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  1. So I'd like some help here, I'm a pretty inexperienced player having a very small number of games under my belt despite having the models for many years I've only played maybe 3 or 4 games of Warhammer Fantasy/AoS. I want to list models and units I currently have built and have you guys make up a functioning 1000 and or 1500 point army if you're interested. I have the GHB 2018 and the new Core Rule book and my local store just got a scene going so I'm anxious to finally play. My units are as follows: All Stormcast from first starter set. +2 more Retributors to complete squad 1x Castellent and Griffhound 4x Fulminators not yet built. 1x Knight Incantor. 1x Freeguild General on Griffon 1x FG General and on Horse 2x Battlemage 20x Greatswords 20x FG Guard with sword and board 10x Hangunners 6x Demigrypyh Knights 1x Hurricanum not yet built 5x sisters of the Thorn (I imagine these are going in no matter what) Basically how good of a list can you make out of the materials at hand? Thanks for reading I can't wait to hear some tips and tactics.
  2. So I got two soul wars' worth of castigators. I want to make them into viable deepstrike battle line, Judicators with crossbows. I'm thinking of: Rotating the vertical "bendy parts" of the crossbows to be horizontal instead. Removing the bombs at the tip of the bows (and from the hand of the champion). Perhaps adding sword, pike, or bolt tips from the bits box at the end to represent a resting/ready bolt. I'm not adding any lightning iconography nor the front pavisse. Do you feel that this is enough to be okay against all adversaries?
  3. Hi, this is my take on a Soulstrike Brotherhood army. I usually run an Aquilor+Hunters+Palladors list, so for 120 points, two small units of Castigators (which are bad but a bit better with the bonus) and a Ballista I already wanted to field, I get a CP and the additional artifact. I wanted to try Anvils with Longstrikes, I know I would get a lot more mileage from a bigger unit, but I will likely use the CA in the combat units beyond turn 1. I think it's an interesting list, biased towards shooting but with some magic and CC punch into the mix. Allegiance: Stormcast Eternals - Stormhost: Anvils of the Heldenhammer  Leaders Lord-Aquilor (200) - General - Mount Trait: Aethereal Stalker Lord-Arcanum on Tauralon (340) - Mount Trait: Steel Pinions Lord-Relictor (100) Battleline 5 x Vanguard-Hunters (120) - Boltstorm Pistols and Shock Handaxes 5 x Vanguard-Hunters (120) - Boltstorm Pistols and Shock Handaxes 5 x Judicators (160) - Skybolt Bows - 1x Shockbolt Bows Units 3 x Castigators (80) 3 x Castigators (80) 3 x Vanguard-Palladors (200) - Boltstorm Pistols and Starstrike Javelins 5 x Evocators (200) 3 x Vanguard-Raptors with Longstrike Crossbows(180) War Machines Celestar Ballista (100) Battalions Soulstrike Brotherhood (120) Total: 2000 / 2000 2x Hunters, 2x Castigators and the Celestar Ballista on the sky, rest on the ground. My questions for you are: -What would be better for that list, Lord Relictor or Castellant? Relictor would have Blessed Weapons (to buff Palladors before they teleport, Longstrikes or Judicators) and could heal someone brought back by Cycle. Lord Castellant would bring the hound to help guard the backline from deepstrikes, and use his lantern on one of the redeploying units (Lord Aquilor, Palladors), on the LAoT before he goes forward or on the backline units. Both sound useful. -Who should get the crappy artifact? Then, which one would you recommend for the other? Please, if possible, no Lens. I'm already sick of seeing it in lists ?. In fact, please don't suggest Realms artifacts (I hate that they are usually clearly better than Battletome ones). -What spell sounds better for the LAoT? Thundershock sounds potentially powerful for close-range support. Stormcaller to put pressure on lone heroes is also cool. Celestial Blades could help my few CC units, and Speed of Lightning could be useful (but for a single turn, when my CC units drop). Thanks for any help! I think this kind of collective thought helps us all to polish the potential of the army.
  4. Hello there, I'm going to paint my stormcast warband from shadespire, i like the playstyle but i wanted to integrate a few conversion on the mini. My first question to you is would you mind playing against this conversion of anghara, based on neave blacktalon, and do you think i should modify it further? Any more sugestion? Cheers! Anamnesis
  5. In the realm of Ghur, there is a ruined castle called Yarbrough, often shrouded in fog and rain. Nothing lives there anymore save the creatures of fen and moor, finding shelter from the elements within the ancient stone. When the wind blows, though, it carries the sounds of ancient horns with it, and when the sun shines it illuminates an inscription hidden in the walls- HmIAFD- that is, Hugh Macintosh and the Black Watch. Centuries ago, when the Age of Myth came crashing down, Tam Yarbrough was lord over Castle Yarbrough. His house had ruled the lands fairly and well for uncounted years, and he was rich and strong and well-loved. When news came of a marauding army of Orruks rampaging through the region, he wasted no time in rallying his retainers to war, marching proudly forth to the sound of drums and trumpets. A glittering host they were, a legion resplendent in the sun, going out to hold back the Greenskin storm just as their ancestors had held back the storms of Ghur. But this is not their story, nor is it Tam's. At the place known as Loch Haverforth the proud Yarbrough host met their match in the Orruk Warboss known as Tarlen the Evermighty, and it's said that the flowers on the lakeshore still grow red in their memory. Hugh MacIntosh was a strong, proud man, but no loyal soldier of Yarbrough was he. He was a bandit chief, having raided the rich and the poor of that land for many years and accomplished deeds of infamy before he found himself in Lord Tam's dungeons, awaiting the hangman's noose. When news came of Lord Tam's defeat, Castle Yarbrough was thrown into a panic. The Orruk host was marching inexorably towards them, and there was not enough strength to hold the walls against them. Tam's loyal retainers, the men he had left behind to defend the castle, lost heart and fled to meet their ends like fugitives or hunted animals. Hugh found himself a free man, released from his cell once again. He could have fled, or avenged himself upon the castle and its inhabitants for his imprisonment. Instead, he looked out upon the column of refugees that would fall victim to the Orruks, and his heart was strangely moved to pity. Gathering his boon companions around him, he declared that the end of the world had come upon them, and it was time for all true sons of Ghur to make their stand. Give him his pipes and a blade, he promised, and he would buy time for the women and children to escape. Wicked and dishonorable men they might be, but even the black-hearted must take their watch when it was demanded of them. Seven of them barricaded themselves in the keep and made ready for their doom. The Orruks were not long in coming, falling on the castle with a vengeance. Equal to their fury, though, were Hugh and his men, driving back the brutes with their two-handed swords every time they tried the tower. Still, it was not enough. One by one, Hugh's companions fell, until at the midnight hour only Hugh stood in the innermost keep, holding the last door. In the darkness, he played his pipes, their ghostly sounds echoing over the massed Orruk warhost and filling them with a primal dread. Had Boss Tarlen not been there, the horde might have abandoned their siege altogether. He bullied the Boyz into attacking, and as first light came they fell upon "da Lady from Hell" again. Hugh was filled with heavenly rage, and could not be moved- still, he was only one man, and he tired. And then came Boss Tarlen, twice the height of a man, armored in the stolen finery of the Realms. Hugh gave a final cry and leaped forth- and there his story ends. Only the Orruks remember his final stand, and what became of him. Still, it is telling that when Boss Tarlen was next seen, he boasted a scar from forehead to chin, and that he and his horde were forevermore afraid of the sound of pipes. ------ The storytellers call Hugh MacIntosh the Black Watchman, Warden of the Storm, the Lady from Hell, the Herald of Cacophony, Orruk-bane, the Seventeenth.
