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Found 124 results

  1. Had a few games now with the Kharadron, and I have to say they’re a flexible warband, with some real hitting power. Few observations: Balloons. These guys are a must, they add mobility and tactical options to an otherwise slow (although ranged) warband. They have won the majority of games, just by being able to be where they need to be (including out of reach). In terms of armaments, since there are so many options: I took melee orientated riggers (rivet guns and aethermatic saws) for a while, but they are relatively squishy when it comes to some of the new menaces on the block, so my preferred load out is now at least one of the drill launcher. Means you can still pack a punch, and dance around the edges as you need to, without risking any so many meaty fists. The volleygun is too weak on balloonriders to make it worth it (though see arkanauts below!), and the grapnel launcher isn’t necessary because you already have the mobility if you need it; getting there quicker so you can shoot ... a grapnel launcher ... is underwhelming. Skyhooks are ok, just find drills generally better. The difference between riggers and wardens is absolutely minimal, I never found myself wanting to use timed charges over rampage, even when I could. So I go with riggers because they’re cheaper. Leaders: Tempting to take an endrinrigger to address the issue above, but honestly I just think there’s too much risk attached. My personal favourite is the Grundstok Thunderer leader, though the arkanaut one is ok in a pinch, especially if you need points. The Thunderer’s is powerful at range, and tough enough to hold the line. The KO leader triple is really good, and gets used a lot, so keep your leader with some powerful gunners too. Arkanauts: the basic guys do what you would expect them to - screen and speed bump for your guns. Even the skypike ones, who might get a decent hit in first, are only a delaying tactic and I only upgrade if I have 15 spare points. The skyhook guns are a bit meh for me, too much for not enough, but I have to say the volleygun arkanauts are little stars, especially if you take multiples. I have taken as many as 4, and the criticals can really start stacking up. These are definitely not to be overlooked. Thunderers: These are a mixed bag in my experience. The aethercannons are capable of big damage, and are generally reliable - benefit the most from the leader triple too, so worth keeping at least one near. The fumigator is quite versatile, because it has no minimum range, so you can use it against whatever your target is not (range/melee). The decksweeper is ok, better against chaff, but I find myself consistently not taking mortars, and the standard rifle is just bad. abilities: Doubles (get converted into triples if I haven’t already got at least one!) are mainly used for Rush (since onslaught no longer affects guns), with fortitude and drillbill being situational need only. Triples - Fight for profit is great, Keep your distance is great, and of course Respite is sometimes handy. Feels like triples is where it’s at for KO. Quads are just Rampages - always awesome: get to range, then open fire. Anyway, just some thoughts in case anyone else is using them - as usual, only my experience, ymmv.
  2. Introduction: Airships are a lifelong fascination of mine, but I was still sore over losing the Old World when Kharadron Overlords was first released and I couldn’t find it in myself to jump aboard. Since then, my ire has lessened and I bought into Hedonites a bit, but didn’t like them as much as I thought I would. Specifically, I had a hard time getting behind the immortal daemons narratively. I was actually going to get into 40k Adeptus Mechanicus, until my wife expressed the desire to finish building her Daughters of Khaine and field them; and it turns out she also wanted my Hedonites. I first looked at Cities of Sigmar, since I already had a small collection of Aelves, but people kept recommending Kharadron Overlords. I sat down with the battletome and rose up afterward a Kharadron Overlord player. That being said, I have a personal guideline for fielding my version of the army: no Arkanaut Company unless absolutely necessary. I may change my opinion on that in the future, but for now Arkanaut Companies are a tax I would prefer to avoid, especially since they’re absent from the Aether War and the Start Collecting! Boxes. This restriction means that my armies will revolve around the Grundstok Escort Wing and Intrepid Prospectors (while it lasts) battalions, as well as leaning into choices that open alternative battleline units. Alternative Battleline: Endrinmaster with Dirigible Suit (EDS) as Warlord: Endrinriggers and Skywardens EDS is a beast and widely regarded as a must-take. In 1k games, the current tier for my household, Intrepid Prospectors leave little room for flexibility, but enough points for a Gunhauler with Compartments to ferry around a unit of five Thunderers. Until I get an Arkanaut Ironclad, EDS as Warlord is the standard. Let’s not forget the usefulness of Endrinriggers in a vessel heavy army. Barak-Nor: Grundstok Thunderers Thunderers are troops to have stowed in any sky-worthy vessel, and sit five-a-piece in the SC! boxes. Lacking room for an Aetheric Navigator, Barak-Nor will also let my EDS cope to some degree with my wife’s myriad spellcasters. Barak-Urbaz: Gundstok Gunhaulers Gunhauler battleline and an avoidable artifact/trait tax make this barak quite appealing to me, but until I can produce the aforementioned Aetheric Navigator and Arkanaut Ironclad I’ll have to throw in with Barak-Nor. Barak-Zilfin: Arkanaut Frigate This barak has many interesting abilities, and an avoidable command trait, but Frigates as battleline isn’t one of them in my opinion. There is a place for the Frigate, but since I’m not using Arkanaut Company, its usefulness diminishes. It is likely that I will, someday, purchase a couple along with those erstwhile Arkanauts, but for now Zilfin isn’t on the short list.
