Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'aelves'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • TGA Community Rules
    • New Member Welcome
    • Site Rules
    • Feedback
  • The Grand Alliance Community
    • Age of Sigmar Discussions
    • Rules Questions
    • Narrative and Open Play
    • Shadespire
    • Warhammer Quest
    • International AoS Communities
    • Age of Sigmar Champions
  • Organised Play
    • Events
    • Gaming Clubs
    • Age of Sigmar Rankings
  • Choose your Alliance
    • Order
    • Chaos
    • Death
    • Destruction
  • The Painting Table
    • Painting and Modelling
    • Gallery
  • Age of Sigmar Online
    • Podcasts
    • YouTube
    • Age of Sigmar Forums
    • Blogs
    • Facebook
    • Twitch
  • Market
    • For sale and Trades

Product Groups

  • Events
  • Dice
  • T-Shirts
  • TGA Members

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar
  • Events UK
  • Events Poland
  • Events USA
  • Events New Zealand
  • Events Canada
  • Events Australia
  • Events Singapore
  • Events The Netherlands
  • Events Sweden
  • Events Germany

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 68 results

  1. Well, the 3 recent DoK videos have a lot to answer for! 3 Bloodcoven boxes and a hotline on standby for the new stuff (take my money!) and I seem to have started a new army...... I've been messing about with the bases, going for a ruined temple theme akin to the ones in the video. So like a lot of folk I imagine have been inspired by that vid. Ruined greco-roman columns, temple flooring - all with a hooks and barbs twist though! Morathi is super peed off so I want to reflect that in the architecture! First conversion is my Death Hag - a kitbash from Hellebron and the Yvrainne kits. You need to do a fair bot of chopping (including my thumb in this case!) to get the torsos to fit properly. I also removed all of the soulstones seeing as that's a Aeldari thing not an Aelf thang. I also thought they looked a bit foppish for this army. For the same reason I have shaved off all of the earings from the Witch Aelves. Anyways - there you go! I shall update some more as I go on on a fairly irregular basis. Next up I plan to assemble some Sisters. For more regular musings/micro updates you can follow me on Twitter @timfisher22
  2. Hey all, Long-time gamer, but recent convert to Age of Sigmar. I played in a 8th ed tournament just before AoS was released, and had such a bad time that I wasn't terribly upset with the demise of the Warhammer world. I had been planning to build a Dark Elf army up until this point, and had collected a bunch of models with the intention of putting it together for 8th ed. But when AoS dropped, I decided to bide my time and to see what happened once the dust settled. And sure enough, the General's Handbook came out and some of my friends convinced me to give it a go, and I loved it at once. I still have my Dark Elfs, but I decided to buy some Sylvaneth first, knowing that I can paint and use my elves with the Sylvaneth as well as wait for whatever they decide to do with Aelfs. I've actually got a lot of Order-flavoured models hanging around, so it's going to be good to have a reason to paint them and use them together, even if that's not always the most optimal way to play. I'm a pretty casual gamer, but I like the points system as I usually play at a club and it's a much easier way to arrange games with that system. And I'm much more a painter than gamer, so I tend to buy and paint things I like the look of, rather than just its tabletop performance. Over the years I've become a strict adherent to the "Play It Painted" mantra, as I discovered it both motivates me to paint it so I can use it, and makes me enjoy the game that much more when everything looks good. My local gaming club (Outpost 6030 in Perth, Western Australia) is running an AoS slow grow league to get people playing the game, and I'm going to be doing my Sylvaneth first up. I've got my first unit of Dryads painted below, and my Branchwych and Kurnous Hunters are almost done. Some of you might recognise that I've followed the Winterleaf colour scheme somewhat. I'd always planned a winter colour scheme, but after reading their background it was an easy decision to go with them, as the fact they like to ally with anyone to fight chaos fits into the idea of my army quite nicely! So thanks for having me, comments and criticism welcome.
  3. AIdenNicol444

    Allegiance: Phoenix Temple

    When Byron Orde gallivanted his way to immortality when he won the Grand Tournament with a mixed Order list that heavily featured a focus on phoenixes, I was curious. Would it be possible to build a list around these majestic, obnoxiously invincible and gorgeous models? Clearly. Could it be done while remaining in the Phoenix Temple allegiance? Probably harder but lets take a swing. Where to start? As ever, we need at least a single hero and two battleline. The heroes available to the Phoenix Temple are the two phoenix variants being ridden by Annoited, and the Annoited on foot. Now oddly, there's no price difference in points for mounting an Annoited on a phoenix, so there's no point magnetizing them. Both phoenixes have the ability to enhance their saves if a spell is cast near them, and the fire phoenix gets to deal mortal wounds if it glides over someone while the ice phoenix is harder to hit. I would start with the Frostheart, and add the Flamespire as the list develops. The only available battleline are the super elite Phoenix Guard. They get two saves and are immune to battleshock if hanging out near a hero from their allegiance. They're very expensive so stick with using them wisely, hold objectives and behave sensibly. Where to next? Phoenix Temple has one of those big batallions some armies were assigned in the opening days of the game. The Spyreheart Warhost is built from an Annoited on foot, 2 units of Phoenix Guard and between 2 and 4 of the Phoenixes with or without Annoited riding them. The benefit of this is the Phoenixes get to band together and shoot fire at a nearby enemy, growing stronger for every phoenix within 9 inches of said enemy unit. At 130 points, this batallion is cheap enough to justify taking two of for the extra relics and command points. What do we ally? Easiest question all day. Cheap, mobile spellcasters. If they have good spells, neat. But their real purpose is making the phoenixes imposible to harm with their save buff. The top picks here are the Loremaster (Hand of Glory is a great spell on a phoenix), the Wanderers Spellweaver (Auto-Unbind scroll for the win), anything from the recently open Sacrosanct Chamber for the Stormcast, and if you truly want to go balls to the wall, an Archmage mounted on a dragon. Being able to ally in cheap units to spam for objectives would be desirable, but we need the spellcasters so its hard to justify. Lets see what I managed to whip up. Allegiance: Phoenix Temple Leaders Anointed (80) Anointed Of Asuryan On Flamespyre Phoenix (380) - General - Trait: Tenacious Anointed Of Asuryan On Frostheart Phoenix (280) Anointed Of Asuryan On Frostheart Phoenix (280) Archmage (100) Loremaster (140) Battleline 10 x Phoenix Guard (140) 10 x Phoenix Guard (140) 10 x Phoenix Guard (140) 10 x Phoenix Guard (140) Battalions Spyreheart Warhost (130) Total: 1950 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 91 Already we can see this list's weakness, it's lack of bodies. We knew that going in, this is NOT a horde army. With every unit being super durable, it's at least a bit more forgiving in that regard. The goal here is to get the 3 Phoenixes up in the enemy's face while the mages keep them saved up and dangerous. The Phoenix Guard make use of those command points to roll 6s to run and take objectives quickly before the enemy can reach them. But wait, there's more! One last thing. If you've bothered to read my previous posts, I've talked about the Firestorm Allegiances. It just so happens this little list I've built happens to fit the requirements for one of said Free Cities... Yeah, take your magic and shove it where Sigmar's holy light doth not shine you wretched Maggotkin/Arcanite/Lord of Sacrement. Magic is going to be HUGE this edition. Quote me on that. Screenshot it if you must. Magic is going to be LETHAL. And this right here is what we might call an insurance policy. Better yet, it's just a free allegiance ability. This costs you nothing, you still get to keep the Grand Alliance Order rules and traits. Mix in the fact your temple is from Hysh (Hallowheart isn't in Hysh but just roll with it) and take that Lens of Refraction and your oponent just won't get a word in. Take it for a spin. As always, I am not responsible for your actions and don't tag me in your YouTube video where you barbecue your army.
  4. Hi everyone! Been in the hobby off and on (mostly off) for 23 years. My Dark Elves started around 2005 with a box of spears, then when the plastic corsairs came out, a couple of boxes of them and some cold ones. Collected a load more again in 2009 ish, but again, they've remained unassembled or grey. Always meant to start afresh with the launch of AoS, but yet again, life took over. Well, it's time to start again. Order Serpentis, 1k to start with, using models I already own (a few more than I can use pictured): Will be using the dragon (a High Elf conversion pre the Dark Elf launch dragon), a hydra (new to replace the ancient metal one!) 2x5 Dreadknights and I can choose between the chariot, sorceress and assassins to begin with. Theme: Blue skinned, though going to make this more grey with the unpainted models. Purple plate armour, silver chain mail, glossy black, bits of gold, and blue green style sea dragon cloaks. Unsure of colour for the hydra or dragon (black, but thinking of the highlight). The snow bases will be redone, now I have some actual snow stuff to use! First model, to ease me in, was selected by my 7 year old son. I hoped he'd pick the sorceress, but selected another assassin: Think he liked the claw! Aiming to have a good chunk ready by the end of March, playing the first proper matched game on 23rd with a mate who is also returning to the hobby! Hope to have most done by then... We'll see. Any more pics wanted, any questions, please ask!
  5. GammaMage

