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About Me

Found 18 results

  1. Hi all This is going to be my painting log for my different armies in AOS. I have quite a few armies partly because I've been collecting along time and at the same time I like swishing between different armies to keep painting interesting.Though I do tend to favour order and chaos armies though I do like ogors and orruks.
  2. If you haven't read round one, The Christmas Day Massacre, over here, give it a gander. It has videos! Unfortunately round two will not. Sorry! For the rematch we used the exact same lists as we did on Christmas day, no alterations or substitutions were allowed. The only changes were the battle plan, the terrain placement, and however we decided to deploy and play. Battleplan: The Relocation Orb Terrain: Open War Terrain 35-36, no terrain with warscrolls Deployment I won the roll-off and deployed first. I deployed pretty much identically as I did the previous game; Olynder into reserves along with eventually the rest of the "Olyderbomb", and everything else on the table. In this battleplan I opted to be on the south side of the map, once again setting my Bladegheists directly across from the objective, and my Chainrasps Hordes on either side of the map to get ready to catch the orb when it flies either way. One of my Dreadblades backed up the Bladegheists and the other one of the 'rasp hordes. Cities deployed pretty much the opposite of how he did last time. Instead of placing his Demigryphs and General on Griffon into reserve, only his Crossbows and General on foot took time off the table. Everything else he set square in the center with a flank of Guard, split in two units, on either side of the table. In essence, his deployment mirrored mine, but with his threat units already on the table. I finished deployment first and opted to go second. Gameplay I'm sorry to say this was another quick game. 3 turns in total, and a loss for me and my Nighthaunt. Oh, sorry, spoilers. But, the point of this and the last game were to test the Dolorous Guard with Olynder, not win, and that is exactly what I did. So, given that, I'm going to focus on Our Lady and her retinue's performance in this, which was phenomenal. I went second in order to give Cities a chance to open a backfield option for me to drop the bomb, but he was wise and, understandably, wary from the last encounter and didn't provide the opportunity. Instead, I was forced to either hold the bomb in reserve for another turn and let him beat on my Bladegheists, or drop it in front of them and just get the ball rolling. I opted for option two and dropped the whole lot right in front of both his General on Griffon and Celestial Hurricanum. So, let's cut to the good stuff, why not. What the Dolorous Olynderbomb does well is nuke. On the turn I dropped them they couldn't engage, only one unit of Hexwraiths made the charge, and so I denied it and chose to stand ominously there, instead. But on top of the second turn I won the roll and, this time, REMEMBERED my hero phase. I got off both Soul Cage and Grief-Stricken, and then proceeded to just delete the General. Imagine this: You've got the wound-potential of Lady Olynder; Lifting the Veil for 2-6, Wail of the Damned for another 1-3 if you beat the bravery check, an average of 2+ more from her staff, and another 2+ from her Handmaidens for anywhere from 1 or 2 wounds to 13+. Pretty good, if a bit swingy. But what if I told you that you can pretty much eliminate that swingyness? How, you ask? Simple: Hexwraiths. I brought two units of 5 Hexwraiths, who on the charge can average 2+ MWs and another 4+ standard wounds each unit. Now, especially if you get Soul Cage off, you're swinging for 6 MWs pretty much minimum before they can retaliate, but more likely more than that. Oh, and why not add the Knight of Shrouds on Ethereal Steed and pop his +1 attacks on Olynder and both Hexwraith units? Doesn't 13 wounds and 11 MWs on average sound great? I thought it might. On turn 2 I engaged the General on Griffon. He didn't survive. On turn 3 I engaged the Celestial Hurricanum. It didn't survive. Both turns my opponent tried to snipe Olynder by targeting one unit of Hexwraiths that weathered the attacks exceptionally well instead of going directly for her. This puts your opponent on the back foot when engaging your general and the Dolorous Guard is in play; do they go for the general on the chance enough damage gets through, or do you try to eliminate the extra health pool and damage first? Neither choice is good for them, which is great for us. The reason I lost is that I didn't play the objectives at all and wasn't able to claim any points by end of turn 3. I could have, if I had remembered my KoSoES had the Pendant of the Fell Wind I would have been able to cover the objective without question from turn 2 on no matter where it was on the map, but I didn't because me playing a game and remembering everything I can do IN that game are just not things that seem to happen. It's what separates the casuals from the pros, and I'm afraid I'm a filthy casual. Summary The goal of these rounds was to test Lady Olynder backed up by both the Dolorous Guard and Forgotten Scions against a more modern army from a new book and answer two questions: Is Lady Olynder relevant again? Are these new battalions any good? So, let's answer question 1. Is Lady Olynder relevant again? Yes, with certain caveats. Olynder can play only a couple of roles solidly; a support level 2 wizard with a powerful spell or a mortal wound assassin. She lost relevance because as newer books came out other casters started getting natural ways to buff their casting chances, or longer range spells for the same cast value, and putting her in position to use Grief-stricken also meant throwing her away after a round or two. And that was the better option. To actually use her MWs to benefit you needed to get closer, 10" at least, and that meant melee combat where she would surely take her 7 wounds pretty quickly. Not anymore. With the Dolorous Guard, it became very clear that a 2+ is going to be likely to give her staying power. On average 1 of every 4 or 5 wounds will hit her, meaning she can be expected to soak up all 27 wounds before she drops with a minimum DG deployment and decent rolls. And I'm talking in a single turn. Give her a hero phase to breathe and watch her heal from Grave-sands of Time if she's too low, or Lifestealer/Spectral Tether if she takes that, but more likely just popping CP to bring her DG back and refiling her health pool. The drawbacks are still quite terrible, though. Being honest here, to make Olynder a model you want to place on the board in her current state you will need to spend her points and the DG's minimum points. You're looking at a new hero, basically, costing 600 points. 600 points for a 6" move, two spells/unbinds, 2-9 MWs at range, but suddenly 24 wounds when in melee range. A melee range that is her base plus 10 hexwraith bases long, wide, or otherwise configured for that 3" battalion requirement. 600 points for a hero that is still 2 drops. 600 for a hero that has to be your general. No, you won't see her burning up tournament tables anytime soon. Don't get me wrong, she's now extremely powerful when built this way, but for that many points there will just be better options. Question two, are these battalions any good? Oh my Nagash, yes! Hexwraiths are legit! That extra attack on the charge adds up across 10 models, making them put out slightly less mortal wounds than two packs of Spirit Hosts, but with twice the speed. They play different roles, of course, but with the side-buff of the Dolorous Guard Hexwraiths are now legitimate options for battlelines and swinging at anything with a high save. Did I mention that one of those two big bads I absolutely nuked in both games had a 2+ save? Well, it did, and both times the Hexwraiths brought the MWs that made the difference. Now, I had them paired with a slow general, so their Spectral Hunters ability never saw any play. There just wasn't enough movement to set it up. Maybe with a faster general that will show itself to be useful, but what's great here is that's a sheer bonus and not a necessary mechanic you need to maneuver in order to make these guys work. No, +1 attacks on a charge and a minimum 10 models in close proximity pretty much fixes their problems. It's almost like GW is telling us we were playing them wrong all along... And as for the Forgotten Scions? This is less easy to put a pin on the exact reason this battalion is good or bad. On the good side of things who doesn't like a free +1 attacks to a unit for a combat phase. And since it's any combat phase, this free activation can mean a counter-attack boost in your opponent's combat phase when they are not expecting it. But, it doesn't fix the Knight's lesser quality buff, being that it doesn't extend the duration of the +1 attacks beyond a combat phase, and that free activation is once per battleround. Oh, and who brings two Dreadblade Harrows? That's a point tax if there ever was one. Still, there's room for synergy here. The battalion gives the Knight his own buff passively, meaning it can stack with an activation, netting him 6 attacks if you want to get freaky with it, and all for free. Without any other support he's going to be swinging for the skies like that. Make him your general and bring the Dolorous Guard and now we're looking a truly formidable force. What kind of artefacts should he have like that? Shadow's Edge is suddenly relevant; a D3 Frightful Touch on 6 attacks? That's about 3 MW on average and another 3 savable. How about Headman's Judgement? 6 attacks at 2+/2+/-1 and 2 damage each? About 6 standard wounds. Oh, what about Slitter? Want to make your opponent lose half a unit on their turn? With a 12" movement across the whole lot, you're likely going to be right in the middle of whatever unit you're going to take on, and if you can take the hits first (which you can thanks to DG) then when it's your counter, slit the middle and see if they are out of cohesion at the turn of the phase. Yeah, these are good. If I were to rank them: Dolorous Guard > Forgotten Scions > Shroudguard > The Condemned = Chainguard, and then maybe Deathriders. The rest? The rest of what?
