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  1. Two years ago, I started collecting Sylvaneth and Blades of Khorne for AoS. Despite the fact that I play miniature games for more than 10 years, Sylvaneth are my first fully painted army (unlike some of my Warmachine stuff that has been sitting half-painted for years) - there's just a handful of models left to finish. I really like the look of the models and I had a lot of fun painting this army. During the next few weeks, I will post the pictures of my painted Sylvaneth models, as well as some of the stuff that I'm currently painting. So, let's kick this off with my Sylvaneth Wildwood:
  2. Hi everyone! I'm new here. I've painted for a huge part of my life, and one of my favourite things is following people's project logs and getting inspired by what others have done. Here's my attempt at a project log for a freeguild army. Hopefully I can keep adding to it, as well as inspiring others! First some fluff. The Realm of Ghur. Eastern Reaches. From the writings of Herr Jaeger. Towards the east of Ghur lies a region of deserts. They are greatly affected by the unstable magic of other realms, an effect I termed Realm-Bleed during my travels. The northerly desert is an icy, stone-strewn tundra where little thrives. The magic of Shyish bleeds into the northernmost edge of this tundra, ensuring that which does survive the sparse wilderness is truly hardy and fearsome to face in combat. The southern desert is a sandy region where waves of dunes ripple across the horizon. This desert is hot, and the further south one travels, the greater the effects of Aqshy Realm-Bleed. The two deserts are split by a strip where, against all odds, life thrives. This tropical oasis features a vast lake and rivers that feed farmlands before reaching the Eastern Sea. To the north and south of the bountiful lands are the Twin Jewels of the Deserts - Kislavia and Ajier. Kislavia is the city that lies to the north of the oasis. Its people are rugged and used to fighting the cold. They are experienced hunters and have tamed a number of the fearsome beasts that inhabit the northern tundra. While the majority of the population live in the city of Kislavia, there are a number of nomadic tribes that roam the wasteland for food, as well as dangers in the form of monsters and enemies. The tribes can be distinguished by the colours of the tassels their carry. Some tribes specialise in archery, others in trade, while a rare few focus on taming the wild creatures of the tundra. In times of war the tribes will band together to protect Kislavia. These occasions see a formidable force of spearmen, archers, handgunners and beast-riders marching in unison. These dangerous times even see marble-clad remnants of Sigmar's Stormcast and the reclusive Rieklings, or Ice Goblins, join the tribes of Korgoria to protect their lands. This army came from a desire to come back to Warhammer Fantasy. I wanted to create a freeguild army that decended from the empire. I searched my miniatures for suitable candidates and came across a number of miniatures I had bought to one day create a Kislevite Army. The miniatures are plastic Steppe Warriors from Fireforge. They are detailed and include a range of weapon options which covers the spearmen and archer needs for my army, The first miniatures I finished were five test archers, five test spearmen and a converted model to represent a general. What's that you say? Enough with the text? Ok then. No more rambling and onto the pictures! The Freeguild Guard fend off enemies with their shields. The Freeguild General preparing to draw his blade! The Freeguild Archers let off a volley! The Archer Champion surveys his men. 'Not bad,' he thinks. "They are overrunning us!" screams his second. Test scheme for marble-clad stormcast. Quite happy with it, and it was not terribly time-consuming! Win-win! Next up I'm finishing off the remaining archers and their pet hawk! Things to look forward to in the future include bear-ish riders and the elusive Rieklings! Hope you like them!
  3. Inspired by Salamanders Space Marines
  4. The Lord Relictor gets +1 to chanting rolls; does it get +1 when rolling to banish an invocation? Bonus questions: Is there a way to give it two prayers? Are there any invocations it can invoke? Can Priests dispel endless spells?
  5. In the new GHB the Expert Conquerors battalion makes Galletian Veterans count as 3 models on objectives. Also, if you choose Stormkeep, then Watchful Guardians makes Redeemers count as 3 models as well. Does this mean that a single model could count as 9!? For example, 5 Liberators would count as 15 models which would count as 45 models (5x3x3). What do you think?
