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Anyone got some nice Ironjawz 1000 point lists I could use? I have two SC boxes, a maw krusha a box of ardboys, and a box of brutes
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I've been building up a Skaventide Horde for three or four weeks now. Some old real classics such as the metal Vermin Lord (yet to be assembled), Ikit Claw, a few Stormvermin and some Giant Rats have been waiting in my bits box for ages. Bought piles of random secondhand Skaven stuff from the internet to really fill up the ranks. I'm leaning towards the Clans Moulder and Skryre stuff, but am going to do others as well. Much/some converting, kitbashing and sculpting involved. More pics & rambling at my blog. The current line-up is like so: * Warlock Engineer (almost done) * Hell Pit Abomination (almost done) * 20 Clanrats (done, except for the banner) * 10 Giant Rats (done) * 2 Rat Ogors (done) * 4 Rat Swarms (done) Next up maybe Skryre Acolytes, Storm Fiends, Vermin Lord and/or some Packmasters?
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It looks like I’m all in with the new Nighthaunts. I’ve always been tempted by the army but now that they are getting what looks like a huge boost in terms of options my temptation has proven too much to resist. In anticipation of everything coming out I’ve decided to try and get a head start and get some painting done. I’ve picked up the Knight of Shrouds and a Tomb Banshee figuring that they will let me try my colour scheme out. Tyler Mengel has a great guide on painting the various Nighthaunts and, I’ve shamlessly copied it for the white portions of my ghosts. I think the pure white look is a little too boring, it works for the Spirit Hosts but it really doesn’t work on the more complex models especially the likes of the new Craven King. I’ve gone with something similar to the GW scheme for the rest of the model. I really want to get this army on the table as soon as I can and to that end I’ve made sure that I can paint these models quickly and well. Below is Grieven the Unrepentent, Knight of Shrouds and General of the Lament of Woes. He’s the second model I’ve finished painting for the army but the Tomb Banshee needs a little change and so I won’t show her here just yet. I also haven’t done the bases in the hope that there will be some Graveyard bases coming out soon. The previews at Warhammer Fest seemed to indicate this. I don’t really know how the Nighthaunts will fit on them but we shall see if they are actually released or not. . My ideas for playing with the army haven’t really been given much attention. The new battletome will likely change everything and so all I can do now is wait with bated breath until I have it in my hands. Hopefully I don’t have to wait too long, my excitement is at fever pitch!
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Event Title: Warpath at Common ground games, Scotland singles eventEvent Author: Lord-of-Scotland Calendar: Events UKEvent Date: 10/08/19 10:00 AM to 10/08/19 06:30 PM The Scottish Fanatics are happy to announce Warpath 2 the path to war ! an Age of Sigmar tournament! We are hosting a 1 day Singles 2000 points AoS event on the 10th of August. Venue is the awesome Common Ground Games in Stirling, Scotland. Signup on Facebook, Scottish AOS WhatsApp, Twitter and TGA. Will keep a list of entrants on TGA. Will update the post when a pack is available and we will spam everywhere soon once we have something set up for tickets. Will be £16, including lunch on the day and prizes! First game begins at 10:00am *****IMPORTANT***** As we all want to grow the hobby and encourage people to join in we are going to offer a free ticket to first time Tournament attendee - so the the first first timer who signs up gets free entry. Any queries contact thescottishfanatics@gmail.com Pack: https://www.dropbox.com/s/ui31fs4reudfkf6/WarPath 2 v2.docx?dl=0 Sign ups are now open 1: Jack Carruthers (Paid) 2:John Connelly (Paid) 3: Mark Roberts (Paid) 4: Steven Ramage (Paid) 5: Adam Martin (Paid) 6: Leigh Martin (Paid) 7: Craig Deakin (Paid) 8: Grant Fraser (Paid) 9: Ben Carlin (Paid) 10: David Nemeth (Paid) 11: Kat Fekete (Paid) 12: Phil McGuinness (paid) 13: Jamie Ferguson (paid) 14:Scott Smith (paid) 15: Alan Lipowski 16: Liam watt (Paid) 17: John harper 18: Jonny forde (Paid) 19: Kev low (Paid) 20: 21: Christian white (Paid) 22: martin Kershaw (Paid) 23:John Craig (Paid) 24: Sean McKechnie (Paid) 25: Greg summers (Paid) 26: Paul Di Duca 27: Craig Graham (Paid) 28: David Jack (paid) 29: Martin kershaw (paid)
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Hey FEC-Players out there, first of all my English is not that good and I hope you wont be angry if I do some mistakes ;) I am new to this Forum and I wanted to Report about our Path to Glory Campaign starting next Week. Therefore I started my new Army: The Flesh-eater Courts. We are four guys starting the Campaign with following armys: Blades of Khorne, Gloomspite Gitz, Beasts of Chaos (or) Stormcast Eternals and me with FEC. Now i want to optimize my starting list with the your Help. My first thought was something like that: 1 Abhorrant Archregent 1 Crypt Infernal Courtier 3 Crypt Flayers With that list I got some serious output for the first game and the Archregent Spell for the Campaign. I try to send a Battlereport for every Battle made. :) Thanks for your Help
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I started this project just a couple of days before I knew about the Tale of Many Warlords at CCG2. Official start date was 1/1/19. Now I wish I had waited!