  6. In Shyish, there is a mountain range, the Day's End Mountains, behind which the sun seems to be perpetually setting. One of these peaks, Mount Hadreth, stretches far above the others, its top obscured constantly in an unearthly fog even while the air becomes almost too thin to breathe. Near the summit, there is a door, and behind it a stairway said to lead deep into the heart of the mountain. From there- although none had walked the stair in many generations by the end of the Age of Myth- the passageway led to a series of massive caverns, stretching throughout the roots of the entire range. Taken together, the people of that region know this as the Tomb of Eternal Life, where souls are said to reside forever beneath the world of the living in society with one another. It is forbidden that one of the living should enter the Tomb, just as it is forbidden that one of the dead should seek to exit and return to the living. But humans are weak creatures who cannot hold even to the rules they set for themselves. For this reason, the door must always be guarded, lest someone in their hubris might seek to be reunited with one they have lost. These eternal guardians maintained an unblinking vigil, keeping the door- already protected by mighty theurgy- safe by the strength of their arms and their faith in their cause. This ended, though, like so many other things, with the coming of Chaos. It had long been prophesied that when the end came, the guardians of the dead would descend to fight alongside the living. Thus, the commander of the watch, who was human despite her calling, led her comrades into battle against the great hordes of the Dark Gods at the foot of the mountain. For eight days and nights, the soldiers of the mountains struggled with legions of daemons and cultists, but the end should never have been in doubt. The door watch was wiped out to a soul, and the gate lay unguarded for many decades. During this time, though no mortal could yet penetrate the wards, daemons slipped in to trouble the dead, and malefic spirits came out to trouble the living. Thus was the balance of the world upset, until someone came to restore order to life and death again. ------ Rebecca grew up the daughter of a poor farmer, eking out a living in the foothills of the Day's End mountains. They lived constantly in the shadow of the Dark Gods- almost literally, since the followers of Chaos had built great iron fortresses on the heights to assert their dominion over the people below. Though they ruled the land, the overlords of the mountains contented themselves with their fastnesses, only sending out their tax collectors and enforcers to exact punishing tribute every few weeks. Thus, Rebecca's family was able to live in relative peace, and she was raised on the whispered tales of a time before enemies overran the mountains, when the heights were held by the guardians of the Tomb of Eternal Life. Even as a child, she longed to see the gate that led into the tomb herself- but knew that she could not. The Gate had long since been fenced in by the sorceror-lords who had taken Mount Hadreth as their private domain. In this day, they ruled over her hamlet, and from time to time misshapen abominations would wander down from the mountains to snatch one or two of Rebecca's neighbors away for whatever purposes the sorcerers thought to put them to. Rebecca was plain, and quiet, and quick to run, and thus she evaded the overlords' "tribute". Still, it burned at her, as it would burn at anyone, to see her friends and relatives stolen so unjustly.She made a quiet vow that she would one day give retribution to the sorcerers for all they had taken from her and her people. That day came sooner than she would suspect. In her seventeenth year, Rebecca was engaged to the love of her life, a farmer boy named Abraham. When the abominations came to exact tribute in the winter of that year, though, he tripped over a root- and was seized by one of the creatures. Filled with a mighty rage, Rebecca grabbed a pitchfork and attacked the beast, stabbing it again and again until it lay dead. Consumed with the same anger, her fellow villagers joined her, hurling stones and trash and attacking with whatever came to hand until the invaders were forced to retreat. The village lay in a deathly quiet for two weeks- until news came that dozens of servants of the sorcerers, not just mutants but armored warriors, were descending to make an example of those who practiced defiance. There was nothing to do but flee. As nomads, living off of whatever they could scrape from the barren land, harried by sorcerous beasts, the villagers survived in hiding. As they went, they armed themselves with weapons from their fallen foes, striking back under Rebecca's leadership against individuals or small groups, repaying the sorcerers blood for blood. When the other villages heard of their continuing defiance, some among them joined Rebecca's band, while others sent food and supplies in secret for the fight against the hated masters. Soon, Rebecca's band had grown to number in the hundreds, menacing the sorcerer's servants whenever they came down off the mountain. In response, the lords of the peak sent down their full strength, intending to punish the full region for daring to rise against the faithful of the Dark Gods. The might of the enemy's army was more than Rebecca's band could face in the open field, but desperation and cunning gave her a plan. Throughout the hills and ravines of that land, her warriors hid and struck at the enemy army as they passed. Where they could, they rolled boulders down on the heads of the enemy, crushing them or blocking their paths. They struck by night, poisoning food supplies, murdering pickets and setting fires in the brush and never, never coming to open battle. While this happened the sorcerers rampaged blindly, driving villagers who had remained neutral out of their homes- and into Rebecca's arms. Others, hearing what happened, openly supported her lest the sorcerers should pillage their homes as well. By this her army grew strong and well supplied, while theirs dwindled and starved. When she finally met them in battle, it was a rout- her soldiers drove both abomination and man before them, slaughtering both those who stood before them and those who ran. With the army of the Dark Gods destroyed, all that remained to her was to overthrow the sorcerers themselves and cast down their fastness. Up the long mountain roads her army marched, fighting the daemons summoned against them until at last they came to the fortress itself. They had no siege, and they certainly had no sorcerers, but some among her troops knew how to work rock and dig stone, and it was not long before a breach was created. The end was almost an anticlimax. Rebecca's forces slaughtered the sorcerers and their apprentices, tore down their workshops, gave a merciful end to their experiments, and made obeisance before the Gate itself. But the Dark Gods never forget, and never forgive, and soon she would find herself assailed again. What Rebecca had faced to date, deeply personal though it might have felt, was akin to an autoimmune response- an angry red inflammation of the wound. On the scale of gods and empires, it meant almost nothing. Now that she had succeeded in toppling servants of any real importance, though, she had drawn malevolent attention. From all throughout the Day's End Mountains, the various lords of the high peaks rallied their hosts to war, joined by a legion of daemons sent from the Realms of Chaos to make an example. Taken together, the armies of Chaos massively outnumbered and out-classed Rebecca's troops. The battle against the sorcerers had been an uphill fight. This would be a slaughter, both for her partisans and for everyone living in the region. She knew of only one solution- to enter the Gate, descend into the Tomb of Eternal Life, and seek the aid of the spirits there. There were funerary rites, known to the people of that land but never to the foreign followers of the Dark Gods, that Rebecca now underwent, preparing her soul for the passage. She cut her hair and donned a funeral shroud, darkened her eyes with ashes, stripped off her shoes and bid a tearful goodby to Abraham. Then she went before the Gate, alone. To the amazement of everyone watching, it swung open, revealing the beginning of the Long Stair inside. Rebecca placed one foot in, then the other, then started down- but a few steps in, she looked back. The outside world was darkened, as though viewed through a veil of fog, and her heart clenched as she realized that this meant that she could never return to walk among the living. Steeling herself, she