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

Search the Community

Showing results for tags 'destruction'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Product Groups

  • Events
  • Dice
  • T-Shirts
  • TGA Members

Blogs

There are no results to display.

There are no results to display.

Calendars

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 340 results

  1. terrainguy

    terrainguy paints

    I’ve enjoyed being inspired by so many of your works, I figured it was time to start my own painting log. In general I just paint what strikes my fancy. I’m rarely concerned with performance on the table, because I play very infrequently. Generally I just try to get a good solid paint job, nothing too fancy. I’ll kick off with my Khorne. I paint them more than most my other stuff. Anyway, hope you enjoy!
  2. So i've edited this from a purely Wolves of Ghur PLOG (although i strayed from that quite early on) into a PLOG for all of my various AOS armies and related projects past and present and I want to keep this first post as contents section with links to the various armies: Wolves of Ghur (Khorne Bloodbound) - Pages 1 -3 (ongoing) Duardin - Page 1 (complete) Sylvaneth Page 2 (complete) Beastmen (Brayherd, Warherd, Daemons, Monsters of Chaos) Page 3 (complete...for now) Ogors and Gargants Page 3 (complete)
  3. Hey folks! So I just had this pop into my head the other day: what sort of ideas and themes would you like to see for new armies in age of sigmar? The game already has some crazy themes and concepts (Idoneth Deepkin, shadespire lore, Nighthaunt, the realms themselves!) Thought it would be fun for everyone to share ideas they would like to see used 😊 Recently I've been thinking of a reimagined free peoples with a more generic look to them and less puffy shirts to really make it easier for hobbyists to do their own thing with them, but also things like mixed duardin and human artillery crews, perhaps more mad sciencey stuff like a a small unit of handgunners equipped with fire rockets (a la total war shogun 2) and weirder steam tank variants, maybe even clockwork golems like the Thallax in 30/40k? A lightly armoured but skilled unit of duellists that go into battle with swords and pistols or a mixed unit of human and aelf archers? The possibilities are endless for them and I would absolutely love it if they looked a little like the freeguild fighting the darkoath in this piece of artwork 😁
  4. Adm'rul Kurgan Grimjaw and the Ironfang Pirate Fleet don't all come from one Realm so they don't like to be tied down to any location and always have one eye on the horizon in search of the next drink/loot/fight. The fleet is often scattered around the oceans and seas of the Mortal Realms. They have used Blackrock, in Ghur, as a base of operations and meeting point for many years (and if you believe the old Adm'rul, he says he was Pirate Prince for a while). Before that they also used an uncharted island chain known as Hell's Teef, somewhere in the Sea of Serpents. Adm'rul Kurgan is a veteran of a hundred campaigns in every corner of the Realms: from the steaming jungles of Ghyran to the ruined cities of the Hysh; he has burned ports along the Rotwater Blight, raided the islands of Okkam’s Reach in Ulgu, besieged fortresses in the Endless Desert, endured the perpetual snowstorms and barren wastes of the Silverglades in Chamon, battled on the rivers in the heart of the Jade Kingdoms, looted the Baneskull Islands of Shyish and engaged all manner of foes on land and sea. All the while stealing anything that wasn't nailed down, and having a go with a claw-hammer at anything that was. He and Da Ironfangs are always ready to run away from whatever the world throws at them! Adm'rul Kurgan Grimjaw, Orruk Ironjawz Megaboss The Cleavermaws, Orruk Buccaneers of Ghur, led by Kap'n Mogrum Da Butcha, with his first mate Mr Sludga and Navigator-Shaman Lost Uzzog. The Rotmoons, Swashbuckling Orruk Privateers of Chamon, Led by Kapitan Alunzo da Leeva, with Explorer-Shaman El Doctoro. The Chimeras, Orruk Corsairs of Hysh, led by Kap'n Sinbag, with first mate Big Uluc and Mystic-Shaman Weird Khaaan. The Four Pounders, Ogor Leadbelchers Da Wreckers, Fellwater Troggoths led by Trollumbus. Grapeshot, the Rumguzzler Gargant.
  5. Good morning all, The spark of creativity has caught me again and whilst looking for a decent narrative arc to design a new faction I stumbled across the lonely looking model of the Ogor Firebelly in a faction all on his own, the model is packed full of details and the small snippet of Lore with Gorkamorka being revered as the Great Suneater along with the factions passion for fire and all things burning really got my creative juices flowing. So working from that small narrative blurb on one cool model I have resolved to attempt to design, create and eventually share in a nice pretty package a battletome for the faction I have since renamed from the quirky but a bit flat "Firebellies" to the "Suneater Tribes" So to the concept, unlike alot of other Grand Alliances I am not all that fond of mono race builds for Destruction, instead I want to approach this as a common theme that caught up many of the races into a shared ideal in how to burn the world to a cinder. So I will be looking into integrating Grots, Ogors, Trogoths and Warbeasts into this faction. The background is still a heavy work in progress so I'll start with key themes instead: - Fire Centric - Faction uses INFERNO tokens representing massive ritual fires to the Suneater, unlike other factions they do not place their own terrain but instead slowly burn everything on the table (Destruction not creation) - Destruction PRIEST and WIZARD heroes, Gorkamorka being a god and all I'm looking to integrate priests (mostly grot) and wizards (mostly Ogor) both into the faction, the priests stoke the fires and the wizards then use said flames to punish enemies. - New units - As well as liberating a few unloved scrolls from other destruction factions the aim here is to boost the roster of warscrolls available to destruction and tie them into an engaging force, for this reason I will be working on a number of new unit conversions aswell. UNIT CONCEPTS: The concept all started with the Firebelly model but to really kick start the faction I had to make it more epic, for it to be the creative lynch pin of the force I needed a sense of impact and grandeur so here is my current WIP of the Exalted Prophet on Magma Drake: And a Concept Warscroll: Aswell as a WIP warscroll for a Grot Firestarter Priest: If anyone wants to contribute ideas, background, scroll concepts or feedback I'd love as much help as possible! Cheers Ricki (Keep up with the conversions here: I will continue to update this first post after this point with any changes, new scrolls or information that we build up as a community for this project aswell as my own musings so anyone new to the