  6. Date: July 3rd, 2022 Game Type: Matched Play / 1000 Points / GHB 2022 Season 1 (Gallet) Game #1: Soulblight Gravelords (Vyrkos Dynsasty) vs. Stormcast Eternals (Knights Excelsior) Battleplan: The Mighty and the Cunning Battleplan Rules Objectives can be chosen as Proving Grounds more than once 2 VP each time you kill a Veteran unit, +1VP if it was contesting an objective Hold 1 / Hold 2 / Hold More Than Your Opponent scoring system Soulblight Army List This was going to be our first game of AoS using the newly release GHB2022. It was also the first game either of us had played in several months as both of us had taken some time off of AoS to play 40k for awhile. We decided to play two 1k point games, we figured this would be a good introduction to the new rules, plus I have a 1k tournament coming up and I wanted to prepare for it a bit. I (Soulblight) cooked up two different lists for this weekend. The first list is my Kastelai Blood Knight list that I'm planning to take to the tournament. It is definitely a more aggressively built list and not what I would normally take to a 1k casual game. To balance this I also decided to bring along an infantry list (as seen above). I figured this list wouldn't be as strong, but might be a bit more fun to play against and would let me try out some of the new GHB mechanics (such as veterans). Our first battleplan was The Mighty and the Cunning. A relatively simple looking battleplan with 4 objectives across the middle and a mechanic that gives bonus points for killing Veterans (more on that at the end of the battle). My opponent won the roll off and decided to let me deploy first. Since we both had 5 drops this meant I had the choice for first round and decided to go first. My opponent placed his General and Grandhammers into reserve, while I did the same with one group of Zombies and my 30 Grave Guard Round 1 I went first and my first real decision came with choosing one of the new battle tactics. I decided to take advantage of the deepstriking capabilities and took Barge Through Enemy Lines (2VP if you get 2 units into your opponent's territory, 3 if both units are veterans). Other than that, I basically moved onto the two middle objectives and sat tight. I was able to score a solid 6 points right off the bat. My opponent decided to move slowly onto his first objective and chose Against The Odds (control an objective that is not being contested by enemy veteran s). He decided not to drop his paladins and only managed to score 3VP this turn. Round 2 We tied on the roll off, which meant that I was able to choose to go first again. My opponent chose one of the middle objectives as the Proving Ground. Once again I decided to play it safe this turn. With "horde" style armies like these it's generally better for you to avoid combat as long as possible, especially when you get to go first and jump on a lot of objectives. I knew my army wouldn't hold up long against his units so I had to farm VP early on. I slid my GG over to the furthest objective and started to screen them out with my zombies. . I don't usually like to play my GG into a defensive position but I had been a little greedy with the first turn Battle Tactic. Speaking of which, this turn I took one of the "freebies" in Desecrate Their Lands (control a terrain piece in the opponent's territory). I moved my Blood Knights forward a bit and into a potential charge position for next turn (assuming they survived any enemy charges themselves Once again I was able to score pretty high this turn with a solid 5 VP. My opponent decided to drop his Grandhammers this turn and easily got his charge off. Those guys are absolute grinders, and they easily wiped out my Blood Knights after doing some pretty decent damage in the movement/charge phase. He also started to move the rest of his army up the board behind the Hammers and I piled-in my zombies to make sure I didn't lose the objective and to prevent his hammers from charging the next turn. My opponent got a few VP this turn but was still held back by primary point scoring. Round 3 I finally lost the roll off here and got my first taste of a Gallet double-turn. My opponent moved up his forces, including his Yndrastra and easily finished off my Zombies. This was particularly damaging because it allowed him to score 3 Bonus VP due to the special mission rules, another 2VP for his battletactic, and a final 1VP on Primary. This helped him