipulated by the sorcerers who created them, their paranoia and hallucinations twisted to the desires of those mages to help point them in the right direction or even have them destroy a rival sorcerer for them. The redstone has quickly become but another powerful piece in the politics of the Ashen city and one that people will quite quickly kill over.
     
    The Emberqueen:
    At the head of this empire lies a single figure, a rather unassuming woman by most accounts but one who stands with an unshakeable confidence able to stare down even the largest of warriors, and for good reason too. She has ruled over the city since its founding and bears a kill count larger than most within the empire, the reasoning for this is simple: appearances are deceptive. The Emberqueen is not a mere mortal, or at least is no longer just one for long ago she was possessed during a ritual and formed a symbiosis with the demon trapped inside her, her willpower proving enough to avoid losing herself completely but over time the symbiosis and exposure to redstone has merged the minds of the two beings into one creating a formidable leader skilled and deadly in both mind and body. When the Emberqueen takes to the field she does so atop a great chariot that truly displays the wealth and power of her empire whilst carrying a deadly redstone axe capable of mutating her foes with but a small scratch. It is when she is one the field that the demon inside her begins to affect her physiology, creating a terrifying hybrid creature that revels in the bloodshed and carnage around her. Whilst the merging of mind and body has strengthened the Emberqueen it has been noticed that flaws have slowly crept in over time, whether due to the failings of a mortal body that has stayed unchanged for far longer than it ever should have existed or whether due to the corruption if redstone over the years the Emberqueen's mind is not all that it should be, some of her human traits have begun to reemerge during her quieter moments plaguing her mind with guilt for all the monstrous things she has done whilst hallucinations of those she has cared for and lost in her long life haunt her waking and sleeping hours, only when she is locked in the thrill of battled warriors on the field or politicians in the courts does the demon side of her repress these human traits and allow her to swagger confidently as she dispatches all of her foes with her sharp blades and even sharper tongue but once everything has quietened again and she finds herself alone those unwanted feelings begin creeping back, joined by a chorus of voices in her head, voices that make her doubt all she has achieved. She doesn't fully understand why she has been unable to shed her mortal side, nor why she is not a remorseless monster like many under her command but she fears that these weaknesses will be her undoing and cause her to lose all she has built and she would rather see it burnt to the ground than to be ruled by anyone but her. So she keeps up the act of confidence and strength, and keeps her most loyal of lords close at hand at all times, should she need to be rid of someone who sees through her lies.
     
    The Ashen Horde:
    The Ashen Horde is the name given to all the warriors of the Emberqueen and her empire, made up of various mortals from all over the mortal realms who have joined her services for varying reasons but all have found reason to stay and pledge loyalty, even if for some of them that loyalty is only intended to last until they can usurp her. These warriors work as both the armies and the guards for the cities and generally it is proven best to stay well out of their way lest you wish to become but a stain upon an alley wall.
     
     
    These are some rather basic first draft ideas and lore musings for my slaves to darkness army, everything could be subject to change but I wanted to get the ideas I had written down just so they wouldn't get lost in my head. I wanted to make my faction leader to have some more human traits as well as the usual chaos because I feel narratively having that duality and those flaws 1 fits the whole two souls one body theme well and if I were to write fiction for her would allow the character to have those moments of more relateability and really allow me to explore themes of how people might cope with the horrors of living with chaos in spite of what they can gain from it. Whilst the general theme of chaos mortals being all lacking conscious and super evil is great it's also fun to subvert that theme sometimes, and also makes a great flaw that could really rally others to stage a coup against her. After all who wants to follow a queen that can't handle the price of power?
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    (So to clarify the title big Jim is what I lovingly named my incarnate champion in divinity original sin 2 with my friends. Which is also where Adalia comes from, this was very much my attempt to bring the pair into my AoS army as one of my common opponents is one friend I play DoS2 with)
     
    Here is the finished models for my outcast Vindenspite character Adalia and her beast, once painted they will share the same base. I will also update the warscroll I had been working on for them to fix mistakes and make it a little more interesting.





