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Found 22 results

  1. I am having a hard time making a Khorne Army, I love the way it looks on paper, but predicting what it does on the board is a whole different ball game. I have lots of synergy, but it all seems weird. Is it any good? Here we go, 2500pts of Khorne... I call it " Frenzied Skullhunters" Leaders: Aspiring Deathbringer with Goreaxe and Skullhammer Blood Secrator Skarr Bloodwrath Skullgrinder Skullgrinder (yes there are 2) Lord of Khorne on Juggernaught Units: 2 units of 3 Mighty Skull Crushers 2 units of 5 Wrathmongers 6 units of 20 blood reavers 2 units of 10 blood warriors Please tell me what you think! I need the feedback!
  2. With AoS 2.0 I really enjoy how the realms are coming to life, with more description and even bonus rules. Because of this with each army I start work on I try to pick a realm and base them accordingly. I put most of the realm representation in the basing of the army. I have a bigger picture idea working up to ArchAeon and the Everchosen where I want each of the non-daemon chaos allegiance factions based on being from a distinct realm, from each other, and the daemon side to be the same realm as the mortal halves but with a realm of chaos twist. So for example Nurgle Rotbringers May have realm of life bases and the Nurgle Daemons would have the same realm of life base, but with corruption and decay added. Then Archaeons basing would be a circle of transition between the 8 basing designs,4 realms both with and without chaos taint. I already have allocated Aqushy, realm of fire, to Tzeench Arcanists which ruled out that as an option. I wanted a darkish basing so that the lighter bone elements of the armour contrasted. I eventually chose Chamon, the realm of metal, as I thought this would be a great setting for an army who through known for being crazed have a large dependence on the forging of weapons and armour. It will also, over time, be a good realm to be able to build up a faction narrative beyond drinking blood out of gathered skulls. For the basing I used cork with texture/grit paint to represent the earth which I dry brushed with metallics and finally applied a gloss black wash to darken it down. Then I mixed metallic paint, in this case Vallejo gold, with gloss varnish to created a flow of molten metal within the cracked earth. I allowed the metal to dry and then reapplied 1-2 more times to create volume.
  3. For me doing any army the first step has to be to do a scheme test model, usually a character. For this army I picked the Exalted Deathbringer which seemed to be a great choice, the first think I love about the model (the spear one) is that the weapon does not block access to the chest of the model, secondly he wears armour which is a mix of what a lot of other units wear so is a good reference model when rolling out the scheme and finally there are only two exalted Deathbringers in the ‘Super-Battalion’ so will have one as the first model and one as the last model to compare development of skills throughout the project. I had an old scheme which was blue and silver which a few people liked locally, but I wanted to move away from it as though it looked good on tabletop I found it difficult to improve it from the level it was at to something better. The new scheme is bone with a dark metal trim, which I feel makes the army fit in with the Khorne theme. I think the new scheme has potential to improve and have enough possibilities for variation to stay interesting throughout the project
  4. Hi everyone, i'm fairly new to AoS and i already have 3 different factions , i'm trying to collect mostly Stormcast Eternals and Slaanesh but i have a couple of Khorne Bloodbounds ( now called Blades of Khorne, right ? ) from the Storm of Sigmar box and the Thunder & Blood box. I want to convert those to Slaaneshy Slave to Darkness : Blood Reavers + Blood Warriors => Chaos Warriors Bloodstoker => Lord of Chaos Khorgorath => Daemon Prince of Slaanesh That's my general idea and i have a some spare bits from many of the slaanesh boxes that i have. I wanted to ask you for inspiration, images or others that try similar endeavour, i have some dark eldar wyches also and scourge privateers that i can use to mix but not more than that. I know there is a lot filling and green stuff involved but just wanted to get some ideas before i start with this glorious task of perverting the blood drinkers into tear drinkers . Thanks for your help!
  5. I have the Khorne Bloodbound models, still on the sprue. This is the original starter set. Looking for £30, plus whatever delivery method you'd prefer. I'm in Nottingham (UK) and happy for collection. Message if interested. Thanks!
  6. A few questions arose in a recent game- 1. Does the Phoenix’s attuned to magic ability stack? The wording seems to suggest it does (“if a wizard” rather than “if any wizards”) 2. Does the wrathmonger’s crimson haze stack for each model in the unit that’s within 3”? Again, wording seems to suggest it does. 3. For the daughters of khaine spell mind razor, (or other abilities such as banshee screams) do bonuses (both positive and negative) that affect bravery affect the extra damage of the spell? Obviously extra bravery from 10+ models doesn’t apply as that specifies it’s in the battleshock phase, but would darkling coven banners count for example? 4. I’ve asked here before but didn’t get any replies at all- for a flamespyre Phoenix’s wake of fire ability, does the model have to completely move over the target unit, or can they just be clipped to activate the effect? Thanks!