thread can see the latest information ALLEGIANCE ABILITIES The Tribes of the Suneaters do not construct villages or monuments to some petty god of Man or Aelf, nor do they waste their time digging in the dirt hoping a tree sprouts to do their bidding. The Suneater demands that all be burnt in his name that the flames might reach up to the sky itself and set it ablaze. An army with the SUNEATER TRIBE allegiance gains the PYRES OF THE SUNEATER special rule, additionaly: PRIEST of the Suneater tribes may select a prayer from the INVOCATIONS OF THE SUNEATER WIZARDS of the Suneater tribes may select a spell from the LORE OF FLAME HEROES of the Suneater who are able to select an artifact may do so from the SAVAGE TROPHIES list, alternatively if they have the TOTEM keyword they may select from the MARKS OF AQSHY. Pyres of the Suneater Before either army deploys on the battlefield select one piece of TERRAIN and place a single INFERNO MARKER, it is possible for other INFERNO MARKERS to be placed throughout the game through abilities or artifacts. Each turn you may enact the below rule in your hero phase: PYRES OF THE SUNEATER In your hero phase count the number of INFERNO MARKERS currently on the battlefield and select an armywide ability from the chat below. You may select one ability to enact until your next hero phase upto the number of pyres you have (you may select a lower number ability if you wish) to channel the favour of the Suneater. Only one such Pyre Ability may be in force at any one time. Once an ability has been enacted roll a D6, on a roll of 1 you must remove 1 INFERNO MARKER from the battlefield as it is drained of its energies. INFERNO MARKERS ABILITY 1 Choking Smoke – With the smoke from the Pyre hanging low over the battlefield the Suneaters can conceal themselves with ease. Subtract 1 from any attacks targetting a SUNEATER TRIBES model in the shooting phase 2 The Leaping Flame – SUNEATER TRIBE models may reroll failed charge rolls this turn, in addition any successful charge that rolls a 9+ immediately inflicts 1 mortal wound on an enemy unit within 3 inches. 3 The Roaring Blaze – SUNEATER TRIBE units may run and shoot, or run and charge for the duration of this turn. A unit may not elect to do both however. 4 Undying Embers – SUNEATER TRIBE HEROES immediately heal D3 wounds, additionally increase the attack characteristics of their weapons by 1 until your next hero phase. 5 or more Shimmering Heat – SUNEATER TRIBE units that suffer a wound or mortal wound may ignore them on a D6 roll of 5+ this turn as the heat of the blaze warps away otherwise mortal blows. Prayers: The priests of the Suneater dance frantically around the Pyres to his glory, each seeking to harness the flames of his almighty majesty that they might garner a small portion of his attention to smite their foes. Each PRIEST in a Suneater tribes army may select one Prayer from the list below, this prayer may be invoked in addition to any known on their Warscroll. You may select a prayer or alternatively opt to roll a D6 to reflect the random nature of the whims of destructions. INVOCATIONS OF THE SUNEATER Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Fireeaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature. Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds. Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit resolve their attacks at a rend of -2. Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them. Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin. Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards. TROPHIES OF AQSHY The Elusive Spark – This shimmering spark was once a fire imp, its essense ripped away by Suneater priests it now fuels a lantern lengthening and distorting the shadows of its bearer into a haunting spectre. Enemy models within 6 inches of this model reduce their Bravery by 2 Drakeblood Oils – Pick one MELEE weapon for the bearer to apply these oils to, this cannot belong to their mount. Any wound rolls of 6 or more with this weapon inflict a single mortal wound in addition to their normal damage Embers of the first Pyre – Blessed are those given but a part of the first Pyre of the Suneaters, this model counts as an INFERNO MARKER for all purposes except for the Pyres of the Suneater special rule. Molten Cloak – The bearers cloak ripples and shifts as though a coarsing magma flow, enemy models attacking this Hero in the combat phase must reroll any hit rolls of a 6 as they are captivated by the cloak. Volcanic Shield – Hits struck against this shield reverberate with the deafening boom of a volcanic eruption, Cunning Ogors bang their blades against the shield on the charge to send their foes off balance. Enemy units within 3 inches of this HERO may not be selected to attack in Melee until all other units have been resolved. Bonehewn Effigy – This model has a small token effigy of the Suneater carved from the bones of a great drake, it is said when the strength of the bearer begins to leave their form they may drain the last of the drakes energies from the bone to reinvigorate themselves. Once per battle in your hero phase you may elect to use this effigy, restoring D3 wounds to this model. SUNEATER TRIBE UNIT ROSTER Heroes: Volsungr on Magma Drake (mounted wizard ogre) Gothi Fyri (goblin priest) (new scroll) Besekr (Ogre buff wizard) (new scroll) Battleline: Ashen Grots – Grots by their very nature and small stature often find themselves at the bottom of the pecking order in the mortal realms, yet these cunning creatures are drawn to power either desiring the accquisition of it or to be elevated by their very proximity to it. Those that follow the will of the Suneater do so with a fanatical devotion, revelling with glee in their ability to slip past the walls of the cities of order and start a blaze deep in the heart of their enemies fortifications. These blazes are much like the grots, small and weak when isolated but when many rise up together they are able to topple even the biggest of foes. Ashen grots make up a large portion of the Suneater tribes, and their fanatical cackling laughter ripples through the forces with every fresh pyre lit, they bombard their foes with an endless onslaught of black powder spark grenades or get in close to slit throats with crude but glistening obsidian blades. (Battleline) The Svangur – Sunbleached and half Starved ogors saved from the Desert by the will of the Suneater, these fanatics descend on their prey with startling speed and ravenous appetite. Those who have looked upon the face of the Suneater are often driven mad by the experience, gouging out their fingernails in a gruesome display of devotion and forcing in jagged shards of obsidian in their place, others go even further, ripping the teeth from their mouth to replace them with wickedly curved metallic tusks with which to gorge their foes during the feasting on the battlefield. These Svangur never