continued downwards. For a day and a night she walked without ceasing through gloomy, damp caverns, her way lit only by a candle, alone except for the drip of water and the echo of her footsteps. Finally, even as her legs screamed out for rest, she reached the bottom of the Long Stairs- only to be greeted by the sounds of battle. To her amazement and horror, she saw that the armies of demons she meant to fight were already here, waging war against the souls of the dead. Already a quarter of the Tomb had fallen and been corrupted by the minions of the Dark Gods, and even now the ancestral spirits of warrior kings led their hosts in desperate battles to hold back the defiling tide just a little longer. The spirits of the dead were perplexed by Rebecca's presence, seeing through her shroud to the mortal life that still flared within. She begged leave to plead her case before them, though, and after some consultation she was allowed to appear before the Synod of Fifteen, the council of the greatest souls in the Tomb. Here, she laid out the dangers facing her people, the crushing burden of Chaos, the slaughter that awaited them if no help came, the defiance they had cast in the teeth of the Dark Gods. To this, she added what she had learned from the ruins of the sorcerer's tombs- that a plot was afoot among the disciples of Tzeentch, to take the souls that fell in battle in the Tomb and weave them together into a monstrosity, an ur-eidolon of a million trapped spirits capable of shaking the walls of Heaven themselves. The Synod was divided. Half were for marching out into the realms of the living and facing the enemy in battle, while half feared abandoning their homes and suspected a trick by the Dark Gods to undermine their defense. Only the ruler of them all, the ancient king Xereus, remained pensive. He said that since the Synod clearly could not come to a decision, perhaps it was time to present the choice to the entire population of the Tomb to see what their verdict would be. This proved to spark no less controversy, however. Some of the spirits took up arms and were ready to follow Rebecca up the Long Stairs and to battle, while others were ready to kill her as an agent of the Enemy then and there. Most, however, wavered somewhere in between, afraid of leaving their homes but equally afraid of remaining to be fodder. Finally, a single voice broke the tumult. To Rebecca's surprise and grief, she saw Abraham standing before the masses. When he realized that he would be forever parted from his love, he said, he had thrown himself from a cliff- but now he would speak of her character, and in her defense. He told of how she had been the first to take up arms in defense of his people, how she had rallied them to her banner with her strength of will and courage, how she had cleverly lead the armies of Chaos to their doom, and how she now was prepared to sacrifice her own life to defend those around her. At this, others in the audience who had died since the beginning of the tide of Chaos joined in, adding their voices to the call for action to defend the people of the mountains. Finally, the ancient guardians of the gate came forwards. They had long stood their watch to make sure that the worlds of life and death remained separate- but now that a greater threat had arisen, that time had passed. It was time for the living and the dead to be rejoined- time to pierce the veil at last. At this, Xereus nodded. He would lend his support to the march on the surface, and together the living and the dead would liberate the world above from the grips of Chaos. But this, he said, would only happen on one condition- that Rebecca, who had lead the armies above, would shed her mortality and join the ranks of those below. With the love of her life dead, and her people facing destruction, the choice was not difficult. She assented, and at a stroke of his sword her living spirit was snuffed out. ------ Two days later, as the armies of the lords of Chaos stood poised to sweep over the region and slaughter its people, they were met with an army of spirits and an army of men, fighting in ranks together. The shattering defeat of the fell horde gave new heart to all who heard of it, and many in the lands around the Day's End mountains rose up against their once-invincible masters. Wherever these rebels arose, they were quickly joined by ghostly and living soldiers, fighting with fury and guile borne of decades or centuries of experience. It took years, but the whole of the mountains were freed, and remained free in their mountaintop fastnesses even against the legions that the Dark Gods sent to cast them down. But irony of ironies, Rebecca was not at their head, nor even in their ranks. When she had fallen beneath Xereus' blade, her soul had been snatched up by Sigmar, to join the ranks of his armies. Reforged, she was indignant, and then moody, prone to keep her own counsel and withdraw from the company of others, appearing alive only when she faced down the minions of the Dark Gods where she was terror itself. In his wisdom, Sigmar saw only one place to put her- the ranks of the Death Watch, full of misfits and outcasts and juggernauts like her. In Steelios, she found a companion that could ease her pain- someone who understood her anger at the gods, and abided by her refusal to swear allegiance to any. Now, she fights determinedly at his side against multitudes of foes across the Realms- but her mind wanders to Shyish, and the mountains of the Day's End, and the promise she made to King Xereus long before... ------ The storytellers call Rebecca the Beloved of Eternity, the Dusk Raider, the Denied, the Guardian of Death, the Nineteenth.
  7. Frederick Holtz grew up in the shadow of Sigmar himself. The son of a nameless courtesan in the pleasure-houses of Azyr, he was raised as a ward of the State in the prestigious Starhammer Academy, not far from the high palaces of Azyrheim. Starhammer was where the elite future soldiers of the God-King were raised, and in the course of his upbringing Holtz had the chance to see Sigmar three times when the deity came to speak to the students about their duties as the leaders of tomorrow's wars. He passed all his tests with flying colors, and seemed poised to take a place as a petty officer in the school's own military regiment, the Starhammer Guard- at the last moment, though, his request was refused, and he returned to the general pool of graduates. Holtz spent a night alternating between fear and confusion, unable to understand why he had been passed over in favor of lesser students and wondering what his future might be now that his constant goal had been taken away. The next morning, a man came to see him. Missing an eye and three fingers, scarred and limping, he was clearly a veteran of hundreds of encounters. He introduced himself to Holtz as Templar-Captain Gregory MacDonald. He was the one who had pulled strings to have Holtz denied entry to the Guard, he explained. Though prestigious, the Starhammers were no place for a man of Holtz's talent and acuity. Instead, MacDonald offered Holtz a place in his retinue. Over the next decade, Holtz would earn his rank as a full Templar fighting enemies all across the Mortal Realms, rooting out corruption and heresy behind the lines and crushing monsters that threatened Sigmar's nascent domain. When MacDonald retired, Holtz took up the mantle of Templar-Captain in his stead, and after his destruction of the Ghoul-Triarchs of Ghyran and their cult received a promotion- from Azyrheim itself- elevating him to the rank of Templar-Marshal. In this capacity, Holtz had a regiment of his own to command, and it amused him as he began to poach graduates of his old academy from the Starhammers to fill his own ranks. Then, the Steelglass crusade was called in Chamon against a fragment of the clockwork legions of ancient Cypria. Suspecting Chaos corruption among the metal men, Holtz attached his regiment to the crusade, seeking to destroy whatever taint existed among the ruins. It was some of the hardest fighting that the Templar-Marshal had ever encountered. The enemy seemed to have planned for their every move, every stratagem, and his soldiers were often thrown into combats that would tax ten times their number. Holtz was unsurprised when evidence of Tzeentchi corruption was found among the clock-men and in the ruins of the great libraries they fought among, though he was perplexed as to why it was never his men who did the finding. As the Crusade reached its apogee, it approached one of the last great intact libraries of the ancient Cyprians. Its leadership called for the total destruction of the library to ensure the removal