  3. In his many years of captaining The Earnest Coin, Engstrom Bokkrinson has never experienced such a storm. The clouds were made from an azure colored ash, that seemed to grip onto every exposed surface and erode certain metals, and the winds were howling so fiercely that he had to shout at the top of his lungs in order to be heard from five feet away. His onboard khemist could not identify the elements that made up this gods be damned storm, and it was starting to seem like a lost cause to try to map ou-. Suddenly the frigate lurched to the starboard side as his systems began to go haywire, his ship was loosing Aether Gold at such a pace that there must have been a hole the size of an arkanaut in the cargo hold. Rapidly he reached for the aether-shot rifle he kept nearby in the event he needed to repel boarders and began to look over the decks to find the beast that’s hurting his profit, but to no avail. The best he could do was catch glimpses of a being encased in what looked to be a twisted endrin-harness...... He didn’t see the blasted creature until it knocked him off the railings of his beloved ship, the last thing in his view before being enveloped by storm was the twisted rune painted onto its armour, marking the creature as a son of the Father of Darkness..... Hello everyone, welcome my conversion plog for my chaos corrupted Kharadron Overlords! If you haven’t already guessed these guys have been converted to the worship of Hashut! The lore behind these guys is that Tzeentch once tried to capture and convert a minor sky port called Barak Easifa, trapping them in an a tainted hurricane. Desperate to escape this hell the people of this port cried out to any and all gods that would listen to them, and it was Hashut that answered. Expending a great deal of power he bound the souls of the airborne city with the spirit of the storm, a debt that these twisted privateers must now pay in souls and aether gold. It is my hope to not only show the depths that these poor souls will go in order to repay their savior, and the degradation of their ethics under the temptations of Tzeentch, starting with this guy: meet Feraq the Ravenous(I swear it is a coincidence that his name sounds like mine), a master Daemon-Rigger and his two sky shark familiars(they get to be rather large later on...). Hope you enjoy this adventure with me.
  4. Version 4.10.00

    341 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
  5. Hey Guys! I'm trying to find any fluff or writings or ANYTHING where the Kharadron Overlords interact with a Clan of Fyreslayers or vice versa. I'm a big Dwarf fan myself (currently collecting KO, Dispossessed, and LoA) and I love to see the interactions between the factions. I'm about halfway through Overlords of the Iron Dragon and listened to Realmslayer in it's entirety, so along with any interactions between the dwarven factions, any newer dwarven fluff-stuff would be appreciated as well.
  6. Time to start a thread of all my AOS efforts. I have been focusing mostly on Dwarves, Greenskins and Ogors, with random others mixed in for style. I'll try and add little excerpts from the games i play as well as some WIP of my new projects. Now most of my stuff is most of time at about 85% of being fully done. I always forget little details and notice them later on. My Kharadron army is the closest I've ever been in so many years of hobby of having a finished coherent army. Which is quite a good feeling i must say. The rest isn't as unified. Still a lot of stuff to show, my inspiration was military looks from the early 20th century. Do tell me if the photos of the units are too small, I'll upload larger ones. Comments appreciated!