truly lose the hunger they felt when wandering the deserts, it is ingrained into every element of their being and the urge to feast drowns their every sense, on the field of battle they a gruesomely gore drenched sights as they feed on fallen foes before descending packlike onto the next. (Battleline if your army has SUNEATER allegiance and your general is a BESERKR) Gullveig Ogors – Basic Ogor infantry of the Suneater Tribes, they combine the old Iron Guts weapons as specialist weapon choices within a traditional Ogor unit Other: Bal Kasta – Ogors firing shards of burning rock from crude blunderbusses. Aldin Draken – The Aldin Draken are enormous even for Ogors, drawn from the ranks of the Svangur these chosen of the Suneater have walked the blasted wastes alone and without supplies to look upon the face of the Suneater and be judged. Those who emerged from the wasteland are a cruel sight to behold, their skin is blistered and scarred, coarse to the touch but toughened in the eternal heat of the Suneaters embrace. Their eyes have blackened to coal seemingly at once unseeing and all too piercing for their kin to endure, some say to be looked upon by the Aldin Draken is to face the wrath of Gorkamorka himself. When they return these champions do not seek food or comfort, instead ascending the peak of the Wyrms nest, a bustling feeding ground for the Wingless Drakes of Aqshy, here they face their final test. To ascend to the rank of Aldin Draken the champion must first claim his mount from the vicious lizards that populate the Wyrms nest, each must engage in mortal combat with the mount with many succumbing to the cruel claws and wicked beaks of the fattened lizards and feeding the nest.. Those who emerge triumphant use brute force and strength of will to beat a drake into submission, triumphants ridding their new bruised and beaten companion down from the mountaintop. In battle these Cavalry are slow and cumbersome, the drakes themselves lumbering and covered in heavily armoured scales whilst their riders wield crude heavy crossbows firing obsidian tipped barbed bolts across the battlefield, Often first into the fight they are more than a match for many a mortal hero and used as the elite guard for the Prophets of the Suneater Tribes. Pyre Belcher – a great beast from Aqshy bloated and tormented by its Grot handlers, when needed it can be provoked to unleash a great torrent of burning saliva in the rough direction of the enemy (altered squig gobba) Behemoth Slatr Warbeast – "When one looks upon the Slatr Warbeast it is hard not to be wowed by the majestic nature of this primal creature, it is not by any stretch of the imagination a creature of traditional beauty but one evolved perfectly for longevity and resilience. Indeed it has never been recorded of such a creature perishing due to natural causes lending credence to the theory that such a beast may be immortal lest for death by less natural themes. Its flattened and bullish face is akin to many a nightmare as a child with the full stretch of its maw measured at over a cart in width and at least the same in depth to the gullet though I have yet to find an apprentice willing to test that, when looking into its eyes you are struck by the sheer simplicity of the creature not burdened by higher thought or malice. The juveniles of the species are often found in migratory herds travelling alongside the Suneater tribes of Aqshy, seemingly drawn moth like to the pyres to their primitive gods that these tribes are prone to igniting, indeed the subdued state these creatures enter in the presence of such a blaze has allowed ramshackle howdahs to be assembled across the beasts broad backs. It is then sadly witnessed that when these savage tribes march to war they goad the Slatr alongside them, bombarding their enemies from afar with crude catapults launching burning debris down the battlefield. Such burning projectiles seemingly spur their mounts onwards chasing the bright lights racing across the sky" Mighty Slatr – Dwarfing even the regular Slatr these beasts of war can carry units into battle, they are also inspiring to those Suneaters nearby as living manifestations of the might of the Suneater. Crewed by an Ogor chieftan with Balkasta as their personal guard. (Edit mammoth scroll)) Magma Dragon (use normal scroll) Warmachine Stone Hewn Effigy - This crudely hewn effigy is said to show the true face of the Suneater, a cruel and jagged visage of a massive Ogors face carved out of an enormous volcanic boulder said to of been thrown by the Suneater himself during the first eruption of Aqshys biggest volcano. It is chained to a demi-gargant who has the hnour of bearing it into battle, dragging it through the dirt behind him in a testament to its gods glory. SUNEATERS BATALLIONS Fire and Ruin The Ogors and Grots are not the only ones who revere the great Suneater, though perhaps the most prolific, many an Orruk or Troggoth has been swayed by the roaring flames and blistering heat of the devotions of the great god of Flame. These would be worshippers form a court around particularly adept or potent Volsungr hoping to learn... or steal the secrets of the Suneater tribes and their seeming favourable position in the eyes of their savage God. - Volsungr on Magmadrake - 3-5 DESTRUCTION WIZARDS Forbidden Knowledge- The Volsungr from this Batallion knows the SOLAR FLARE spell in addition to any other spells known. Other Wizards in this batallions know one additional LORE OF FIRE spell in addition to other spells they know. Trials by Fire- WIZARDS from this Batallion may reroll one failed casting attempt once per turn. To do so inflict D3 mortal wounds on one model from this batallion before attempting the reroll. In the Presence of Greatness - WIZARDS from this batallion may add 1 to casting and unbinding rolls if they are within 3 inches of any other models from this battalion. Deluge of Phlegm and Fire The Gothi Fyri revel in malicious delight at setting blazes, the more prolific... the bigger the flame, the louder the screams of their victims burning alive the better. Some Gothi Fyri take the opportunity in the heat of battle to slip from the front lines (if they every truly made it there in the first place) to poke and prod at the mighty pyre belchers as they launch their burning deluge down the field. In their manic delight they often find themselves loading the giant squigs gullet with all and sundry to stoke their flames higher, praying and screaching to the great Suneater for a stronger flame to consume their foes. 1-3 Gothi Fyri 2 x Ashen Grot Units 3 Pyre Belcher Tsunami of Spit - In your hero phase roll a D6 for every pure belcher from this batallion within 6 inches of a Gothi Fyri. On a 4+ that unit may shoot as if it were the hero phase. Survival of the Cunning - Ashen Grots from this batallion gain the “Cunning not Brave” rule from the Gothi Fyri Warscroll.
  6. ChatBatFun