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    Vindenspite is home to all manner of people, from righteous warriors to dubious scoundrels, from cocky duellists to cunning tacticians it truly is a city of different people all united by a desire to survive and flourish. Though even in such a melting pot of people there are still those who are looked upon with scorn, fear or pity. One such individual is the woman known as Adalia Neverfall, the woman who should be dead many times over, the woman who most believe is damned, the woman who's innermost demon towers behind her manifest for all to see.
    Adalia was once a normal woman within the city, possessing a keen Mercantile eye and a strong right hook though eventually like many others she awoke to the dream of the Glimmergate. In the dead of night she stood before it, her eyes meeting the swirling energies the held the future of her fate. She hesitated for a long while, she was no hero or anyone special really... but the gate had chosen her and she knew she had to answer its call. With a deep breath she took her steps into the gate and vanished.
    It was years later when she finally emerged, though for her it had been but days, such is the potent magics of the glimmergate. She had been forever changed by her experience, where once stood one now there were two; the elven girl many had known and this new beastly monster that towered behind her, a horned creature of muscle and magic far unlike any beasts that had come to the call of the chosen. There was a darkness that lingered in the back of her eyes, one that unnerved all who saw and caused many to believe she had been possessed by some malevolent force within the gate. It was only her new ability to call forth the fabled blade of fire, Incandescence, that stopped her from being run out of town for it was a sign that no matter what forces she now shared her soul with she had at least emerged as some form of chosen from the Frostflame glade.
    Adalia's new powers didn't end there, she had gained a strange form of immortality for whenever she was slain in battle she would rise again later in a burst of flames like a phoenix being reborn though every time she did the beast that tailed her seemed to grow more ferocious. Noone could decide whether she was blessed or cursed but all gave her a wide berth, avoiding her out of fear and mistrust.
    On the battlefield Adalia fight alongside her beast with an otherworldly harmony of fury and strength, each part of the duo fighting together with such skill as if both shared the same mind like puppets held aloft by the same strings.
    Nobody knows how the story will end for Adalia but many believe that either one day she will either die permanently or lose herself to the beast she is forever linked with.
     
     
    In game Adalia and her little (big) buddy will be an anvil of apotheosis character.
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    So whilst for Vindenspite we have the wonderful crimson watch, the deadly gunslinging sisterhood of elite shooters their numbers just aren't enough to fill out the entire armed forces for Vindenspites attack and defence, and the Chosen and Silent Ones are far fewer in number still, as such the bulk of the Vindennian armies are filled by those of the Crimson Guard, all the brave, daring or downright crazy soldiers who train in different roles to create a well rounded force, though most of Vindenspite are skirmishers and rogues there are those who take the roles of disciplined heavy hitters, the Greatswords of the Crimson Guard.
    Below are some pictures of the WiP greatsword squad along with some painted pictures of the Frostqueen







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    The Crimson Watch
    Amongst the various soldiers of fortune and swashbuckling warriors in Vindenspite there is one regiment that stands above all others in both renown and skill, the Crimson Watch. The Crimson Watch is a sisterhood whose origins date back to the founding of Vindenspite, a single squad of Aelves who were the loyal retinue of the Frostqueen herself. This sisterhood train using rifles that magically enhance their shot with flame and frost, working to unleash their volleys with deadly accuracy to stop any would-be attackers before they have a chance to get close. Due to their high reputation and peerless skill squads from the Crimson Watch will almost always be hired into Vindennian armies for both attack and defence.
     
    The Silent Ones
    Not all who return from the Glimmergate do so without the experience having drastically changed them, whilst many survivors find themselves shattered or confused from the experience of having failed to reach the frostflame glade some return as beings known as 'The Silent ones'. These people return with lips sewn shut and a dullness in their eyes, empty husks that no longer eat, drink or sleep almost like walking corpses however this is only their 'dormant' state. It was not long after the first Silent Ones began appearing that their true purpose became known, as when the scent of blood is carried in the ear and the sound of battle rings around these Silent Ones spring to life with the fury of a raging tempest. Armed with deadly spears and riding great stags of the forest these beings have been put into units of raging beserkers that smash into the ranks of foes with superhuman strength and ferocity.
     