  7. Hey all. In my first blog post, I want to concentrate on 'faction release' ideas, so I'll be talking about lore as it pertains to new models and story direction for the faction. Ruminating on how to fix the mess that is the state of the Duardin disunion, I came up with an idea for two releases to bring them into line. Based on Skaven and FEC, it seems future AoS releases will comprise of at least a book, terrain and endless spells. Below are my ideas for revitalizing the factions with as little new things as possible (trying to keep my hopes grounded). It’s primarily a lore-focused post though coming up with new models means discussing mechanics too, but I won’t get into the nitty-gritty of allegiance abilities. I'll be discussing two separate releases: KO and a combined Dispossessed/Fyreslayers one. I'll start with KO, not because I think it'll happen sooner (Fyreslaters/Dispossessed are more due), but because it's the shorter pitch. Kharadron Overlords Of the three Duardin subfactions, the Kharadron seem to be the most popular and are also the most aesthetically distinct and most separated from the others in the lore (literally ascending the holds and no longer venerating the ancestor gods). An updated Kharadron Battletome should keep them separate; fix the imbalances of the skyports and their underpowered Thunderers and Gunhaulers. To go along with this release, it would be great to see more aerial vehicles (perhaps a specialized mining tugboat?), but they don’t necessarily NEED new units. Then there’s the fact of Endless Spells and Terrain, which is usually a slam dunk but in the case of KO we have a problem: they live in the sky and they don’t cast magic. However, I do think they could utilize the cheaper resources of the terrain/spell development team… First, there’s the obvious ‘floating vein of ethergold’ terrain piece, which would obviously function as a buff piece, perhaps also as cover for nearby skyships and one other function that we’ll get to shortly. The only issue is that, if I remember correctly, ethergold is often invisible and hidden in the clouds, so a bit of creative license is in order. The other less likely but (IMO) more exciting option is to use the slot normally reserved for endless spells as a ‘sky bestiary’. There are many evocative passages describing beasts that are drawn toward ethergold, so the presence of an ethergold terrain piece could presumably lure them to the battlefield. The fact that they’re feral beasts from the open sky means they could have similar mechanics to endless spells. They’d be point-costed units (though not counting to your behemoth limit) which ‘descend’ (similar to Stormcast 'zapping' down) within range of the ethergold terrain. The controlling player then gets to move them, and from that moment their movement follows the rules of predatory endless spells. They have a normal 'wounds and attack profile' (they have to killed, not unbound). They only move normally and can’t charge, but if they’re within 3 inches of a unit in the combat phase the players roll off and the winner must pile in with the beast and attack a unit of their choice (they can’t choose not to attack, so if the only thing in range is theirs, tough). I think all of that would make for a fun variation on the risky predatory spells mechanic, and with clever positioning by the KO player it could really pay off. In terms of WHAT the beasties could be, I defer to the format of an endless spells box (let’s say 1 centrepiece, 1 medium sized model and unit of 3 small things): A baby Megalofin. Much smaller than an adult leviathan, this shark-whale would still be on a 120mm oval and is of comparable bulk to a Frigate. This would be your 100pt monster. A Sky Serpent, as depicted in the above picture. On a 90mm oval, this is a fast, brittle, budget alternative to the Megalofin. The cheapest beastie. Three Lovecraftian jellyfish (inspired by the look of the Harkraken). They float together on 32mm rounds, and, while lacking raw CC power, could spew poisonous debuffs which paralyse their victims. The fact that all of these creatures lack riders or intricate adornment means that the lower quality plastic of endless spells could nonetheless do the model justice. The mass of these creatures means it would probably £5 – 10 more expensive than a normal Endless Spell box, but that’s a small sacrifice to get some truly impressive creatures (which I’m sure would be popular with non-Kharadon hobbyists too). TL;DR Release Size: Minimal New Battletome (with improved rules, better tacticians than me have suggested stuff) Ethergold Stratus (cloud terrain piece) Sky Bestiary (instead of the endless spells) Now, onto the rest of the Duardin… Battletome: Ancestral Holds I think there’s a case to be made for combining Fyreslayers and the Dispossessed as, unlike the KO, they share an allegiance to the ancestor gods. Please don’t put me in *the book* for this comparison, but I see parallels with how the Gloomspite Gitz tied in three distinct factions (Moonclan, Spiderfang and Troggoths) under the Bad Moon, but worship it in distinct permutations. Likewise, a proper Duardin release could incorporate the three ancestor gods: the Fyreslayers follow their shattered god Grimnir, the Dispossessed could be tied into Grungi’s domain by consolidating their Ironweld Arsenal contraptions and, to round it out, I advocate the return of presumed dead goddess Valaya as a third mini-faction. Let’s start with Fyreslayers. On their own, they lack a little in terms of unit diversity, but there’s plenty enough to them as the ‘Grimnir third’ of a mega-faction. Their current lore is interesting, and can only get more so if their independence is encroached upon by Grungni’s