    Lets Chat: Darkling Covens

    So finally got my hands on the GHB 2017 and got to see exactly what Command Traits and Artifacts Darkling Coven get. The first thing that struck me is the 'Master of the Sorcerous Arts' Command Trait. It adds 1 to casting and unbinding rolls for your general, and if your general is not a wizard, it makes them one. Except that...the only heroes that Darkling Covens have are sorceresses, on foot or on black dragon, who are all wizards. So why would it need wording that makes a general a wizard? Apart from that, the command traits are cool but not terribly exciting. Merciless is good, but only if you expect your opponent to fail battleshock tests. Arrogant Prowess wants your sorceress to be hitting stuff in melee, which I'm not sure is a good idea. Sustained by Misery could be really good on the other hand, especially if your sorceress general is riding a dragon. Impossibly Swift seems useful for turning off abilities that trigger on a 6+ hit roll. I'm not sure if Effortless Grace is needed when we have Impossibly Swift. The artifacts are quite good, but again, some of them seem to expect her to be hitting stuff in close combat. I guess if she's on a black dragon with Sustained By Misery, this could work? The best stuff we get are the Battle Traits - the ability to team up multiple Bleaksword/Dreadspear/Darkshard units are great, and the new command abilities are cool too. As for allies, a Knight-Azyros seems like it would be helpful to Darkshards. Possibly some Liberators, Retributors or Sisters of Slaughter will help with our squishiness? I'm not sure if 5 Liberators would actually be any less squishy than 10 Bleakswords (4+ save rerolling 1s VS 5+ save rerolling 1s and 2s).
  6. Payce

    Let's chat: Daughters of Khaine

    Aloha! With GHB2 on the horizon and Daughters of Khaine having been confirmed to have allegiance abilities, it suggests they aren't getting any love anytime soon, or that they likely won't be involved in the new Aelves release whenever that is. So let's instead try to look at what we have, and see where we can go with it. I have a metric ducktonne of various DoK-models from my old Dark Elves that I look to put to use, and with this book, it might just be the reason we need to pick up our old girls. Unit by unit, we're still pretty limited, though we're ahrdly worse off than for example the Ironjawz. Let's look at what we currently have; Cauldron of Blood: Offers Bloodshield and a very strong command ability, but suffers from having to choose between combat prowess and Witchbrew. A decent buff machine at a very reasonable price, and very powerful in that it has monster stats but not the monster keyword. Death Hags: Extremely cost-efficient, and offers the possibility of creating large areas of increased bravery for units with banners. The potentian for multiple Witchbrews allows your cauldrons to take the sword option. One of your very few sources of mortal wounds with her prayers. Witch Aelves: Your bread and butter. Units of 30 of these have a buffer for casualties before combat, and the amount of potential buffs and rerolls make the sheer amount of saves you're able to force intimidating. Look out for a points decrease in GHB2 if skirmish values are anything to go by, Bloodwrack Shrine/Medusae: You give up a bit of speed for 8 extra wounds when you take the shrine compared to the singular Medusae. At only 20 points extra (currently), the added survivability and damage potential (through crew and Aura of Agony) of the shrine is a no-brainer unless you really need the extra few inches in the early game. Another source of mortal wounds. Sisters of Slaughter: Significantly more expensive than the Witches, but perform a largely different role. With their added defence and mortal wound retaliation, these girls are perfect elite hunters to go up against enemy heavy infantry. Doomfire Warlocks: Your primary and most reliable source of mortal wounds, and the best objective claimer you have. They don't get a banner, however, and is very susceptible to battleshock. Bloodwrack Sisterhood (battallion): It's cheap, and it offers a potential Kunnin Rukk effect... but it's also extremely situational, and sadly only allows a single Death Hag to be taken, making it far less valuable as a one-drop. The plus side is that it affects all your units, as DoK is not an MSU army and you rarely use more than six units. Worth it, but far from mandatory. Potential allies: Executioners are an obvious choice, adding armour and reliable mortal wounds to the army, as well as the lore connection between them and the Witches in the old world. An Archmage offers an added layer of protection, similar to Death's current allegiance ability. Shadow Warriors offers a ranged threat, as well as an option for screens and early charges to allow your girls safer passage. A Celestial Hurricanum provides target saturation for the Cauldron and Shrine, as well as a potential ranged threat and buffs to the girls. A Durthu is just flat out a monster, that demands attention and will keep a lot of damage off your girls. Strenghts: Fast, massive numbers, solid bravery, can output insane amounts of damage, large models without monster keyword. Weaknesses: Dies fast and easy, damage output considerably lowered when losing buffs, no significant ranged threat, lack of mortal wounds, bad combat heroes. Overall verdict: DoK are currently in a really bad state, and until we see the new rules, they're not even remotely competitive. With certain points adjustments, however, and allegiance abilities that cover some of the weaknesses, rather than enhance the strengths, I think they can be an interesting choice for a mid-tier army, giving some much needed love back to the druchii. I for one am massively excited to see where they end up, and if they are viable enough to invest time in re-basing and re-building my old models into a coherent new AoS force. So, what would we like to see for the DoK? Which abilities, which units getting points adjusted? Discuss.
  7. S133arcanite