    In game terms the Crimson Watch will be Sisters of the Watch and the Silent Ones will be wild riders.
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    Within the city of Vindenspite there are occasions when those who are chosen by the Glimmergate emerge victorious, having made it through to the Frostflame glade and been forever changed by their experience. These individuals emerge back into the city wielding a mastery over either fire or ice alongside a powerful elemental beast that has formed an inseparable bond with them. These warriors are magically sworn to an oath of silence, never being able to speak and risk giving away the secrets of the Glimmergate.
    These warriors are split into either the Flamesworn or the Frostguard and possess distinct and powerful fighting styles befitting of their newfound abilities. the Flamesworn possess an inhuman speed, running into battle alongside great four legged beasts made of fire itself and wielding enchanted halberds or lances as they crash through enemy lines in an unstoppable fury befitting their new fiery temperments. The frostguard however are much more reserved, they take to the skies atop great demi-drakes made of the coldest ice and wield enchanted firearms working in concert with their mounts to freeze entire flanks of enemy troops.
    Together these warrior sects are known as the Chosen and are highly prized within a Vindenspite army, the power they lend being able to turn the tides of battle.
     
    In game terms the flamesworn will count as Demigryph knights whilst the Frostguard will be Gyrocopters
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    Vindenspite Magical gateway city of ageless swashbucklers This wonderful city name and tagline was gained from Army Name Generator - Cities of Sigmar — Realm of Plastic and once I saw it I knew it would be an amazing fit for working off lore for my next project, the project that started off simply as 'Aelves with guns'. I have put together some initial lore ideas on this city which will be cleaned up and expanded upon in later entries as I continue on this project.
    Vindenspite:
    The city of Vindenspite borders on the edges of civilisation within Ghyran, the abundance of life energy deeply affecting the citizens and the world around it without being so strong as to cause dangerous mutations or corruptions as much of the outer reaches of the realms will. The inhabitants of Vindenspite find that for the most part the concentration of life energy causes them to become near immortal, the ravages of time barely registering against their now heavily warped lifespans. Vindenspite itself is a strange sight to some, a city that consists mostly of Aelves though due to old ties with the Ironweld Arsenals bears a heavy assortment of artillery and firearms as opposed to the more traditional bows that many Aelves from Azyr once bore.
    The city is led by an enigmatic figure known as 'The Frostqueen', a Aelven woman believed to have been one of the original founders of Vindenspite and bears such a mastery over ice magic that magical frost coats the very ground she treads. 
    The citizens of Vindenspite are not ones to revere gods like many other mortals, indeed they have even been known to outright oppose the wishes of many gods of the mortal realms in spite of the danger such acts could put them in. The Vindennians do not worship any forces per say but they have a great reverence for what they believe to be the duality of life itself: the warmth and the cold. The sun and moon are often used as symbols to represent these two along with day and night, they believe that life relies on a harmonious balance of these too forces after all too much heat will burn to ashes and too much cold with freeze like a statue and as such those who follow in the pursuits of the arcane will often seek to master fire or ice magic as their first steps.
    The Glimmergate:
    Vindenspite itself is built around a large magical gateway known as the Glimmergate, this gate is said to lead to the only safe passage through the outer edges of Ghyran and into a place of great arcane power known as the 'Frostflame glade' where the dual forces of fire and ice are said to coalesce into one unified power. To say the journey is safe however is certainly a stretch of the truth, it is believed to be the only way to venture further into the edges without being corrupted and destroyed by the powerful magics of Ghyran that no mortal could truly withstand but it still is fraught with perils, the gate itself is fickle about who it allows to pass through it. Those chosen will receive a vision in the night and be able to pass safely, those who are not chosen however find themselves grabbed by lashing roots and dragged underground where they become fertiliser for the forests. Many who pass through do not return and those who do struggle to speak of what they encountered within, their memories of the place twisted and muddled. The survivors often tell of deadly spirits some who will tear apart the unwary and others who will try to tempt them off the safe paths to never be heard from again whilst other reports claim that those too weak of mind will find themselves having walked for days only to end up back at the gate itself. 
    Military:
    Unlike some cities Vindenspite does not hold the usual rank and file, heavily disciplined military approach instead often the warriors of the city fight as cunning skirmishers utilising magical blessings on their firearms to unleash volleys of frost and flame with terrifying accuracy whilst great war machines and beast-riding knights plow through enemy formations with great aggression. Battle is one of the most common ways for a Vindennian to die which for many of these effectively immortal beings is a terrifying thought but most of those in the military are of a far different mindset, the danger of battle being a thrilling rush of adrenaline as they fight against all odds to make it out alive with great stories to tell. Vindenspite itself has a mixed reputation due to this, some think they are arrogant or psychotic and others call their fighting style that of unsporting rogues whilst Vindennians themselves like to think themself the dashing swashbuckler deftly slaying an enemy with wit, skill and far more finesse than the usual depressed, grizzled line infantry of mortal soldiers.
    It comes as no surprise that many regiments of Vindennian soliders are hired as mercenaries by others within the loose conglomeration of 'order' and they have recently taken to journeying alongside stormcast in dawnbringer crusades across the realms. It is said that those of the city are searching for something important and valuable and that is why they hire themselves out into various other realms and nations.
     