  3. Battleplan: Duality of Death Total Points Played: 1520 Terrain: Open War Terrain 55-56, no terrain with warscrolls Armies Nighthaunt Heroes Lady Olynder General Spell Lore: Soul Cage Knight of Shrouds on Ethereal Steed Artefact: Pendant of the Fell Wind Dreadblade Harrow Artefact: Midnight Tome - Spell Lore: Shademist Dreadblade Harrow Artefact: Atherquartz Brooch Battlelines Chainrasp Horde x10 Chainrasp Horde x10 Hexwraith x5 Hexwraith x5 Other Bladegheists x20 Battalions The Dolorous Guard The Forgotten Scions Cities of Sigmar - Living CIty Heroes Freeguild General on Griffon General Command Trait: Ironoak Artisan Artefact: Ghyrstike Freeguild General Celestial Hurricanum with Celestial Battlemage Spell Lore: Ironoak Skin Battlelines Demigryph Knights x3 Demigryph Knights x3 Freeguild Crossbowmen x30 Freeguild Guard x20 Deployment - Video! Click Me! Cities of Sigmar won priority for deployment and placed his Freeguild General on Griffon and both Demigryph Knight units into reserve. Rather than split the rest of his forces, he gathered them across from the left objective (from my perspective). In forward deployment were his Freeguild Guard, in rear deployment were his Freeguild Crossbowmen. The Freeguild General and the CHwCB ended up adjacent to the Crossbowmen and behind the Guard. My Nighthaunt deployments started with a power move, placing Olynder, the entirety of the Dolorous Guard, and the Knight of Shrouds into the Underworlds before putting my first unit on the table, prompting my opponent to decide his picks with limited information. We allow battalion deployments to work as written, so when I placed my KoS into reserve, the rest of the Forgotten Scions appeared on the board, one in each deployment zone directly in line with either objective. I placed my Bladegheists right against the deployment zone close to the left objective, opposite my opponent's forces, and then one batch of Chainrasp Horde behind them. I placed my second Chainrasp Horde, who were my last deployment, at the closest edge of the right-hand deployment zone to that objective. CoS retained priority by finishing his deployment first. He elected to go first. Gameplay Turn One Cities opened the turn casting Ironoak Skin on his Freeguild Guard, giving them a -1 to be wounded. He then marched them forward, able to secure the objective and provide a line for his Crossbowmen and heroes. Shooting was not fully in range, so a few wounds were tossed at my Chainrasps and Bladegheists damaging them 4 and 2 respectively (I think). There was no other battle options available at this point, so it was on to an inconsequential battleshock phase, and then on my my rebuke. CoS: 1 point, NH: 0 points I began my half of the turn attempting to cast, and failing, Shademist. Par for the course, really. I then ran my lonely Chainrasps on the right-hand side of the field into objective range and then teleported the Dreadblade on that side to cuddle up with them. On the left side, I quickly moved my Bladegheists into charge range to engage Freeguild Guard. My Chainrasps being my only battleline, I wanted to turtle them up with my Dreadblade so I pulled them both back into cover (we don't get a cover bonus, but line-of-sight still counts for ranged!) and let them cower. At the end of my movement phase, seeing my opponent committing all of his ranged on this side of the board, I opted to drop my Olydnerbomb now and line her up right at minimum range, flanked by her Dolorous Guard on either side and the KoSoES tucked narrowly behind her. For the shooting phase she Wailed at the Crossbowmen for 3 wounds and at the Hurricanum either nothing or very little, and then we moved on to the charge phase. All units failed their natural charges, but I felt getting the Bladegheists into trouble right away was necessary, so I burned a CP (no refund) for a re-roll. On this chance they made the charge. Between the charge and pile-in they had enough movement to line up in two ranks with enough space for that second rank to be in their 1" range. 11 wounds later, the counter-attack was muted by all the gore flying around. Cities opted to spend a CP to keep the rest of his Guard from running in the battleshock phase. CoS: 1, NH: 1 End of Turn 1 - Video Turn Two I scored the double turn (YAY!) but in my unbridled joy I completely forgot my entire hero phase (WHAT)... By all rights this should have spelled the end for me. No attempt at Shademist for my Bladegheists, no attempt at Grief-Stricken on the Hurricanum, no attempt at Soul Cage on the Hurricanum, and no Lifting the Veil. What the hell was I thinking?! At least I remembered to gather my CP for the turn and move right into the movement phase, pulling my Bladegheists back to get into charge range again. Knowing they would land another charge, I bring my cowardly Chainrasps out of hiding to put them in objective-claiming range if my 'gheists could finish the job on the Guards. Meanwhile, Olynder and her retinue selected their dance partners for the evening and sauntered up to the 3" barrier. For shooting, she Wailed some more (and THEN I realized my missed hero phase, so I wailed as well), and then we got to business with the charges; all made them easily with the KoS achieving Wave of Terror (with me forgetting the battalion's buff to his attacks). Once into combat proper, the beat was properly dropped and the KoS took the mic for some dubstep beatboxing, spending his free Command Ability on Olynder, and my bank of CP on both units of Hexblades, himself, and with range to spare on buffing the Bladegheists, as well. Thanks to the Aetherquartz my 3 CP remained at 2 after the breakdance showdown. The resulting bloodletting reduced the Freeguild deployed models from 52 to 4. CoS: 1, NH: 4 End of First Half of Turn 2 - Video (prepare for salt) CoS had to answer, and try he did. Being denied any semblance of a hero phase (so we're even now) he jumped to his movement phase. He summoned up his reserves, dropping one set of Demigryph Knights in charge range of my Chainrasps and Dreadblade who had been ignored so far on the right-hand side of the board. His second set of Demigryphs flanked my other Chainrasps. Finally, his Freeguild General on Griffon zoned in as close as he could to Olynder, determined to ask for this next dance. He then promptly failed all three charge rolls... He was forced to engage in combat with his already-bleeding-out General on foot who was promptly slapped off the map. Note: It is here I commit a grievous sin! Several, even! Pulling out my White Dwarf magazine I noticed that I had been neglecting my KoS's extra attack for the battalion. But, worse than that, my thick sexy Dwarf (the magazine) knocked our videographer's coffee over, dousing his leg in cold brew. It was decided right then that no matter the outcome of this macabre ball that I, the Spiller of Nectar, the Defiler of Grounds, had lost this game. Despite my now permanent title of shame and irredeemable loss, we continued on for spectator's sake. End of Turn 2 - Video (more salt, and some coffee) Points? What are points? Uh, CoS: X, NH: Y Turn 3 Turn 3 began with CoS getting the dice off. The Demigryph Knights on the left side of the board made their charge and put down both the Chainrasps and my Dreadblade that carried the Midnight Tome, robbing me of that objective. On the other side of the board, his second set of Demigryphs got in close enough to contest the other objective and deny it to the both of us. And his general? Well, all the abilities he had at his disposal, with any points he could shove down his throat, and all of the 2+/2+ shenanigans he could muster, he just couldn't contend with the new massive wound pool Olynder had with the Dolorous Guard. By splitting his attacks he put some wounds on the KoS, but but the majority of them pelted Olynder in the face. But, of the 9 wounds that made it, 4 Hexwraiths (2 on each side) ended up taking the brunt of it saving Olynder the indignity of having to eat more than 1 wound herself. In the end, the Living City just couldn't deliver enough firepower to offset the massive early damage, and after a bit of theorizing of my half of the round, CoS conceded. Winner: Nighthaunt (but not really because of that coffee thing). End of First Half of Turn 3 and Concession - Video Summary It's honestly hard to tell how well the two new battalions operated for me. On the one hand, organizing them into an Olynderbomb Underworlds deployment, coupled with the Knight of Shrouds on Ethereal Steed's Command Ability spam made just about the entire army an amazing threatening presence. But on the other hand, at least at 1520 points, it left so little for any support units that if enough pressure were to be applied to them, like what happened at the top of turn 3 to my Chainrasps and Dreadblades, I could have been left chasing objectives or going for total annihilation in order to win. Ultimately, this game ended up so one-sided that several key abilities or scenarios were never tested, such as having to spend CP to resurrect models and seeing how much power-per-point that can be balanced at, or how much whole unit loss I could take before feeling the misfortune. In this configuration there are multiple ways to play this to try to offset these weaknesses. Opting to keep my objective campers in the Underworlds and utilizing the Pendant of the Fell Wind a bit more for a game-start deployed Olynderbomb, for example. But, this game couldn't do much to teach me any of that. This wasn't helped by the abysmal rolling of my opponent. Some days you just can't roll a 3+ to save your life, and this was one of those days for him. The salt you begin to hear in the videos has everything to do with consistently rolling a handful of 1s throughout the game. Not much to be said about that, really. But, there were some lessons learned on his side of the board in terms of coming up against the scary Nighthaunt again (he wasn't a fan of our LoG battles namely for the lack of any real threat on the table and feeling like I was only playing and wining by spending the sheer time on it). There will be a rematch very soon. I will bring this same list with no alterations, and we'll see how it holds up.