    Lets Chat: Idoneth Deepkin

    Daughters of Khaine book has revealed some interesting snippets on something called the Idoneth Deepkin. Now, normally this would just be another lore snippet, but they're also listed as Allies to the #DoK! Could this be a new Aelf faction?! #ageofsigmar Games Workshop guy with perks has just posted this on twitter: Sea Aelves rumour confirmed
  8. Chris Tomlin

    Superfriends team-up!

  9. Chris Tomlin

    Allies; Archmage

  10. Chris Tomlin

    Allies; Archmage

  11. Chris Tomlin

    Allies; Vanguard Raptors

  12. Chris Tomlin

    Allies; Vanguard Raptors

  13. Ever since their original redesign debut back in 5th, I loved the bizarre demon unarmored samurai esque Mandrakes. Given their essentially lack of sci fi elements from their models, could Mandrakes ever show up in AoS as some sort of aelve unit? Especially given the far more stranger aspects of aelves with the mutated daughters of khaine or the soul hungry deepkin. Plus it'll help move some product sales, especially given the somewhat dubious use of mandrakes in 40k (haven't checked the new codex yet, but mandrakes gave always been in a weird spot, and yes I do realize gw is trying to ween off finecast sales which is one thing that can easily sink this). For those who have never seen them before:
  14. So today was an epic clash between my disciples of tzeentch and my friend Dan's vicious mixed elf army! His elves are all linked by a firey colour scheme and pheonixes hence the name fire elves. My tzeentch are instead linked by the fact they all refuse to die. I may be bad at killing but at least I hold out well For our scenario we had to try and hold both objectives with no enemy models near them to win. It was a super fun and close game with lots hinging on lucky (and unlucky) dice rolls. I tried out 6 skyfire and oh boy is it much better than 3! Though had difficulty displacing dans eternal guard and his phoenix tore through my warpfire dragon. I had a lot of units hold on well though and my 20 tzaangors took MVP for me for just holding their corner for practically the whole game! fending off dragon knights, bleaksword and a hydra! I made a lot of mistakes and forgot some things as it's been a while since my tzeentch force came out to play. As usual they did really well at holding their ground and a few tricks allowed me to keep some of his units locked in combat to keep my objective safe. I also played some of my units a bit poorly, although they did well my tzaangors were locked in a corner all game and my warpfire dragon drawing the attention of a phoenix and his guard really hurt. He should have instead launched forward to mess with the eternal guard on Dan's objective. I also didn't use my destiny dice enough which was very silly of me. It's a powerful mechanic and I need to utilise it better. Unfortunately I forgot to take notes for a full batrep so I shall remember for next time but it was nice to get more playtime with my tzeentch and tzaangors and they definitely remain a firm favourite for me. So many attacks! Next steps with the army (besides painting) are gonna be test out horrors some more as extra shooting and cheap wounds could be useful and see about maybe a second tzaangor squad. I also need to really practice different things with them and nail down a good list mixing the DoT and STD units. Regardless I'm constantly learning new things and really got to see my strengths and weaknesses today. Below are a couple of late game pics (apologies for my lack of paint, it pains me too). And sorry for this odd and sparse recount! Better to remind me to write it down next time! Regardless it was a fun clash and ended in a draw. I shall have to organise a rematch sometime and do a proper writeup. Me and dan will join forces next week for a 3v3 vs khorne where my order boys will come out for a spin. I'll try and get notes and a batrep for that!
  15. Maleficarqm

    Are Sylvaneth Aelves?

    I feel like this is question that has been answered in both ways at least 6 different times. I recall a white dwarf including them as an Aelf faction and in brightest memory Josh Reynolds saying they're not Aelves. Which is it? Is there a definitive answer?
  16. zedatkinszed

    Morathi High Oracle complete

    She was done mainly by airbrushing. Her skin is Vallejo Model Air Skin Tone over Vallejo Game Air Barbarian flesh, washed with Reikland Fleshshade, then a thinned burst of VMA Skin tone followed by a thinned (and targtted) wash of Druchii violet. Her golden pieces are are Vallejo Metalics Copper and Gold. Based with Copper, highlighted with a 50:50 mix, then a final edge highlight (with airbrush) of Gold. These paints are an absolute dream. Stop using GW metalics and get these. Her boots and gloves are a mix of Vallejo model wash grey, nuln oil, abaddon black and incubi darkness. Her hair is the same mix but with more green (so that when she becomes the Shadow Queen the hair and snakes resemble one another). The fabric is Screamer Pink on the outside and Khorne Red on the inside. Both washed with Nuln Oil, Druchii Violet and highlighted with the original colour and edhge highlighted with Wazzdaka red and Slannesh Grey respectively. The Slaanesh grey was the tough bit. It needed significant clean-up and a targetted wash. I learned my lesson here - use a bigger brush! Her hair and cloth were the only bits not airbrush based and honestly I regret not doing that. It was becuase messed up the order in which I painted by starting with the metalics and then the skin - which is how I would hand brush (inside-out and all that) - but I should Have started with hair and cloth, then the metalics, then the skin.
  17. zedatkinszed

