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  1. So I finally got started on my Gitz. Just some highlights to apply to the wood & metals and to base them. Quite happy with how they came out myself.
  2. Hello all, here I have 2 lists themed around the Monstrous Arcanum, thus using the Grand Alliance: Destruction rules. I know I should play for what I enjoy, but I like the sound of them both equally and cannot decide, so I'm putting it forward to you people and with being relatively new to AoS I was hoping to get some criticisms on the lists relating to competitive play and how they would perform. List 1: Allegiance: Destruction | Realms of Battle: Hysh Leaders: Grot Shaman = 80 points - General | Artefact: Aetherquartz Brooch | Command Trait: Ravager Battleline: 20x Grots /w Jabbin’ Spears and shields = 100 points 20x Grots /w Grot Bow = 100 points 20x Grots /w Grot Bow = 100 points Behemoths: Magma Dragon = 540 points Magma Dragon = 540 points Magma Dragon = 540 points Total = 2000 points Game plan: Magma Dragons: Fly around as a pack, or individually if required and roast anything within range Grots: Hold objectives and pick off any stranglers that may be lurking too close for comfort to the Magma Dragons with their bows. The ones with spears and shields are simply a screen Grot Shaman: A source of magic, be it for defence, offence or something else. ——————————————————————— Now, the next list is more themed and probably less competitive but here it is. List 2: Allegiance: Destruction | Realms of Battle: Ghur Leader: Fimirach Noble = 140 points - General | Artefact: Gryph-feather Charm | Command Trait: Wild Fury Madcap Shaman = 80 points Battleline: Fimir Warriors x6 = 280 points Fimir Warriors x6 = 280 points Fimir Warriors x3 = 140 points Behemoths: Magma Dragon = 540 points Magma Dragon = 540 points Total = 2000 points Game plan: Magma Dragons: Fly around as a duo, or individually if required and roast anything within range. Fimir Warriors: To hold objectives/ provide support for the Magma Dragons or pose a threat, since in comparison to the Grots they hit a lot harder, and are a lot harder to get rid of. Fimirach Noble: Sit around the Fimir Warriors and use his command ability buff all the Fimir Warriors.
  3. Version 4.01.01

    246 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
  4. I've always had an undying love for greenskins, my first army was Orks for 40k 3rd edition, and when I got back into the hobby again with 8th ed Fantasy after a hiatus I collected an Orcs and Goblins army with heavy focus on Night Goblins. Now with GW having announced Gloomspite Gitz, I'm super stoked about starting a new Grot army for Age of Sigmar. I've always loved the Night Goblins/Moonclan the most, they're so characterful and mischievous and these new models are fantastic. So to get me prepared I went out and got the Zarbag's Gitz warband box to use as test models for the new army. I painted up this test model last night. First order of business was to figure out the colour of the robes, I want a colour scheme that is relatively quick and easy to paint as this is a horde army after all. I was thinking of various way of painting black (grey with black washes), but in the end I settled on dark blue robes. Both to do something a bit different from the studio paint scheme but also because blue is easier to paint than black. The recipe I went for is Kantor Blue, highlighted with Teclis Blue, then shaded with Drakenhof Nightshade followed by a highlight of Teclis and final highlight with Lothern Blue. Next up is probably the most important part of a greenskin army, namely the skin! I have a standard recipe I use for greenskin skin which is based on Deathworld Forest, but I wanted to try something new this time so I've based it on a recipe from a fellow on instagram called quarterpaint. It's Waagh Flesh followd by highlights of Skarnik Green and Cadia Flesh on noses, knuckles and lips. Then shaded with Athonian Camoshade with higlights of Skarnik Green mixed up to Ushabiti Bone. The flesh coloured parts are washed with Army Painter Red wash and then highlighted with Cadia Flesh and Whych Flesh. The rest of the model is quite standard, I try to limit the colour palette in my army schemes, I'm using yellow for details as is appropriate for moonclan . For me basing is a very important step of my armies, they help a lot with telling the story I envision for the army. I wanted my army to advance through a deep mossy forest to give them a dark fairy tale feel inspired by John Bauer, Paul Bonner and the forests around here in Sweden. The initial story I have in mind for the army is that they are emerging from the mountains they live in to seek out the bad moon. Nothing elaborate right now, but something to get my mind going. I'm using tufts from a german company called Mini Natur (fantastic stuff) and clump foliage that I pat down with watered down PVA glue. I'm very happy with how the test model turned out. Hopefully it will be relatively quick to paint on a large scale, but it feels doable. A nice thing about Moonclan Grots is that they don't have that much detail and different elements on them, it's mainly robes and skin. Next step of business is to finish the Zarbag's Gitz, I also need to figure out a colour scheme for the Squigs, which is important since I intend to have a large portion of them in the army. Until next time! Ps. saw this on my way to work today, a good sign!