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    So soon I will be running a narrative path to glory campaign with 3 friends. Our general will be made using Anvil of Apotheosis and we will each get 4 starting picks/rolls from our tables.
    The armies so far are looking to be:
    -Soulblight (Myself)
    -Lumineth
    -Ogors
    -Undecided (Choosing between FeC, Slaanesh & Soulblight)

    I rolled for my starting choices so I end up with:
    -20 Zombies
    -5 Grave Guard
    -1 Corpse Cart (Yep, rolled corpse cart instead of vargheists or blood knights... just my luck XD)
     
    So in order to make it feel more like a narrative campaign and not just 'regular matched play but with a story' I'm trying to come up with battleplans where the goal isn't just murder-death-kill / sit on an objective. I feel if the battleplans themselves lend well to telling a story and giving goals that can be a bit more fun than just competitive it will help keep everyone more in that story and fun focused mindset. I'm definitely taking a lot of inspiration from things like mordheim and malifaux with some of these ideas.
     
    Campaign wise I'm hoping to write the story in a way where players won't just be fighting for glory but trying to achieve goals to gain more political sway back home in order to get more supplies & reinforcements to better help them achieve their special end goal so to that end glory points will be renamed 'influence'. I've also opted to add in tiebreakers but may choose not to use them as a draw is probably fine for narratives.
     
    Battleplan 1: Guard the caravan!
    Synopsis: Supply caravans are an important resource in these parts and guarding one can get you a nice payment to help fund your campaign as well as show your bosses back home that you're competent enough to guard any supply caravans they may send you. You've managed to score a job guarding one such caravan passing through but you've caught wind of an enemy force doing similar, you'll likely have to fend off an ambush from them but if you're smart you can send one of your own to disrupt their caravan and supply lines.
    Objective: Guard the caravan as it passes from its entry point to its exit point, keep it defended from bands of enemy raiders. One player takes the role of defender and the other attacker (roll off, whoever rolls higher decides which to take first) the defender must protect the caravan until it reaches its destination whilst the attacker must do all they can to destroy the caravan! Once the caravan has been destroyed or reached its destination the game ends, players then swap over the role of attacker and defender and play again. The victor is whoever can keep the caravan alive until it reaches the exit point, or if neither player manage this then it is whoever keeps their caravan alive for the most turns. If there is a draw then the players will battle it out in a tiebreaker.
    Extra's: Caravan will be made up of 3 or so sections. Each one will have a set amount of wounds (probably 10-20?), allocate wounds to the back carriage first until it is destroyed then work your way toward the front one carriage at a time. The caravan will be able to pass over any models in front of it and will deal d3 mortal wounds to each unit it passes over in this way, if any models prevent it from completing its move they are moved to the side (1" away) as they are knocked out of the way from the trampling caravan. The caravan will have a cannon on it that can be fired in the defending players shooting phase with the profile of (20" range, 2 attacks, 4+ hit,3+ wound, -2 rend, d6 damage). The attacker has to destroy all 3 sections.
     
    Battleplan 2: The sympathy vote
    Synopsis: You need better reinforcements if you are to win your campaign but alas the higher ups back home are being stubborn and do not feel the strength of your foes is enough to warrant such extra assistance, as such your advisors have suggested a cunning plan. If some of your forces were to be decimated in a fight against one of your foes then it would show just how dangerous they were and you'd no doubt gain the influence and reinforcements you'd need. Though you must be careful as the enemy could be hatching a similar plan, you could risk bolstering their forces in the same way if you wipe out their army by proving too big a threat.
    Objective: Both players must fight to lose! The objective is to have your army be defeated in battle but keep your general alive and unwounded (after all who else is going to tell of the crushing defeat?) but you must avoid defeating too much of your enemies force lest they also garner a sympathy vote from their superiors though a swift defeat of their general will scupper any plans of that! The victor is whoever has lost the most units at the end of battle round 4 and still has their general on the battlefield, if one player has lost their general then they will be the loser regardless of how many units they lost however if both players have lost their general then it will be a draw and both forces will be required to battle it out in a tiebreaker.
     