gain significant ground on the score sheet. Why only 1 VP on primary? Because I rolled a clutch Legions roll and was able to bring back 10 Zombies on the back objective. On my turn there wasn't much for me to do. I continued to reposition my Grave Guard and Zombies and grabbed the other "freebie" tactic Against The Odds. Round 4 I lost the roll off here which was pretty unfortunate, a double turn would have allowed me to get my GG into potential counter strike position. My opponent decided not to engage my main force on the final objective, instead he move enough forces onto the third objective and then flew Yndrastra back onto the objective that I had claimed with my Zombies in the last turn. He was able to make a pretty far charge after getting the free re-roll from his Banner hero and Yndrastra made short work of my 10 zombies. In retrospect I hadn't considered how big a swing in points it would be to allow my opponent to score the bonus points again. My opponent scored 3 Bonus VP, 3 Primary VP, and 2 Tactic VP, giving him the lead. On my turn I played it pretty defensively and just used the Proving Ground mechanic to take back the objective he had stolen previously. I decided to gamble with the Soulblight Unstoppable Armies battle tactic (succeed at the Endless Legions roll in the battleshock phase) but ultimately failed it. Round 5 I won the double here and was kind of out of options. I decided to deny his Grand Strategy by moving my Grave Guard and General into his territory and preventing his Defend What's Ours (no enemy units in your territory at the end of the game). I made a pretty significant misplay as I forgot about the bonus points mechanic again. As a result I took the other Soulblight battle tactics Callous Overlord (complete it if a summonable unit, not in combat at the start of the turn, dies this turn) and sacrificed my zombies by piling them into his main army. This was ultimately a -1VP exchange for me since he scored 3 bonus VP to my 2, whoops! In the end it didn't really matter though. My opponent was able to get his turn 5 battle tactic (Barge Through Enemy Lines) and then just sit tight on the objectives he controlled. He didn't get his Grand Strategy, but I did get mine (the Soublight Lust for Domination strategy which required you to control more gravesites than your opponent). Despite that, he was able to win the game 25-23 (I think... I know the difference was 2 points but I left my scoresheeet at the club so I can't confirm the final numbers, but it was something along these lines)! Post Game All in all this was a really fun game. After playing 40k for the last 6 months or so it was really refreshing to play AoS again (but that's a topic deserving a blog post of its own maybe). I found the new rules really fun and engaging. The new tactics and grand strategies are much more difficult to complete, which is probably better for the game, particularly the Grand Strats. I think there's going to be some serious imbalance due to the faction specific Tactics and Grand Strats, the Soulblight ones aren't even "that" great, but with how difficult the new ones are they definitely gave me an edge in this game. As for the mission? I think this one really punishes the Veteran mechanic and the amount of VP you score for killing them is way too swingy IMO. I think 1VP for killing and 1 bonus for being on an objective would have been enough. Scoring potentially 3VP every time you kill a veteran unit is huge. I guess they thought this would balance out with the special proving grounds mechanic (you can choose the same objective multiple times whereas normally you can only choose each objective only once) but that seems to only really be the case if you have super durable Veterans in your army. I had predicted that these new rules would probably spell the end for Soulblight horde style armies and this game pushes me to thinking that will likely be the case (of course it's just one 1k point game). Fortunately there are other builds that Soulblight can build into, such as the Blood Knight build I used in my follow-up game. That being said, it was a fun game and I offer congratulations to my opponent. I think this was his first win against my Soulblight and I know they've been a bit of a boogy-man army for him, so it's nice to see him grab victory today (I had similar issues in dealing with Lumineth so I know how freeing it is to finally beat that nemesis army)!