  4. Battleplan: Places of Arcane Power Total Points Played: 1520 Terrain: Random per GHB, no terrain with warscroll cards Armies Legion of Grief Heroes Dreadblade Harrow General - Command Trait: Vassal of the Craven King Necromancer Artefact: Aetherquartz Brooch Spell Lore: Dread Withering Guardian of Souls Spell Lore: Dread Withering Knight of Shrouds Battlelines Chainrasp Horde x20 Chainrasp Horde x20 Other Grimghast Reapers x30 Dreadscythe Harridans x10 Dreadscythe Harridans x10 Cities of Sigmar Heroes Celestial Huracanum Annointed Freeguild General Non-Heroes Phoenix Guard x20 Phoenix Guard x20 Freeguild Crossbows x20 Freeguild Crossbows x20 Deployment Gravesites: I deployed three of my gravesites in a triangle. The first two went to either side of the center objective, just outside 9" from it. I had to place one fully in my territory, but the other I placed just on the other side of the dividing line. The third point of the triangle was just outside 9" from the center objective on my side of the field. The fourth gravesite I placed in my opponent's deep field, a full 9" from both board edges. This meant that the first turn would be spent outside of any of their auras, but counting on my opponent's traditionally slow speed I wasn't concerned that I couldn't reach them even if he went first. Cities of Sigmar won the roll-off and deployed first. He opted for a tight formation, hugging the offset side of the board in order to keep everything within the various auras available to him. This placed him just opposite the center objective from me, but closer to the one on my left than the one on the right. I decided to split my deployment. In the center I deployed my Grimghast Reapers, bulking them up in front of my Necromancer. To the objective on the right (hidden by the haunted house) I placed both units of my Dreadscythe Harridans and my Knight of Shrouds. That left both of my units of Chainrasp Hordes to deploy as close as I could get them to the far left objective. The terrain there pushed me a bit further out than I'd like. Gameplay CoS finished deployment 4 units before I could, so priority went to him to decide the first round. He opted I move first. This was unusual. He usually moves first, and in half measures to bait you to into range of his crossbows. But, me putting the bulk of my forces directly opposite him, as well as a grave in his backfield, he needed a moment to try to figure just what I was up to. Passing the turn to me I moved normal moves on all my units, making sure to stop just short of where his crossbow range would be after his move, and ran my heroes toward each objective behind their screens. On his move, his slowness meant that even after his move I was out of range of all but a couple spells. He cast them, some mortals were dealt to me that I couldn't shrug successfully, but in the end round 1 passed without much incident. Round two came to me first. I spent my Hero phase giving my Reapers Mystic Shield, which was successful and not unbound. I didn't have anything else defensive to cast, and he was still out of range for Dread Withering, so I spent my round just making sure my heroes could cap each objective and that they were protected by a ton of models for fencing. His half was spent pelting both my Reapers and Chainrasps with his ranged while moving his melee closer. Still, just out of range for a charge. Some easily-passed Battleshock rolls later and the turn was over. End of Round 2 Score: LoG 3 points, CoS 0 Turn 3 was my opponent's. This...did not go well for me. It was a bloodbath. It was a goddamned massacre! Spells ripped through my Reapers, ranged attacks eviscerated both them and my Chainrasps, but only after he focused Guardian of Souls for 4 wounds and melted my Necromancer off the board. My Deathless saves just didn't roll high enough, and after losing my Necro I was losing Reapers by the handful. Heroes were targeted and erased. Reapers were softened. Rasps were mostly intact. My response was swift. Rasps and Reapers charged, but only the Reapers made it. Without my artefact I opted not to spend any CP yet for the charges in case I need them to bring back my units. The Reapers engaged, and after the exchange I wiped out half of one of his Guard units and splashed a few MWs onto the hero parked with them, but on the counter attack my Reapers were no more. My silent wish? To get the top of the next round and bring back my Reapers, either at the gravesite where my Dreadblade was already parked, or at the gravesite in my opponent's backfield. End of Round 3 Score: LoG 7 points, CoS 0 My wish was denied. CoS got the top of turn 4. Woe was my poor Guardian of Souls. Woe was another handful of Chainrasps. Worse than that, his magic and his advancing ranged line brought woe to my Dreadblade. Say a silent prayer for him, because he did all of nothing this entire game and on the verge of his entire worth being paid for in the form of Endless Legions, he popped like a Nurgle pustule, unable to move out of the way before they came gunning for him. (He's in the picture near that far gravesite because I was talking out what my next move was going to be to my friend, and now he's taunting me.) After his cloud of bolts was over, he was able to advance onto the center objective and claim it. Meanwhile, his other Phoenix Guard split off to head for the next nearest objective, engaging my Chainrasps and removing them from the board. Mid-Round 4 Score: LoG 7 points, CoS 1 On my half of the turn, I took stock of my situation. My only hero left was my KoS. My only units left were my Dreadscythes. It looked pretty bleak. But then I started counting. Despite losing almost everything, all I needed to do was hold my last objective. My Dreadscythes finally moved (represented here by some Glaivewraith proxies). 2 CPs on their runs to net a full 14" movement, they barreled into the bottleneck of the terrain to deny my opponent movement toward my KoS. The KoS himself moved back just enough to still cap the objective at the edge of the 3" this battleplan demands. I formed the Hot Gates from 300 (not really) using my Dreadscythes as the doors and the terrain as the walls. Now, the ball was in my opponent's court. End of Round 4 Score: LoG 10 points, CoS 1 He won the roll off for turn 5. He capped his second objective. He engaged my Dreadscythes, who despite their lack of buffs and lack of Deathless managed to hold their own with minimal losses. They swung back hard, those 2 damages on nat 6 wounds hurting his melee line. The turn passed quickly. Mid-Round 5 Score: LoG 10 points, CoS 3 At the top of my turn, all I could do was laugh. I had cinched the game. All I had to do was pass the turn and take my 4 points. But first, I had to press my attack with the Dreadscythes just for fun. I had never fielded them before, and while my original plan was to spend some CP on them and get them close to a GoS and see just what they could do at full tilt, I was very surprised how they performed without all that. I'm so used to my Bladegheists only having 3 attacks on a charge, but now that I have used my Dreadscythes I think their -1 hit bubble is way more powerful a buff than a 3's-across-the-board attack profile by a mile. My opponent, my friend, is used to seeing the same from me, so he was eager to see how they performed as well. They piled in to attack his ranged line and managed, at 6 or 7 models, wipe half of his unit. Their counter-attack was nerfed to near-ineffectiveness. The other unit came at his Guard which took the beating much better, but I rolled well enough on the wounds and he not so well on the saves that even a number of them fell. We both were very happy to see these guys swing for the fences, and they will be a staple in my games to come. Final Score: LoG 14 points, CoS 3 What went well Battleplan Not only did I have more heroes on the table with which I could grab an objective, their even distribution meant that the battles themselves were fairly easy to predict. Deployments alone were enough to know where the pain points were going to be. Terrain