    Morathi

    Here's some pictures of Morathi. This was a nice model to work with for teh most part. Her head was difficult though and I messed-up her eye make-up a bit - you can really only see the errors on camera though. Her colour scheme is an evolution of the Witch Aelves's on which I've made some further progress: I'm still undecided as regards which Temple I'll go with but the scheme is versatile enough to fit in with either the Khailebron or Draichi Ganeth temples.
  18. Background: Following the release of GHB2017, the Wanderers faction gained Allegiance Abilities that gave this legacy army a flavor and strategic capability that had previously been lacking. The Melt Away and Realm Wanderers Hidden Pathways abilities provide an opportunity to run the Wanderers as a hit-and-run skirmish army. Time will tell how effective this will be, but the general consensus among Wanderers players here on TGA seems to be that these are positive steps in the right direction, bringing the faction more in line with the way people want to play. At the same time, the removal of the Wanderers keyword from the Compendium wood elf units has left many Wanderers players feeling a little frustrated. Seemingly vital units have been removed from the faction, leaving Wanderers without the speed or strength they once enjoyed. The Wanderers seem to exist in a middle space: Not yet fully supported, but with enough units to field something approaching a full army list. Goal: After discussing the idea with several TGA Community Members on the Let's Chat Wanderers thread, I've decided to create a Wanderers Community Wishlist thread. The goal of this thread is to provide a single, one-stop location where we might make suggestions to Games Workshop about what we'd like to see in the faction going forward. It is my (perhaps vain) hope that, should the Wanderers ever receive a Battletome, new models, or even a rules update for existing units such as what occurred in GHB2017, that the TGA Community might inform at least some of the thinking that goes into such via this thread. How it will Work: In this first post I will gather ideas suggested in comments below into a single location, organizing them according to theme or idea, and cleaning them up so that any Games Workshop designer perusing the thread might find everything they need right away without the need to scan the entire thread. However, this will not be my list. I would like to invite all Wanderer players and interested parties to make suggestions and to discuss them below. Rather than post everything into a giant, chaotic list, I will only move the suggestion to this first post when the community finds a modicum of consensus. Voting via the reaction buttons or discussion that leads to an obvious conclusion and refinement of a concept will be moved. Future ideas that fit into something already posted will be added, where appropriate, to provide additional concepts or detail. I promise that so long as the TGA community continues to suggest ideas, I will continue to maintain and update the first post, putting new material in a bright color to identify it. I will also note when I do so by posting in the thread in order to bump it. Please note that this is not meant to be a general Wanderers discussion thread. We already have one of those: Let's Chat Wanderers Wanderers Community Living Wishlist: Ideas and Suggestions for Games Workshop (Updated Sept 21, 2017) Themes Ambushes/Hit-and-Run/Skirmishing. There is a general consensus that Wanderers should be a skirmishing army that employs ambushes and hit-and-run tactics with deadly archery. Both Realm Wanderers and Melt Away allegiance abilities support this, but we want it taken to another level. To support this, we suggest some of the following: De-emphasize the idea of standing still in order to earn buffs. Too many of our units (Eternal Guard, Sisters of the Watch, and Waywatcher Lord) benefit from not moving. This forces us to use a "gunline" strategy that seems more appropriate for dispossessed, free peoples, or high elf factions. For Wanderers, focus on the opposite. Encourage movement. Let us earn our buffs in other ways (see below for ideas). Provide abilities that play off the Realm Wanderers hidden pathway ability. Give us a bonus to hit in the turn in which we materialize or similar. Keep us squishy, but make us a little harder to engage. Maybe instead of more speed, enemies could have a -x to their charge rolls against us (could be d3" or something), representing Wanderers' rapid advances and retreats making charges difficult to time against them? Smaller Units, Focus on Survival. In keeping with the Hit-and-Run tactics we would like to employ, let us focus on small units that emphasize survival. We want a lower model count army that focuses on mobility, evading, and coordination/support between the units. We don't want to feel like I have lots of models that I can afford to lose. Guerrilla warfare is fought by forces that have less troops - they can't afford loss of life. As much as we could benefit from chaff units to slow down the enemy while we shoot at them, it doesn't fit the flavor of Wanderers. They are the nomadic remnants of an already small population, and their playstyle should represent that! Don't give us buffs for having large units. It's anti-thematic. Wanderers need to go in the opposite direction. Small units of archers are more resilient and much more in keeping with the wanderer theme. Having to buy 30 Glade Guard to get that vital 3 to hit is a big battalion foot print and ruins the theme of a wanderer list. Rather than give Glade guard massive regiments limit them to smaller forces, but give them synergies for being near to other Glade Guard units (see below). It will provide contrast to other armies and be a disadvantage when facing horde units claiming objectives etc which is fine. Promote in and out combat and focus on survival in that first combat round. The Melt Away ability is great, but we worry we'll never use it because our archers die so fast in combat. You can't retreat when you're dead. Help us survive that first round of combat with abilities like a -1 to hit against us during the first round of cc, representing our speed and agility, or play with some of the Wardancer rules. Also explore other abilities that allow hit-and-run tactics. Elite Archers. Man, we feel a little salty about how mediocre our archers are. Other armies do archery better than us. They shoot farther or hit harder or fire more volleys. It's a little sad when the vaunted Wanderer archers are outgunned in the range department. For Wanderers, we don't need to shoot the farthest or hardest, but make us the most accurate. Make armies fear our bows. We rely on archery to win, so play up how excellent our shooters are. A lot of armies get more bang for their points buck than we do. We need to feel we're pound for pound among the best archers in the game. Create some excellent sniper units. These could be heroes. But extend their range and give them access to mortal wounds. Make our heroes renowned for their bow skills. Consider upgrading our main archer units. Allow sisters of the watch to shoot twice even if they move. Give Glade Guard a 3+ to hit without buffing, or make the buff trigger in some relatively easy way. We're willing to pay the premium points that we have to pay for our 1 wound models if we could output more damage. This is also in keeping with smaller model counts. More speed or more range! There are so many ways to cross the entire table and charge in one turn, or teleport on top of us, that we are forced to make a gunline. By giving us more speed we could kite better (keeping enemies in our range but us out of theirs), or with more range we could play more like the skirmishing archers we are. Better Cavalry, in keeping with Skirmish Tactics. We're a light cavalry army. We get that. We don't need chaos knight type damage output. But if we're going to be a employing light cavalry force to supplement our skirmishing archers, make them excellent at what they do. Wild Riders are mostly fine as light, fast moving cavalry. But make them even better at being light, fast moving cavalry. Give them the ability to Melt Away and Charge and add a -1 rend when they charge (combining Wabbit's ideas). If they could strike fast by running and charging, then melt out of combat only to charge in again on another unit, they would be pretty effective. If Wild Riders can be fast moving cavalry that support our skirmishing archers by darting into combat to help them while they escape, then escape to fight on the next turn, they would be a very unique and effective unit...and probably worth the 140 points we pay for them. Give us some mounted archers that are effective at skirmishing and kiting. The running and shooting on Glade Riders was useless compared to the ability Reavers have. With a 20" bow, we don't not want to move much except to kite my enemy. Any movement we do is to keep the enemy away. Running doesn't help do that since we'll just move out of range. The Reavers' ability is just flat out better, since it can be done before or after shooting (to get in range or back off again) and this really fits the flavor of Wanderers as skirmishers. We need a mounted hero or hero options that buffs these other guys. Synergy with Scenery. The Wanderers are nomadic peoples who know their way along the hidden paths of the world. They are familiar with the magic places, the dangers, and the pitfalls, and they understand how to survive them. Furthermore, the Wanderers should be able to take advantage of this to support their skirmishing tactics. In a future rules update, promote this by promoting rules that allow our warriors to synergize with scenery. Consider giving all wanderers immunity from or a save against wyld wood roused to wrath attacks and dangerous terrain rules. Or at least give it to Wyld woodrangers!!!!! Let Wanderers use and manipulate scenery to their advantage. Perhaps wanderers could apply terrain effects to scenery via magic or other abilities. Or more interesting, let them alter enemy and friendly unit's movement. This is something that is exciting and different, and it really fits the theme of Wanderers and could support their skirmishing and hit and run tactics. Alternatively, perhaps they can lay traps in d3 terrain before a battle and choose secretly where they are. They can prevent movement for a turn or do mortal wounds or debuff to hit or remove cover bonus making it useless for a phase/turn. Scenery as buffer. If you are going to remove buffs from standing still as suggested above, one idea might be to give bonuses on to hit rolls when Wanderers are close to scenery, or subtract from the to hit rolls of opponents instead. Synergies/Traps/Supportive Attacks. Outside of the command abilities of our generals, we really don't have any units that synergize with or buff other units. But if coordinated