    Battleplan 3: Framed for murder!
    Synopsis: Your superiors back home are not the only sources of supplies for your army, the area around has many settlements of various races, some of which you can probably convince to support you if you provide them a common enemy. You have managed to convince them to send an emissary who you have then managed to convince/coerce/gangpress into fighting alongside you in the next battle, but you know that an emissary being killed by your foes would be enough of a catalyst to convince or threaten this settlement to send you aid by giving them that common enemy, though you must be wary of your foe trying to do the same with other settlements.
    Objective: Each player secretly writes down a unit in their army, at the end of battleround 3 each player reveals which unit they wrote down, if that unit has been slain but the opponents secret unit has not they win the battle and gain that sweet sweet influence however if both or neither players have had their units slain then it is a draw and they must battle out in a tiebreaker.
     
    Battleplan 4: Breakthrough!
    Synopsis: Your army is tired from marching and you need to find somewhere safe to rest but disaster! An enemy is spotted blocking your path, you must do all you can to break through their lines and press on to safety, as soon as one unit breaks their blockade their lines will be in enough disarray for everyone to get through.
    Objective: One player takes the role of attacker and one defender (roll to determine who picks), the attacker achieves victory if they manage to move one of their units wholly off the opposite table edge. The defender wins if they have prevented this by the end of the 3rd battle round.


    Tiebreaker 1: The Arena of grudges!
    Synopsis: Your foes have thwarted your attempts and you theirs, the only way to prove who is the victor is to battle out in the local arena of grudges, after all a victory here in front of the crowds could gain you the influence you otherwise were cheated out of!
    Objective: Each player selects a hero to be their champion, these heroes will then battle in an arena and whoever survives is the victor, if somehow neither hero survives then the match is forfeit and noone is declared victor.
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    Anvil of Apotheosis, also known as the one thing that was missimg from AoS for me. When I used to play 40k my favourite thing was always making my heroes and converting them up with their custom loadouts and what was cool. So of course as soon as the anvil dropped I quickly sprang into action making, and painting a hero for my daughters of khaine using a miniature I had wanted an excuse to get for ages (jain zar). 

    Selaina Ravenheart, my ranged rampaging head of my daughters of khaine force now named 'The Shadows Dance'. Warscroll is to 20dp and may be changed but its a good idea of how I envisage her for now as the ranged commander overseeing the battle firing arrows of death as she leads her  cults in their dance of death spraying blood across a battlefield like paint on a canvas.

    She has been a fun project and is definitely a stand out and unique looking character in the army, armed with her magic bow, her 80's glam rock hair and a go getting attitude. You may notice a magnet in one of those photos, that was to test the strength of the magnet hidden underneath the base. For campaigns or games where she eventually reaches higher DP I worried she'd be lonely on that big base on her own. So I made her a friend, which those who have seen previous entries on my DoK may notice that he's a much smaller version of my bone snake avatar of khaine. And both the big and now little ones were scratchbuilt entirely from skulls from the gw skull kit.

    I look forward to getting him painted too Aaaaaand getting a bunch of girls ready for our Anvil of Apotheosis hero led path to glory narrative campaign that's being put together. Should be fun to begin telling the story of the shadows dance.
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    Another 10 zombie handgunners ready for the painting table! This makes 20 in total now meeting my 2 battleline for 1k

    next steps will be to finish the ship constructs, make my black knight pistoliers and possibly make some shadow warriors using pistols and swords instead of bows. Stealth Zombpirates
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    So playing vampire coast on Warhammer total war and seeing another gallery post using CoS to make them inspired me to do the same. I've always wanted to do a wraith fleet army and I really like zombies so this seems a perfect fit!
    The first of my works in progress is my boat based monstrosity, which will either end up as a steam tank or hurricanum. Struggling a bit finishing this one but it's coming along nicely enough.

    I also made a black coach ages ago when they were tiny, its mast has fallen off but with a new one and some crew I could probably use it as a chariot.