of all taint from the region. The night before the offensive was to begin, however, Holtz had a dream of a great beast buried under the library, thrashing against its chains. Waking suddenly, he was gripped by a horrible suspicion. His tomes confirmed that Cypria had waged long wars against Tzeentch at the time of the fall of the realms, serving as one of the Changer's most stalwart foes. Why, then, would there be evidence of taint among their defeated enemies? Rousing his men, he sent a messenger to the crusader lords asking them to delay their attack until he had had a chance to discern the library's true nature. A reconnaissance in force showed that much of the interior of the library was covered in warding runes, seals against the demonic. Holtz's pulse quickened as he sensed the malevolent presence lurking under its floor. The library was a prison for a powerful daemon, and if it was destroyed... At that moment shells from the crusade's artillery began to fall among the regiment. The attack had begun. Almost from the moment they left that place, Holtz's troops found themselves under attack- not by the Cyprian legions, but by the crusade's own forces. Advancing to the trenchline surrounding the library-mountain, Holtz found that his soldiers had been declared traitors by the crusade's leadership and ordered to be killed on sight. With the power of his oration and his reputation, Holtz convinced the gunners at the front lines to stand down and allow his men to pass. The artillery park was more difficult. It was commanded by the Bluefeathers, the personal regiment of General Kraft of the crusader lords. Here, the Templars had to fight doggedly, disabling the artillery pieces one by one. When he captured the Bluefeather commander, General Kraft's son-in-law, Holtz knew the truth. Heinrich Kraft bore the secret mark of Tzeentch on him. Steeling himself, Holtz and his soldiers attacked towards crusade headquarters. At first, the Templars faced human soldiers of the generals and lords' personal guards- but as they pressed closer to the command chamber, these became twisted by the power of Chaos, and their attacks sorcerous and strange. The command tent itself held the final horror- every general of the Crusade, their eyes lit by a strange blue glow, hands crackling with arcane lightning. At their head was General Kraft, whose visage had begun to twist into that of a daemon. He laughed when he saw Holtz. The Templar-General had failed, he said, and now he would erase one of the legacies of ancient Cypria and deal a blow to the plans of Sigmar the Deceiver. On the contrary, Holtz replied. He had stymied Kraft's aims. The library could not be destroyed now that the guns and soldiers of the army no longer obeyed the General, and Kraft and all of his conspirators would die. At this, his men opened fire, tearing the General and his fellows to shreds with a hail of gunshot- but Kraft alone did not fall. Holtz misunderstood Tzeentch's aim, he said. True, the daemon might stay imprisoned, but its clockwork wardens were destroyed... and so were Holtz and his regiment. At this, the tent and its surroundings exploded in blue fire, consuming Holtz and most of his soldiers. In the aftermath, the Steelglass crusade came to a halt, as the survivors limped back to friendly bases and regrouped, bereft of leadership. Still, Holtz had done a great service for the forces of Order, preventing the release of a daemon-prince and the opening of a portal to the Realm of Chaos, and exposing the treachery of high-ranking officers in the armies of Azyrheim. For this, he saw Sigmar again, as he was reforged into an incarnate vessel of the God-King's mighty will and released into the world again to do battle in His name. Indeed, Sigmar had a special assignment for him- Holtz would join the Death Watch as an unflinching agent of the God-King, and there keep watch over his fellows even as he was responsible for rooting out evil in the Mortal Realms. Surprisingly, Lord Celestant Steelios did not object to this- indeed, he's said to have laughed for hours when he heard about who was being assigned to his command. It has been almost a decade since that day, and Holtz continues his watch- ever ready, ever vigilant, ever eager in his war against the enemies of Sigmar. ------ The storytellers call Brother Holtz the Black Templar, Sigmar's Fire, the Holy Warrior, the Watchful, the Eyes of Azyr, the Sixteenth.
  8. This follows almost immediately on the heels of Brother Teodoric, below. Reading that one first will help to illuminate what is happening here. ------ Emperor Teodoric's death did not mean the end of Austrasia per se, but it did mark the end of his line of warrior-kings. With the marauding soldiers of the Dark Gods sweeping towards the capital of Aix-la-Donau, his queen had a set of difficult decisions to make. There were not enough soldiers in all the realm to man the ramparts of the capital, and the very splendor and beauty of the city made it a tempting prize for the greedy soldiers. To stay would likely mean to die. To flee would mean that they were well and truly broken. She fled all the same. In the years to come she would travel from castle to castle throughout the realm, fostering her children with various lords to strengthen their power and the family's chances of surviving now that their line was dispersed. The capital was sacked and burned to the ground, but the warriors of the Dark Gods were but men. Having taken their plunder, the horde largely dispersed, becoming more manageable bands of marauders. Austrasia held, but with Callisto aging and no clear leader among her children the realm faced another problem- succession. Fortunately, there was an answer in the Lex Teodoric, the corpus of law compiled by the old Emperor before his death. He had proclaimed that in the absence of a clear heir the counts would vote upon the next holder of the Iron Crown. Thus was civil war averted and a new ruler chosen to lead the continuing fight against Austrasia's great enemy. Decades passed, and through good Emperors and bad the realm carried on, though it lost ground to the marauders with each passing year. Almost two hundred years after Teodoric's death, Austrasia was only a fraction of it once had been, a small island of flickering light in a sea of darkness. In the wake of the death of the old Empress there was to be a new election to decide on her successor- but almost from the beginning there was only one true winner. His name was Clovis, called Clovis the Wise, and he traveled from castle to castle speaking of a resurgence of power and a rebirth for the old kingdom. Many among the great and the powerful flocked to his banner, and many who might have doubted him were cowed. His appointment to the Throne was near-unanimous, and he was given the Iron Crown to great acclaim and adulation. That night there was a feast. Almost all the lords and ladies of Austrasia attended to do homage to their new leader and to hear his plans for the future. All watched with rapt attention as he rose, pledging himself to bring them all glory, and oversee a changing of ways. As these last words left his lips, a hush fell across the room, and then the screams began as the flesh of the nobles and their retinues twisted and deformed. Some tried to escape, and were cut down by flickering horrors manifesting from the walls. Others saw what had happened and moved to attack the new Emperor- but with a wave of his hand and a burst of foul sorcery, these became nothing but mindless Spawn. Still others did him homage twice, and rose as his lieutenants and the minions of Tzeentch, the Silver Tyrant, the Feathered Serpent. That night Austrasia became the nucleus of a new Empire- one of Chaos and change, founded on betrayal. ------ Callie came of age cleaving to and cloven from her heritage. The ****** daughter of a nobleman, she grew up subsisting off of what she could forage out of his woods. Her mother had died when she was young, and it was some time before she learned enough to understand the significance of the one possession she'd been left- a bow, carved with the shape of a dragon at both ends and with runes forged into its surface. By the time she was seventeen years of age, she was a wild beauty, athletic and cunning and wise in the ways of the woods. She idolized her father, and dreamed one day of coming into his household. She heard the news of the election of a new Emperor who promised to restore Austrasia to its former greatness, and wondered what this would mean for him- what it would mean for her. She watched her father leave to the Election feast with bated breath, apprehensive and excited about the future and perhaps