    Grot Scuttlings

    I absolutely love the Grot Scuttlings, the models are just amazing. I was wondering what faction do you think they fit the most? moonclan or spiderfang. I really hope gw builds on this idea and releases them as a full unit with an updated warscroll and of course points. They could be a great unit as they move fast, are annoying to kill due to those webs and could be brought in large numbers. Could they be a good ally for ironjawz? Like a vanguard unit sent ahead of the brutes and ardboys to secure objectives and harass the enemy with missile fire.
  7. Hanskrampf

    Allegiance Cards: Destruction

    Version 4.00.00

    87 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
  8. Milandro

    Moonclan 1k list help

    Hello all here is a 1k list I’ve fully painted. Any thoughts on how it will play and where to go next for 2k? Plan is to use fanatics to delay a bit and toss spells around as much as possible. Bad moon curses etc. I haven’t had much AoS experience so it’s mostly theory-hammer Any feedback appreciated Fungoid Cave-Shaman: General (80) Moonclan Goblin Shaman (80) Moonclan Goblin Shaman (80) Moonclan Goblin Shaman (80) Moonclan Grot Spears (130) - badmoon icon, 3 nets Moonclan Grot Bows (130) - Grot flag fanatics x3 (100) fanatics x3 (100) Aleguzzler Gargant (160) Endless Spell: Spellportal (60)
  9. MeSmashDaNoobs

    Help with Ironjawz Lists / Allies

    This is 2 lists i've made and i was hoping to get some good advice or comments on what to to further evolve this into a more competetive one or just to hear your thoughts on what you like and don't. so too explain the thought process behind this in a very short review: 80 point wizard with Chronomantic Cogs to further help my dudes fly up the board + some MW spells to help around. Warboss + Megaboss to combine the command abilities to get 2 extra attacks. Guzzler because with MS i think it has got a place in this list (maw krusha to expensive) and i wanted some big support. Ironfist for the movement and som extra wounds. Gruntas and/or Ard boyz depending on you comments and critical views of one of the lists or both. Brutes because Brutes Da Best! warchanters are always good? 2 CP to start with and a variety of models to both have fun and smack som heads in. anything i've missed or something you've discovered in the new edition that could be good to know?
  10. AIdenNicol444

    Allegiance: Stoneklaw's Gutstompas

    This blog by request, we'll be covering Stoneklaw's Gutstompas, an allegiance ability available in the Firestorm book. This isn't too undercover of a choice, it's popped up in the AOS 6 Nations tournament and it's gaining traction, so now would be the perfect time to hammer out a write up. Why Gutstompa's? So this allegiance's requirements are a lot less stringent than all the others. It basically allows all of the old warhammer fantasy Orks and Goblins, as well as the new Ironjawz and the Giant mixed in. So if you happened to build a Spiderfang army when the skirmish box came out, bought a lot of the Greenskinz Start Collecting or are jumping on the Moonclan HYPETRAIN and need something to transtition into once they nerf you into the floor, here is the place to be. Let's see what it offers. Confusion. What on earth are these strategems? What do they mean? Well think of these as two randomized allegiance abilities for your army (You had none beforehand and this costs nothing, so random is hardly a downside) that you roll for before each game. Here's a list of the stratagems. Some of these aren't amazing, and that's fair. Some of these are completely insane. ESPECIALLY considering the one that gives you a free unit back doesn't cost reinforcement points like it did when this was written. But how best to make a list that makes adequate use of these traits while not being directly tailored to them to compensate for randomosity? Let's take a swing. Allegiance: Stoneklaw's Gutstompas Leaders Orruk Warboss (140) - Great Waaagh Banner Grot Warboss (100) - Git Cuttas Arachnarok Spider With Grot Shaman (280) - General - Trait: Bellowing Tyrant Battleline 40 x Orruks (280) - Pair of Choppas 40 x Orruks (280) - Pair of Choppas 60 x Moonclan Grots (360) - Stabbas & Moon Shields Units 5 x Grot Spider Riders (100) 5 x Grot Spider Riders (100) 5 x Grot Spider Riders (100) War Machines Grot Spear Chukka (120) Grot Spear Chukka (120) Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 208 Ok so I definitely went in with the Moonclan combo where you double the damage of a Moonclan unit, because it's good and I'd be a fool not to. Backing that up are two max size units of Orruks to form a decent shield wall while the spider riders and their Arachnarok swarm objectives and push elite infantry off them with their mortal wound output. The three characters synergize well with the unit options taken, and the two artillery choices are great at taking out enemy heroes (great for Duality of Death). Let me know what you think and what you'd like to see next.
  11. Hedgehog39