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Welcome to Age of Sigmar second edition people. Lets kick off the first blog post for this edition with how mixed skaven measures up thanks to the chages to Grand Alliance: Chaos rules. Allegiance Ability The GA: Chaos allegiance ability is nothing too overpowered, par the course for the Grand Alliances. "Unbridled Malice" is a slight rework of the old ability they had, in this edition you roll a dice for a unit when you select it to fight in the combat phase if that unit is within 12 inches of your general or 3 inches of a hero, and on the roll of a 6 they add one to all their hit rolls. I like this one (on the event anyone remembers to actually roll for it) because Skaven field a lot of heroes and a lot of units that really benefit from +1 to hit like Clanrats, Plague Monks and Gutter Runners, and I'll be adding this to my reminder sheet. Command Traits Dark Avenger - This grants +1 to hit against order units for the general. Not great really. Spiteful Duelist - Reroll one wound roll per combat for the general. Somehow worse than the above. Cunning Deciever - Roll a dice at the start of your turn, with a 5+ netting you a free command point. This is pretty cool to be honest, great for a pasive long range force like a heavy Skryre or a Moulder force that needs all the command points it can get. Lord of War - Pick a unit within 3 inches and roll a dice, on a 4+ it gets +1 to hit. Definitely neat, this one will usually not ever be a waste especially considering Unbridled Malice as a rule. Terrifying Pressence - Enemies within 3 inches of the general suffer -1 to bravery. Not awful, definitely not better than Lord of War or Cunning Deciever. Malicious Conqueror - Add 1 to all Unbridled Malice rolls made within 12 inches of the general. I like this one, and in my army that runs a heavy amount of minimum size Plague Monk units i'll be taking this every time. Artifacts I literally have no interest in covering 5 out of the 6 artifacts in this list because they're absolutely worthless. However one of them is a classic from the last two editions of the GHB, and it got one HELL of a remake. The Crown of Conquest - Friendly CHAOS units within 6 inches of the bearer don't need to test for battleshock. I'm sorry, what? How on earth did this get past the design team? Did they think the new coherence rule somehow would make this not completely broken? I'm switching from Pestilens Allegiance for this. That's how big a deal this is. This takes Strength in Numbers and kicks it out the door. This thing on a Plaguesmog Congregation Plague Furnace pushed by clanrats for the Look Out Sir rule? Totally broken. This is now a 12 wound model with -2 to hit it providing a 6 inch bubble of NO BATTLESHOCK. This is stupid. I basically wrote this entire blog post to cover this ridiculous artifact.
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"Witness now Sigmar's Power and reflect on your deeds". It was what he told the survivors and the foes, the rescued and the persecutors, all the same. It was what had been said to him at his forging and he dwelt uneasily on the words now, centuries later. What had been his deeds, and were they worthy, he couldn't remember or reconcile all of them, and it was getting worse. He meditated on the tattoo on his face, that the tribe he had once drawn together had inked permanently onto to his features to symbolise the stubborn resistance fighters against the Blue Devils called Tzaangor that terrorized their brutally short lives. He knew they meant a resiliance, a brotherhood of fighters, a defiance, a purpose, but they did not represent victory. He could feel the guilt and disenfranchisement the tattoo seemed to represent too now. He kept struggling to fix what his purpose was again? He had witnessed the power of Sigmar but had not witnessed the end of the battle and now he was the power in a new war. A long war he couldn't quite remember all the pieces of. Hios deeds in this war, what were they? His great power what was its purpose? A tug on his robes broke him from his trance, a tribesman of sort, in bright colours with sleeves that ballooned ridiculously was desperately trying to impart something. "Incursion! They are amongst us! Deamons! Deamons! From their mouths! They ate her, we only asked for food" The human cried in alarm "Thank you good citizen! Which way?" The stormcast replied, eyes tightening in determination. A spray of colour and limbs smashed through a wooden window shutter and onto the street, it corrected its form into a squat , toothy, mass of tendrils and immediately got split in two by a great cleaving blow from the Stormcast. "Sentinels! On Me!" the Stormcast roared as he set about his violence with practiced precision. I have decided on a background and name for my Stormcast Eternals army. The Thunderhead Sentinels. Sentinel is the local news paper and i like the implied violent anticipation of a Thunderhead. I envisage them as a tribe in the first founding of the Realms that carved out an existance in a land dominated by Chaos and in particular the worshippers of Tzeentch. In will-power and resiliance of this tribe to bloody mindedly make a life in this hell drew the attention of Sigmar who over a thousand years of generations of this tribe would pluck the great warriors from it to ascend to Azyr. The tribe is long lost. Maybe it was wiped out, maybe it fell to chaos worship and dissolved, maybe it evolved into civilization and new prospects. It is no more however. The tattoo's serve to help with the flaw in Re-casting after each death as it gives an anchor to their soul and their personality but to a deep past and not the present events. This gives a reason for more faces on my models, they retain a bit of humanity but they fear becoming the faceless mask and are trapped with a sense of failure of a former life.