  5. Ok then. The Arachnarock warscroll is one of GWs older ones and still has alot of the weird jankiness. The biggest issue afaik is that the hero upgrade that turns the whole unit into a hero lacks an attack for said hero. It leads to some awkwardness as to whether the whole unit (spider/shaman/dudes) is now a hero (in which case a singular buff effects everything) or whether the Shaman himself is the hero in which case there's suddenly lots of useless artifacts and traits since the hero has no attacks and any buffs for those cannot work. The mount (big spider) has attacks as does the various dudes on the howdah. For example - Sunderblade - Its a magic weapon, thus it should replace an ordinary weapon. The Shaman doesn't have a weapon though since ge had no attacks yet the Spider and the dudes do. Destruction Trait : Might makes right - you gain +1 to hit on all attacks. The trait is for the hero whom has no attacks, yet the spider and dudes do. Who gets the buff Battlebrew - Another one in the 'who gets the buff' category. Essentially any kind of buff or effect involving close combat becomes confusing since its not been clarified how the Arachnarok works in regards to mount/hero thing at least as far as I can tell. I feel GW could avoid this easily by giving the Shaman an attack but as is its confusing.
  6. Ok so maybe I'm cherry picking a few opinions but lately I've seen a few posts around the forums where some people think Ogors/Gutbusters/Beastclaw Raiders should be in a combined book....with the orruks and grots (non ogor grots like gitmob). For example Now ok I get it, for some excuse ogors now follow gorkamorka (although the quoted idea bring back the Great Maw) and are under the destruction banner and how WFB is dead and faction compositions have radically changed. But I just don't know if it really makes sense to have a Battletome where Ogors and Orruks pal around. Ok yes on one hand making a big combined battletome will allow everyone to get updated at the same time which would be great (So it would be in essence a better made GA: Destruction 2.0.), but I fear this would dilute the differences between Ogors and Orruks especially since they already designed Beastclaw Raiders and the Everwinter. I mean it would almost be like Ogors are just bigger Orruks...and we already have that with Ironjawz! Plus the synergies between ogors and orruks are (currently) non existent. An Orruk Warboss waaagh only affects orruks, not even green grots. Ogors would be an even bigger stretch (imo, I mean I know the fluff has changed where ogors and orruks do work together more). Now I understand not every model should help every other model. A Bullgor's command ability doesn't do anything to Thunderscorne. But the 2 "big soup" books we have make sense with nostalgia and theme glasses. Legions of Nagash is Vampire Counts 2.0 (minus ghouls). Beasts of Chaos is literally the original book back in WFB (minus trolls and ogres). It's not like Beasts of Chaos absorbed Skaven or even combined with Slaves to Darkness. That said I do see the arguments for Order Free Cities since we already have the concepts and even loose rules for Free Cities. Yet the Firestorm Destruction allegiance is just orruks and grots, not Ogors. As I said maybe I'm seeing a vocal minority, do you see other people suggesting ogors and orruks be combined? Do you think it may be the better compromise to take the "neglected" aspects of destruction and update them in one big book so no one is left behind?
  7. 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.
  8. 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.