  7. Hey y'all, I like to theorize and tinker with various list ideas. I've thought about this for some time, and was thinking of fielding a Bloodforged Gore Pilgrim list. Attached below is what I've come up with. I'm not trying to be competitive, but rather I'm aiming to have a list that's both fun and rewarding. The premise is that the priests cause the enemy to either run toward my advancing horde, or soften them up with blood boil. My Might Lord of Khorne uses his command abilities, trait, and artifact to better my chances of making successful charges and getting into combat. The blood secrator does what he does and plants the banner, preferably near my priests to increase the range of his abilities, and near the other units to give the reroll 1's to hit. The core of blood warriors and wrathmongers attack in the front line, while the Gore Pilgrim's bloodreaver's and 5 man unit of blood warriors separate from the main group to hold various objectives around the map. In combat, the priests buff the blood warriors with bronze flesh, giving them a 3+ in addition to being immune to -1 rend that makes them tough, giving a higher opportunity to achieve a save and to activate the gorefist; the killing frenzy's +1 attack is there to help (preferably for the skullgrinder or the Mighty Lord of Khorne). With 5 attacks each, they should do pretty well against most front line units; though the wrathmongers would come in handy dealing with anything that's big and monstrous. I don't want to rant on about each units and detail in the army, cause I think the rest of it is pretty straight forward. I think my biggest weakness would be heavy ranged based lists, but that's a weakness that I feel in general Khorne has. The priests would mitigate some of it, but still..... Gladiators.pdf
  8. The sky was a bright orange, heralding the coming of nightfall. The city of Mystdorf was now at its peak of activity as people of all races mingled in the marketplace beneath the pink clouds of the evening. They were safe here from the icy desert nights. The city gates opened one last time, the two aelfin guardsmen standing at either side allowing the caravan to pass. The gate was shut behind them. This caravan moved through the market, turned down the slave district, took a shortcut through the slums. There they had to fight their way through thieves and thugs. Several men lie dead, aelf bolts in their hearts. After another gate they had entered the high district, full of tall black spires reaching into the sky. This was the district of the nobility, and no duardin, human, halfling, or anything was allowed within its walls. It was strictly inhabited by aelf-kind. The caravan made its final stop in the courtyard of one of the local palaces. Its guards disembarked, then unloaded the cargo. Men and women, all of the captured runaway slaves, tribal barbarians, prisoners, wanted men and women. The owner of the palace wandered out, a tall aelf, his scalp entirely bald. He wore pink and purple robes as he descended the marble steps of his home, joined by two of his elite guards. Several of his wives stood in the entryway, getting a breath of fresh air and watching the show unfold. The aelf approached the lines, looking them up and down. He recognized one of the men, and had them shot in the forehead point-blank. He continued up and down the line. He stopped before the most interesting barbarian he had ever seen. This man was taller than any other he had ever seen, maybe as tall a Stormcast Eternal, with his hair shaved close to his scalp. Scars covered said scalp, along with his face. He tilted his head, looking the man over. The man was obviously a warrior, he wore a white and blue pauldron upon his right shoulder, though the rest of him was bare save for long cloths draped about his waist. Metal studs stuck out of the man in several areas across his muscular frame. His arms were bound at the wrists by enormous chains. Scars covered him. "My lord," one of the caravan guards knelt, placing his fist upon the sand of the courtyard. "We found him with a small group of Bloodbound tribesmen in a sandstorm. They attempted to overtake us. We managed to take him down with several tranquilizer darts, along with a few other Khornates which we believe to be in decent enough shape to entertain the masses. He does not speak our tongue." "Learn," spat the giant in a deep voice, who cracked a grin. "Learn will." the aelf lord clapped his hands, causing the giant to chuckle further. "It will make an excellent addition to the arena, Kagnit. I thank you. I shall take three other male slaves. The women I possess enough of." he turned back to his entryway. "Have the men brought to their quarters. You may leave the giant in the training yard. Have the gatehouse guards fetch you your payment." "Yes, lord!" called out one of the guards as he left.
  9. Groje