    Surlak's mob

    "Oi, whot's 'ee talkin' 'bout now?" Grushnak looked up at the distant figure of Da Whisper. Like usual, the shaman was twitching and staring off into the realmgate that formed the basis of the Snowboyz' camp. He would occasionally mumble something that was dutifully repeated and shouted across by Zig'rut. "Not sure, boss. Sumfink about beasts." Surlak frowned, then coughed up a wad of phlegm and spit it out a good twelve paces. Not his personal best, but respectable. With a satisfied grunt, he turned his attention to the multicolored firmament of stars above the tundra. It was a remarkably clear night, with only a few shadowy clouds overhead. "Da 'chanter is sayin' dat Da Whisper knows when da gate is gonna open. It's gonna go to da realm of da beasts." Grushnak frowned and squinted at the boss. "So why'd ya ask me?" He was rewarded with a comradely thwack upside the head. Grushnak's skull was thick enough that the stars barely lasted a second before clearing. "Just wanted ta make sure I isn't goin' barmy. Get yer gear ready and get drillin'" Grushnak frowned but kept his mouth shut. The boss' plan sounded weird. Let the 'ardboyz go first? What kinda thinking was that? Still, he was only regrowing his tusks now, a week after the first time he'd brought his concerns up. With a snarl, he stood up and went about finding Gristle and his shield boyz. Taktiks, feh. ***** Surlak's mob is a squad of brutes with a surprisingly thoughtful boss who is plagued with bouts of Finkin'. They work more closely than usual with the 'ardboyz of the warband and do some strange things like "Movin' in formashun" and "keepin' ranks". It is only be sheer stubborn belligerence and frequent stompings of the orruks that question him that Surlak maintains leadership of the mob.
  12. AIdenNicol444