Terrain will almost always favor Nighthaunt units, and here was no different. Being able to fly meant that I could ignore most of it, where my opponent could not. I was able to make use of the pinch points on the sides (again, these were determined randomly via GHB, and he chose the side of the table we started on) and force the battles to occur on my terms. Speed Once again, Nighthaunt's speed is one of our stellar qualities. Being able to cover the distance to the objectives so quickly meant I had the early advantage on points. This speed also meant that I could take the fight to him further out away from those objectives in case I needed to recoup before he could cap them. Gravesites Placing three of my graves so close to each other proved a game-changer in terms of keeping my opponents occupied longer than he wanted to be. He had to eat up 3 turns just getting through my regenerating Reapers, which while that went by fast and I couldn't stand up to the sheer amount of wounds he could put out, it didn't matter in the end. That bought me all the time in the world. My fourth gravesite? He eyed it every turn, every move. He had to factor it in with every choice he made. The only time he was ever confident with a choice he was making was after he realized he had my general dead-to-rights and knew he could kill him. Deployment For the first time I felt solid about my deployment strategy. This is in part due to the battleplan and partly the gravesite locations. I felt confident that I could meet his challenge head on instead of an uphill battle. And it helped that I put so much pressure on my opponent from turn 1 that a whole detachment on the right side of the board was ignored until it was too late. What went wrong Hero placement? I should have either turfed my Necromancer to the left side and the GoS center, or some other mix similar to that. The Necromancer got a Danse off, and while it was nice I was throwing attacks against a battleline that was saving on 4s with a save-after-save of 4s, who could strike back with 2+s or 3+s with lots of attacks. Perhaps with a GoS backing my Reapers more of my own wounds would have gotten through instead of buffing my Chainrasps that saw no real action. In addition, I was afraid of advancing my Dreadscythes because I knew they would go in buffless. Dreadscythes They took too long to do anything. If I had parked my Necro where the KoS was I could have had them swinging for 3A/2+/2+/-1/1 and sometimes 2 damage, assuming my GoS was nearby as well. Instead, I benched some of my best ghosts on the sidelines to watch the whole battle. In the end that was probably the better move, but I'm thinking not. OMG DAT DAMBLAGE Since getting the Cities book I have not won a game against them until now. Hallowheart, Hammerhal, and now Phoenix Guard, my friend is really good at finding unit synergies that this book offers and bringing out the pain. He regularly can put together a kill team that can swing with the best damage profiles, save with the best protections, and toss in the right buffs at the right time to make it all just an overwhelming force. I am saying this is something that went wrong because we're capable of this, too, albeit in a more focused manner, and I didn't pull that off. But, this proves a point that Nighthaunt are an objective-game army. I tried to meet him in the middle and take on his entire army with 30 Reapers. That didn't go so well. We're ethereal, and we're already dead, but that doesn't stop us from being sent back to the grave.
  5. After painting up my third army this year for Blackout, I decided that I was going to take the next year continuing to push my brush work and doing one-off and skirmish sized projects. That sort of went out the window when I went to Warhammer Achievements 🤦‍♂️ The sheer amount of hobby inspiration you get from attending an event where people have really heavily themed armies is amazing and since then I've come away pondering creating an army themed around a Cogfort. One appeal of doing this is that it will actually tick off a huge number of things that are on my hobby bucketlist. First and foremost it will finally give me a Duardin army. I've wanted to have a heavily Dwarf themed army almost since I got into the hobby - even my username is Dwarf themed, yet I've barely a dozen painted bearded folk to my name... It will also give me an Order army, leaving me Destruction to go. At the present time, very little has been written about Cogforts which makes it a rich environment for conversions and weird off the wall ideas (to the point Realms at War are now themeing their 2020 event around the idea). So, the other day I picked up the Cities of Sigmar battletome and then a Start Collecting Greywater Fastness box... Here's my first test going for a NMM effect on the beard
  6. Event Title: The Lavafall Riots Event Author: Nuno M Calendar: Events US Event Date: 25/01/2020 - 10:30 AM to 08:00 PM Hi everybody, I will be running a Narrative Event at Alpha Omega Hobby near Boston MA, USA, Saturday, January 25th. Registration and event details at: https://forms.gle/SiSZH8fSijTaKh2E8 This 1-day narrative event will consist of parallel games of Age of Sigmar (3 games) and Warcry (5 games). Players can participate either with an AoS army or a Warcry warband. Gangs of warriors will fight as mercenaries, over an urban landscape, trying to take over territory and clearing the streets of wild endless spells and rampaging monsters. On their way, they will fulfill missions for their employers, and gain coin to spend on espionage or supplies. Throughout the battles, mercenaries can be contracted, units will become veterans and accumulate abilities, and find out what's behind the riots of the Lavafall district. THE SPIRIT OF THE EVENT This event runs on the themes of city fights, revolution, charges against barricades and lots of backstabbing plots. Think "Gangs of New York" or "Les Miserables", or even Western movies and "Pirates of the Caribbean". So get those Cities of Sigmar armies out there! Please register your interest as soon as possible (even if you cannot confirm yet), so we can plan tables and terrain, and accommodate as many people as possible.
  7. Event Title: Gangs of Hammerhal - The Lavafall Riots Event Author: Nuno M Calendar: Events USA Event Date: 12/07/2019 12:00 AM Event Title: The Lavafall Riots Event Author: Nuno M Calendar: Events US Event Date: 25/01/2020 - 10:30 AM to 08:00 PM Hi everybody, I will be running a Narrative Event at Alpha Omega Hobby near Boston MA, USA, Saturday, January 25th. Registration and event details at: https://forms.gle/SiSZH8fSijTaKh2E8 This 1-day narrative event will consist of parallel games of Age of Sigmar (3 games) and Warcry (5 games). Players can participate either with an AoS army or a Warcry warband. Gangs of warriors will fight as mercenaries, over an urban landscape, trying to take over territory and clearing the streets of wild endless spells and rampaging monsters. On their way, they will fulfill missions for their employers, and gain coin to spend on espionage or supplies. Throughout the battles, mercenaries can be contracted, units will become veterans and accumulate abilities, and find out what's behind the riots of the Lavafall district. THE SPIRIT OF THE EVENT This event runs on the themes of city fights, revolution, charges against barricades and lots of backstabbing plots. Think "Gangs of New York" or "Les Miserables", or even Western movies and "Pirates of the Caribbean". So get those Cities of Sigmar armies out there! Please register your interest as soon as possible (even if you cannot confirm yet), so we can plan tables and terrain, and accommodate as many people as possible. Gangs of Hammerhal - The Lavafall Riots
  8. I have a Dispossessed army. Now that Cities of Sigmar has come out, is my army obsolete? In particular, Warriors, Quarrelers and Thunderers are not in the new Battletome. Does this mean that they are out of the game? Or can I still field these units in a Dispossessed army using the Allegiance abilities from the General's Handbook?