offer of alliance. Duardin pride and devotion to see the return of Grimnir would have them accept, but it invites an interesting angle of resentment between the followers of the two brothers, each more readily accepting the return of Valaya (once their wife, but in rebirth she becomes a more sovereign figure). So, anyway, Fyreslayers don’t need extra models, just rerelease the hero from Silver Tower and you’re golden. But if you were to release one new model, I hear that Ol' Gotrek is snocking around the lodge these days... Next up are the Dispossessed or, as I think they should be reimagined, Grungni's Folk. These traditionalist Duardin who have been driven from their ancestral lands embrace the grand return of their smith god, and venerate his old customs. their pre-AoS models are some of the best out around. To complement the regiments of heavily armoured Duardin warriors and war machines, I would suggest two additions: Grungi, The Smith (as seen on this novel cover). This is the flagship model, a literal god of craft. He’s made frequent appearances in the fiction, and he clearly feels conflicted about retreating from Duardin life to work with Sigmar so his return creates an interesting ‘redemption’ dyamic. Perhaps the sons of Grimnir are less forgiving of his absence. He has established size-changing powers, and so he could be a troll-sized figure atop a mobile foundry throwing mystical augmentations to his allies like it ain’t no thang. Runic Golems. The long-rumoured mechanical automatons would certainly fit with Grungi’s return. I’m thinking hard-as-nails machines the size of Kurnoth Hunters, fulfilling an elite bruiser role which the otherwise Duardin lack. This could very easily fit with the steam-punkaestheticc of the Gyrocopters or the Cogsmith. Finally, we have The Cult of Valaya. Valaya was implied to have been devoured by Nagash during the End Times, but if you can’t think of a story excuse for her essence to escape Shyish and return to her people then you aren’t trying :P. Valaya is the god of healing and home, and she would be embraced by despondent Duardin searching to reclaim their ancestral sense of home and safety. Valaya’s devotees would wear religious garments instead of the Gromril of Grungni’s folk or the, erm, loincloths of Fyreslayers. Also, it’s an underrated fact that she was the god of alcohol, a rare angle for a female-coded god and something worth exploring. The slightest of the three factions, these are your ‘gap-fillers’: focused on buffs, healing abilities and providing attacks with rend. Oh, and we finally get female Duardin (not exclusively, but we follow the trend of mixed-gender units set by Deepkin or new Stormcast). Priestess of Valaya. She’s a powerful practitioner of Valaya’s prayers, the closest thing to magic Duardin get alongside Fyreslayer runes. Battle Surgeon. A more hands-on healer, this model is close-combat/support hybrid. Shrine of Valaya. This mobile platform pulls double duty: part holy clinic, part repository for fine alcohol. This could be a Magmadroth-like kit, where you get options for heroes that you can also assemble as infantry. Otherwise, you could make it a Cauldron of Blood style multi-kit, providing Grungni/Grimnir themed builds. Hearth Pilgrims. A mixed gender unit of pious monks, these are your alternative battleline slot. Faster than Grungni’s armoured folk, they provide valuable rend in their blessed maces, as well as the obligatory healing abilities. Though we don’t need ANOTHER infantry unit, there’s the option to have the pilgrims a dual kit for Ancestral Masons. These function in society as construction workers, but on the battlefield have a more direct combat role and perhaps the situational utility of being able to ‘demolish’ board terrain. Like the Gitz, I think the key is to imbue the three subfactions with a distinct identity (in aesthetics, theme and playstyle) while giving them a reason to be fielded together. Currently, the Fyreslayers excel at CC punch, and a new book would do well to give them movement abilities so that they are the 'fastest' of the Duardin armies. Grungni's Folk (the Dispossessed) should be the shooting mainstays, with high armour values to go along with it. The Cult of Shallaya, meanwhile, should dominate the field in terms of buffing auras and healing, exhibiting an 'anti-death army' playstyle which befits a god who has spent millennia enslaved by Nagash. Lastly, you have the same problem as the KO: they don’t mess with magic. Perhaps, then, the best way of making use of that development team is by releasing not one but three terrain pieces, thus reinforcing the tripartite theming of the factions: a ruined cache of Ur-Gold for Fyreslayers, an ancient forge for Grungi’s Folk and a Duardin tomb for the Cult of Valaya (each bestowing their faction with particular buffs). It’s also an opportunity to emphasise slight tension between the Grimnir and Grungni: perhaps you cannot give Fyreslayer characters artefacts if you’ve deployed an Ancestral Forge. TL;DR Release size: Medium Battletome Ancestral Holds (combining Fyreslayers, Dispossessed/Grungi’s Folk and adding The Cult of Valaya) 2 new kits for Grungi’s Folk (Grungni, Golems) 4 kits for the new faction The Cult of Valaya ( Priestess, Surgeon, Shrine and Pilgrims) 3 bits of Terrain themed around the factions, possibly in one pack If you’ve read all that I’m flattered. Anyway, that’s how I’d approach ‘fixing’ the Duardin in AoS. I believe that, providing the quality of the release is good, Duardin fans would generally prefer a fix sooner than later and I think this wishlist/prediction is realistic in terms of scope and not an unreasonable direction for GW to take in terms of lore. Agree? Disagree?