    Bloodstoker

    Allied Bloodstoker which should fit visually into my slaves to Darkness army

    © Groje

  10. This is the first hero model I've painted for my yellow Bloodbound. There is a lot of blood and I didn't really know how much I'd like it but I decided to be liberal with it as it drips from the portal down onto the man's arms, armor and the ground. It turned out better than I thought it would. I normally take it easy on the blood. Anyway, enjoy!
  11. Actually 2480 Bloodbound and 460 daemons. Still a work in progress but I can see the light at the end of the tunnel!
  12. A family photo of my first 1000 points of Khorne Bloodbound (well with some Bloodletter friends)

    © Runebrush 2016

  13. Thunderstrike Brotherhood My first experience with Battalions in Aos was with the starter set -- I'd looked into them in 40K before, but never really got into that game, and had already sold my old 8th Edition Lizardmen Army as part of a move from California to Texas. So, when that shiny box art caught my eye, I was in for a surprise... STORMCAST ETERNALS Thunderstrike Brotherhood: Lord-Celestant on Dracoth Lord Relictor 2 Units of Liberators 1 Unit of Retributors 1 Unit of Prosecutors That's right, battalions! True they were just the contents of the Starter set, but to me, they were so much more than that. They were an excuse to role-play my army. I was going to do it anyway, but hey, between the scenarios and the new battalions, I didn't even have to work all that hard at it. Even better, since then, this one has gotten more useful. A big part of that change in usefulness is the new Lord-Celestant on Dracoth warscroll that came with the Extremis Battletome. On the original Lord-Celestant warscroll, there was only one weapon option (the Tempestos Hammer). Sure, it was a good weapon and still is, but more options are always better. That, of course, raises an even more important question: LORD-CELESTANT ON DRACOTH; WHICH WEAPON IS BEST??? Tempestos Hammer (the original choice)-- 2" Range, 3 Attacks (+ D3 on charge), 3+ to hit, 2+ to wound, Rend -1, D3 Damage And the math says... 1. Always Be Charging. No, seriously, D3 extra attacks is really very good. 2. Beware the Tarpits. On the charge, this weapon will average 6 wounds. In the pit, you're looking at only 3. You've got a decent save, but not a huge amount of stamina at only 7 wounds. It might be better to hold back and shoot with the Dracoth's stormbreath, or find a unit already in combat to charge into the rear of. 3. Big, but not too big. Where this weapon really shines is against groups small enough to be broken in a single charge. Against a unit 20 Bloodreavers, for example, you'll probably kill 6 (and then between 2 and 5 more due to battleshock), but after that, you'll still be in the midst of 12 Bloodreavers. You only have 7 wounds, and that's a fair number of attacks coming at your Lord- Celestant. Against a unit of 10, though, you've just wiped the entire unit, more or less. Cavalry are situational tools, and should never be run headlong into a block of anything that won't die quickly. THE VERDICT: Great if you're playing an army with low bravery, but be careful. Better to retreat and live than die in a pit of enemy corpses. ****Thunderaxe (the Team Player) -- 2", 3, 3+, 3+, 2**** Remember everything I just said? Forget it all. 1. Get in there with the men and kill some people. +1 attack for every Stormcast Eternals unit within 5". 