  9. Grumpold

    Epilogue

    Epilogue Three days later, the vanguard of the army left the city under the command of Sheriff Albertus, Freeguild General of the Free Army of Montalban. With him he had the Greatswords, the Handgunners, the Demygryph Knights and some regiments of Halberdiers. A detachment of pistoliers from the mercenary company of Nimyard rode ahead of them, scouting the road. Albertus knew Captain Nimyard from the days way back and Nimyard owed Albertus a favour. Three days after the vanguard, Stadthouder Adriaanus Manstien would march out with the main body of the army. Manstien would take to the field on his War Griffon in full ornate battle plate. More regiments of Halberdiers would accompany him as well as the city's Hellblaster artillery train. Also going with him was Bert. Bert was pulling his Rex Diem float, on top of which they had placed the Hurricanum and the Luminark. Nostro, who was recalled as Battle Mage of the Free Army of Montalban, was standing on the float relishing his new position and polishing up his beloved machines. In front of the army column, soldiers carried the relics of Holy Michael the Hermit, patron saint and saviour of the City of Montalban.
  10. Uploaded the cards for the two newest Battletomes. Errata already included. Have fun!
  11. Chapter 7 – What is Freedom? For the first few weeks after the events of the festival, Montalban lived in fear of the Knights Excelsior coming back. They had promised to return and kill every living being in the city. The mood in the city was of that of complete anguish and every day funerals were held for those who had been slain by the Knights Excelsior and for those who perished in the panicked stampede that followed their attack. Stadthouder Adriaanus Manstien was a changed man; that much was clear to everyone. For the first two days after the carnival he had not said a word, nor had he left his cabinet room in the town hall. When Albertus came to report to him the number of casualties among the guard, the citizens and the festival goers from outside town, Manstien decided to visit every family affected and to attend every burial; from the elaborate funeral processions of the wealthy to the mass burials of the destitute. It was as if he wanted to bear witness to every single injustice done. When it became clear that the Knights Excelsior were not returning any time soon, the mood in the city began to shift from fear to anger. People started to discuss what had happened and soon people argued that Montalban was meant to be an example to the other free cities. An example of what it means to be ruled over by Sigmar. Slogans began to appear on the walls of public buildings “Sigmar is a liar” and Manstien was now increasingly accosted by citizens who grew bolder by the day and wanted to know what he was going to do about it. The answer to that question came soon enough. A month after the carnival, large groups of refugees appeared before the walls of Montalban, bringing with them tales of a large battle where the forces of Sigmar had been defeated. Now it became clear why the Knights Excelsior were forced to abandon their slaughter at the carnival and had left the city in such a hurry. Many openly said the knights deserved what had been coming to them. Manstien and Albertus understood this meant only one thing: war was coming to Montalban. When shortly after the first refugees showing up, a messenger arrived from the city of Hammerhal on horseback, they knew the game was up. The messenger carried a summons from the Lord Veritant of Hammerhal, to assemble the army of the free city of Montalban and to march immediately to the aid of the forces of Sigmar. Manstien called a meeting of the town’s consigniliari to discuss the summons. But the meeting was short-lived as the consigniliari refused to endorse the summons. Feelings of anger ran too high in the city and they did not want to risk a popular uprising. It was up to Manstien to order it, he was the Stadthouder and he had the ultimate say. The consequences of this decision would be on his head. After the council meeting, Manstien sat with Albertus in his cabinet room. They had to come to a decision. “We cannot escape this war, Albertus.” Manstien began. “Yes, I know, my Lord.” was his reply. Manstien watched Albertus in silence for a moment. “What else do you know, Albertus? Nothing ever seems to bother you. They slaughter your guard and still, you do not speak out.” Manstien drew his chair closer to the cabinet table. “You know, Albertus, I know nothing of you when I come to think about it. Tell me, and do call me Adriaanus, where were you before you became Sheriff of this city?” Albertus looked at Manstien. “I have been to see Nostro when the Knights Excelsior were in town.” The comment took Manstien by surprise and now he raised an eyebrow. “Ah I see, and what did he tell you?” Albertus shrugged “That war was coming. That we would soon be in an awful lot of trouble. That something bad happened in Shyish and that we had agents of chaos in our town.” Manstien couldn't believe what he was hearing. “And you did not think it proper to tell me this?” Now Albertus drew nearer to Manstien. “Adriaanus...war is always coming...we are always in trouble. There is always something bad happening in Shyish, or Ghur, or Chamon or wherever. And there are always agents of chaos running loose in towns like Montalban. Are you that naïve?” Manstien looked at Albertus sharply. “You have not answered my question, Albertus. Where were you before you became Sheriff of Montalban?” “I was once a soldier in Azyr. I left Azyr and I joined a band of rogues that fought its way throughout the realms.” Albertus told him. “So, you were a deserter, Albertus. A rebel turned mercenary. You deserted those who protect us and ensure our freedom. You have forsaken your oath to Sigmar himself.” Now Albertus hissed back at Manstien: “Is a slave free because his master protects him from the beatings of other masters?” Manstien sat in silence. Albertus had a point. All the freedom the city had right now, was to choose who was going to give them a beating. Sigmar and his zealots or the forces of chaos and their gruesome armies. He could make a choice between those two evils but could you call that freedom or even a free choice? “I have made a decision, Albertus.” Manstien suddenly exclaimed. “We will call the free city army up, all of it. Every man, all the machines, all the animals and even Nostro with his devilish contraptions. I will go as well and you, you will be its general. But...the people of Montalban will decide who we will fight. Will we join the forces of Sigmar or will we rebel and fight anyone who wants to invade our lands, whoever they may be.” And so the next day Manstien made his decision known to the citizens of Montalban. That war was coming, was now clear to everyone. But what was best for the city? Every fighting man had a vote on whether to join the forces of Sigmar, who had only recently tried to annihilate them, or rebel against the summons and face on their own whoever that may be. There was much debate in the city and on the morning of the vote, long queues of men formed up before the town hall. Manstien and the city's scribes were seated outside behind a long table in front of the town hall. Each man walked up to the Stadthouder and gave him his vote. In the evening the tally was made in front of Manstien, Albertus and the consigniliari. The result was read out to the gathered citizens. Montalban had decided to rebel.