her chance of claiming a place in his armies and his court during the great offensive against Chaos. When he did not return for a week, she was curious. When he did not return for two, she was afraid. But when a man in skin-forged armor, glowing with painful green light returned, claiming to be him ascended, she was shocked and furious. She knew that Chaos was the great enemy, to whom no quarter could be given and no parley asked. To be betrayed like this... that night, after her tears of frustration had faded, she set out, scaling the walls of his keep in darkness. She found him in his study, alone, looking through ancient texts of malefic magic. He did not look up when she entered through the window, but only spoke. "I was expecting you, daughter. You have many questions. I will answer them for you... but shed your weapon. Do not be afraid. Let me love you." In that moment a great part of her wanted to kneel to him, to accept the love she had always been denied- but then her eyes were opened, and she saw the betrayer he had always been. Drawing her bow, the runes grew warm to the touch and the dragons' eyes glowed- and when she loosed the arrow it screamed its vengeance aloud. Her father fell, broken, and she realized a very great thing about herself and her weapon. The runes read "Callisto", and she had always thought that this meant herself- but now she realized it was the name of the great warrior queen, unmatched in archery. And if she could wield the bow as well... the blood of Iosephus Bogomil must flow through her veins. If what she feared was true, she was last of his line, his vengeance against his fallen descendants. Callie fled, but not far. Clad in deep forest greens, she searched out each of the traitors who had survived Clovis' remaking of the Empire, hunting the fallen implacably- a dark angel of vengeance. No succor would they receive from the hands of their kinswoman, no terms would she offer or accept. Striking seemingly from nowhere, she cut and cut across Austrasia, destroying what she would and leaving the rest for the crows. In the end only one enemy remained- the arch-traitor Clovis himself, the architect of betrayal, now crackling with the power of the Changer of Ways. Here was a foe that far outranked her in power, against which she had no chance of victory, let alone survival- and yet to accede to his rule would be the greater dishonor. On the eve of the final battle she clad herself in a pale bone funerary shroud, transforming into a winged avatar of death. Within the brightly lit and shifting patterns of Clovis' maze-like palace, this would be her best disguise. She slipped among the ruins of Teodoric's old capital, treading lightly and moving like a shadow, like a ghost on the wind. No mortal eye could have tracked her, and no mortal ear heard her approach. Yet for all of this when she entered the sorcerer's throne room she was trapped- ensnared by a spell she could neither have anticipated nor evaded. Bowing like a courtier, Clovis welcomed her into his presence. He hailed her resourcefulness and her cunning, proclaiming her a worthy heir to Callisto just as he was a worthy heir to Teodoric before him. She need only bend her knee to the Changer and Clovis would make her his bride, to rule by his side forever. Otherwise, she would die- and he would become the last bearer of the blood of Bogomil, just as he had long planned. It was her decision which fate would come to pass. But even as these words left his lips, he felt his sorcerous power suddenly falter- and what emerged from his arcane cage was not the woman he had entrapped, but a shining wraith. Her eyes blazed with malice, and the air around her was filled with a heavy presence, even as a multitude of voices screamed for vengeance and justice against Teodoric's traitor heir. When she spoke, her mortal voice was doubled and trebled by an undying chorus, and he was sorely afraid. "You are no worthy heir of Teodoric, Clovis Kinslayer. I who knew him better than any know that he would never have bent the knee to the Bringers of Ruin as you have, and he is ashamed that you bear his blood. Let our line be broken. Let the name of Bogomil and the name of Austrasia and the name of Clovis be blotted from the record of the world, now and forever to come-- so say I, Callisto Ironflight, the Undefeated, the Seeking Shaft of God!" At that she walked towards him, and where his sorcery met her spirit he had to give way, until she stood before him in her splendor untouched. "Let this empire and this people meet their end at last- and let our names be erased forever." At once her light leapt to envelop them both, and then the entire palace besides- and when it cleared away nothing remained in its wake but a shattered crown of iron. The immortal spirits of the Bogomils then returned to Nagash's realm, but Sigmar cradled her bruised soul in his mighty hands. As a father, he drew her up to Azyr, and there she rests and there she will serve beside him forever. ------ Sister Callie is called the Dark Angel, the Deathwing, the Voice of the Host, Heir to Callisto, Last of the Bogomils, the Seeking Shaft of God, the Iron Flight, the Eighth, the Faithful Daughter, the Blood of Queens.
  9. Brother Paulus The Vale of Illyria, now a blasted ruin on the face of Ghur, was once the heartland of a vast and thriving civilization, ruling for a thousand years with honor and justice over many peoples and many cities scattered across three Mortal Realms. Its strength and prosperity came from its laws, its liberty, and the unmatched steel of its legions. Drawn from the citizenry itself, these swore unending faithfulness to Illyria's glorious Consuls, its Senate, and its people. During the last war against Chaos, though, Illyria was sore pressed, as its provinces fell into ruin and its great works were torn down until only the Vale itself remained unconquered. Here the last of the great Legions, the Ninth, made its stand under the command of their general Horatio Paulus. He defended the Eagle Pass, the only route that an army of any size could take through the forbidding mountains. For three long months Paulus and his troops held off countless sorties by the armies of the Dark Gods in one brilliant tactical victory after another, forming an unbreachable bulwark against their advances. When they fell it was not to spears or arrows but basest treachery. A cult to the Dark Gods had long festered unseen in the depths of Illyria, and now it rose, setting brother against sister, Senator against Senator, Consul against Consul. In the confusion, someone poisoned the Ninth Legion's supply trains. In a night, the Legion fell victim to Nurglish rot. Only Paulus, the Valorous, who had been warned in a dream, was able to escape the fast-spreading contagion. There is a place where the Eagle Pass reaches its highest, where the walls of the pass grow so thin that only one or two men can walk abreast. Here Paulus made his stand, swearing to die in defense of his people and his beliefs. As the sun rose higher in the sky, he slew first the raised corpses of his comrades, then the foot soldiers of the Enemy, then rank upon rank of demons, standing atop a growing pile of bodies. Finally the great demon Kalathraxx came forth. He praised Paulus' bravery and his skill at arms, offering him an eternity in Khorne's legions if he would but bend the knee. Paulus only laughed. It was better to die as a citizen of Illyria than live a thousand years as a slave to the Dark Gods, he said, and challenged Kalathraxx to come forwards and know the measure of a true soldier and a true Citizen. The demon struck, blindingly fast and unthinkably strong, and Paulus was mortally wounded- yet even as he died he gouged Kalathraxx's left eye from its socket. Thus did the last Centurion of Illyria die, in defense of a city and a people already all but destroyed. For his devotion to duty and his faith in his cause Sigmar took his soul and reforged him into a shining exemplar of his will. He was bestowed upon Steelios and the Death Watch, for Sigmar knew that while the Lord Castellant had wrath and righteousness in equal measure the purest alloy was made when these were tempered by duty and valor. From above, he rains death and destruction on the enemies of the God-King, and brings hope to the oppressed who find themselves beneath the shadow of his mighty wings. ------ The storytellers call Brother Paulus the Victor, the Centurion, the Elder Soldier, the Avenger, the Eagle of Illyria, Sigmar's Lightning, the Angel of Blood, the Faithful Servant, the Prosecutor of Justice, the Falling Star, the Fourth, the Valorous, the Dutiful Warrior, the Marauder’s Bane, the Rewarded.