  7. Hi Folks, the new campaign system Firestorm for AoS is in the way and with it new allegiance abilities. The Anvilguard's Implacable March is the one I found most interesting. Anvilgard armies are made up of some of the hardier, more ruthless armies of Order, drawing from the Stormcast Eternals, Free Peoples, Devoted of Sigmar, Dispossessed, Darkling Covens, Scourge Privateers and Order Serpentis. Very exciting is the Battalion of the Scourge Privateers the "Realm Reavers". Here is a example army list: Allegiance: Anvilguard Leaders Black Ark Fleetmaster (40) Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Wicked Cutlasses - Scourge Privateers Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Repeater Handbows - Scourge Privateers Battleline 2 x Scourgerunner Chariots (200) - Scourge Privateers Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline Behemoths Kharibdyss (180) Battalions Realm Reavers (180) Total: 1240/2000 Sadly we cant fit the Realm Reavers in a Allied Detachement, but some fast Drakespawn Knights made it in. The battalion rule says: A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss. Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase. Capture That Beast!: Re-roll wound rolls of 1 against Monsters. ...During our hero phase the enemy is forced to move 6" away from us (on a roll of 5+ that means 1/3 of the enemy units engaged are affected), but at the same time the Feared Taskmaster lets the Realm Reavers charge after the enemy. We cant do that immediately after the 6" move, but it can be used to encircle the enemy. Things get interesting with flying Units like dragons though, which can encricle the enemy easier. Whats your thoughts and armylists with the Anvilguard allegiance? Kaleun -> some teleporting Stormcast might be brutal in a Anvilguard armylist
  8. Picked up the book and one of the things that I was happy to see is how they simplified the warscrolls. So many units had 5/6 written abilities and it was too much sometimes. But now many units have one ability only or two max and that’s healthy for the game. I also like how they eliminated the excessive weapon differentiation. This is a step in the right direction for the health of the game. I know some people like excessive minutia but in an already complex game this is a welcome change.
  9. I have to say im quite demoralized with the direction STD is heading. Alot of our units are incompatible with our own rules and with the latest faction update via White Dwarf I have to say its just depressing. Chaos as a faction was never about low tier chaff cultists or maurauders. It feels like there is no place in this game for the iconic std units that define chaos IE chosen, chaos warriors, or Chaos Knights. There doesn't seem to be a place for players who want to play without using archaon or bel'akor. Chaos used to be about heavy armored elite killers. They had no meaningful ranged options often to make up for their hardiness. Now they seem to be usurped by SCE and this is just disgusting. Sigmarines in their own lore are said to be equals to chaos warriors yet when we look at liberators its pretty close they are very similar statwise. But when it comes to say Chosen vs retributors this flies out the window completely which is really a shame considering that there a hundred different chapters of sigmarines to use but chaos only has 2 armored infantry options. Chaos warriors and chosen. Retributors deal nearly 2x the damage chosen deal to most other targets they could expect to face while having 3 wounds and a +3 save to a chosen 2wounds 4+ up save mean while chosen have no reliable form of range support the way SCE do in the way of ranged damage dealers. Coming from a lore perspective the Chosen often have lived for hundreds of years and have to survive on the one life they have, any mistake results in spawning rather than reincarnation, they compete against the vastly numerically superior hordes of chaos to become chosen by the chaos gods to recieve their blessings. Whereas a retributors can die, have a vastly smaller pool of competition, and can make mistakes whenever without significant ramifications to them. Why would a chosen of chaos ever want to be permanently sealed inside their ****** 4+ armor when they could potentially loot a set off a fallen sigmarine. Why would the chaos gods want them inside it when its really very subpar? Honestly chosen should be buffed to match what they are in their lore and in there faction identity. Chaos Knights are not as egregious of offenders but in a faction that has no meaningful ranged units in a world of unleash hell shooters they really could use some help. Honestly I hate this because i have no idea when The Old World will come out and playing in the age of sigmar has me seriously demoralized. When elven militiamen have the same damage resistance as the chosen of the dark gods.