    Allegiance: Gutbusters

    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.
  13. William Dickinson

    Da Bad Grinz - Ironjawz

    Hello there traveller, This is slightly overdue but alas here we are - Da Bad Grinz - I won't lie, it took me a lot longer to come up with the name (In fact it came to me one particularly unpleasant night during some sort of fevered dream state) than I care to admit, I'm quite particular about naming things so I don't want to commit and decide to change in a months time! Similar to other topics of this sort I'll be posting progress as well as thoughts and questions to those of you who have more answers than myself. As such any feedback or help you are willing to offer - please do! I'll also make an effort to comment on certain things I struggled with and any solutions I found so that others may benefit. My Ironjawz consist of a start collecting box, a Weirdnob warband, a black orc big boss I recently acquired and another unit of brutes that is constructed of other models within the GW and FW range. Another thing I don't care to admit is how long it has taken me to assemble all of this, it seems I'm quite slow and overly thorough with mould lines, even going as far at times to scrape edges when I know they're there but can't see them. Anyway time to attach some bad pictures of grey plastic dappled with milliput as I'm currently in the process of filling every gap that I can see, probably making more of a mess in the process. This is Megaboss 'Daddy' Waaghbux - Not 100% on the name but it makes me chuckle. Apologies for the blutac, I haven't attached his hands as I want to magnetise them both for future ventures, and the skull parts too as I'm in the process of sorting any gaps first. Also different head on this guy which was fun and satisfying to do. Here we have my Weirdnob who has no name, probably because I like calling him a Weirdnob. And my Warchanter Garth whose chest pieces caused me an absolute nightmare as I decided it was a good idea to glue them together so sub-assembly purposes, in the end I've pinned both and drilled his nips ( managed to go straight through one chest piece with my drill which was rad cool) Brutes, they were all a dream as I was able to stick their chest pieces together separately for painting purposes, and still manage to wriggle them into place for when I do eventually glue them. All apart from peg leg there second from the right, he's the only one who won't do that and as such I've had to leave his chest pieces separate to get them in - which is why they look weird propped up in there. Okay so technically I've lied, I have only constructed five out of my fifteen 'Ardboys. I plan on having them all with two single handed weapons, and I'll probably get another Weirdnob Warband to round them out to 20 'Ardboys and for the other Brutes too. I've also decided not to bothwe with any Milliput goodness on these guys as I'm going slightly insane with it, and also the joints aren't bad at all, none of them are over flat pieces of armour so I'm chill. Very Excitingly I've done a minor addition to my drummer and added a spare axe to his back for cool factor and also so he legitimately has two weapons. I've used two small lengths of wire and twisted them tightly using an electric drill to get this rope effect, and after a bit of manipulation I'm happy with the results. Gore-Gruntas are super super cool models, the number of gaps in their faces and undersides annoy me, as well as the backs of the riders themselves having lots of joints to fill, also on the two normal pigs the ears were fairly frustrating. In fact the one on the right didn't go in properly before the glue set so I've had to fill a couple of mm here and there around the ears but it makes no difference now. Also the boss has a second choppa, because he's the boss and gets an extra attack so it's fluffy or something. The weapon was an unused one from my Brutes and fit perfectly. And finally my rag-tag band of Brutes from across the realms. Featured as the Brute boss with claw and smasha we have Grumlok and Gazbag in the centre, the friendly Moonclan Grot offering emotional support in the bromance. Either side of Grumlok we have Badruk on the left and Grimgor on the right (Jagged Gore-Hackas), both direct descendants from their name-sakes (or so they tell everyone). And finally the two resin models from Forgeworld have yet to be named, for the one with the big axe (Gore-choppa) I'm thinking Ludwig 'Eadhunter, and for the one with the wyvern wing standard (Jagged Gore-Hacka) I'm thinking 'Blahblah Wyvernsmasha' or something along those lines. And that's it for now! I'm putting them all on Shattered Dominion bases, I'm looking to use a colour scheme that compliments their skin and armour. But this post is probably illegally long or something like that now so I'll stop here. I'm away for the weekend so progress will be slow for a while. I'm super stoked to get them on the table but that won't be for a long time yet as I don't want to put them on their bases until everything is basically painted. I've pinned all their feet for painting access and drilled some pieces of wood for them to sit on. Okay seriously I'll stop now, if you've read this far then thank you for feigning interest. Thanks team Will x
  14. So as the title say, what do u think about our new allegiance ability in firestorm? A new life into mixed destro list? I show up my own take on it: Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Moonclan Grot Shaman (80)Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 and a second variant with more brute and less warmachine Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline5 x Orruk Brutes (180)- 2x Gore Choppas- Ironjawz Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 Wich stratagem u think is the best? Considering u will have 1/3 chance of getting what u want wich will be ur first pick?
  15. Hello there, I am looking for twp Moonclan / Night Goblin heroes from the mid 2000's. Please message me if you have any of these you are willing to part with. Based in the UK. Alasdair
  16. So, I've heard some grumbling that the Beastclaw Raiders aren't exactly in the best of spots right now, is that right? Well, I'm here to 'fix' the issue, and when I say fix, I mean post up some concepts I've had to expand the Beastclaw Raiders faction and make it more playable. This isn't actually complete, mind you. It introduces a wizard for the faction, but it doesn't have a 'Lore of the Everwinter' for even more spells, nor does it have new battalion concepts. So have at, and maybe I'll work on it more (unlike my gargants faction...) New Units Everwinter Witch: Everwinter Witches are those women of the Beastclaw Raiders who have communed with the Everwinter itself, learning the deepest secrets of the accursed storm and also learning about magic. Theirs is a simplistic, shamanistic type of magic, reliant on the fickle and wild winds of the Everwinter and barely controlling it at the best of times, but their powers are undeniable. They can read the future by interpreting how dead leaves dance on the wind, or lend their own shrieking cry to drive the Everwinter harder. An Everwinter Witch is a female ogor on foot equipped with a stone knife and staff, both of which she uses in combat. She is a hero, a leader and a wizard. All attacks, be they shooting or melee, targeting her must contend with the winter winds, and suffer -1 To-Hit. Being a wizard, she can cast and unbind one spell a turn, and knows Mystic Shield and Arcane Bolt, in addition to her own innate spell. Her innate spell targets a friendly unit, and for the rest of the turn, when that unit charges, it rolls 3 dice and drops the lowest. If that charge is rerolled, all 3 dice are still rolled for that reroll. Everwinter Witch on Stonehorn: An Everwinter Witch is a figure of immense respect in a Beastclaw Raider tribe. While the Frostlord commands a tribe to the last Ogor, he would be a fool to ignore an Everwinter Witch, particularly one who has tamed a Stonehorn. An Everwinter Witch is a female ogor riding a Stonehorn equipped with a stone knife and a staff. She is a hero, leader, moster, behemoth, and wizard. The Stonehorn keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. In addition, the Everwinter Witch gives a free command point during your hero phase so long as your general is a Frostlord on Stonehorn. Being a wizard, the Everwinter Witch can cast and unbind one spell. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell lets a unit immediately retreat and lets that unit charge again later in the turn. Everwinter Witch on Thundertusk: An Everwinter Witch is connected to everything that the Beastclaw Raiders embody, particularly their creatures and animals. Riding atop a mighty Thundertusk, an Everwinter Witch can tap into the power over ice and cold that the Thundertusk has and use it for her own ends. An Everwinter Witch is a female ogor riding a Thundertusk equipped with a stone knife and a staff. She is a hero, leader, monster, behemoth, and wizard. The Thundertusk keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. Being a wizard, the Everwinter Witch can cast and unbind one spell. However, she gains +1 to her casting and unbinding for every other Thundertusk close by. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell targets an enemy unit and, upon a successful cast, deals d3 Mortal wounds to them, plus an addition d3 for every 10 models in that unit as hail comes down upon them. D3 if 5 models, 2d3 if 11, for example. Ogor Scouts: In the harsh Beastclaw Raider society, it is a right to ride a creature into battle, and that right must be earned. Ogor Scouts, young and untested, hope to prove their worth through battle and providing the rest of the tribe with food. Ogor Scouts are a battleline unit of tribal Ogors equipped with Spears. They can throw those spears for shooting, and use them in melee. Thrown spears gain extra range if the Ogor Scouts ran during movement. They have no other special abilities. Ogor Trackers: When a Beastclaw Ogor proves themselves worthy of a mount, a few choose otherwise. Oftentimes lonesome figures who are called by the wild, Ogor Trackers instead take upon themselves the path of the Hunter. Dedicating themselves to tracking both monsters and armies on the march, Ogor Trackers are part of the vanguard of a Beastclaw army and live the hardest life. Those who survive will become full-fledged Hunters. Ogor Trackers are a unit of tribal ogors equipped with Spears and a Club. They throw the Spears in shooting and attack with the Club in combat. Thrown spears gain extra range if the Ogor Trackers ran during movement. In addition, a unit of Ogor Trackers doesn’t need to be within 1 inch of each other to be in formation, instead being within 3 inches instead. They also have the ability to Track; allied units attacking an enemy unit that an Ogor Tracker is within 6 inches of can rerolled failed to-hit rolls on a charge attack. Great Yhetee: Though the Yhetee are the most loyal of the Beastclaw Raiders’ allies, that isn’t to say they are without mystery. Strange Yhetee driven off by the rest of the pack disappear into the Everwinter, assumed to be lost to the cold chiller than death. Some of them return, but changed into towering, howling behemoths that leap incredible distances. Such terrible monsters are fearsome to have as either enemies or allies, and few Beastclaw Raiders willing work with them. A Great Yhetee is a single model. It is a monster, but not a behemoth and has no Damage Grid. It is a much larger Yhetee covered in frost and ice, and attacks with its claws and teeth. In addition to the Yhetee’s Combat Debuff, 6-inch Pile-in Range and ‘Invigorated By The Blizzard, the Great Yhetee heals d3 wounds in a round that it killed an enemy model and has a universal -1 Bravery radius that affects even its allies. Kits: Everwinter Witch is 1 kit. Contains adaption pieces to let her sit upon a Stonehorn or Thundertusk. Ogor Scouts and Ogor Trackers are 1 kit that lets you build 3 of them. The Great Yhetee is 1 kit, but it’s just 1 model.
  17. TheR00zle