  12. Chapter 6 – The Woes of Montalban No longer able to contain themselves, the Knights Excelsior jumped screaming from their stand and began to hail blows upon the festival goers. They smashed their hammers on everyone within their reach and pushed against the crowd with their shields. Laughter turned into screams of horror and anguish as they hammered upon the spectators all around them. Those bloodstained from the March of the Blood Reavers earlier on, were now splattered with the gore and brains of the people next to them before they themselves were bludgeoned down, holding their heads and staring in horror at the sight of their own blood. The laughter in the crowds faded way as they began to notice that something was seriously wrong. First, a few seconds of confused silence, while they listened to the shrieks of the dying. Then the realisation of what was happening. A single scream pierced the silence and within seconds the whole square began to howl in panic. “The Stormcasts are attacking us! They are butchering us!” they screamed and then the panic started in earnest. A bloody scene of chaos unfolded as thousands of revellers scattered falling left and right, only to be crushed and trampled to death where they lay. The Halberdiers guarding the spectator stands could not believe what was happening. As they witnessed their families, neighbours and friends being attacked, they reacted instinctively. They began thrusting their halberds towards the Stormcast to try to stop the onslaught and allow people to escape. But then the Knights Excelsior began to direct their attention towards the Halberdiers guard. Bert watched incredulously from his float, desperately trying to understand what was happening. “Why didn’t the Stormcasts find what I did funny?” he thought. He heard a few Liberators screaming at him “In the name of Sigmar, die! Die you chaos spawn!” as they tried to climb on to the float. One managed to get over the side of the float and smashed Bert's foot with his hammer. Bert jerked his foot away in pain. “Ow! That hurts!” he screamed. And then Bert got angry. He grabbed the Liberator by the head, hauled him up and threw him with all his force against the line of Stormcasts surrounding the float. Bert clambered off the float and kicked the shield of another Liberator as he dismounted, sending the warrior sprawling back against the Lord Veritant standing behind him. Whilst this was happening, Albertus had jumped off the other stand and raced towards Manstien who was lying in a daze at the bottom of the ladder. Albertus hauled him up like a rag doll and shouted to a couple of halberdiers who were watching dumbfounded what was going on at the other side of the float. “You, and you, come here! Take him away, Take him to the town hall! Put him in his office and lock the door! Stand guard and let nobody in!” The guards looked at him in surprise. Albertus threw Manstien in their hands. “Do it now!” The halberdiers caught Manstien and dragged him away to the town hall. Albertus snatched up a halberd lying on the ground and ran around the float to where the halberdiers were fighting a losing battle against the Stormcasts. Luckily for the halberdiers there were only thirty of them. A group of strong men from the March of the Blood Reavers now joined the halberdiers. They also had family and friends amongst the victims. Armed with halberd and spiked clubs they tried desperately to contain the Knights Excelsior from pursuing the festival goers. But the Knights were determined to break through their lines so they could cleanse the city of the foul chaos spawn that lived here. Albertus shouted “Stop! Stop! Stop this madness. Parley! Parley!”. The Lord Veritant saw Albertus and called him out. “You and your demon rituals, you will pay for your blasphemy with your life! We will cleanse this chaos infested city and avenge the insults on our Lord Sigmar!” Bert, suddenly appeared next to Albertus, armed with two large clubs in his hands from the Reavers. Bellowing out a war cry he threw one club at the Lord Veritant. The Lord Veritant stepped aside as the club flew past him, missing him by a whisker. At that moment, a trumpet sounded from above, and a lone Stormcast Prosecutor with a horn descended and landed behind the Stormcast line. The Lord Veritant shouted orders to form shieldwall as he made his way to the Prosecutor. The two battle lines parted a few yards away from each other and the halberdiers tried to catch their breath. The Lord Vertiant could be seen arguing with the Prosecutor, and after a short while, he returned to the battle line. He shouted some orders which Albertus could not understand, and the Stormcast Liberators suddenly changed formation into column. Protected on all sides by their shields, they began to fall back towards one end of the city square. Germanus Graghus turned around and pointed at Albertus: “You are a marked man! And this city will soon feel the wrath of Sigmar! We will be back to finish this job once and for all!” Some of the halberdiers started jeering. Albertus shouted “Stop it! Shut up! Let them go! Let them go!” And so, the Knights Excelsior departed the city of Montalban, inexplicably and as sudden as they had shown up. The Stormcast Prosecutor rose up and flew away. On their march to the city gate, the Knights Excelsior did not meet a single living soul. The streets were deserted, and the city gate was wide open. The column of Stormcasts set off through the gate, on the road in a forced march. As news spread that they were gone, thousands of festival goers came out of hiding and many left the city immediately, back to the villages and small towns where they had come from. But a lot of them went back to the square trying to find their missing family members amongst the piles of battered corpses all over the place. When they recognised their loved ones, they broke down in agonised cries and tears as they held the mangled remains of their loved ones. A solitary figure pulled the float, the Rex Diem, away from the square. It was Bert. He dragged his bloodied foot behind him, limping from the hammer blow that had smashed it. They had hurt him and the people who were kind to him. They had taken away his right to be king for a day and he could not understand why. Inside him grew an anger at the sheer injustice of it all.
  13. Version 4.12.01

    141 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  14. Chapter 4 – You have been warned In the week that followed the Knights Excelsior’s arrival, preparations started in earnest for the Laus Stultitiae, the big annual festival. Festival goers began to arrive in the city all looking forward to the celebrations and with plenty of money to spend. Street markets sprung up everywhere, taverns were full of revelers and across the whole city, houses and squares were decorated with garlands and banners. The festival was a celebration of the history and origins of the city of Montalban and on the last day of the festival, a large carnival parade would be held where, by tradition, the humblest of the citizens would be crowned King for a Day. The carnival was called 'the burial of the sardine'. None really knew how it came by that name. According to folklore, when the city was once besieged by a large Beastherd, the citizens of Montalban had been reduced to eating rotten sardines from the last fishing boat that made it into the harbour before the city was cut off. When it ended the carnival was created to celebrate their finally being able to eat something other than sardines. It was a nice story. The Knights Excelsior didn't take part in any of this, locking themselves away in the guard barracks, never opening the door to anyone. Even victuals had to be left at the gate, until suddenly a Stormcast soldier would open the gate and take the food inside without saying a single word. Sheriff Albertus would visit the Greatswords standing guard outside the barracks several times, during the day and night. But the soldiers could tell him nothing more than that they heard the Knights were holding weapon drills during the day in the parade square, singing hymns during the evening and nothing during the night. Only once was there an incident. Some drunken festival revelers had come in the middle of the night to the barracks, taunting the Knights Excelsior. “Oi, Stormcastie boy!”, they were heard shouting, “You lot you think you are tough, yeah? Well, why don't you come out and show it then! We here in Montalban ain't afraid of a bunch of peacocks like you lot.” Within moments the Greatswords ran over and started arguing with them. Soon enough there was a fist fight in front of the gate and when they all had thrown and received enough punches, the drunks melted back into the town hurling insults at the Greatswords and Stormcasts. But from the barracks came no response. The next morning, Sheriff Albertus decided it was time to pay a certain person a visit. He went over to the Greatswords guard and asked the captain and the sergeant to accompany him. When he was asked whereto, he said “nowhere, and that is where you have been if someone asks, nowhere, understood?”. Both nodded. The three walked out of the city gate and headed up the road. After a half hour, they left the main road and took a path leading into the forest. Only then did the Greatswords realise they were heading for Haldor Hollow. Past the forest, the path led to a clearing where several ruins of farmsteads and barns stood. One of the farms was still looking inhabitable despite its rickety roof and broken windows. They knew this was where the old mad mage lived and they didn't like it at all. The old fool was crazy enough to turn them into a statue or even worse, a frog or a donkey. Albetus approached the door and shouted “Nostro, it's Albertus here. I know you are in there.” From inside came a voice “Of course it is. Do you think I'm blind? I 've got no money, you greedy leech”. “Oh shut up” Albertus answered as he pushed the door open. “You two wait here” he told the Greatswords and went in. Both Albertus and Nostro sat around a table peering into a glass sphere. Clouds seemed to swirl inside it, changing reds to blues to vibrant purples as Nostro muttered unintelligible incantations. Sheriff Albertus had not always been sheriff of Montalban. He was a man with a long past - a past which was nobody's business if he could help it. But with that past came a lot of experience and he knew the value of a mage of the Collegiate Arcanum. Even if the one sitting in front of him might have faked his diploma on the wall, as Albertus suspected. But papers don't matter on the battlefield, it’s the gift that mattered. Finally Nostro spoke. “I see a lot a trouble ahead”. Albertus snorted, “I could tell you that looking in a brick, you old fool. The city is full of trouble with the festival going on.”