  10. This entry begins a new series dedicated to the Death Watch, an elite Stormcast (and pseudo-Stormcast) task force dedicated to confronting and eliminating monstrous and unholy threats to the armies of the God-King Sigmar that otherwise might stymie a campaign or threaten the peace of the reclaimed Realms. Its members are hand-picked from among the Stormhosts for their thirst for battle, their proven reliability, and sometimes for the unique perspective they bring, perspectives which sometimes set them at odds with other, more conventional rank-and-file. They are united under the leadership of Lord Celestant Steelios, the Once-Forged, in bringing the end to Sigmar's many foes across the Mortal Realms, in destroying those who corrupt and undermine the works of the Free Peoples, in venturing onto battlefields and facing enemies beyond the reach of mortal Man. They are the messengers of ultimate sanction, the guardians on high, the eternal sentinels, the Death Watch. (Yes, the name and the concept are both closely derived from 40k. Sue me.) Every entry in this series will give the history of one of the members of the Watch, particularly what made them viable candidates for Reforging and how they've fit in with their fellow Stormcast and Watch Members since then. Sometimes there will be pictures either pre- or post-reforging, but this is by no means a guarantee- writing comes much more easily to me than painting, much as I'd prefer otherwise. Without further ado, then: Sister Ilos Sister Ilos was once part of the warrior-nobility of the Maidenhood of Druze, in Aqshy, those fabled Amazons who for uncounted centuries watched over the hills and mountains of their fiery realm. As the foremost swordswoman among their number, she was chief of the Infernal Guard that watched over the Palace of the Immortal Flame and the person of the Resplendent Empress herself. Members of the Infernal Guard are twice sworn to wed only duty- but Ilos had a great love for the Empress, and she for Ilos, and together they broke her vows in secret, telling none and letting the world see them only as mistress and servant. So it continued for many years, the world knowing nothing of what passed between the two. But that was before Chaos, and the End. In the Age of Downfall, when the armies of Chaos spilled across the land, the mountain fastnesses of the Druze were assaulted by the legions of Saalazab, the Teller of Secrets. They campaigned throughout the Druze lands until only the Palace of the Immortal Flame remained unconquered. Seven times the foul legions of the Teller of Secrets spilled forth, and seven times they were repulsed by the powerful sorceries of the Resplendent Empress. On the eighth time, Saalazab himself came out and engaged in a mighty sorcerous duel with the Empress. To counter her arcane fire he whispered truths that the mortal realm could not bear, each time shattering some of the fabric of reality. Yet each time, the Empress sealed the rifts and repelled her enemy, wounding him terribly with her conjured infernos. But Saalazab only smiled and shouted the truth of Ilos and the Empress' deeds out loud. Empowered by this broken oath, his magic rent the Empress in twain, and his minions spilled into the throne room proper. He offered the surviving Infernal Guard a choice- serve Slaanesh, or die. Disheartened by Ilos' betrayal, they threw down their spears and joined the ranks of the Chaos host- all but her. She angrily proclaimed that since Saalazab had taken her lover and her honor from her, he could take her life as well. He only laughed, shattering the floor of the palace and plunging her into the caldera it was built above. She was consumed utterly by the flame, and thus did the realm of Druze die at last. Even in her dying, though, Sigmar recognized the purity of her soul and snatched it away from the Prince of Pleasure's clutches, reforging her into a champion of His divine will. As a Stormcast, Ilos is gripped by a passion that burns hotter than the fires that first killed her, and seeks out the enemies of the God-King with a bloodthirst that would make a Khornate blush. Thus there was never any question of the Stormhost or the Chamber she would come to serve in- only Steelios, master of the Death Watch, had the temperament and the audacity to make full use of her talents. Thus she became third of the Watch, following only Steelios and his right hand, Brother Decius, in battle-honors and time spent in Sigmar's service. ------ The storytellers call Sister Ilos the Flameborne, the Unburnt, the Crowned, the Fearless, the Sword of Righteousness, the Tongue of Wrath, the Salamander, the Ever-Faithful, the Unbending Defender, the Infernal Guard, Handmaiden of the Empress, the Trinity, the Shield of Truth, the Thrice Sworn, the Unmasked.
  11. Hi everyone. While reading the new Stormcast Battletome, my mind kept returning to the four unopened Chambers. I couldn't find a topic discussing this, so thought I'd see what ideas people might have had. If this has been raised elsewhere then I apologise. Anyway, my mind whirring away, I wondered whether the Devoted of Sigmar might fit the Sacrosanct theme with its religious connotations. I gather there has been some collaboration between them and Stormcast in the fluff and this would be a fitting place for them, slightly lower down but still part of the organisation - the human face of the Sigmar religion as it were. This could also be boosted by some who have been deemed not yet worthy to enter the final trial of Apotheosis, a sort of journeyman Stormcast. For the other three unopened Chambers, my thoughts are as follows:- Covenant Chamber Many people have suggested this may be the Sisters Stormhost and, having had no better idea, I have to say I'm happy to go along with this theory at the moment - after all an anagram of covenant is a convent! Logister Chamber Possibly transport and support vehicles - stormbikes anybody? Ruination Chamber This Chamber could be for those Stormcast who have barely a shred of humanity left, not enough for another reforging. unable to continue as Eternals, they are stripped of their immortality and given one more chance to die in glorious combat for Sigmar against his enemies.The Divine essence within can then return to Sigmar to be recycled into new Stormcast Eternals. Of course that would then beg the question; are there Stormcast out there in the realms who have slipped the net, lost all their humanity and gone rogue and, with their humanity gone, no longer bound to Sigmar's Will. Are they loners or are they drawn to each other to form a brotherhood bent on creating their own vision of an ordered universe? Anyway, these are my wild speculations based on nothing but my own over-fertile imagination. I look forward to hearing your own ideas. Cheers
  12. Sooo... That was Faster than I anticipated I got a little gung-ho this weekend. With only one day off I decided that I needed to get something done, and set out to try figuring out my army schemes. I think I have done that! It started with Two models I have had forever. An old Vampire Countess model, and the newer (though still before round bases) Wight King. These models are so fantastic, and full of character. The old countess is a Metal model, and in the last few years of playing Infinity, I've learned a lot better how to prep and care for these metal minis. Unfortunately for myself, this was in the dark times. I'd built and painted this countess before I knew about filing, and real trimming, and heck, even before basing and priming, so I had some cleanup to do. I love this model to death, but I'd done a fair bit of damage to it over the years, and as such i knew it'd be the perfect "test model" for the death army. It went pretty well, and I was excited enough to strip my old wight king, and take a stab at him as well, to really nail down the palette before I moved on to skellies, and the mortarchs, and zombie dragon. (this stuff has been a grey tide for far too long) I'm still not certain how I'm going to apply this to the skellies, but I'll be taking a stab at this, over the next week (I hope) on the buttload of mantic skeletons I have, and I'm hoping to perhaps work on the black knights and Hexwraiths and perhaps the spirit hosts over the week. we will see! As for the stormcast, I went gangbusters, and got all of them coated in leadbelcher, washed black, and drybrushed Runfang steel, which will help me bust through a whole bunch of minis faster. I then decided to work on my Retributors. I went with a sort of jade and cream look, and was inspired by a video I saw a while back to paint thier hammers in marble. I really enjoyed this effect and will certainly be continuing it throughout the army! now for the pictures! please excuse the phone camera pics, I'm pretty sure they aren't great, but they'll give somewhat of an idea of what was accomplished! so. next week will be busy. I'll be at my sister's wedding, so I don't know how much time I will have to hobby. hopefully enough to get some more stuff moving! thanks for paying attention, anyone who has, and I'll see you next week!