    Furnace Kings

    The Furnace Kings are an elite faction of Ogor smiths. Originally hailing from Chamon, the Furnace Kings are the servants of the Suneater; harnessing his gift of fire in order to forge mighty weapons and warmachines in the name of GorkaMorka. Led by the fearsome Forge Mongers, ancient smiths whose bulk is more muscle then fat, the Furnace Kings hordes are equipped to spread the might of their god throughout all the realms!
  18. Hi all! I recently finished an orc blood bowl team commission for a mate (including some brute players) and liked the models and colour scheme so much I decided to start an Ironjawz army! With all the excitement building for AoS2, I thought it would be a perfect time to start mustering the waaagh! So far, I have a megaboss and the start collecting box and think I'll just let the force grow organically, no real grand plan as such. I really want to take my time on this army, make some characterful little conversions and do a nice paint job. I recently got 2nd best army for my Stormcast at SCGT2018 and would love to be able to take something totally different next year. So to get the ball rolling, I've started on a couple of characters. First of all,my megaboss, Hogga. I really love the model, but felt I wanted to add a bit more height to his profile. A megaboss has got to be seen by 'da ladz' right? I went for a boss pole - I still need to greenstuff bits to make the rope/chain banner supports fit and fill gaps. I'm not 100% on the head and left (his) shoulder decoration. The bloodletter skull is cool and all, but wonder if something else might help him stand out from the others - potentially a shield or helmet etc - thoughts appreciated! Anyone used different heads on their boss?
  19. Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle? Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be? Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong: “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard. There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good. “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull. “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame. The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”
  20. Good morning all, I thought it was time I got a thread together to gather all my thoughts and progress on my Ironjawz army (perhaps branching into Destruction in a broader sense). I will be including modelling, painting, army lists, battle reports etc etc, I didn't want to do it as a separate blog or anything as I like the idea of keeping it within this Destruction sub forum (which for my money is the best part of the forum at the moment - some great chat, really enthusing me for this army). Hopefully @Ben and the Moderators are cool with this decision. As well as this thread, you will also be able to hear about my exploits on my podcast - The Black Sun. You can find all the most recent episode on this forum, or check out iTunes or www.theblacksun.co.uk - It's not family friendly like most of the other podcasts out there, but is entertaining I like to think. Also I am reasonably active on Twitter, and usually like to post photos of most my games etc. Follow me @the_black_sun I do actually have armies for all 4 of the Grand Alliances in AoS and whilst I am working on all of them simultaneously in various ways, I've definitely noticed my focus begin to increasingly shift towards Destruction. Disclaimer - when the Dark Aelves are released in whatever guise they may be, I am likely to abandon ship and spend all my time in the Order sub forum, being that they are my true Warhammer love, but for now, I'm all about the Ironjawz! I've always been a fan of Orks in Warhammer 40,000 but have never actually played Orcs & Goblins in WFB. So whilst the detractors and troggoths bemoaned the pseudo 40K look of the Ironjawz, I think for me this aesthetic really drew me in and got me going green. So I have already actually played a bunch of games with Ironjawz, having gone "all in", as they say, on the release, but these were all at 100 SCGT points and included a Magma Dragon just to make up the points (oh, and its pretty good!). I figured with the impending release of the General's Handbook, now was a perfect time to draw a line under what's gone so far and start afresh with the new system. We won't get into all the recent allegiance nonsense, you can read about that in other threads. Suffice to say, the Battleline "unlocks" for Ironjawz and the Destruction traits and artefacts make for a pretty nice combination. I'm not saying Ironjawz are going to be out there winning events (certainly not with me using them, if my abysmal results at Call to War are anything to go by!) but I am hoping and somewhat confident they can be competitive...and we have a pretty extensive thread on that right here in this forum! So this is pretty much just an introductory post for now. I have already painted some models (not as many as I would've liked); Megaboss Krunk, who can be found in the gallery and 5 Brutes. I will take some better photos and add them to this thread as soon as possible. I am reasonably happy with the level of the paint jobs and whilst not my best work, believe the army will look nice upon the table. I've intentionally kept the basing quite plain, though I am consider scraping off some areas and adding the flavour of the month; Agrellan Earth, just to add some interest. Using my 40K Ork bitz box I have been able to customise my models and this combined with some reposing has allowed me to make all 20 Brutes so far individual. Just a bit of a shame I got my Gore-gruntas after the Brutes as mixing in their Jagged-Hackas would've been super cool. Considering another 10 Brutes just for this purpose. This weekend (Thursday night to Sunday) I am attending Bossfest, a camping, drinking, gaming extravaganza. Whilst there will be various games being played, I am hopeful of getting in a good few games with Da Black Sunz, which will be the only AoS army I'll be taking. These will be my first games under the General's Handbook and will be played to 2,000 points using the Matched Played Battleplans. Many people in attendance will be practising for my 1 day event, Rain of Stars, which is removing the army restrictions and adding a sideboard (as the event is two weeks after the book drops), so we will also allow that over this weekend, therefore some of the armies I play may not be exactly true to the book. However, this should allow for some solid competition and really stress test the army. The list I use personally will be General's Handbook legal though. For now, my pool of Ironjawz models is; Maw-krusha (happy to use as Gordrakk or Megaboss), Megaboss, Warchanter, Shaman, 20 Brutes, 10 Ardboyz, 3 Gore-gruntas. I am not adverse to buying more though! 2 more boxes of Gore-gruntas are definitely happening after assembling some this past weekend - amazing models. It's worth pointing out that aesthetics are definitely a consideration to me in this army. Here is the list(s) I am currently considering for the weekend; Da Black Sunz - 2,000 points Gordrakk - 700 Megaboss - 140 Warchanter - 80 Weirdnob Shaman - 120 10 Brutes with Jagged Hackas - 360 5 Brutes with Choppas - 180 5 Brutes with Choppas - 180 10 Ardboyz - 180 Ironfist - 60 Total - 2,000 points Nice to hit the 2,000 points dead on really! That seems a challenge in of itself under General's Handbook. The main change I am considering is dropping Gordrakk for a baby Cabbage. The 180 point difference is nice as it allows another battleline unit - in this case Gore-gruntas (mostly just to get all my models on the table). If I wanna keep the big man in there, I can also include the Gore-gruntas by dropping 5 Brutes. What do people think on this? Seems small to me! I'll leave it there for now. This afternoon I'll add my thoughts on Command Traits and Artefacts! Thanks for reading, Chris
  21. MidasKiss