  9. So, I love the Squig Gobba model from FW, it is one of my favourite model ideas ever, and was thinking about sculpting one... or an army centered around them, eventually, so I downloaded their rules to see how they worked and, at first sight, I discovered that they simply don't, they seem to be a horrible unit to take. However I might have missed something and there isn't too much about them on the internet (and in the few places that talk about them they also regard him as lacklustre and a bad choice). However there are a lot of creative minds on this forum who may come up with something, so I thought that it was worth to post. I don't know that much about AoS yet, but I made a pros and cons list about him: PROS: - He's dirty cheap at 60 points - He doesn't count against your artillery limit as he doesn't have the artillery keyword - The two first pros mean that he can be spammed (to the point of bringing 10 at 600 points) - You can't snipe his crew because they all count as a single model - Having FW rules people might be scared about him or don't expect what he can do CONS: - He has a 4d6 range... wich is an average of 14"... definitely bad for artillery - He can't move and shoot in the same turn - The two first cons means that he will have big problems to shoot things, and can easily be outmanoeuvred - His shooting profile isn't even impressive, with only d3 attacks which hit on 5+, wound on 4+, have no rend and make d3 damage - He is very easy to kill with only 5 wounds and saving on 6s So, can anyone think of a good reason to field them, they might be cheap and spamable, but that's worth nothing if they don't bring something to the army. Edit: they actually do count towards the Artillery limit, so they're not even spamable...
  10. 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
  11. Hi everybody, I've been working on and off on an AoS project, specifically an all mounted Gitmob force. The idea behind it is that it is a force made up of waifs and strays from Grotkind. Outcasts who have banded together in the harsh wastelands of the realm of beasts and cobbled together a rag tag force in order to survive. Whilst I am not that close to AoS lore (something which I am keen to rectify), I see that Realm of Beasts as being a harsh place filled with constant war, vast barren deserts and titanic beasts who stride the landscape. In a place of constant war there are bound to be piles of broken war machines, weapons and armour and this is how the Gitmob survive by scavenging equipment and stealing what they can to survive. I've got a few photo's of my work in progress so far, my photography is not the best and being a father of 2 young kids I find it hard to get the time to paint let alone get the perfect shot, but I want to improve. Anyway that's enough for now, if you have any feedback I'd really appreciate it. Next time around I will put up some pictures of the forth chariot and some Wolf Riders (once they have all been rebased)
  12. 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!
  13. Hi all, Looking to have a clear out of my non-death AoS stuff, the list is as follows: - 20x moonclan grots (square bases) with bows including flag waver, musician and grot boss - 19x orruks (square bases) 6 armed with cleavers etc. whilst the rest are armed with spears and shields - includes one boss, standard bearer and drummer - Orruk shaman on boar (metal) - Grot wolf chariot (metal grots but same as current model) - 20x grots on sprues - not a complete box but enough to make 20 grots with either spears and shields or bows and includes enough for flag waver, horn blower and grot boss - only 19 bases (square) - 1x base of snotlings - 1x grot shaman - 1x moonclan grot shaman - spare sprues including wolf rider legs, bow arms etc. and lots of shield sprues All are painted to varying degrees, some are very minimally painted (i.e. arms only) whilst others are fully painted to a slightly below average standard. To save time on this post I haven't included pictures but am happy to take any and all pictures requested. Open to reasonable offers as the title states. Thanks!
  14. So there have been a lot of questions around stacking abilities. GW has FAQ:ed the use of the word "any" and clarified that abilities that say, for example "units within 1" of any model with this ability suffer -1 to hit" do NOT stack. This is the relevant FAQ: Q: When the word ‘any’ is used in the criteria for an ability, does it mean that the ability is applied only once when the criteria for the ability are fulfilled? For example, if an ability said ‘Add 1 to hit rolls for models that are within 6” of any models with this ability’, would I add 1 to the hit rolls of a model that was within 6” of three models with the ability, or would I add 3? A: The ability is applied only once, no matter how many times the criteria are fulfilled – ‘any’ is treated as being synonymous with ‘one or more’ in the Warhammer Age of Sigmar rules. In the example, this means that 1 would be added to the hit rolls, not 3. However, the word "any" is not used for the Grot Netters ability. This is the relevant rule: Netters: Your opponent must subtract 1 from any hit rolls made in the combat phase for any of their models that are within 2" of a Grot with a Barbed Net. As you can see, it says "models that are within 2" of a Grot with a Barbed Net." The use of the word "a" as opposed to "any" has not been clarified by GW. They have, however, stated that abilities do stack unless otherwise stated: Q: Are the effects of multiple duplicate spells and abilities stackable against the target? A: Yes, unless specifically stated otherwise. Does the Netters rule specifically state otherwise? GW hasn't said, so it would be a matter of semantics. So do they stack or not? Based on the FAQ above and the fact that the rule doesn't use the word "any", a word specifically used for non-stacking abilities, I would say they do stack. Opinions?
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