  13. Sometimes you arrange a 2000 point casual game in your local GW and someone brings Nagash, Arkhan & 2 x Morghast… To be fair I had tailored a Khorne army to smack around his Tzeentch army last time we met so all is fair in love and war ? At first I was dismayed as I only had a fairly run of the mill Stormcast force, using the hammerstrike battalion but with very little in the way of unbinding/mortal wound protection and was clueless as to how I would take down Nagash let alone his friends. However AOS is first and foremost an objective game which means on your day anyone has a chance if they play to the scenario. We used Open War cards and the scenario was to burn the 3 objectives in your opponent’s half for the win. Given the objectives only needed to be destroyed at the end of your turn if they were uncontested and not held, this meant Scions of the Storm had the potential to be decisive so I was not without hope. With this in mind I placed both units of liberators in the sky together with the prosecutors and of course the 2 units of retributors from the battalion. On the table went both units of Judicators, one on either flank, along with the Vanguard Raptors and all 4 heroes. Nagash stood proud front and centre with Arkhan on his right and the Morghast on his left, assorted units of skeletons and grave guard sitting behind on the objectives or awaiting their time in the grave. I won initiative and gave Death the first turn. This proved a good move as offensive spells were out of range and I needed a double turn somewhere if I was to be any chance. Nagash came strolling forward, quite rightly without a care in the world, as did Arkhan and the Morghast. My heroes put out their buffs and then it was onto movement. I’ve had games where units have stayed in the clouds until turn 4 or 5 and been next to useless however this was a game where I would have killed to have a until come down late onto an objective. Of course both liberators and the prosecutors all passed their roles and came down straight away… sigh… I sent some liberators to the far left corner and used the other unit to screen my judicators on the left, supported by the Lord Castellant and Celestant on foot. The Judicators on the left shot at Arkhan and did a couple of wounds. Seeing as the prosecutors came down I figured I would go all in with the hammerstrike on Nagash, although I held back the Celestant on Dracoth figuring I needed him alive as long as possible. After being shot by Judicators and Raptors, missed with the Dracoth breath (as I would all game) and forgetting to shoot with the prosecutors (my bad), and being hit by the first super charged retributor unit, Nagash had taken 8 wounds… just 8 more to go ? Nagash struck back and wiped the second unit of retributors before they could swing and there the combat ended. Death started round 2 where Nagash proceeded to cast spell after spell with glee, healing wounds and nerfing my forces along the way. I did have the spellshield for unbinding but with +3 to casting rolls I think his lowest roll was 11… sigh… Then in combat something unexpected… Nagash retreated (that’s good) But the Morghast charged the Retributors instead (that’s bad). Arkhan also withdrew and charged the Liberators who had dropped into the Death territory while a unit of grave guard hit them from the other side. The Morghast wiffed and only killed a single Retributor, taking 5 wounds in return, while only a single Liberator fell to Arkhan (allowing him to heal the wounds caused earlier) and the grave guard. My turn 2 and my shooting and retributors made short work of the Morghast (they’re not so tough) while my liberators and judicators on the left continued their advance down the flank. The Liberators in combat with Arkhan and the grave guard again stood tall, losing another member but holding strong. It was here that I won initiative for a crucial double turn heading into round 3. The Celestant on Dracoth and Prosecutors charged the skeletons sitting on the right hand objective while the retributors stupidly charged Nagash. In hindsight I should have just used the retributors to screen the objective from Nagash as they died horribly in melee as the previous unit had. The liberators on the left continued to hold off Arkhan while I successfully cleared the skeletons off the objective and burned it at the end of my turn to take the lead. At the bottom of round 3, Nagash did his spells, then charged and killed the Celestant on Dracoth while another unit of grave guard accounted for the prosecutors. Arkhan finally moved away from combat with the liberators back to the centre with a view to start heading towards the objectives in my territory. I won initiative turn 4 and sent the remaining unit of liberators into combat with the grave guard on the left while the Judicators pulled back to block Arkhan’s path to the objective. At the bottom of turn 4 Nagash moved back towards the right flank however it was clear that he wouldn’t be able to reach my 2 objectives in the right corner. Arkhan charged and killed the Judicators on the left and now had a clear line to the objective, guarded by a single Gryphhound. Not much for me to do in round 5, killed some graveguard and attempted to retreat the lord castellant onto an unmarked objective but he fell several inches short. Had he made it I would have burned it for an unassailable lead. Remember how I said it would have been nice to have a unit come down from Scions at this point? Our allegiance ability seriously sucks… In the final turn Arkhan made his charge on the poor gryphhound, burned the objective and we came away with a draw! The primary lesson out of this was always play the scenario! My opponent was guilty of chasing after my units in his backfield and losing site of my objectives until it was almost too late. Nagash is killable however I really struggle to see what Stormcast could bring that would do enough damage, and if you don’t take him out he has so many options for healing up wounds. The constantly returning skeletons and graveguard are a pain but they don’t really do much. Overall an enjoyable game and at least I can say I fought Nagash and lived… mostly…
  14. Hi all! Recently started playing and painting a stormcast vanguard chamber force. I really enjoy the look and feel of the newer models! So far I have the following1k force built: Lord-Aquilor Knight-Venator 2x5 Hunters 3x Palladors 3x Lonstrike Raptors In terms of painting, I'm currently working on gryph chargers and absolutely loving them - making it up a bit as I go along but they are really stretching me and making me try new things. Here's how the one with the most work done to it looks: Looking forward to getting this one finished - the other 2 and Aquilor shouldn't be too far behind ?
  15. I bought a Fyreslayers SC box with the intention of making them my main army (sold everything else. Currently army-less). The more I read about them though, the more it seems like they just can’t perform at the 1000pt level, where we almost exclusively play at my local shop. They’re also overwhelmingly expensive (at least for me right now) to build up to the 2000pt level. Especially when there are so many easy and relatively inexpensive options out there, like the Stormcast Vanguard 1k-Army-in-a-box for $200. Do I stay the course and keep shelling out a fortune for an army I can barely play? Is there hope for fyreslayers in small games? I’ve already spent the money for the box and the book, now I’m stuck. I guess I’m just curious as to what the rest of the world would do. I have a tendency to obsess about these things until it drives me insane, so any advice is much appreciated.
  16. Hello everyone! I just started my first foray into Age of Sigmar and I am looking for some advice. I am building out my Vanguard Chamber army starting with the contents of the Blight War box. Here are the questions I have. 1. Can I mix hand weapons in a unit of hunters (or palladors for that matter) 2. Should I go with the hurricane crossbow, or the longstrike crossbow for my raptors? I'm leaning toward hurricane for the weight fire. What will serve me best as I build toward 2000 points? 3. I am wanting to build out a 2000 point army using only the vanguard Chamber models with a few characters. I am wanting to add the Lord-Castellant as well as ally in a mage on griffon to get a big monster in the army as well as a bit of magic. What else would be useful? 3. Can I use more than one Lord-Aquilor in my army? thanks in advance for your help! TDR
  17. Hello everyone, and welcome. Brief Intro: Lately, I have been putting the hobby(playing war-games for 10 years) on the back burner due to multiple changes in my life (moving, new job, losing 50 lbs), but I kept buying models, battletomes and paint in the 8 month hiatus. I always enjoyed painting and assembly (actually playing varies), but do not have the time like I did in High school/college for the hobby. So, I made some hard choices and sold about 14 armies/projects/other games and kept my favorite. Surprisingly, My 3 out of 6 favorite armies are order(stormcast are simply tagging along). In this thread you will be seeing SCE, Slyvaneth, Daughters, Seraphon, maybe Deepkin, and other projects. Each army will be planned, have phases, tutorials, and story. Battle reports are possible but later down the road. This thread is a way to stay focus, and motivate, and give back to the community. I will be doing a status updated every Friday (I will post also when models/lore/battle reports are finish). In order for preventing burnout, I work best when I have a main project, and a smaller side project for variety/break. This thread may update into a blog at one point (depends if this works). So let it begin.