hit and run tactics are the theme, then units supporting one another through synergies should be emphasized. Skirmishers should be about supporting and coordinating attacks and retreats. Instead of standing still and large unit buffs, consider some of the following: Coordinated fire! A bonus to hit or wound for every wanderer unit shooting at the same enemy unit would be pretty cool. We are all around you! Instead of the large unit buff, encourage us to spread those models out. Glade Guard get a +1 to hit so long as another Glade Guard unit is within 12 inches of it and within line of sight. Kill it (before it kills us)! Select an enemy unit in the combat phase. All wanderer units attacking it can attack before the enemy can pick a unit to attack. A bit like the forest dragon breath ability. Could be a battalion rule or a hero's ability. It would encourage MSU combats and a focus on setting up multiple charges or traps with eternal guard anvils. Maybe we can get stuff like a +1 to hit against targets engaged in cc against one of your units, or a double distance retreat when another of your units remains in cc with the enemy unit you're retreating from, etc. Use synergies to give us reasons to use heroes other than Waywatcher Lord and the Nomad Prince. Suggestions Concerning Existing, Non-Hero Units Archers Glade Guard. GG should be our baseline archers. Ideally these are small bands of mobile, low armor troops with decent range. Overall these guys are pretty decent as is. Suggestions for making them fit with the new allegiance abilities and the themes described above/in first post: Make the Wanderers an elite archer army by giving them a baseline 3+ to hit. Don't require us to have large units of these guys. Instead, encourage us to use larger numbers of GG units that synergize with other units of GG or heroes. For example, give them a buff when they target a unit that another Wanderer unit already targeted in a single shooting phase. Sisters of the Watch. Our elite archers do not unfortunately mesh with the new allegiance abilities as we rarely stand still if we can avoid it. As a result they are not a good choice when you can have 2x as many GG for about the same cost (a unit of 20 GG output approximately 7 wounds each time they fire before saves, whereas 10 SotW can only manage about 4...standing still SotW damage output goes to around 9, which is not enough of a difference to warrant taking them since it is unlikely we'll be standing still a lot. On top of that SotW have half as many wounds and do not have the -3 rend ability...it's almost impossible to justify taking them. Consider, also, that they are the same points as Kurnoth Hunters, who do more steady damage at greater range and with a lot more durability and the ability to do mortal wounds, and you can see SotW are simply inefficient). But these should be an obvious choice for a Wanderer army, representing the very best of Wanderer archery the way Brutes and Palladins represent the best of what Ironjawz and Stormcast do, respectively. To make them fill that role consider the following: Remove the requirement to stand still in order to get the second attack in the shooting phase. This buff does not work with the new allegiance abilities and people are dropping the unit from their Wanderer lists as a result. Instead, either give them a straight second shot or find another trigger. Examples could be giving them an extra attack if they used the Realm Wanderers teleport during the movement phase that turn, by being close to a waywatcher lord, when they are shooting at an enemy unit engaged in close combat with another Wanderer unit, or when they target an enemy unit that was already targeted by a Wanderer unit during the shooting phase. Another way to handle the above, consider giving SotW a choice between attacking twice or attacking once but with -1 rend/2 wounds. In fact, giving them something like the old Waywatcher ability to choose between fast shots and precise shots would be pretty great. Alternatively, SotW could fire twice or only once, but if they fire once they do MW on 6+. (Our army could really use a unit with the capability of doing mortal wounds). Or perhaps they do mortal wounds in the shooting phase after they've teleported using the Realm Wanderers allegiance ability. Why do the Sisters of the Watch wound better against chaos? That seems like a holdover from when they were Sisters of Avelorn. Consider making that more equal across the board in terms of hitting other armies. Perhaps one of the ideas listed above could trigger a +1 to wound. Close Combat Hitters Wyldwood Rangers. The WWR are really the only true hitty unit we have. They have a good stat-line with a killer buff against monsters. But the muscle of our army doesn't stack up compared to other elite hitty units. Executioners, for example, are the same points but are much more devastating. In practice Executioners are far more effective and survive better. With a save of 5+, the Rangers tend to die before they can really do their thing. The D3 against monsters is meaningless if we can't get the WWR to the monsters in the first place. If they do manage to get to their target, they probably die anyway. Glass cannons with no range. To fix this: Make the WWR masters of moving about without being engagable. It would be kind of cool if they were really hard to pin down until they wanted to engage in combat. WWR's want to fight monsters and not get killed before they do. To represent their ability to move about unseen, perhaps they can declare they are moving unseen in the hero phase. If they do this, they are -1 to hit in the shooting phase, can't charge that turn, but the enemy can't charge them either. Alternatively, once you declare a charge against them you need to roll a 4 or higher (+1 to the roll if they are in a forest or some other type of cover to represent synergy with scenery). Otherwise they slip by you and you can't charge them that round. The D3 against monsters is nice, but it makes WWR a very specialized unit. Consider making them a bit more flexible. This is less important than the bullet above. Wild Riders. Fast light cavalry that can run and charge in the same turn. These guys have excellent range, but they lack punch. Next to Goregruntas, which cost the same points now, they are a bit underwhelming. Our suggestions are to keep the Wild Riders mostly the same in terms of their niche and abilities, but make them even better at lightning strike blitzes: Wild Riders should have -1 rend on the charge to go along with +1 to wound. Alternatively, you could give them the ability to do mortal wounds on the charge, though this would obviously make them more expensive and one of the better striking cavalry units. Keeping with the Melt Away allegiance ability and the skirmishing theme described above, let Wild Riders Melt Away out of combat and then charge again that same turn. That would make them very fast light cavalry capable of punching something in the face and then moving away before they get too decimated, or engage another foe that was moving too close to the archers. Wild Riders could move d6" (essentially run but not move) after using the Realm Wanderers allegiance ability, making them more likely to get into a charge position. This would enhance their fast strike cavalry role. Support Eternal Guard. Eternal Guard are our blockers, keeping the archers free of enemy units and probably the only non-hero Wanderer unit where the points seem like a really good value. Just "guys" when on the move, they turn into elite soldiers when they don't move for an entire turn. In the old gunline style of play these were a no brainer, and I find it hard to offer constructive criticism because they were such a good value. The problem is that, again, we don't want to stand still. So while the +1 to hit, +1 to wound, and +1 to save Fortress of Boughs is great, it's still encouraging a play style that seems pre-GH2017. The only suggestion here is to somehow come up with a different trigger for the buffing that doesn't involve standing still. As our blockers they need to come with the archers when we use the Realm Wanderer teleport, but when they do they die in droves. To encourage this role as protectors, perhaps we could trigger the buffs when Wanderer archer units are within a certain range of them. It could be quite close, like 3". Sisters of the Thorn. These very expensive wizard/cavalry are really only exceptional for their Shield of Thorns spell. It's especially devastating when stacked with cover, mystic shield, and/or the Eternal Guard Fortress of Boughs ability to buff up when standing still. Due to the new allegiance abilities, however, EG are standing still a lot less frequently than they once were. I've heard a couple Wanderer players suggest they don't want to bring these any more because they aren't used as much. Outside their spellcasting, they are are fairly mediocre unit that neither excels at combat or at range, and they are fairly frail. Essentially they are an overpriced spellcaster with speed and more wounds than usual. These guys can probably stay the same as they are a good unit. Consider lowering the points significantly since they aren't even close to Palladors for the same points, and the one thing they do really well (the Shield of Thorns) is a good but not great spell in our lists given the changes to play style brought by allegiance abilities. Alternatively, make these a truly elite unit. A unit that costs 220 points needs to do more than a spell that only works two to four times a game. Consider adding all of the following. Give them a 3+ to hit on their javelins. A unit that costs 220 pts should be at least 3/4/-/1. A 12" range on the SotT javelins would be quite nice as well - at least they'd be able to throw them after using the Realm Wanderers allegiance ability. Any time we can build on the excellent allegiance ability we should consider doing it. This plus the item above would add a cavalry archer role to SotT as well. Give them back their Ward Save ability: Any time the Sisters of the Thorn suffer a wound or MW, they ignore it on a 4+. This is probably the most important change you can make, as it makes the Sisters so much more usable in a variety of situations. It would instantly make this one of the best Wanderer units available. Another problem with SotT is that larger units are a complete waste. Wanderer players would never take these in unit sizes larger than the minimum. It just means we're paying premium for a mediocre unit and giving up more spells. 