    And finally we have ZOMBIE HANDGUNNERS! No explanation needed really.
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    Recently I took my Kharadrons to a doubles tournament in run by the @Hampshire Hammerers in Winchester with @Azamar and as such I had to get my 1000 points painted beforehand! It's my first force I've actually got painted and I'm really happy with it It's been super nice to play with fully painted models too!! We ended up coming third out of four teams which meant we lost out on the coveted engraved wooden spoons (Boo) but I managed to win favourite/best painted army! Which I'm quite pleased with.

    My opponent on Wednesdays club game (where I took these photos) also let me take some nice shots of my units vs his painted ones. So enjoy!

    Now to just do my board for armies on parade!!
     
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    Boy I am excited about free cities getting a book, from the start of AoS I've loved the idea of humans, aelves and duardin all working under the same banner and even wanted to do a dragon age grey warden colour scheme for them too! (Plus griffons fit that). Having gained a newfound love for shooting as well as melee due to playing a lot of Kharadron recently I have decided to finally build up my dark riders and outriders, hopefully adding some mobile shooting should be fun and I'm excited to see how/if they're both improved in the battletome.
    One of my favourite things about outriders are the gunblade swords, it's a shame the little pistol attachment doesn't really have rules though. My plans going forward are to get myself some greatswords and possibly another steamtank or see if one of the monsters will be good come the battletome. However since I'll most likely pick greywater fastness I can see steam tanks doing well...
    I'll also need to pick up some rocket batteries to throw fire and thunder at my enemies from afar!
    Hopefully weather will permit me to start spraying models soon and I'll be able to start painting them.
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    So recently I finally finished the energy arcing for the realm gate on my ironclad! I'm incredibly happy with how it looks. 

    I also redid the skin, hair and shadow doppleganger on my admiral and I'm much happier with the results!


    I just need to finish the base on her (also the pics don't really do the model justice I think, it looks better in person)
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    After an evening of being unsure how to proceed and then just saying '****** it I'll work it out as I go' I finished my conversion of Brokk (well i may add more shadowy tendrils but probably not) I repositioned his arms, gave him a tricorn (because -all- of my shadow pirate heroes need tricorns) and gave him a nice shadow doppleganger friend just like my admiral (since I'm probably no longer gonna always want to go dopple cloak on my admiral giving all my heroes dopples makes it more of a ulgu theme thing than a relic thing) and his little minion holds his cannon because I felt it looked a bit too busy beneath the balloon (everything on brokk is so compacted into a small space, especially with his original pose). I'm looking forward to painting him up soon too


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    The first piece of my new idoneth project is coming along very nicely! Still not finished as i need to add more washes, highlights and then do my base.
     
    The idea is they're from outer realms of chamon and so the transmuting magics have begun to affect them, causing metal to seep into their bodies, replacing limbs and the like. Almost like a metallic infection.




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    Today I finally began my project for my shyish themed bretonnians (who will be taking some mousillon inspiration) and began it in style with some grail knights!
    These are mostly the more modern plastic brets (will have fancy nice shield paintings) and a baron to lead the squad! (We'll ignore the fact there's no squad sgt rules ) whilst making him I accidentally broke his sword when getting it off the sprue! So decided ****** it he's getting a cool broken sword and I'll give it a story. He's also gonna have a nice horse once my green knight horse is stripped (got horse but no rider secondhand)



     
    I'm still working on the lore for the kingdom of blackreach but so far it is a kingdom in shyish where all its lords and ladies are skilled in necromantic arts and worship 'the lady of blacklake' who may in the future be getting an avatar model for her (likely using the stats of the avatar of khaine with a prophetess to awaken her) It should be a fun project all in all
     
    Next steps are to sort out some metal knight errants I have and get my secondhand knights of the realm stripped 
  19. Lightbox
    First thing I'll say is I wish the kit could do rider separate easily. Though was really hard to keep it separate with all my modifications.
     
    Anyhoo I'm quite happy with how this one has turned out. Even if my super thin drill bits are awful and a pain to use. I do plan to add some liquid drystuff onto her mechanical arm in order to make it fit in a bit better. Kinda figured it'd be a fun touch for chamon idoneth. Gonna paont metallic scales and bits of metal encroaching on the skin like tendrils of corruption as they live too far from the centre of the realm to be safe from its altering influence (which is also why mermaid tails are going to be a feature like on this model)
     




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