. Nostro took no notice. “No, I mean real trouble. You have trouble makers in town. Bad ones.” Albertus swallowed. He knew perfectly well who that was. That was why he was here. “What will happen?” he wanted to know. “Oh the usual,...violence, death, battle, and then some more.” Nostro sighed. “But there is also an agent at work, an agent of the ruinous powers”. “Who?” Albertus pressed. “I don't know. I can't see through the concealment wards”. Suddenly Nostro looked up. “Listen, I know where you came from and what is in your past. You're not fooling me with this sheriff malarkey. You are going to help me.” “How?” asked Albertus. “I want my Hurricanum and Luminark back”, Nostro answered, fixing him firmly in the eye. Albertus straightened up. “No way, read my lips, no way” he hissed back to Nostro. Nostro once resided in town as the well-respected mage of Montalban. He lived in one of the city wall’s large watch towers and was often found shouting to the heavens, practicing old spells and experimenting with new ones. But one day in high summer just before the harvest, one of the Hurricanum experiments went badly wrong. He unleashed the mother of all hailstorms on the surrounding countryside which ruined the crops in the fields. The farmers besieged the stadthouder in the city hall, beside themselves with rage, waving their pitch forks to all who tried to get near them. They demanded that Manstien threw the mage out of town. Eventually Manstien managed to appease them with promises of a severe reprimand, 20 lashes of the whip for the mage and even more punishment. Later he exploded with anger in front of the mage but did not carry out the punishment. The banishment eventually came later after another failed Hurricanum experiment. Nostro managed to land a comet out of the clear blue sky right in the middle of the town's animal menagerie, crushing several Demygryphs to death and barely missing the Stadthouder's battle griffon by a whisker. This time the Stadthouder needed no prompting from the shocked Demigryph Knights and he banished the mage out of town. Since then the mage had secluded himself in Haldor Hollow. “Something has happened, Albertus. Something very bad in a place called Shyish. You may not have noticed anything unusual but the air has changed and the forces of magic and evil are getting stronger every day now.” Nostro stared silently into the glass sphere, a look of despair creeping across his face. Albertus stood up. “Yeah sure, you're not intimidating me, you old fool.”. As he walked to the door, Nostro shouted after him. “Don't call me an old fool, Albertus, you are the fool here. Your past will catch up with you. And I tell you now: before this is over you will be on your knees here, begging me to get back to my Hurricanum and Luminark. You have been warned!” Albertus and the two Greatswords walked back to town in silence. They knew better than to ask him what had happened. Once through the gate, he beckoned them to come with him. They went up the steps of the city wall to the curtain wall and followed the wall to the large gate tower on the south side. They knew this was the old mage's tower. Once at the gate's tower door, Albertus looked around them and took a key out of his doublet. He turned the key in the lock and pushed the door open. Inside the room had remained undisturbed as it was left years ago when the mage was banished. “Follow me” he said to the two men. He swept a carpet aside and lifted up a large wooden lid in the floor. A dark staircase lead to the basement of the tower. A feint light seemed to come from down there. As the three gingerly descended the staircase, Albertus whispered “Holy Michael the Hermit”. Once down, in front of him stood the Hurricanum and the Luminark with its lenses and mirrors. But they were not still as they expected them to be. The Hurricanum was slowly whirling its parabolas on its own accord and the lenses of the Luminark were pulsing with faint green light. As Albertus locked the gate tower door behind him, he turned to the captain and the sergeant. “Remember, you've been nowhere”.
  15. Chapter 3 – They are here Two days later, on a bright but chilly spring morning, Stadthouder Adriaanus Manstien, Sheriff Albertus and the consigniliari of Montalban stood waiting in the middle of the road, just inside the main town gate . The huge, forged iron gate was thrown wide open, its portcullis raised. The town's guard lined up in front of them outside the gate, on either side of the road leading into the town. Halberdiers on the left, Handgunners on the right. The company of Greatswords stood to attention on one side of the road inside the town a little way past the gate. The dismounted Demigryph Knights stood on the other side of the road facing the Greatswords. Stadthouder Manstien made the decision to leave the Demigryphs in the city's menagerie. They were nervous animals at the best of times and it would be one less thing to worry about. The Demigryph Knights, proud sons and fathers of nobel houses and wealthy merchant families, were not pleased about this decision. The Stadthouder knew he would have to grant a few of them a private audience later in his cabinet room. They were certain to protest their displeasure at having to stand like peasants and ordinary guards to meet the Knights Excelsior. The Stadthouder had already heard some of the grizzled Greatswords jeer at the dismounted knights opposite “Where's your coo-coo bird, son?” Every time Sheriff Albertus boomed “Silence in the ranks!” And so they waited. And waited some more. The Greatswords grew tired and began to lean on their Zweihander swords. The Halberdiers were put at rest and the hand gunners were allowed to put down their guns. Sheriff Albertus shouted up to the gate guard aloft the battlements. “Can you see anything?” “No my lord” was the reply. Some of the consigniliari began to complain. Another practical joke by the festival committee, they argued. Then finally came the cry from the battlements. “My lord, they are here!” A double column of 30 Knights Excelsior Liberators with warhammers and shields, marched briskly up the road towards the city gate. In locked step, they covered the distance in no time at all. Manstien could hear them singing a rousing marching hymn. “As I walk the valleys of Shyish, the lord Sigmar is my guiding light. My resolve, my strength, my righteous fury,...”. Their officer was at the head of the column , marching in silence. Manstien noticed they did not wear golden plate armour but white plate. Sheriff Albertus shouted orders to all around him. Sergeants and captains were redressing ranks and files. Drum rolls came from the far end of the files and the shouts of ‘present arms’ were heard getting ever closer. The Knights Excelsior slowed their pace and silently, they marched past the guard regiments. Under the gate they halted in front of Manstien, Albertus and the party of consigniliari. Stadhouder Manstien looked up to the Stormcast officer in front of him. Dressed in his ornate white battle helmet he stood at one and a half times the Stadthouder's height. The warrior was like a perfect white statue. Manstien's eye twitched nervously. “W..Welcome”, Manstien stuttered. “Welcome. The city and people of Montalban bid the Knights Excelsior welcome. May your stay with us be most agreeable.” The Stormcast officer in unblemished battle plate, decorated with leather scrolls fluttering in the draft, looked down at Manstien. Slowly he raised his arms and removed his helmet. The look on his face made Manstien wish he had kept his helmet on. Manstien looked into the face of the man like a rat hypnotized by a snake. The officer raised his gaze to peer over the heads of the welcoming party and across into the city. He took a long sniff of the air three times, once centre, once left and once right. Sheriff Albertus, who stood next to Manstien, kicked the shins of the Stadthouder. Manstien looked at him “Hmmm?” Then the Stadthouder remembered the young page behind him with the velvet pillow and a large golden key on it. He grabbed the pillow with both hands and held it up aloft to the Stormcast officer. “As Stadthouder of this city, I, Adriaanus Manstien, hereby offer the Knights Excelsior the keys of the city gate and the freedom of the city”. The Knight Excelsior finally answered, still looking over Manstien's head: “My name is Germanus Graghus and I am Lord Veritant of the Knights Excelsior.” He looked down at Manstien. “You can keep your key. We don’t use keys to enter a city.” Manstien was a bit startled. “It is just a symbol, my Lord Veritant.” The Knight Excelsior just nodded. “Thank you for welcoming us. Where do we stay?” Sheriff Albertus took the Knights Excelsior to the guards barracks. Luckily it was not far away. As the Stormcasts marched through the city streets, with the Greatswords behind them forming a guard of honour, the streets filled up with citizens eager to catch a glimpse of the fabled storm warriors of Sigmar. As they walked, shouts turned to murmurs and then to silence. Everybody was overawed by their presence and the aura of solemnity they projected all around them. Once the Stormcasts had entered the barracks, the doors were closed behind them and the Greatswords took up guard position outside the barrack's gate. Inside, Sheriff Albertus took the Lord Veritant through the building, explaining where he would find everything and when their provisions would arrive. The sheriff couldn’t help but noticing how the Lord Veritant seemed to sniff the air as he entered each new room. Finally the Lord Veritant turned around to him and said: “Thank you. This will be all”. “My Lord” answered Albertus. He took a slight bow, turned around and marched out of the barracks without even once looking back. Once Albertus closed the gate door behind him, Germanus Graghus, the Lord Veritant turned to his nearest Knight Excelsior companion. “This place stinks of chaos and every other foul thing to be found in the realms”.