  18. New here but I thought I would post some pictures of some alternative figures that I am converting for use in Shadespire. These are 'normal' Stormcast figures that are part of a larger personal project, which will be doubling up as my Stormcast faction in games of Shadespire. The first two figures, of Severin and Angharad, are done, Obryn is almost there and will be posted soon. I hope you like them......
  19. Waiyuren

    1k mixed order

    Hey all, I'll be taking my daughter along to a local 1k tournament soon, but she's having some trouble putting a list she likes together. Her only concrete choice so far is that it must be built around her Anointed Frostheart Phoenix as the tank... I don't play order, and most of her stuff is tangentially purchased or in the case of the stormcast, a 2nd hand army picked up cheap... I've no real clue what's good or not, and wondered if some kind souls could give her some advice i could pass along? ? A complete list of her guys; Frostheart Phoenix Oldblood on carnosaur Scar vet on carnosaur Scar vet on cold one Skink star priest Sorceress on black dragon Archmage Lord castellant Lord celestant Lord relictor Knight venator Knight azyros 20 skinks 20 saurus warriors 10 gladeguard 10 liberators 10 judicators 15 saurus knights 5 chameleon skinks 12 aetherwings 1 gyrocopter 5 decimators 5 protectors 2 concussors, or fulminators, or tempestors 1 gryph hound 3 vanguard palladors 3 hurricane captors 9 longstrike raptors Thanks in advance for any help you can give!
  20. Hi guys! Everybody has probably seen these minis a thousand times, but I still thought I'd share them with you. WIP shots of my fresh Stormcast form the Age of Sigmar starter set. This summer I finally caved in and bought the starter at my FLGS. The WIP pics are taken with my Iphone, but I hope to use a real camera once everything is finished. In the (not so) foreseeable future, I also plan to do the Khorne part. They will join my unit of Chaos Knights (pics included) I finished just before the old World met its end last year. Back then, I was totally distraught (well, as distraught as ons can get over little plastic soldiers from a fantasy world). But now, having felt the joy of painting the new minis, I can't wait to delve deeper in the Nine Realms! I must say, I LOVED painting the Stormcast. The quality of these new generation miniatures is just astounding. I'm doing them in one big batch of eighteen minis, so I could use my airbrush to maximum effect. The gold was a three part affair using the Vallejo Game Air range: - Base layer of brassy brass over chaos black primer - First highlight bright bronze - Finally Glorious Gold.I plan to add more contrast using GW Auric Armor and some more washes. Until next time! And let the meat grinder grind on.. The green, blue and bone on the Dracoth is almost done. Just some highlights left do. Green is Incubi Darkness base, then the other Dark Eldar named green (keep forgetting the name). I added some gloss varnish to the mouth. Batch painting! And my Chaos Knights, still waiting to be rebased:
  21. I'm working on a Stormcast army, but due to the collection of miniatures I have and how they may end up playing I'm not sure if I should stay pure Stormcast. Here's what I currently have: Lord-Celestant (complete) Lord-Relictor (assembled) 5 Liberators (complete) 3 Retributors (complete) 6 Prosecutors (not assembled) Lord-Castellent (assembled) 6 Gryph-hounds (not assembled) Knight Azyros or Venator (not assembled) Lord-Aquilor (not assembled) Naeve Blacktalon (not assembled) 5 Vanguard-Hunters (assembled) 3 Vanguard-Raptors (not assembled) 3 Aetherwings (not assembled) 3 Vanguard-Palladors (not assembled) The way I currently see it is that I have some very mobile elements with the Palladors. Prosecutors, Aquilor, Blacktalon, and Azyros/Venator. The odd men out are the Liberators and the Retributors and other heroes on foot. This is where I could really use some advice because I'm split between a few options. 1a) Pure SCE classic hammer and anvil - Suck up the lack of a good collected kit and supplement forces with individual boxes of Liberators and Judicators to form an anvil (deployed normally and holds deployment area and nearby objectives) with the Raptors and heroes on foot. Maybe pick up more Paladins so I can Hammerstrike them. 1b) Order classic hammer and anvil - similar to 1a but with something other than SCE to either form the anvil or supplement it. 2a) Pure SCE mobility - Grab more Vanguard-Hunters and have all the other on foot Stormcast deploy lightning teleport. Definitely pick up more Paladins for Hammerstrike. 2b) Order mobility - Supplement Stormcast with fast moving battleline units from other order factions (dryads?) and double down on everything moving fast. Any advice or sharing experiences would be appreciated!
  22. The Vanguard-Hunters were surprising tricky to assemble and I've learned a valuable lesson to share. The key is that certain arms match up with certain cloaks and you can tell by dry-fitting the under-pauldrons/circle bits. The cloaks then fit with torso backs; this is a bit delicate and the primary point if matching is how the cloak settles at the base of the neck. Finally, the torso front should be dry-fitted to torso back with the arms present as the torso front should slide in under the arm's portion of under-pauldron. Unfortunately this is all after-the-fact knowledge gleaned from my mistakes. I'll get pictures the next time I make some more Vanguard-Hunters. The actual pauldrons hide a lot of sins through. I'm doing the painting as lower body and upper body because the cloaks. I plan on not spraying the upper body gold because the cloak/fur and weapons make up the majority and I think it'll be faster to paint the arms, heads, and any exposed armor gold rather than re-black the other parts. Future plans are to finish this unit and then assess whether I want to branch out and complete a match play legal 1,000 points or aim higher. Because of the, ahem, silly options for Stormcast Eternal collected kits I only have 5 Liberators and these 5 Vanguard-Hunters for battleline units, assuming a Lord-Aquilor. I have one of those and this is where I'm a bit peeved because I figured the rumored new Start Collecting set would be more like 5 Liberators, 5 Judicators, a dracoth elite or two, and a hero rather than pure Vanguard - if I had waited a week, I could have picked up the Lord-Aquilor in the collected kit with that second Vanguard-Hunter unit and other goodies. Oh well. I'm going to ask for some list advice in the forum before deciding.
  23. In advance of a club campaign, I have finally started building some Stormcast! The Redwolf Covenant are a chamber of disparate units, brought together under the Redwolf to continue their unceasing war against chaos. They are therefore slightly less homogenous than standard Stormcast. If I'm honest, the fluff lags behind the modelling! Anyway, here are my first two units of Liberators, and my first two heroes - a Lord Relictor, and a...nother hero. I haven't decided what he'll count as yet. If anyone is interested in buying any of the Khornate parts of Thunder and Blood off me, send me a PM EDIT: Sold
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