    Let's chat Grotz and Moonclan

    Hey everyone, I'm about 5 or so months in to Warhammer now. I've been playing Sylvaneth the whole time and love them. Our group is going to do a slow grow after January, we have a tournament here in Australia (we don't have many) and people want to mix it up after prepping so hard for their army. I don't mind, as I used to have a few goblin models as a kid and have massive nostalgia. On the podcasts (not as much scene here) it seems like Moonclan are pretty big, most popular allegiance at Warlords and everyone seems to know someone who plays them. Here it's not quite as nice, I haven't seen a single goblin army at all. I was lucky enough to have the Sylvaneth thread on here as otherwise I'd have no idea what is possible with Sylvaneth given that I've not seen any one else play them (not that I pull of the tactics to any high degree...). Although I'm not the best person to start it, and I can only contribute small things I was curious if any discussion could develop to even close to the same level as the Sylvaneth thread. I guess at the moment grotz are limited by few formations which limits things, and it seems people are holding off for new battletomes atm which is probably wise. I'm not sure what else i'd rather slow grow though, and I guess I can hope for a Moonclan release in particular soon (with hopefully some formations to chuck in some Gitmob warmachines). Would anyone be keen to have a bit of an ongoing discussion? I'm curious what lists people take, I'm not sure if it will be more or less diverse without the formations offered in some of the other armies. Seems like you could mix in various Gitmob grotz for a mixed grot armies, or bring in various other destruction choices while there is no allegiance abilities. I've seen Gorrdrak moonclan mixes, and I'm sure a thundertusk, Gitmob grotz with bows (+ a shaman), or various other combos could work really well with Moonclans impressive stalling and melee combos they can pull off. I'd love to see what you play, how you play, things you think might be good, and etc! Which gitmob warmachines are the best, are warmachines still worth it given the weakness of the crew these days? I have a lot of questions! Cheers, Samuel
  22. Kiloran

    Considering Age of Sigmar

    Greetings friends. I was a long time (off and on) player of WFB collecting Wood Elves, Dwarfs and a Goblin focused army. I discounted AoS when it first came out but with its 2nd edition right around the corner I was planning on giving it a try. From looking over what I can (with a borrowed copy of the Core Rules and Generals Handbook) It appears all of my original armies are split into sub factions. My main question is can a goblin focused army be fun and/or moderately competitive? How would it be built? Currently I own (roughly) Shaman on foot x3 Boss on Giant Spider Boss on foot x2 Goblins with Spear/shield 200~ Goblins with bows 100~ skulkers x6-9 (cant remember) Wolf Chariots x6 Doom Diver x1 Spear Chucka x3 Rock Lobba x2 Wolf Riders with spears, shields and bows x20 Spider Riders with spears, shields, bows x10 Arachnarok with or without shaman Giants x2 Looking over the factions it looks like I have Git Mob Grots and Spiderfang Grots. Playing around in the Warscroll builder it appears they have access to no Battalions? While I appear to have tons of models based on cost I cant make heads or tails out of how to throw da boyz together. I would love to hear some thoughts (as of course I can go Order with my Elves, Trees and Dwarfs instead) as Goblins while they didn't win made for some humorous games in WFB. -Waaagh
  23. TheBlackHood157

    Army help

    I am working on a 1000 point destruction list, and i have 300 points to use. I am wondering what to do with these points.
  24. The "Common Goblin" has already been the odd one out of all the grots/goblins. Sure they have the ever useful artillery, but I'm pretty sure that they're never going to get any significant updates. So I wanted to toss some ideas I had brewing, not that I have any intention of anyone really using these things, I just wanted to have some fun (I did this as a hobby a lot back in WFB). Main inspiration is melding the current army with the more mongolian Hobgoblins which probably are never coming back. Lots of "Risk Reward" type rules where your backstabby grots might stick their knives in their fellows! Many of these rules are just ideas rather than concrete numbers. I'm far more used to making more complicated rule synergies common in WFB/40k than the more self contained AoS! The Gitmob Khans Allegiance Abilities Leaders Units Warmachines (basically unchanged) Behemoths Da Big Tribes (sub factions) Still cooking up ideas on traits and items. Let me know what you think! Rules probably all over the place really!
  25. Harken

    Share your successes

    Hi everyone, When looking through this forum, I normally find quite a few threads concerning the lacking ability of destruction armies. This thread is not intended to function as a criticism to those post, it is however the intention to look at the bright side of things. So, the concept is that each time you win a game with a destruction army, mixed or full - then share your list, and context when applicable. In order to kick it off, I will go first. The context of my latest success was a thursday session with the group I normally play Age of Sigmar with. The theme of the session was 1k combat, so I brought the following mixed destruction list: Fungoid Cave-shaman (General) Mega-Boss Butcher Troggoth Hag Moonclan Grots (Battleline) Savage Orruks (Battleline) My opponent fielded a 1k Brayherd list and the game was quite even, but especially the Mega-Boss and Troggoth Hag gave me the upper hand due to damage output and staying power, despite being outnumbered and surrounded. Let us hear your success!
×