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In my first hobby post of the blog I'd like to show the origins of my longest running project, my pirate themed Anvilgard Allegiance list. I was given an unopened box of Black Ark Corsairs almost 2 years ago, and from there I was interested in the idea. The aesthetic was something I really liked, but I was disheartened by the rules available (Allies were not yet a thing and the Free City rules were but a glint in GW's eye) so I shelved them, taking them out only occasionaly as a palette cleanser. Over time I acquired more models for this army, always second hand and pre painted, old and forgotten models put aside during the rollout of Age of Sigmar. I hoarded these away an told myself I would get to it, eventually. I dedicated my time largely to painting my Skaven Pestilens force, and took them to every tournament. At first I got utterly steamrolled, by good players with better armies. But over time I learned how to make the force work, I started to catch people off guard, play objectively and even win games. And I thought to myself "if I can win with this goofy army, surely I can make a mixed order pirate list work". So I promptly filled a bucket of detol and dumped half a hundred models straight into it. Some were caked thick with paint by inexperienced painters, some were simply a scheme i didnt like or want to paint over the top of. Some made it through the stripping process in tact, others went to the surgery table to be modified with spare bits from other dark elf kits to become servicable again. Here's a look at a few being drained of their detol before some light scrubbing. Not pretty, but they would be eventually. Check back next time to see what they would go on to be, more pictures below.
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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.
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Coming in HOT after a small points reduction to some key units it's Destruction's finest multi-wound, semi elite force. This faction is packed with solid, durable units and very few of them deal less than 2 damage with each swing of their weapon and some brutal syngergies. Where to start? Well obviously we need to get a hero and at least two battleline choices. Starting with the Hero choice, the Gutbusters have two of these. The Tyrant is a melee bruiser who can smack most other heroes into line, with a randomly generated bonus trait not unlike a command trait and a toasty command ability that lets him inflict D3 mortal wounds on a friendly Gutbuster unit to make it totally immune to battleshock. The Butcher is the wizard choice, usually taken with the optional Great Cauldron option that gives him a random ability that can heal or harm. Obviously with only two hero choices, we'll probably end up having some of each of these two. As battleline goes, you've got Ogors (generic battleline), and Leadbelchers and Ironguts (Gutbusters battleline). The Ogors are your rank and file, packing 4 wounds and decent damage. The Leadbelchers are more of the same but packing decent firearms as well. The Ironguts are your elite infantry, horrifyingly brutal in close combat and capable of taking down basically anything. Where to next? Now we have the foundation, we need to tack on some utility. Often overlooked in this allegiance are the Grots, these cheap little gobbos can net objectives and form decent screens to prevent your valuable troops being closed on by enemy assets. Furthermore, the Tyrant can make them permanently immune to battleshock, which is exceptionally useful. For shooting, Leadbelchers are already passable but to mix some artillery in we have the Grot Scraplauncher (good at dicing hordes) and the Ironblaster (high rend that does ok against numbers but is better served shooting at high wound single models. Also weirdly good at close combat). There's also Gorgers, a flanking option that's also relatively cheap. They are made from finecast however, so consider converting some out of Flesh Eater Crypt Haunters. Adding in Allies Keeping with the Ogor theme, both the Stonehorn and Thundertusk Beastriders can be allied in at 2k points, and the Frostlord on either mount can tag along at 2.5k. For less extravegant options consider the Maneaters, an elite Ogor unit which is both flexible and fun to convert up, and various trolls from the Troggoths units for some seriously durable units. The Finished Product Allegiance: Gutbusters Leaders Tyrant (160) - Massive Ogor Club Butcher (140) Butcher (140) Battleline 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 3 x Leadbelchers (140) 3 x Leadbelchers (140) 6 x Ironguts (360) Units 60 x Grots (270) 1 x Ironblaster (120) Total: 1950 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 187 In this list I opted out of any allies and doubled down hard on the powerful options already available to the faction. I left 50 points out to get an extra command point for a turn one Tyrant hits the grots and makes them immune to battleshock, then burn another command point if I dont roll a 6 on the grot run to get them right out in front of the army spread out. The slow moving Ogors can move up behind this grot phalanx (which will inevtiably die once sneezed on) until the enemy is within firing range. Their durability will allow the Ogors to hold the objecctives easily against the enemy. Any Gutbusters players reading, definitely comment if I've missed anything. You guys are the real heroes.
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