  10. Following up on discussions in my earlier thread about rewriting the Stormcast Battletome, and a discussion in the What's Next For Stormcast thread, I have taken another stab at rewriting the Stormcast rules. Many players have identified a big problem with the Stormcast Eternals - their rules do not match their lore or even their models! Stormcast are large models but still die pretty easily; they have swords the size of Freeguild but their attacks are mostly weak and inaccurate; they have Wizards that can fight better than melee heroes; the large expensive centerpiece models are not impactful enough for their relative stature; most stormhosts are never worth playing and the general traits & artifacts are weak; the special characters are mostly useless, and so on. My main goals with this revamp are the following: Rewrite the warscroll rules so they more accurately reflect the lore and models of the Stormcast Eternals Reduce the model count of the Stormcast army and make each unit feel more elite Revise the allegiance abilities to bring them in line with other 2.0 armies and better portray the way Stormcast go to war Replace the existing Stormhost rules with new identities and rules that fit better into narrative and matched play Increase the point costs of many underutilized units and make these units stronger (both offensively and defensively) In order to accomplish these goals I have some overreaching strategies: Almost every Stormcast model has +1 to their Wounds characteristic Basic Stormcast are 3 wounds and 4+ save Shields give a unit +1 save. If the unit already has a 3+ save, shields re-roll 1s instead. "Elite" units (Paladins, Evocators) are 4 wounds. Paladins have 3+ save. Mounted units are +2 wounds over their unmounted counterparts Knights are 5 wounds Lords are 6 wounds Lord-Celestants are +1 wound over other Lords Special characters usually +1 wound Rules for weapon options (including shields) have been examined in every unit to make each choice feel more compelling Prime models in every unit each have a special once per battle ability Prime Electrids also increases casting/unbinding/dispel rolls by 1 Add synergies to more unit combinations that make sense from a narrative or thematic perspective All Warrior Chamber units, some Vanguard units, some Extremis, and few Sacrosanct units have improved damage output With all that context in mind, see the spoilered text below for all the updated warscrolls. Named Characters: Warrior Chamber: Extremis Chamber: Vanguard Chamber: Sacrosanct Chamber: Pitched Battle Profiles (aka Point Costs): A full gallery of the warscrolls can be found here: https://imgur.com/a/9xhaNrF Update: Allegiance abilities, Stormhosts, and Battalions: https://imgur.com/a/1lVenGv This has not been playtested so it's obviously not balanced, but let me know what you think anyway! Stormcast Battletome Revamp (MSEA).pdf
  11. This is the thread to discuss about the new Allegiance which was added in the „Forbidden Power“ Addon.
  12. I wanted to do this blog just to reflect on the creation of my new army. I'm aiming for ca.2k (as it stands currently) of Celestial Vindicators. I was hoping to start this project when the new SCE tome came out but due to delays... who knows when that would be. I'm good to go now though so thought I'd just push ahead. No doubt the points will be all skewed by the time the book finally does come out but, hey ho, what you gonna do? The list I'm aiming to build is a mix of of new and old. For a while now I've been stockpiling SCE due to Mortal Realms and have a vast amount available. I did buy Dominion with the intent of starting SCE in 3rd but I've no intention of buying anything new until I make some decent headway into my backlog. Essentially, although I play other games and armies, I really just want to focus in 3rd on getting a decent Stormhost up and running. That probably gives me 3 years to paint as much as I can. I'm really not the quickest painter (due to time restraints more than anything else) but will try my best as I currently don't have a fully painted AoS army. I foolishly sold off my Legions of Nagash just before Soulblight Gravelords dropped as I wanted the new shiny Death models. When everything was released though, I really didn't feel the new stuff so decided to spend the money on Dominion and jump head first into Sigmar's finest. Originally I