  8. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  9. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  10. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  11. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  12. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  13. In Chamon, The Cloudsplitter brothers, Dolgrim and Dagrim lead the expedition for aether gold. They are accompanied by the Brilliant King(ironclad), Proven Ambition(frigate) and the Gunwolf(gunhauler) and their ever present guard of Arkanaughts, Thunderers and Endrinriggers. Hope you enjoy, I look forward to any feedback. I'm pretty chuffed with how it turned out.
  14. I have a question I hope someone can clarify soon, as I have a game tomorrow. I will be bringing my Kharadron Overlords with an Ironclad and I have a question about starting units embarked on the Ironclad. If I start the game with 23 models aboard (20 Arkanauts and 3 heroes) can I attatch 6 Endrinriggers as their special rules says they do not count toward the maximum allowance? Or is the 25 maximum for embarking on the Ironclad a hard cap?
  15. Hi everyone, I've been playing and painting Khorne units for over a month now that I feel the need of painting something a bit more colourful than red/black/brass/silver - I love red but I think I got too much of it. So when Kharadron Overlords came out I was excited to paint it, and so I started assembling the Arkanaut Company on the 16th of May, at the time I wasn't really sure which Sky Port I wanted so that took me a while to think about - I'm really glad that the Battletome comes with a painting guide to help identifying with colours to use where - I'm not sure, but I believe this is the first time it happens, if it is, I hope to see more of this in future battletomes (not referring to colour rules or such - just purely a colour scheme guide). Unfortunately it doesn't go into such detail on the flying boats, but that's a good start for me. From the 16th of May it took me until Sunday the 21st to actually decide to go for Barak Urbaz and so that's when I've first painted their clothes in screamer pink - I must say I felt quite a joy for not being painting Khorne Red once again. At this time I realised that I've made yet another mistake, I shouldn't have assembled the weapons that are in front of the model - but now there's no going back because I also glued it with plastic glue and I'm afraid my hobby skills are not anywhere close to cut an assembled model. Also the models are so tiny that I feel that using a magnifier glass helps me a lot to paint it as close of perfection as I can. So far I have painted 3 colours (screamer pink, leadbelcher and mournfang brown last night - 23rd may) I feel like I'm going slow, I'm not sure if that's because they are tiny or because I'm trying to make them look perfect - or maybe is both things. I'll leave you a few photos of the progress so far. By the end, I expect to have painted: 30 Arkanaut Company 1 Aether-Khemist 1 Aetheric Navigator 1 Endrinmaster 1 Brokk Grungsson, Lord Magnate of Barak Nar (I know, Barak Nar, but he's funding my Barak Urbaz army) 12 Endrinriggers 1 Ironclad Thanks for reading, I'll be updating this topic as I progress on the unit.
  16. I’ve finally started painting them, and here’s my results so far! But since taking these photos, I’ve drybrushed the armour again and touched up the eyes. It’s all very experimental though, and I hope I’m not mucking it up.
  17. This could easily be titled 'A tale of one (split personality) painter'. I love this hobby and pretty much every army and model. I have painted up a number of warhammer armies over the last few years and hope to continue adding to each grand alliance with this plog. Im also finally starting to play a couple of games at my local store in a path to glory with ironjawz being my first project. However I couldn't help but pick this guy up last Saturday. I havent got any of the new tzeentch stuff yet but may do once I have the ironjawz done.
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