  16. A blog entry which collects all the background and photos of my Freeguild Army. It will collect the posts from my painting log thread into a nice blog post! Towards the east of Ghur lies a region of deserts. They are greatly affected by the unstable magic of other realms, an effect I termed Realm-Bleed during my travels. The northerly desert is an icy, stone-strewn tundra where little thrives. The magic of Shyish bleeds into the northernmost edge of this tundra, ensuring that which does survive the sparse wilderness is truly hardy and fearsome to face in combat. The southern desert is a sandy region where waves of dunes ripple across the horizon. This desert is hot, and the further south one travels, the greater the effects of Aqshy Realm-Bleed. The two deserts are split by a strip where, against all odds, life thrives. This tropical oasis features a vast lake and rivers that feed farmlands before reaching the Eastern Sea. To the north and south of the bountiful lands are the Twin Jewels of the Deserts - Kislavia and Ajier. Kislavia is the city that lies to the north of the oasis. Its people are rugged and used to fighting the cold. They are experienced hunters and have tamed a number of the fearsome beasts that inhabit the northern tundra. While the majority of the population live in the city of Kislavia, there are a number of nomadic tribes that roam the wasteland for food, as well as dangers in the form of monsters and enemies. The tribes can be distinguished by the colours of the tassels their carry. Some tribes specialise in archery, others in trade, while a rare few focus on taming the wild creatures of the tundra. In times of war the tribes will band together to protect Kislavia. These occasions see a formidable force of spearmen, archers, handgunners and beast-riders marching in unison. These dangerous times even see marble-clad remnants of Sigmar's Stormcast and the reclusive Rieklings, or Ice Goblins, join the tribes of Korgoria to protect their lands. Tribesmen Freeguild General The Kalisha tribe is one of the main tribes that make up the Kislavia population. They live a nomadic lifestyle in the region surrounding the capital. They specialise in archery and hunting. Often they will hold archery competitions, both on foot and on horseback. The targets of these challenges range from small, speedy hares to larger beasts like thundertusks. The tribesmen can usually be identified by the pale tassels they wear on their helmets or their immaculately kept bows and quivers. The huntsmaster I met hunted alongside a large hawk who could spot a moving hare from a mile away. He was a stern drillmaster, and often surveyed his men to ensure they were operating perfectly. His right hand was missing its little finger, and, though its disappearence was never explained, I do believe his bad-tempered hawk was responsible. Kalisha Archers Kalisha Archers Closeup The Tradiki tribe are a gregarious tribe famed for its diplomatic ties and trading links. Rivalry does occur douring peacetime between the Tradiki and the Kaslisha, due to the former's desire for technological progress and development, and the latter's wish for traditional arms and rituals. Despite this, there have been numerous occasions where the tribes unite to fend off a greater threat. The Tradiki are identifiable by their ponchos and woollen gloves. They contribute sharpshooters specialising in the use of handguns to Kislavia's armies. Their technology is acquired through trade with Kislavia's Sky-Dawi Enclave. Tradiki Handgunners Handgunner Champion Handgunners Surveying Ammo-Runner In times of great danger the tribes of Kislavia will band together to defend their territory. In these cases specialists from each tribe form units, such as the Kalisha forming groups of archers and the Tradiki forming units of handgunners. Less experienced members of each tribe will join mixed groups of spearmen. These diverse units can even feature some of the braver Ice Goblins from the more civilised tribes that trade with the Tradiki. Spearmen from various tribes Champion Front ranks raise shields! Ice Goblin Allies, an unlikely source of allies that joins the Kislavian forces in times of great danger. The Ursaria tribe is the smallest of Kislavia's Great Tribes. However, it is one of, if not the most, influential tribes in the region. Its members are renowned for their taming of the greatest predators of Ghur's tundra. The tribe will bring its heavily armoured lancers and their ferocious Ursus mounts to battle in Kislavia's defense. A regiment of Ursus lancers is a truly terrifying sight, with both rider and mount working in unison due to their mutual respect. Ursus Lancers Ur-Sak Boris is the leader of the Ursaria tribe. He is easily spotted with his bright red robes and his pristine gold armour. Many legends have been created by the great warrior, his gleaming white blade - Fang - and his enormous mount Kariina. Kariina is a great urserine, a species related to the ursus. Urserines never stop growing, therefore their size is a great indictor of a specimen's age and exerience in battle. Kariina is huge, and those who are not wary of her will soon be crushed beneath her tremendous hooves or savage teeth. . Ur-Sak Boris on the great Karina.
  17. "We're beset on all sides by the vile rat-people, the bellowing hordes of Chaos, and strange cold-blooded lizard creatures. Our once glorious city is facing its most challenging times yet, but we will endure these hardships because if we don't then who will? Hollenstahl may have fallen but the Great Watch has not!" -Watch Captain Hans von Greijen *** Private Rotschild, a son of a nobleman forced to join the Watch after the Great Invasion despite a life spent reading and studying, but showed surprising talent with a blade when push came to shove.
  18. With the Cities of Sigmar only days away from pre-order, I figured I'd make blog of my army and the free city from which they hail. The lore is as follows: Aurumburg is a coastal city located in the realm of metal, Chamon. It was build to capitalise on a large realmgate that extends out of the sea and leads to Azyr, dubbed the 'Seaspire' by the city's Azyrite founders. Naturally, the Seaspire has made Aurumburg a centre of trade and commerce. Each member of the ruling council of Merchant Lords takes their wealth through a variety of tariffs on different categories of goods shipped back and forth by the large numbers of trade ships, as well as through the riches brought back from surrounding lands by their own expeditionary forces. In addition to the Seaspire (and unknown to most of its inhabitants) is the fact that the tunnels under the city also lead to a realmgate to Shyish. After this discovery by the city's founder, the local cult of Morrda was charged with the task of guarding this hidden gate and has prevented several necromantic incursions since. Another controversy that surrounds the city includes a great forced exile of aelves from the city after the sole Aelven member of the Merchant Council was discovered by chance to be a Tzeentch worshipper. To this day, many of Aurumburg's inhabitants (and especially its duardin) hold a deep distrust of aelves. As the saying goes in the city, "Better to trust an ogor than an aelf, at least hunger is predictable". This army represents an expeditionary force into the surrounding lands along the coast to secure any valuable sources of wealth (think colonialism but substantially more justifiable what with the natives being orruks / ogors / moonclan / chaos worshippers etc.). The two biggest themes I'm trying to incorporate into the army visually is the nautical nature of its city and its location, being situated in the realm of metal. Aurumburg's military forces wear black and purple in quartered or halves schemes, accented by teal. Given its prevalence in Chamon, gold trim is commonly incorporated into uniforms as well. Aurumburg's symbol is the chamon magic symbol with a trident in place of the arrow. Model pics will come soon.
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