2. Shoot at the enemy as they approach, then chop them to bits when they arrive. THE VERDICT: Are you playing against the Skaven or someone who like zombies and skeletons a bit too much? Thunderaxes. lightning Hammer (Saves, what saves?) -- 1", 3, 3+,3+, -1, 2 (+2 Mortal Wounds on 6) Delivers 2 mortal wounds on a 6. Use it on those pesky 3+ save elite infantry and watch your enemies weep. 1. Will literally vaporize chaff units, but is better spent on negating tough enemies -- let your regular troops do something for a change. 2. No need to charge, just wade in and start turning Blood Warriors to ash. THE VERDICT: Best used against armies built around small units of elite soldiers (Ogors, Chaos Warriors, etc.) Stormstrike Glaive (Go for the Eyes!) -- 2", 4, 3+, 4+, -1 (-2 on charge), 1 (3 on charge) You know that annoying Khorgorath that's controlling a quarter of the board? This thing just killed it in one charge. You're welcome. 1. If you aren't charging or retreating, why are you using this weapon? 2. General killer, monster killer, big unit killer. Don't waste time with the chaff. THE VERDICT: If you're opponent is really proud of some big centerpiece model, it will feel even better when you kill it. So...in other words, there is no best weapon. What the options create are opportunities to customize your general to your opponent. The Lord-Celestant's Command Ability, on the other hand, gives me a hint towards the Thunderaxe in general.. If this unit is able to keep it's allies from routing, then it makes more sense for him to be around those allies in combat too. Might as well get a bonus for that, right? But that's enough of that, let's look at that Battalion. General is, of course, the Lord-Celestant. The Lord-Relictor is better for healing than killing. The Liberators hold the line, the Retributors kill things really well, and the Prosecutors run around pelting people in the head from space. Why bother taking the formation? Oh, that's right. The big deal for this Battalion is the Lightning Strike ability, which allows you to hold your troops in reserve and deploy then after the battle starts. That sort of tactical flexibility is priceless, given the relatively small size of a Stormcast army when compared to, say...pretty much everyone else. I'm particularly fond of holding back Retributors until the enemy engages my Liberators, then, while they're bogged down against that shiny shield wall, charging into their rear and watching their puny little units crumble. Prosecutors are also great fun to spring on your opponent, what with their great movement and non-insignificant ranged attack. There's also the Brothers in Arms ability, which gives all units within a 6" range +1 to bravery. That stacks nicely with the Lord-Celestant's Thunderaxe and that 24" battleshock immunity rule. Altogether, these rules mean my general strategy for using this battle is as follows: I. Deploy Lord-Celestant, Lord-Relictor, and Liberators II. ADVANCE!!! Take some potshots with the Lord-Celestant and Lord-Relictor. Charge those Liberators into whatever chaff the enemy offers up. If they play hard to get, drop in those prosecutors and kite them into your lines. III. Drop in those Retributors. Watch your opponent panic under the rear charge, or inability to protect his general. IV. Mop up. No plan ever survives contact with the enemy of course, but this one seems to be a good start. (Happy to hear other strategies in the comments). MATCHED PLAY: NOPE NARRATIVE PLAY: SURE OPEN PLAY: GO FOR IT. Minimum Models (Matched Play): Starter Set (or 22) Minimum Points (Matched Play): 820 Cost: $125 (Starter Set) And... that's it. Thanks for reading, hope you enjoyed it. Leave a comment, and look for the Goreblade Warband next time!
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