was aiming for Anvils of the Heldenhammer but during my colour testing I accidentally did a scheme that looked like the Alpha Legion in 40k (I've always wanted to create an Alpha Legion army but never got round to it). I thought it looked cool and did a bit of research and found the Celestial Vindicators. Their fluff is pretty awesome so I thought, what the hell. I really like the idea of one day also expanding into Cities and including some Devoted. If you don't know, the Vindicators went nuts in Vindicarum and massacred a whole bunch of the citizens. Consequently, those left became extremely religious to prove how loyal they are to Sigmar. The initial list I'm aiming for is: Lord Arcanum on foot Lord Imperatant Lord Relictor Yndrasta Sequitors x5 Sequitors x5 Vindictors x10 Annihilators x3 Praetors x3 Vanguard Raptors - Longstrike x 6 This comes out currently at 1985. I'm going to try and paint the whole army in one go, something I've never previously attempted before. I was always very much a unit at a time kinda guy. Who knows what this will be with the new book and who knows if it will even be viable. As of now though, I've been winning all my games with this list except against, ironically, Soulblight Gravelords. So my painting style to date has relied heavily on drybrushing and washes but I wanted to really challenge myself with this army. I wanted to get away from drybrushing more than anything and I decided over lockdown that I should focus on pushing my painting to the next level. I've never been a fan of the 'Eavy Metal style though (I just do not understand edge highlighting... it looks so unnatural) and about a year ago I stumbled on YouTube channels like Grimdark Compendium, Gravehammer, and Paint it Black. These chaps blew my tiny little mind and I decided there and then that I wanted to push ahead in this style. To me, not only did it align with the grimy kinda style I was used to but it also looked more natural than what is more commonly seen. Over the last year I've slowly prepared, watching turorials and buying paints, tools, etc. I've a young family and I can't commit a massive amount of time and money to the hobby anymore. It takes me a long time to get everything needed but I'm hopeful that moving forward I'll have a lot more time to paint and whatnot. I'll post weekly in here of my progress and when I get home tonight I'll post some pics of what I've got so far. Anyway, I think that's all I wanted to say for now.
  13. Hello everyone! I am brand new to the hobby, wanted to try out Underworlds, as well as attempt to build a little 500pt army of Stormcast. I got the Underworlds starter box, which came with the 3 Castigators with Loyal Gryph-Hound, and then swung by a hobby store and snagged Gardus Steel Soul, and the box of 3 Sequitors, but I’m not sure about what else to grab to fill out the last few points. I was thinking about getting the Vanguard Raptors box, as I think that would get me close to 500pts, but battlescribe says Sequitors are supposed to be in a group of 5, so I’m not sure if I should grab another box of those. Any thoughts or tips on what I should get, and how best to get into gameplay from here would be awesome, and much appreciated. Thanks!
  14. After doing a Greywater Fastness list a while ago I thought I'd balance it out with a Living City list. Turns out I really like them. Allegiance: Cities of Sigmar- City: Living CityMortal Realm: GhyranLeadersTreelord Ancient (260)- General- Command Trait: Druid of the Everspring- Artefact: Wardroth HornLord-Celestant on Dracoth (200)- Tempestos Hammer & ThundershieldFreeguild General (100)Battleline30 x Freeguild Crossbowmen (300)10 x Ironbreakers (110)10 x Freeguild Guard (80)- Swords and Shields10 x Freeguild Guard (80)- Swords and ShieldsUnits4 x Fulminators (440)6 x Kurnoth Hunters (380)- GreatswordsEndless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 1Wounds: 134 General idea of the list as follows - Fulminators and Celestant use the Living City special deployment to get close to something. Use the CA so the Fulminators can shoot then move and then charge. Kurnoth hunters are the anvil that can be buffed by the Treeman. Crossbowmen with general for many many shots. Guard are there for objective grabbing. Ironbreakers because I had exactly enough points and they are just going to be more survivable objective grabbing. Thoughts?