2 units of 5 is always better than 1 unit of 10. Fix this by: Allowing them to cast 2 spells at 10 models and 3 spells at 15 models. Alternatively, if they get their Ward Save back, allow them to pick another nearby unit to benefit from the Ward Save or extend it's range for every five surviving models in the unit. This second option would instantly make big units of SotT desirable. Suggestions Concerning Existing, Non-Hero Units Heroes are one area where the Wanderers are clearly deficient. This is not because the Heroes aren't good units (though we have nothing with more than five wounds and 6" move), but because outside of command abilities they have no way to synergize with other Wanderer units. The Waywatcher -> Wayfinder -> Waystrider -> Nomad Prince paradigm is one of gradual movement from elite archer to elite combat fighter with stages in between. As a result the two middle stages--Wayfinder and Waystrider--have no real role in the army. The Waywatcher and Nomad Prince are simply deemed superior at what they do. Additionally, because they do not buff our troops outside the command abilities and their command abilities are deemed inferior to those of the Waywatcher and Nomad Prince, the two middle heroes are seldom if ever employed in a Wanderer or Order army. Perhaps more importantly, this lack of buffing and synergy from our heroes leaves Wanderers at a decided disadvantage compared to many other factions and contributes to the choice of many Wanderer players to abandon the Wanderer allegiance in favor of mixed Order. A quick glance at the Let's Chat Wanderers thread will show numerous attempts to win pitched battle games with the Wanderer allegiance, with major losses occurring almost every time. The Wanderers lack the ability to take and hold objectives. Heroes are not the only reason for this, but their lack of buffing means that abandoning the allegiance and the Wanderer models in favor of units that do confer buffs has been a major strategy Wanderers players have had to employ in order to be competitive in matched play style of game. Because of all the above, the Wanderer players on the TGA Community recommend the following two base strategies concerning Heroes: Every Wanderer hero should have buffs or other unit synergies that are not tied to it's Command Ability to make them more useful even when they are not the general; Every Wanderer hero should have a clearly defined battlefield role based on its non-Command Ability abilities. We suggest that the existing paradigm of elite archer to elite fighter be enhanced with clear battlefield roles as follows: Heroes Waywatcher. The elite archer is probably the favored hero of the Wanderer faction and is a unit that makes it into most Wanderer and Wanderer-themed mixed-order games. There is not a lot to adjust here. This is simply a good unit. However, the Waywatcher should further solidify his sniper/elite archer role through the following: The Waywatcher could be the unit most employed to lead small bands of teleporting archers, and this should be encouraged via its abilities to buff archers and archer units. Many of the suggestions on archer units above have been about making them more elite. This could be accomplished via the Waywatcher through buffing during the shooting phase. One excellent suggestion made by the community is that the Waywatcher could act as a leader and coordinator of archer units as reflected through a Tracer Arrow concept. The rule could be something like: "If any Waywatcher wounds a target unit during the shooting phase, other Wanderer units get a +1 to hit that same target until the end of the shooting phase." Alternatively, the Waywatcher could confer some kind of MW or rend capability on nearby archers via the mechanic above or simply by being nearby. Please remove the not moving trigger that confers the +1 to hit in favor of another trigger. This is another example of the warscrolls not matching the new paradigm of teleporting troops and penalizing us when we use our new allegiance abilities. The +1 to hit could trigger in other ways such as in the shooting phase of the turn in which the waywatcher teleported, when the waywatcher is in cover, when the waywatcher is near a unit of Glade Guard and/or Sisters of the Watch, etc. Wayfinder. The 75% archer, 25% fighter as currently constituted has no real place on the battlefield. Yes, the Hail of Doom arrow is nice, but not enough to make up for his disadvantage compared to the Waywatcher. At the same time, the Wayfinder name practically screams Realm Wanderer teleport buffer. This unit could easily be turned into a movement buffer, capable of leading the teleporting Wanderers in ways they couldn't do without him. Make the Wayfinder a teleport buffer. Allow him to enhance that ability. The Wayfinder should be a beacon and guide on the hidden paths, with knowledge of quicker routes that open up in unexpected places. Some suggestions of how this might be implemented: When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him can leave the board and set up within 9" or 12" inches of the table edge, rather than the usual 6". When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him when he teleports from the table edge can set up wholly within 6" of a piece of scenery in addition to the edge of the table. When using the Realm Wanderers allegiance ability, the Wayfinder and one additional unit within 6" of him can leave the board and and return as normal. However, this does not count as either unit's move, and both units may either move as normal or use an ability that requires that the unit stand still. The command ability is too limited. Consider enhancing it. Perhaps it allows nearby Wanderers to use his Bravery and, should any archer unit be required to make a battleshock test that unit can immediately shoot as if were the shooting phase. The requirement that we roll a 1 is just too limited. Frankly even with this ability I'd never make him my general. Waystrider. The Waystrider is a combat fighter with some range. Make him the leader of our quick strike close combat units such as the Wyldwood Rangers, and give the Waystrider abilities that focus on using ambush tactics to get his troops in close. If our hard hitting troops are also vulnerable when out in the open, then a hero who leads bands of guerrilla fighters against our foes is an ideal mechanic that gives this guy a unique role on the battlefield. Some suggestions on who this could be accomplished: Give the Waystrider buffs that allow him and other units to ambush our enemies. This, combined with our allegiance abilities, would make for a totally guerrilla fighting style. For example: Charge from Hidden Position: At the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). During the charge phase of any of your turns the Waystrider and the reserve Wanderers units can make a charge attempt from any piece of scenery on the table (measuring from the edge of the scenery feature). If the charge fails, the Wanderers must be set up wholly within 3" of the scenery edge. No charge can be attempted if an enemy unit is within 3" of a piece of scenery. Alternatively, and to be even more disruptive, the above ability could occur in the enemy charge phase. The Trap is Sprung: As above, at the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). At the beginning of the shooting phase of either player's turn, the wanderer units in reserve can deploy wholly within a terrain feature and shoot at a nearby unit. They may not be deployed from any terrain feature that has an enemy unit within 3". Simply allow the Waystrider to allow a unit to move after teleporting. See the suggestion above for Wayfinder. Allow the Waystrider to make our close combat units more effective. Buff our combat abilities. Some suggestions: Pick a Wanderer unit within 12". That unit gets a +1 to hit in the Combat phase. The Draich's of Wyldwood Ranger units within 9" of the Waystrider do D3 damage regardless of whether the target is a monster. The Heartseeker Arrow is a useless ability. 33% of the time it does 1 MW, after which it never again takes affect. How about making it happen every turn but requiring a 6+, or dropping it altogether in favor of something else? Maybe the Waystrider could simply do MW's with its Longbow on rolls of 6+. As with the Wayfinder, the Waystrider command ability is useless. Please enhance to make it a viable choice in our army. Nomad Prince. The Nomad Prince is almost always our choice for our general due to it's ability to allow nearby units to reroll hit rolls of 1 regardless of combat phase. This, plus it's outstanding combat profile and 2" range makes this the superior unit to include in a gunline or group of teleporting troops. The Nomad Prince plays the role of strategic leader in our Wanderer armies. Not a lot has to change with this unit, but consider enhancing this key role as follows: Allow the Nomad Prince to buff the one defense we have against strong units hitting our units: Eternal Guard. If the EG are going to need to stand still to use Fortress of Boughs, allow the Nomad Prince to mitigate this limitation in some way. Justify it by staying that the Nomad Prince can better coordinate these key troops. Here are some ideas: EG within 6" of the Nomad Prince during the Combat phase may pile in even while maintaining their Fortress of Boughs ability. EG within 6" of the Nomad Prince may move (but not run) and still employ their Fortress of Boughs ability. Pick a unit of EG within 12" of the Nomad Prince. Enemy units cannot move within 6" of that unit of EG during their movement phase unless they charge. Wizards Spellweaver. Our Wizard is a fairly nice hero unit, and at 80 pts she's one of the few Wanderer troops that don't feel overpriced. She's nothing spectacular, but her ability to automatically unbind one spell a game is nice. Theoretically the best thing about the Spellweaver is the ability to cast a magic that revives Wanderers. Her spell is thematic and for the most part useful, though at times it feels a bit under-powered. The problem is that it hardly ever pays to use the ability on a non-cavalry unit, unless you're trying to bump Glade Guard above the 20 model 3+ to hit threshold. In a war of attrition reviving D3 1 wound models is never really as good as a simple mystic shield unless you're totally out of danger (which is almost never). So while the TGA Community feels the Spellweaver should mostly remain as is, we have two suggestions regarding her spell that would make her slightly more appealing and versatile in games (and maybe worth 100 pts instead of 80...we're willing to pay for good units): Consider allowing the Spellweaver's unique spell to revive D6 wounds of models, rounding up. This would mean that when the spell is cast on 1 wound models we would revive D6 models, whereas on 2 wound cavalry it would revive D3 models. Since we have no 3 wound models anything higher is a non-issue. Consider allowing the Spellweaver's unique spell to revive Aelves rather than only Wanderers. That simple change would make her an excellent ally in other Aelf armies or an integral part of a mixed order army. For Wanderer allegiance armies, it would mean we could have Aelven allies who could benefit from her magic, making our faction more flexible.
  19. zedatkinszed

    Progress

    Here's some pictures of my hobby progress this week! 5 Witch Aelves 2 Sisters of Slaughter 1 Death Hag Some of these models look a little "beat-up" as they have been stripped and repainted and repaired a number of times unfortunately. But they serve as a decent starting point for the new army
  20. zedatkinszed

    Witch Aelf test

    Hi everyone. This is the beginning of my test colour scheme for my Daughters of Khaine army. It's using a bronze and purple on pale skin combination. It's still early stages so she might need some cleaning up. The whole mini was zenithal highlighted and then the skin was airbrushed with Vallejo Game Air Barbarian Flesh, then highlighted with Vallejo Model Air Skin tone. A 1:1 Druchii violet and medium mix was then washed into the recesses, followed by a 1:1 Caroburg Crimson and medium wash into the eyes and mouth. Finally the skin was dry brushed with Pallid Wych Flesh and a second glaze/shade of the eye sockets and then the skin is done. The armour and fabric is following WHTV's sister of silence bronze and purple method but the metalics are all Vallejo metal colors. I've only base coated the steel and the bronze needs cleaning up and a couple of highlights. The hair has me completely stumped though. I'm not sure why but the Khailebron hair (nihilahk oxide washed) appeals to me but I'm not sure.
  21. zedatkinszed

    Hair!