  15. The Stormcast battletome released in 2018 is woefully out of date. It does not have the same kind of interesting abilities or army rules found in battletomes released immediately afterwards. None of the Stormhosts really match the narrative of the army, all of the battalions are total trash, most of the traits/artefacts are rubbish, and many units are just downright useless. With that in mind I have started a project to rewrite some of the rules in the battletome. The goal is to update the rules to better match the narrative and make more interesting choices when making lists. In some cases that means some units/Stormhosts will become more powerful, but in those cases I believe it is justified since they are currently weak to the point of being unplayable. I will use this thread to post my progress, thought process, and hopefully gather feedback from other AOS players. Here is what I have so far: https://imgur.com/a/HAuEMWl I don't believe this will be 100% balanced, but let me know what you think either way! Update Nov 14 2019: https://imgur.com/a/dHAJdvI Update Jan 3 2020: https://imgur.com/a/zdDQQ8J Update March 18 2020: https://imgur.com/a/tCyMsVJ
  16. 1) I gather that Stormcasts and Sylvaneth in a Living Cities army gain the Cities of Sigmar keyword, does this replace the Stormcast Eternals/Sylvaneth keywords or is it in addition? 2) If it replaces, then does this make any abilities and spells that affect friendly Stormcast/Sylvaneth useless? Or does the keyword in the ability/spell description also change to Cities of Sigmar? 3) Do any Dryads spawned in a Wyld Wood by a Branchwraith also gain the Cities of Sigmar keyword? 4) Can Dryads be spawned as above if this will take the total mumbers of Sylvaneth units over the 1 in 4 limit? (either in total or minus any Sylvaneth units that have been totally killed off earleir in the battle) e.g. 3 of my 12 units on the table are Sylvaneth, would this block me from summoning a 4th? 5) Can the army make use of Stormacast or Sylvaneth battalions? (provided of course the associated units don't break the 1 in 4 limit)? 6) Has GW yet provided any clarity on the "Can Sylvaneth magic users in a Living City army use Verdant Blessing?" debate? The googling I've done seems split between yes and no and lots of calls for a FAQ, has this been forthcoming? 7) Can a Living Cityarmy have Stormcast and/or Sylvaneth as traditional allies in additon to those in the 1 in 4 non allies role? 8 ) Does ANYONE actually like the Branchwriath model or does everyone kitbash a Branchwych or Dryad mini? Sorry it's a lot but they are of a theme and didn't want to spam the forum with 7 different but related questions.
  17. I am planning a Tzeentch army, mainly to satisfy my urge to kitbash and mutation-mod models. I am planning to have a unit of Tzaangors made up of prior enemies who have been blessed by the Boon of Mutation spell in previous battles and also a Chaos Spawn or two who used to be other things before experiencing a Bolt of Change spell. This should give me fluff free reign to kitbash various models from other factions with mutations (yay greenstuff!) and include then in my Tzeetch army. But this got me thinking, what happens fluffwise to a Stormcast who has been blessed by a Tzeetch spell to become either a Tzaangor or a Chaos Spawn? Under normal circumstances a defeated Stormcast gets zapped back home and re-forged. But if they are turned into a mutant what happpens? Is their soul reutuned to Sigmar while some chaos spirit controls their mutated body? Or if they are stuck as the mutuant then when they die as a mutant do then then return to Sigmar? Or Can their physical body even last long as a mutant or would their corrupted body be quickly reclaimed by Sigmar and teleported back for cleansing and re-forging? Is anyhting of this covered in any lore, stories or other fluff?
  18. I've been working on my Stormcast host on and off now for nearly a year, with the majority of what I'd call "bulk" units completed or in the final stages of painting (5 more vanguard hunters are finished but not pictured, I have 15 protectors and 5 decimators along with two Concussor conversions to paint) which frees me up to do the most enjoyable part of the army. Characterful Conversions! I've just about finished the modelling on my Lord Commander for the host (Unique model, first of the host, general) who is in dire need of a name so suggestions are more than welcome. But most of all I'd love suggestions of characters, artillery pieces or monsters that people would like to see converted up that fit the theme of stormcast so that I can add them to the host! C&C Welcome as always!
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