    Here's a few updated images of the colour scheme on the first Witch Aelf and on a second one too. Apologies for the phone photos I'm generally happy with the scheme. If it looks ok on these two it should look better on other models. These ladies have been test models for a number of colour schemes over the last 2 years and have stood-up to a lot of paint stripping. There are some flash issues here and there that I'll fix with the next few models too!
  22. zedatkinszed

    The Exiled Blood Cult returns

    Welcome to my hobby progress plog. For the next few months this will focus on my adventures building and painting my AOS armies and Terrain. The forces on my hobby bench at the moment are Mixed Order / Hammerhal City alliance. This is my Archmage from the Spire of Dawn set. Just bought from ebay last week. Daughters of Khaine This is just phase one. More to come this weekend with Morathi and another box of Witch Aelfs! Terrain Warscryer Citadel Mixed Chaos I have a Dark Oath Warqueen in the works The next few weeks will be dominated by Daughters of Khaine progress. Here begins my war on the legions of grey plastic, wish me luck!
  23. Filius

    Why play Wanderers?

    First things first: One of the most precious types of threads over there at the Bolter and Chainsword are the "Why play Xyz"-Threads, imho (the "Why play Blood Angels" Thread is pretty epic). Collecting what people love about the faction, how they came to play them is highly motivating. So … I want to start that over here too, and of course I'll start myself. My ten (personal) Reasons for the Wanderers … 1. Beauty. The Minis are the most beautiful. And I don't mean, that they look cool. I also love Duardin, and Grots – they have great, cool Minis too. But the Minis of the Aelves and the Wanderers above all are really a feast for the eyes. They are just plain beautiful. And as I probably will be building and painting a lot of them an will be looking at them quite a while, I thinks it's a good Idea, to choose the most aesthetically appealing Faction, hehe. 2. Nomad rebuilders and humble Sinners. I like the Theme of the new Wanderers. Actually even more than the one of the Wood Elves of the World that was. They are still people of the Wild, but they don't have to be all from the Woods. The Theme of the Wanderers is open to many interpretations of nomads, hermits, aelves, pathfinders, rangers. At the same time, they have a mission: They are Rebuilders. I really, really like that: Connecting ley lines, laying Waystones – that's just a great basic narrative. Plus: I like that they are a kind of humble, repentant sinners, or at least have a kind of burdened legacy with the Sylvaneth and Ghyran. I like broken heroes. That really fit's greatly for me. 3. Shields, Spears, Archers and Cavalry, on Deers. Those are the things I am looking for in an fantasy army, pretty much exactly in that order. It really is the perfect match. 4. Heroines. I like mixed gender Armies. I just don't get, how all those male-only Factions can actually assume to win a war, when they ignore half of their population (except the Orruks and Grots, which are just male looking Fungi, if I am not mistaken). Anyhow: The Wanderers have two all-female signature units and almost all other Minis from the Range (except the Wild Riders) can be genderswapped easily, thanks to the lithe and lissom figure of the Aelves (and the Eternal Guard even have female Torsos, as I recognised to my suprise, when I opend my first box). 5. Floral Patterns and Tatoos. I just love (painting) decorative patterns (on minis), and especially floral or organic patterns. 6. The Name. I especially love the Name "Wanderers", for two reasons. First because it contains a reference to the poem "All that is gold does not glitter" And the second reason is, because it opens the former concept of the Wood Elves to the amazing and ultra-high fantasy setting of Age of Sigmar, it opens the faction to so many ideas and possibilities, on a narrative level. A wanderer is someone, who wanders. That's it. You don't have live in a wood, you don't even have to be an aelf (linguistically). The Wanderers roam through the Eight Realms on hidden paths. That is soo great. And by the way: Theres another faction from the World that was, that has gotten an name, which is hardly more than a verb – The Dispossessed. And that's not the only similarity between the two … just sayin. 7. Mixability with other Aelf and Order Factions. As mentionend befor, the chance to have a faction, that allows me to incorporate protagonists, heroes and units from other aelf and order factions is an opportunity I really like. I already ordered a Skycutter and will definetly add some Longbeards and Ironbreakers with Wanderers-Style. But even only having the whole range of aelves is a great thing, kitbashing-wise. 8. Buildings and Terain. With the current state of the Aelf Factions being quite undefined (from a narrative point of view), it's a great chance to use everything for terrain building that appeals to me. Especiall stuff like the  Elven Tower of Miniature Scenery is a great outlook to what's possible to build. 9. Realm Wanderers and Stalkers of the Hidden Paths. It's just one Trait (or two, depending on how you count), but it sounds like a lot fun. Can't wait to play that for the first time. 10. Legolas and Gimli. The friendship between the Legolas the Wood Elf and Gimli the Dwarf is one of the things I love most about the Lord of the Rings, maybe it's even the thin I love most about the book. It's so unlikely, and on the other hand so wholehearted. Being able to reforge that into an Warhammer Army is beyond great, at least to me … I'm sorry for that wall of text! I wrote most of that stuff down weeks ago, in order to compare different factions. And so I thought, that I could post it anyway. And now, I'm curios: What makes you (want to) play the Wanderers?
  24. Nutty

    Starting a Warband

    Last Tuesday I played my first two games using the AoS (skirmish) rules, and it got me inspired to work on my Warband. The plan is to spend some extra time building and painting them, and than using them as characters or unit leaders in the army I'm rebuilding. So I started piecing the first two guys together over the past two days, using bits I had laying around in my bitzbox. They still need some filling and minor greenstuff work, but I like how they are coming together. Warband Leader: My first idea was to build a dreadlord on foot, but he has a bit of 'mage' like feel to him, so tomorrow I'll probably take of his head, and replace it with a hood like the model below. Rules wise I'm thinking of using him as a Loremaster. It seems like a well rounded leader for a warband, and I might aswell start embracing the new alliances (Dreadspear) Lordling: The shield isn't attached yet as I still need to fill out the sleeves a bit more, and I'llprobably shorten the top bottom killy end of the spear a bit and add the lengthen the other end a bit.
  25. Filius

    State of the Aelf Union

    Hi there, I've been following the development of Age of Sigmar eversince it's launch with lot's of sympathy for the Game and the Changes, Games Workshop made, but I haven't started playing yet (because of Family, Company and stuff). But I keep reading Battletomes, Blogs and Forums like this her. One thing, I still don't understand after nearly three years is the State of the Aelfs. I do know and understand, that they wanted to break up the big Armies of Oldhammer in order to … uhhm … balance the Game more (?) and put the Players focus on the new Factions. But … I can hardly understand that. What good is a Lion Rangers Micro-Faction? The Switfhawk-Agents and the Wanderers (and yes, the Daughters of Khain soo, too) seem to be the only half-heartedly supported Factions. Sooo … what's the Point of this Topic? I am curious, how the Aelf-Players around here (and esp. those, who started Aelf after the AoS Launch) see their Armies and plan the Future of their Collection. Do you care about the Micro-Factionalisation of the Aelfs? Do you focus in the "big" Aelf-Factions? What do you think is the realistic Future of the Aelfs (not the one you wish for)? Thanks in advance!
×